Digest Archive vol 1 Issue 328
From: owner-champ-l-digest@sysabend.org 
Sent: Sunday, May 09, 1999 3:34 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #328 
 
 
champ-l-digest           Sunday, May 9 1999           Volume 01 : Number 328 
 
 
 
In this issue: 
 
    Re: Inquest Gamer: Champions is Dead? 
    Re: My problems... as per your request 
    Re: My problems... as per your request 
    Re: Superman weaknesses 
    Re: My problems... as per your request 
    Re: My problems... as per your request 
    Re: Inquest Gamer: Champions is Dead? 
    Re: CHAMP: muscular men and slick chicks 
    Alchemist 
    Re: Superman weaknesses 
    Re: Alchemist 
    Re: Alchemist 
    Alchemist 
    Re: Alchemist 
    Re: Alchemist 
    Re: Alchemist 
    Re: Alchemist 
    Re: Classic Super Team 
    Re: Classic Super Team 
    Re: Classic Super Team 
    Re: Classic Super Team 
    Re: Classic Super Team 
    Re: Classic Super Team 
    Re: Alchemist 
    Re: Alchemist 
 
---------------------------------------------------------------------- 
 
Date: Sat, 8 May 1999 23:51:29 -0700 
From: jayphailey@juno.com 
Subject: Re: Inquest Gamer: Champions is Dead? 
 
>And that's the point.  The New Millenium setting has some visual look 
things 
>evocative of that, but is otherwise nothing like it.  This sort of 
response 
>is why I say I think the response to the setting is people seeing what 
they 
>want (or rather don't) want to see in it.  It may not be a Silver Age 
>setting, but on the whole, it's hardly Dark and Gritty. 
 
Ah.  Okay. Perhaps you have a point.  Another reason that I didn't jump 
on the Fuzion System was that basically it didn't do anything for that 
HSR didn't already do. 
 
I did borrow large chunks of the Bubble Gum Crisis world book to run 
against the Supers down at Omega Squad.  Once I had the boomers tweaked 
right,  They made fiece and scary opponents for the supers to work up a 
sweat knocking down. 
 
 
Jay P. Hailey <Meow!>    [ICQ: 37959005]  
 
Read Star Trek- Outwardly Mobile At- 
 
http://www.geocities.com/~tesral/jay/ 
 
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------------------------------ 
 
Date: Sat, 8 May 1999 23:45:03 -0700 
From: jayphailey@juno.com 
Subject: Re: My problems... as per your request 
 
>>That's a very clever hack.  I have a question- You say "cost changes" 
as 
>>if it's a bad thing. Why would it be bad to snmply say "STR now costs 2 
>>CP per level"? 
> 
>Because it would force a rewrite of every single character in existence, 
and  
>immediately make all previous works "obsolete" (at least in the minds of 
many  
>players, though of course it'd be easy to use them). 
 
I behg your pardon! I meant as a house rule!!! I was not proposing a 
change in the HSR.  I like'em fine the way they are.  And I haven't even 
seen HSR 5.0 yet... 
 
 
> Also, I think the game  
>balances better with STR at 1 point per point. I disagree with the 
simplistic  
>analysis that just looks at figured stats; there's a lot more going on 
in the  
>game that must be balanced against the cost of STR. Making that cost 
change  
>would require a great deal of additional work throughout the system. 
Which we  
>already decided not to do, since the vast majority of the feedback we  
>received told us that players did not want major changes; they felt the  
>system balanced fine as it is. 
 
A lovely argument that I agree with 
 
>If you want to see our thinking on more major changes, Fuzion is where 
we  
>went through and made changes of that nature. 
> 
>— Steve Peterson, Hero Games  
 
I dig.  I still like GURPS better as a lead in to HSR.  They always told 
me that first you start with the lightweight stuff and before you know it 
you're hooked the hard stuff. 
 
But did I listen? NOOOO! 
 
 
Jay P. Hailey <Meow!>    [ICQ: 37959005]  
 
Read Star Trek- Outwardly Mobile At- 
 
http://www.geocities.com/~tesral/jay/ 
 
 
___________________________________________________________________ 
You don't need to buy Internet access to use free Internet e-mail. 
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or call Juno at (800) 654-JUNO [654-5866] 
 
------------------------------ 
 
Date: Sat, 8 May 1999 23:56:10 -0700 
From: jayphailey@juno.com 
Subject: Re: My problems... as per your request 
 
>Most of which don't exist in the rules, you'll notice.  When they do, 
I'll 
>include it in my evaluation.  As it is, that's nice for your campaign, 
but 
>as written, 2 per point is still overpriced.  In fact, even with your 
rule I 
>think it's overpriced in most settings. 
 
Do you not approve of house rules and making your own home built 
modifications to the HSR? 
 
Because if there came a system that was tuned specifically to your 
campains right out of the box, it probably wouldn't fit my campaign. 
 
So we have to change thing, interpret things, and alter things. No system 
is perfect out of the box. 
 
My major change to HSR has been to adopt certain GURPS-like usages and 
interpretations to the use iof HSR.  But veryyone will have their own. 
 
I do not see this as a bad thing. 
 
 
Jay P. Hailey <Meow!>    [ICQ: 37959005]  
 
Read Star Trek- Outwardly Mobile At- 
 
http://www.geocities.com/~tesral/jay/ 
 
___________________________________________________________________ 
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: Sun, 9 May 1999 00:12:53 -0700 
From: Max Callahan <mcallahan@home.com> 
Subject: Re: Superman weaknesses 
 
>At 10:21 AM 5/8/99 -0700, you wrote: 
>>>Superman is like a living solar battery; he doesn't immediately lose 
>>>all his powers when under a red sun, but they don't get replenished 
>>>except under a yellow sun.  A couple of years ago a sun-eater completely 
>> 
>>>blocked out all the Sun's radiation, and Superman ran out of juice in a 
>>few 
>>>days. 
>>>Of course, he was really, really busy those few days... 
>>>--_ 
>>>Guy Hoyle (ghoyle1@airmail.net) 
>> 
>However, in The Dark Knight Returns a nuclear blast filled the air with 
>dust and Superman came crashing down out of the shy and began withering 
>away visably.  So your milage may vary.  Myself, I always figured it had 
>more to do with radiation than just light. 
> 
> 
But in Kingdom Come Supes gets nuked dead on and is just fine, I figure 
it's a writer thing. 
 
	Max Callahan 
 
------------------------------ 
 
Date: Sat, 8 May 1999 23:58:56 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: My problems... as per your request 
 
> 
>In a message dated 5/7/99 8:21:38 PM, shaw@caprica.com writes: 
> 
>>The problem with that is that at that point Consitution is probably too 
>>expensive.  Most of what it does for you is give you figured stats; 2 points 
>>a point is too expensive just to make you harder to stun. 
> 
>I think that it's a reasonable tradeoff. What will happen is that there will  
>be some "evolution" with CON; after getting Stunned too many times, you'll  
>see it bought up more by characters tired of being taken out of the fight too  
>easily. Anyway, for those really concerned about costs of stats, this should  
>be less of an issue than getting a "bargain" for STR or DEX. 
 
At that point it'd probably be more econmic to just buy more _defense_. 
After all, 2 points spent on that (one on PD and one on ED) will make you 
one harder to stun in most cases, and it allows you to take less actual stun 
to boot. 
 
Fixing something that's too cheap in a way that just makes something else 
too expensive is not an improvement in my opinion. 
 
------------------------------ 
 
Date: Sun, 9 May 1999 00:11:11 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: My problems... as per your request 
 
>>Most of which don't exist in the rules, you'll notice.  When they do, 
>I'll 
>>include it in my evaluation.  As it is, that's nice for your campaign, 
>but 
>>as written, 2 per point is still overpriced.  In fact, even with your 
>rule I 
>>think it's overpriced in most settings. 
> 
>Do you not approve of house rules and making your own home built 
>modifications to the HSR? 
 
I don't approve of bringing them into general discussions of rules problems 
as defenses of those problems.  At that point any rules problem can be blown 
off because someone's got a houserule to fix it to suit them somewhere.  But 
that has nothing to do with the game as written, which is the common ground. 
 
> 
>Because if there came a system that was tuned specifically to your 
>campains right out of the box, it probably wouldn't fit my campaign. 
 
Please see the phrase 'that's nice for your campaign' in the paragraph at 
the top.  It means just that.  It also means it's essentially a useless 
response when dealing with the rules in general, which is what I'm addressing. 
 
> 
>So we have to change thing, interpret things, and alter things. No system 
>is perfect out of the box. 
 
And no system can be discussed intelligently if you try to talk about every 
set of house rules for it in existance at the same time.  All the common 
ground you have is the published rules. 
 
> 
>My major change to HSR has been to adopt certain GURPS-like usages and 
>interpretations to the use iof HSR.  But veryyone will have their own. 
> 
>I do not see this as a bad thing. 
 
I don't either.  I just don't see it as relevant to my point.  As written in 
the Hero System Rulebook, if you take off the figured stats, CON is too 
expensive at 2 points per point of CON. 
 
------------------------------ 
 
Date: Sun, 9 May 1999 00:13:30 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Inquest Gamer: Champions is Dead? 
 
>>And that's the point.  The New Millenium setting has some visual look 
>things 
>>evocative of that, but is otherwise nothing like it.  This sort of 
>response 
>>is why I say I think the response to the setting is people seeing what 
>they 
>>want (or rather don't) want to see in it.  It may not be a Silver Age 
>>setting, but on the whole, it's hardly Dark and Gritty. 
> 
>Ah.  Okay. Perhaps you have a point.  Another reason that I didn't jump 
>on the Fuzion System was that basically it didn't do anything for that 
>HSR didn't already do. 
 
Note I wasn't talking about Fuzion, though.  I was talking about using the 
C:TNM setting for a regular Champions campaign. 
 
------------------------------ 
 
Date: 09 May 1999 09:34:50 -0400 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: CHAMP: muscular men and slick chicks 
 
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* Leah L Watts <llwatts@juno.com>  on Sat, 08 May 1999 
| I just go with whatever height and weight fit the character and don't 
| worry about it.  (For instance, I'm running a brick in a Golden Age 
| Champs game who's 4 feet tall, 135 pounds, and STR 40.) 
 
Ditto.  I mean, look at how Superman and Batman are usually drawn: they 
clearly have similar physiques, but Superman is immensely stronger.  It is 
something that is usually ignored in a 4-color world. 
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- --  
Rat <ratinox@peorth.gweep.net>    \ Do not use Happy Fun Ball on concrete. 
Minion of Nathan - Nathan says Hi! \  
PGP Key: at a key server near you!  \  
 
------------------------------ 
 
Date: Sun, 09 May 1999 09:54:24 -0500 
From: redbf@ldd.net (bobby farris) 
Subject: Alchemist 
 
Hi, 
    I am starting to work on a Fantasy Campaign and one of the character 
Archetypes I am going to have is an Alchemist. I want to run the 
Alchemist magic by the group to make sure I am not missing anything. 
 
    Alchemical potions, oils, and whatever must have: 
 
- --1/2 Requires Skill Roll 
- -1 1/4 OAF: Expendable, Hard to recover. 
+1/4 Trigger: Use the Item. 
+1/4 Usable by self or one other. 
 
Now, I didn't include Independent because if the character wants to sell 
a potion he should't have to loose points. 
 
I also didn't include charges. Why..Well the way I figure it if the 
person has Charges then he has a maximum on number of a certain amount 
of potions that he can make. I am hoping that I can limit the number of 
potions a person makes by using the OAF, Expendable limitation. 
 
What does everyone think....do you see any holes? 
 
------------------------------ 
 
Date: Sun, 09 May 1999 08:10:18 -0700 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: Re: Superman weaknesses 
 
>>>>Superman is like a living solar battery; he doesn't immediately lose 
>>>>all his powers when under a red sun, but they don't get replenished 
>>>>except under a yellow sun.  A couple of years ago a sun-eater completely 
>>> 
>>>>blocked out all the Sun's radiation, and Superman ran out of juice in a 
>>>few days.  Of course, he was really, really busy those few days... 
 
>>However, in The Dark Knight Returns a nuclear blast filled the air with 
>>dust and Superman came crashing down out of the shy and began withering 
>>away visably.  So your milage may vary.  Myself, I always figured it had 
>>more to do with radiation than just light. 
>> 
>But in Kingdom Come Supes gets nuked dead on and is just fine, I figure 
>it's a writer thing. 
 
OK In Kingdom Come, Waid points out that Superman is at the height of his 
invulnerability, if it was all on the same continuum of time, it would 
happen years AFTER Dark Knight Returns.  Second, the bomb used in Dark 
Knight Returns was a different weapon, it was an EMP bomb that used a nuke 
for its ignition, and as such probably affected him differently than usual. 
 The DKR nuke was a direct, totally ground zero hit, while in Kingdom Come 
he was a goodly distance from ground zero (which apparently vaporized 
Captain Marvel, nearly as tough as Superman).  However, that all said, 
Superman sucked energy from the plants and such around him, Im not sure how 
that works, I just think it was something Miller was doing symbolically, as 
earth's protector, showing him to be inhuman etc. 
 
- -------------------------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo    	Solus Christus		Corum Deo 
 
- -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: 09 May 1999 12:20:23 -0400 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Alchemist 
 
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* redbf@ldd.net (bobby farris)  on Sun, 09 May 1999 
My knee-jerk reaction is to take a page from Palladium Fantasy and relegate  
the Alchemist to NPCdom. 
 
| --1/2 Requires Skill Roll 
 
Requires Skill Roll is for using a power.  I do not see why my big, burly 
fighter would need to make a Magic Skill roll when drinking a potion that 
increases his Strength by 5. 
 
| -1 1/4 OAF: Expendable, Hard to recover. 
 
Ish... fork over the money and you have a replacement.  Not hard to recover  
at all, especially if your friendly neighborhood alchemist happens to be a 
PC. 
 
| +1/4 Trigger: Use the Item. 
 
Using a power in a Focus does not require trigger.  This is a waste of 
points. 
 
| +1/4 Usable by self or one other. 
 
If you are using Focus, then you do not really need this, either. 
 
[...] 
| What does everyone think....do you see any holes? 
 
If no Charges, where does the END for the powers come from? 
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Minion of Nathan - Nathan says Hi! \ which, if exposed due to rupture, should 
PGP Key: at a key server near you!  \ not be touched, inhaled, or looked at. 
 
------------------------------ 
 
Date: Sun, 09 May 1999 11:40:52 -0500 
From: Mitchel Santorineos <mitchels@megsinet.net> 
Subject: Re: Alchemist 
 
>My knee-jerk reaction is to take a page from Palladium Fantasy and relegate 
>the Alchemist to NPCdom. 
 
 
The Alchemist is a good PC class.  Imagine the adventures a good GM can run 
for a PC Alchemist searching for spell components.  Your looking at this as 
an after-effect character pushing around a cart full of bottles.  That's not 
what he/she is.  This character would go out, get components, make the 
potions and then sell or give them to other PC/NPC's. 
 
>| --1/2 Requires Skill Roll 
> 
>Requires Skill Roll is for using a power.  I do not see why my big, burly 
fighter would need to make a Magic Skill roll when drinking a potion that 
increases his Strength by 5. 
 
 
The Skill roll is required when the potion is made.  The trigger advantage 
allows the person using it to do so with the skill roll. 
 
>| -1 1/4 OAF: Expendable, Hard to recover. 
> 
>Ish... fork over the money and you have a replacement.  Not hard to recover 
at all, especially if your friendly neighborhood alchemist happens to be a 
PC. 
 
 
Things like Dragon blood, Elf skin,  etc. would be hard to get/recover. 
Imagine having to go into a deep cave to get bat guano.  It would be very 
messy and possibly dangerous. 
 
>| +1/4 Trigger: Use the Item. 
> 
>Using a power in a Focus does not require trigger.  This is a waste of 
>points. 
 
 
Once again the Trigger is to allow the potion to be used with out the skill 
rolls etc. 
 
>| +1/4 Usable by self or one other. 
> 
>If you are using Focus, then you do not really need this, either. 
 
 
You do because a focus can be personal or universal.  Only and independant 
item is truely free form its owner. 
 
>| What does everyone think....do you see any holes? 
 
 
I think your viewing this character under a miss conception.  Perhaps to 
much AD&D in your past? 
 
>If no Charges, where does the END for the powers come from? 
 
 
The End is paid by the spell caster when he makes the potion and sets up the 
trigger.  Don't you know how triggers and delayed effects work? 
 
------------------------------ 
 
Date: Sun, 09 May 1999 11:44:55 -0500 
From: Mitchel Santorineos <mitchels@megsinet.net> 
Subject: Alchemist 
 
>My knee-jerk reaction is to take a page from Palladium Fantasy and relegate 
the Alchemist to NPCdom. 
 
The Alchemist is a good PC class.  Imagine the adventures a good GM can run 
for a PC Alchemist searching for spell components.  Your looking at this as 
an after-effect character pushing around a cart full of bottles.  That's not 
what he/she is.  This character would go out, get components, make the 
potions and then sell or give them to other PC/NPC's. 
 
>| --1/2 Requires Skill Roll 
> 
>Requires Skill Roll is for using a power.  I do not see why my big, burly 
fighter would need to make a Magic Skill roll when drinking a potion that 
increases his Strength by 5. 
 
The Skill roll is required when the potion is made.  The trigger advantage 
allows the person using it to do so without the skill roll. 
 
>| -1 1/4 OAF: Expendable, Hard to recover. 
> 
>Ish... fork over the money and you have a replacement.  Not hard to recover 
at all, especially if your friendly neighborhood alchemist happens to be a 
PC. 
 
Things like Dragon blood, Elf skin,  etc. would be hard to get/recover. 
Imagine having to go into a deep cave to get bat guano.  It would be very 
messy and possibly dangerous. 
 
>| +1/4 Trigger: Use the Item. 
> 
>Using a power in a Focus does not require trigger.  This is a waste of 
>points. 
 
Once again the Trigger is to allow the potion to be used with out the skill 
rolls etc. 
 
>| +1/4 Usable by self or one other. 
> 
>If you are using Focus, then you do not really need this, either. 
 
You do, because a focus can be personal or universal.  Only and independent 
item is truly free form its owner. 
 
>| What does everyone think....do you see any holes? 
 
I think your viewing this character under a miss conception.  Perhaps to 
much AD&D in your past? 
 
>If no Charges, where does the END for the powers come from? 
 
The End is paid by the spell caster when he makes the potion and sets up the 
trigger.  Don't you know how triggers and delayed effects work? 
 
------------------------------ 
 
Date: Sun, 9 May 1999 12:56:21 EDT 
From: AndMat3@aol.com 
Subject: Re: Alchemist 
 
In a message dated 5/9/99, 10:54:30 AM, redbf@ldd.net writes: 
<<    Alchemical potions, oils, and whatever must have: 
 
- --1/2 Requires Skill Roll 
- -1 1/4 OAF: Expendable, Hard to recover. 
+1/4 Trigger: Use the Item. 
+1/4 Usable by self or one other. 
>> 
 
If it is a foci, does it have to have the "usable by self or one other"?  
Unless 
the foci is "PERSONAL", it seems to me that once the Alchemist gave the 
potion/stone/whatever to someone else, they would be able to use it IF 
they knew how to set off the trigger. 
 
if i'm wrong about this, let me know. 
andy 
 
------------------------------ 
 
Date: Sun, 09 May 1999 12:11:28 -0500 
From: Mitchel Santorineos <mitchels@megsinet.net> 
Subject: Re: Alchemist 
 
>If it is a foci, does it have to have the "usable by self or one other"? 
>Unless the foci is "PERSONAL", it seems to me that once the Alchemist gave 
the potion/stone/whatever to someone else, they would be able to use it IF 
they knew how to set off the trigger. 
 
That's always an iffy thing.  In my Fantasy Hero games a personally created 
focus cannot be used by someone else unless it is bought independent or 
usable by other. 
 
What you really have here is a wizard, casting a spell and putting a trigger 
on it.  The trigger is drinking it, or rubbing it on etc.  Trigger is 
usually only used on damaging items such as the exploding mine, etc.  I 
would think that the UBO is added so that non-damaging powers could be given 
to another character. 
 
The UBO is there because what you have is a PC giving other PC's powers. 
The special effect is just that it's a potion bottle.  If the wizard casted 
a barkskin on another PC, but made him hold a piece of oak, would you 
require the caster to by the armor/force field as usable by other.  You 
probably would, even though there is a focus of a piece of oak involved. 
 
------------------------------ 
 
Date: 09 May 1999 13:26:22 -0400 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Alchemist 
 
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* Mitchel Santorineos <mitchels@megsinet.net>  on Sun, 09 May 1999 
| The Alchemist is a good PC class.  Imagine the adventures a good GM can run 
| for a PC Alchemist searching for spell components. 
 
Imagine how annoyed everyone else will be playing second fiddle to the PC 
alchemist's frequent quests.  No matter how much you sugar-coat it, some 
people will chafe at the idea of having to do all of the work while another 
PC reaps all (or at least most) of the reward. 
 
[...] 
| The End is paid by the spell caster when he makes the potion and sets up 
| the trigger.  Don't you know how triggers and delayed effects work? 
 
I know how they work.  It is the idea of using Trigger for this that does 
not work.  Trigger allows you to set up a power with a specific trigger 
condition.  Allowing it to set multiple instances of the power exactly 
duplicates the effect of Time Delay.  On the other hand, using Trigger in 
this fashion effectively duplicates Charges.  I as the would-be GM say 
"clever, but nimgyd" to this trick. 
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- --  
Rat <ratinox@peorth.gweep.net>    \ Do not use Happy Fun Ball on concrete. 
Minion of Nathan - Nathan says Hi! \  
PGP Key: at a key server near you!  \  
 
------------------------------ 
 
Date: 09 May 1999 14:00:39 -0400 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Alchemist 
 
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* Mitchel Santorineos <mitchels@megsinet.net>  on Sun, 09 May 1999 
| That's always an iffy thing.  In my Fantasy Hero games a personally created 
| focus cannot be used by someone else unless it is bought independent or 
| usable by other. 
 
This makes no sense.  A personal Focus can be used by nobody other than the 
character what paid the points for it.  But something like a potion that 
can be used by anyone is by definition not a personal Focus, making Usable 
by Others redundant. 
 
And then, when you use UBO, you specify which 'other'.  If I buy a potion 
from you, I am the 'other'.  I can give the potion to a friend of mine (it 
is a Focus), but he cannot use it; only you or I can.  Or if it is stolen 
from me, it is useless to the thief. 
 
Your power constructs really do not model the special effects. 
 
[...] 
| The UBO is there because what you have is a PC giving other PC's powers. 
 
Well, if this is a common occourance, the recipient PC is expected to pay 
for those powers, unless those powers qualify as common equipment.  If they 
are common equipment (which they might be given a PC alchemist), they have 
no actual point cost.  That is, if arrows that almost anyone can own and 
use cost nothing, a simple healing potion that almost anyone can own and 
use likewise costs nothing.  Would you require a PC weaponsmith to buy RKA 
with Usable by Others and Triggers and such so he can make and use arrows 
for himself and his friends?  If not, why are you treating the PC alchemist 
differently? 
 
This is why I recomend making the alchemist exclusively an NPC character 
type.  It saves you (the GM) many headaches of this sort. 
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Rat <ratinox@peorth.gweep.net>    \ Happy Fun Ball contains a liquid core, 
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PGP Key: at a key server near you!  \ not be touched, inhaled, or looked at. 
 
------------------------------ 
 
Date: Sun, 9 May 1999 13:02:19 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: Classic Super Team 
 
On Fri, 7 May 1999, Bob Greenwade wrote: 
> At 05:38 PM 5/7/1999 EDT, Akirazeta@aol.com wrote: 
> >Id have to say that is a fantastic formula. Im printing out a copy of that  
> >for refrence. Matches up with most every team i can envision, except gen13.  
> > 
> >Now, stick some powers on there. 
>  
> >Rebel 
>  
>    A feral type, with high STR and Martial Arts (as opposed to HL's medium 
> STR, Martial Arts, and MA Damage Classes), innate defenses, some 
> fancy-schmancy sensory powers, and general physical (but not intellectual) 
> superiority over HL. 
 
Note that in anime, at least, the Rebel/Other Guy is generally more suave, 
cool, and collected than the leader.  (Again, Han vs. Luke works well for 
the archetypes...) 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: 09 May 1999 14:24:22 -0400 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Classic Super Team 
 
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* "Dr. Nuncheon" <jeffj@io.com>  on Sun, 09 May 1999 
| Note that in anime, at least, the Rebel/Other Guy is generally more suave, 
| cool, and collected than the leader.  (Again, Han vs. Luke works well for 
| the archetypes...) 
 
Except when he's the angry, driven, or angst-ridden type of guy. 
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- --  
Rat <ratinox@peorth.gweep.net>    \ Happy Fun Ball may stick to certain types 
Minion of Nathan - Nathan says Hi! \ of skin. 
PGP Key: at a key server near you!  \  
 
------------------------------ 
 
Date: Sun, 09 May 1999 11:31:50 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Classic Super Team 
 
At 01:02 PM 5/9/1999 -0500, Dr. Nuncheon wrote: 
>On Fri, 7 May 1999, Bob Greenwade wrote: 
>> At 05:38 PM 5/7/1999 EDT, Akirazeta@aol.com wrote: 
>> >Id have to say that is a fantastic formula. Im printing out a copy of 
that  
>> >for refrence. Matches up with most every team i can envision, except 
gen13.  
>> > 
>> >Now, stick some powers on there. 
>>  
>> >Rebel 
>>  
>>    A feral type, with high STR and Martial Arts (as opposed to HL's medium 
>> STR, Martial Arts, and MA Damage Classes), innate defenses, some 
>> fancy-schmancy sensory powers, and general physical (but not intellectual) 
>> superiority over HL. 
> 
>Note that in anime, at least, the Rebel/Other Guy is generally more suave, 
>cool, and collected than the leader.  (Again, Han vs. Luke works well for 
>the archetypes...) 
 
   In anime, yes, certainly.  My (obviously mistaken) impression was that 
Akrizeta was looking for something more classically American, and what I 
wrote is how the Americans would do it. 
   The Five, as being currently posted, is (IMHO) how the Japanese would do 
it. 
- --- 
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, 09 May 1999 14:39:42 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: Classic Super Team 
 
<snip> 
> >> >Rebel 
> >>    A feral type, with high STR and Martial Arts (as opposed to HL's me= 
dium 
> >> STR, Martial Arts, and MA Damage Classes), innate defenses, some 
> >> fancy-schmancy sensory powers, and general physical (but not intellect= 
ual) 
> >> superiority over HL. 
> >Note that in anime, at least, the Rebel/Other Guy is generally more suav= 
e, 
> >cool, and collected than the leader.  (Again, Han vs. Luke works well fo= 
r 
> >the archetypes...) 
>    In anime, yes, certainly.  My (obviously mistaken) impression was that 
> Akrizeta was looking for something more classically American, and what I 
> wrote is how the Americans would do it. 
>    The Five, as being currently posted, is (IMHO) how the Japanese would = 
do 
> it. 
=09Naito (of the Five) is both "wild" (paralleling feral) and 
physically superior to the Handsome Leader.  He's also younger, cooler (in 
style, not necessarily temperment), and has "deeper issues" regarding his 
life and his troubled past (which gives him angst). 
=09Naito chooses to use a sword and hand combat, as opposed to the 
Handome Leader who uses experience (Overall Skill Levels, OCV based on 
Analyze Combat Technique, OCV vs. Dodging), and a gun to get his results. 
=09Handsome Leader is 40+, has NCM, =89=BEM=C3 
]=F0N=CCVy.T=DADVQ 
 
------------------------------ 
 
Date: Sun, 09 May 1999 14:42:54 -0400 
From: "B.C. Holmes" <bcholmes@interlog.com> 
Subject: Re: Classic Super Team 
 
ErolB1@aol.com wrote: 
>  
> In a message dated 99-05-07 17:48:19 EDT, jeffj@io.com writes: 
>  
> > This is an old theory called '5 character theory', although the original 
> >  form I heard it in was: Hero, Other Guy, Big Guy, Chick, and Pet. 
> > 
> >  The 'Pet' is not always a geek, but is almost always a 'comic relief' 
> >  character.  There's also an optional 6th character: the "Mentor'. 
 
How 'bout _Battle of the Planets_: 
 
Hero: Mark 
Other Guy: (whatsisname?) 
Big Guy: Tiny 
Chick: Princess 
Pet: Keyop 
 
BCing you 
- ----+----+----+----+----+----+----+----+----+----+----+----+----+---- 
B.C. Holmes                        http://www.interlog.com/~bcholmes/ 
"God is an iron" 
          - Spider Robinson 
 
------------------------------ 
 
Date: Sun, 09 May 1999 14:53:12 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: Classic Super Team 
 
On Sun, 9 May 1999, Jason Sullivan wrote: 
<snip> 
>Rebel 
 >>    A feral type, with high STR and Martial Arts (as opposed to HL's medium 
 >> STR, Martial Arts, and MA Damage Classes), innate defenses, some 
 >> fancy-schmancy sensory powers, and general physical (but not intellectual) 
 >> superiority over HL. 
> >Note that in anime, at least, the Rebel/Other Guy is generally more suave, 
> >cool, and collected than the leader.  (Again, Han vs. Luke works well for 
> >the archetypes...) 
>     In anime, yes, certainly.  My (obviously mistaken) impression was that 
>  Akrizeta was looking for something more classically American, and what I 
>  wrote is how the Americans would do it. 
>     The Five, as being currently posted, is (IMHO) how the Japanese would do 
> it. 
 	Naito (of the Five) is both "wild" (a parallel to feral) and 
physically superior to the Handsome Leader.  He's also younger and more 
contemporary, cooler (in style, not necessarily temperment), and has 
"deeper issues" regarding his life and his troubled past (which gives him 
more "darkness" and angst). 
	Naito chooses to use a sword and MA combat, as opposed to the  
Handome Leader who uses experience (Overall Skill Levels, OCV based on 
Analyze Combat Technique, OCV vs. Dodging), and a revolver to get his 
results. 
	Handsome Leader is 40+, has NCM, used to be in the army, is 
extremely honorable and 'good.'  He has much more of a tangible past... 
scars from bullet wounds and such on his chest and various mementos of 
scrapes, a divorced wife, and a recovery from being a depressed, washed up 
alcoholic. 
 
	I like to parallel the two by thinking if Naito as a young ninja 
who is trying to ammend his evil ways, and Handsome Leader as an old 
samauri, slightly world weary, but true to his duty... 
	...able to work together, but not necessarily liking each other. 
 
------------------------------ 
 
Date: Sun, 9 May 1999 14:54:29 EDT 
From: SteveL1979@aol.com 
Subject: Re: Alchemist 
 
	Hmmm.  This is an interesting discussion; perhaps it would help to  
focus things if we determined what potions are, how they're made, and how  
characters use them.  Here's the way I'd describe it all: 
 
1.  Potions are liquids which, when drunk, provide certain powers or  
abilities to the person drinking them.  As an object, a potion is a Focus  
(OAF).  As a liquid which can easily be spilled, diluted, or spoiled, I'd  
call it a Fragile OAF to boot. 
 
2.  Potions are brewed by alchemists using all sorts of components, some  
difficult/dangerous to acquire, some not so much.  In part this depends on  
the campaign setting and the specific potion.  This sounds more or less like  
applying the Expendable modifier to the Focus, to varying degrees depending  
upon specifics.  I'd call the end result:  OAF Fragile (easily spilled or  
diluted potion; ingredients may be Expendable to some degree). 
 
3.  The person who brews the potion doesn't necessarily have to be the person  
using it.  For the most part, anyone can drink, and obtain the benefits of, a  
potion.  To me, this primarily sounds like the Focus is Universal.  In some  
games the GM might want you to apply Usable By Others to get that sort of  
effect, but that doesn't seem necessary to me because of the special effects  
involved here.  YMMV. 
 
4.  There is a limited number of doses of each potion; once they're drunk,  
the alchemist has to get more components and brew up another batch.  This  
sounds like Charges to me. 
 
5.  The effects of a potion typically last for a certain period of time  
(perhaps a long one).  Continuing Charges sounds like the best way to go  
here, but for some Constant/Persistent Powers maybe the drinker simply pays  
the END for the Power. 
 
6.  Brewing up a potion involves a lot of procedures -- throwing ingredients  
into a pot, chanting, concentrating, scribbling formulae, and whatnot -- that  
drinking the potion does not.  The best way to simulate this sort of thing,  
IMO, is Delayed Effect.  This also limits the number of potions Ye Alchemist  
can walk around in the game with (to INT/5 potions, or what have you),  
providing a balancing factor. 
 
	So, for a Potion of Giant Strength, I'd probably end up with a  
description like this: 
 
POTION OF GIANT STRENGTH:  +30 STR, Delayed Effect (+1/4) (37 Active Points);  
OAF Fragile Expendable (easily spilled or diluted liquid, brewed from giant's  
blood and other components which are difficult or expensive to acquire; -1  
1/2), 4 Continuing Charges lasting 1 Minute each (-1/4), Concentrate (has 0  
DCV while brewing potioni; -1/2), Extra Time (takes minimum of 1 Hour to brew  
potion; -2 1/2), Gestures (must make arcane gestures while brewing potion;  
- -1/4), Incantations (must incant magical formulae while brewing potion;  
- -1/4), Requires An Alchemy Roll (-1/2).  Total cost:  5 points. 
 
	As always, YMMV, you may have different assumptions than I did, or I  
may have overlooked something.  Thoughts, comments, suggestions, ideas? 
 
Steve Long 
 
------------------------------ 
 
Date: Sun, 09 May 1999 14:30:56 -0500 
From: Lance Dyas <lancelot@radiks.net> 
Subject: Re: Alchemist 
 
SteveL1979@aol.com wrote: 
 
>         Hmmm.  This is an interesting discussion; perhaps it would help to 
> focus things if we determined what potions are, how they're made, and how 
> characters use them.  Here's the way I'd describe it all: 
> 
> 1.  Potions are liquids which, when drunk, 
 
Some potions might be sprinkled over your head or smeared on 
your body... or on the appropriate part 
 
> provide certain powers or 
> abilities to the person drinking them. 
 
or do they in some sense activate the power in the subject this makes a 
difference 
particularly in deciding where endurance cost is paid, and in general figuring 
out 
how to simulate the effect. 
 
> As an object, a potion is a Focus 
> (OAF). 
 
> As a liquid which can easily be spilled, diluted, or spoiled, I'd 
> call it a Fragile OAF to boot. 
 
> 
> 2.  Potions are brewed by alchemists using all sorts of components, some 
> difficult/dangerous to acquire, some not so much.  In part this depends on 
> the campaign setting and the specific potion.  This sounds more or less like 
> applying the Expendable modifier to the Focus, to varying degrees depending 
> upon specifics.  I'd call the end result:  OAF Fragile (easily spilled or 
> diluted potion; ingredients may be Expendable to some degree). 
> 
> 3.  The person who brews the potion doesn't necessarily have to be the person 
> using it.  For the most part, anyone can drink, and obtain the benefits of, a 
> potion.  To me, this primarily sounds like the Focus is Universal.  In some 
> games the GM might want you to apply Usable By Others to get that sort of 
> effect, but that doesn't seem necessary to me because of the special effects 
> involved here.  YMMV. 
 
I think Hero mechanics in general require you make the mechanics conform 
if you make it useable by others.....Would this make the potions so they were 
personalized to the other for whom you brewed it (this is in effect means the 
power is under your control targeted even if the effect is delaid), which is 
actually quite 
interesting. Kind of like saying the potion is specific to the biology/metabolism 
of 
the ingester. 
 
 
> 4.  There is a limited number of doses of each potion; once they're drunk, 
> the alchemist has to get more components and brew up another batch. 
 
Question is can he brew another batch before the last has been used? This is a 
possible stumbling block. 
 
 
> This 
> sounds like Charges to me. 
> 
 
yep I'd agree 
 
> 
> 5.  The effects of a potion typically last for a certain period of time 
> (perhaps a long one).  Continuing Charges sounds like the best way to go 
> here, but for some Constant/Persistent Powers maybe the drinker simply pays 
> the END for the Power. 
> 
 
Either seems reasonable... I think of potions which are drunk as activating 
a power in the subject rather than making the effect themselves, other 
applications 
might function differently, for instance smear this potion on your skin to get an 
 
armor effect.. may actually create the effect itself? 
 
> 
> 6.  Brewing up a potion involves a lot of procedures -- throwing ingredients 
 
> into a pot, chanting, concentrating, scribbling formulae, and whatnot -- that 
> drinking the potion does not.  The best way to simulate this sort of thing, 
> IMO, is Delayed Effect.  This also limits the number of potions Ye Alchemist 
> can walk around in the game with (to INT/5 potions, or what have you), 
> providing a balancing factor. 
> 
>         So, for a Potion of Giant Strength, I'd probably end up with a 
> description like this: 
> 
> POTION OF GIANT STRENGTH:  +30 STR, Delayed Effect (+1/4) (37 Active Points); 
> OAF Fragile Expendable (easily spilled or diluted liquid, brewed from giant's 
> blood and other components which are difficult or expensive to acquire; -1 
> 1/2), 4 Continuing Charges lasting 1 Minute each (-1/4), Concentrate (has 0 
> DCV while brewing potioni; -1/2), Extra Time (takes minimum of 1 Hour to brew 
> potion; -2 1/2), Gestures (must make arcane gestures while brewing potion; 
> -1/4), Incantations (must incant magical formulae while brewing potion; 
> -1/4), Requires An Alchemy Roll (-1/2).  Total cost:  5 points. 
> 
>         As always, YMMV, you may have different assumptions than I did, or I 
> may have overlooked something.  Thoughts, comments, suggestions, ideas? 
> 
> Steve Long 
 
------------------------------ 
 
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