Digest Archives Vol 1 Issue 32d
Desmarais, John 
From:	owner-champ-l-digest@sysabend.org 
Sent:	Thursday, November 05, 1998 7:55 AM 
To:	champ-l-digest@sysabend.org 
Subject:	champ-l-digest V1 #32 
 
champ-l-digest       Thursday, November 5 1998       Volume 01 : Number 032 
 
 
 
In this issue: 
 
    Re: Is this as abnormal as I think it is?  (Minority Gamers) 
    Re: 1st Edition Fantasy Hero 
    Re: Non-Lethal Weapons 
    Re: Incorporating Myth without stepping on religion. 
    Re: Possession? 
    RE: Anglo-HERO (Re: San Angelo Opinions) 
    Re: Where are we all. 
    Re: Automatons 
    RE: Campaign Styles/Types 
    Re: Physical vs. Energy Flash 
    Re: Physical vs. Energy Flash (was RE: Non-Lethal Weapons) 
    Re: Look Out!  It's Mr. Fist! (SFX: Multi-SFX Gauntlets) 
    Re: GURPS: GURPS 
    Re: Everyimmortal skills [long] 
    Re: Everyimmortal skills [long] 
    Re: Where are we all. 
 
---------------------------------------------------------------------- 
 
Date: Thu, 01 Oct 1998 16:04:55 -0500 (EST) 
From: Jason Sullivan <ravanos@njcu.edu> 
Subject: Re: Is this as abnormal as I think it is?  (Minority Gamers) 
 
	I'm half Maltese and half other-stuff (mostly European).  I am 
heterosexual and male.  I am also agnostic. 
 
	Most of my friends, as well as my neighborhood, is Hispanic.  In 
all the current games I'm in, the majority of the players are my friends 
(ergo Hispanic).  I also play with other out of Area friends who are very 
Italian,  Irish, Polish, German, Jewish, other Euro... and (did I miss 
anyone?) mixed...  (African American, Native American, and Irish; who is 
also 'in area'). 
	Most of my 'in area' RP friends are male.  Most of my out of area 
RP friends are female.  Some groups have been composed of a single gender, 
others have been mixed, while in others, I have been the only male. 
	As for sexual preference, most of my 'in area' RP friends are 
heterosexual, and most of my out of area RP friends are (female) bisexual. 
	As far as religion/philosophy goes, I've played with Catholics, 
Prodestants, Jewish, pagans, atheists, etc. 
	Most regular gamers range from 17-32, averaging in around 21. 
 
	My view of things?  Well, I like a variety of characters and 
personalities.  I find many of my male friends will only play straight 
young male characters, rarely playing minorities.  My female friends tend 
to stick withyoung females.  Very few of my friends cross the line when it 
comes to playing gender, age, or race.  I like to mix it up alot, but that 
may just be because I like variety.  I like player character groups 
composed of differing views, races, cultures, nationalities, sexes, and 
sexual preferences. 
 
	I do have a weakness for playing characters who are dramatic 
'romantic hero' (not Harlequin Romance heroes, more like the Byronic 
archetype of a hero) ever since my first 2nd grade D&D character.  Often 
times, they are disfigured, cursed, remorseful, self-sufficent, and not 
very typically heroic.  They also tend to be very 'weird,' and I have a 
hard time playing a mundane character unless everyone else is exotic.  I 
think to this end, race, at first, is just 'window dressing' to this all 
important habit I have... errg. 
 
- -+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+- 
"Fools are my theme, let satire be my song."  
	-Lord Byron; English Bards and Scotch Reviewers.  Line 6.  
- -=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_- 
 
------------------------------ 
 
Date: Tue, 04 Aug 1998 21:59:40 -0700 
From: Nic Neidenbach <naneiden@iswest.com> 
Subject: Re: 1st Edition Fantasy Hero 
 
At 11:50 PM 8/4/98 -0400, Michael Surbrook wrote: 
> 
>The problems is trying to figure out what 1st ED FH powers are in 4thEd 
>terms.  I mean 'Killing Blast' is HKA/RKA.  Dominate is Mind Control 
>(right?).  What about the rest of the powers list? 
> 
 
1st Edition       4th Edition equivalent or explanation 
Accuracy          +1 OCV Level, Range/HTH/Weapon 10pts 
Adapt             Life Support 
Aid               Aid 
Analyze           Much like the analyze portion of detect, 1d6/5pts 
                  compared to active of power being analyzed. 
Blast             Energy Blast 
Cloak             10pts for -1 to others Perception rolls to see character. 
Create            =real points to create independant spells and magic items. 
Dazzle            Flash 
Defense           Power Defense 
Destroy           15xCHA Cost/1d6 Power Destruct 
                  (Power Drain with _long_ recovery.) 
Detect Object     Detect an Object 
Detect set        Detect set of things 
Detect Type       Detect type of things 
Dispel            Dispel 
Dominate          Mind Control 
Drain             Drain 
Haste             2/+1" Running or Swimming 
Heal              10/1d6 Heal, restores stun equal to total and body equal to 
                  body rolled on dice. 
Illusions         Mental Illusions 
Images            Light Images 
Killing Blast     RKA 
Levitate          Flight 
Locate            Mind Scan 
Mind Attack       Ego Attack 
Mind Defense      Mental Defense 
Obscure           5/-2 to Detect Rolls 
Perceive          5/+1 Perception 
Protect           10/+1 DCV of one type 
Psychokinesis     TK 
Restore           10/1d6 CHA Restores destroyed Characteristics 
Shadow            Darkness 
Shapechange       Shapeshift into a new form for 20pts, 1/1 point extra in 
form 
Shield            Force Field 
Silence           10/-1 Hearing Perception rolls 
Sounds            Audiable illusions 
Summon            Summon 
Supress           Supress 
Telepathy         Telepathy 
Transfer          Transfer 
Transform         Transformation Attack 
Transport         Teleport 
Ward              Force Wall 
 
 
This help? :) 
 
- -Nic 
 
------------------------------ 
 
Date: Sat, 22 Aug 1998 01:43:07 -0500 
From: Ross Rannells <rossrannells@worldnet.att.net> 
Subject: Re: Non-Lethal Weapons 
 
Stainless Steel Rat wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
> 
> "o" == opal  <opal@technologist.com> writes: 
> 
> >> So, instead, entangle, based on Ego to break out, +1 advantage..... 
> 
> o> NOOOO!!!  Mental Paralysis was a horrible power, and 
> o> Entangle BOECV would be *EVEN WORSE* - don't do it! 
> 
> Oh, wow.  Like, deja-vu, all over again. :) 
> 
> Okay, what we have here is a classic case of not working from the special 
> effects.  So, ask yourself, what does a taser do? 
> 
> Answer: leaves a nasty burn at the point of contact.  Leaves the victim 
> paralyzed or unconscious for upwards of 15 minutes.  Leaves the victim 
> incapacitated (though not totally immobile) for upwards of several hours 
> after that.  Physical or mental fortitude have little, if any, effect on 
> these effects. 
> 
> Game mechanics: 
> 
> Small RKA (no range for a handheld taser) with an fHuge Stun Multiplier. 
> No reason why regular Energy Defense would not apply. 
> 
> Recovery Drain with appropriate delay on the recovery time, linked to RKA. 
> Leave as Power Defense, or shift to an appropriate NND. 
> 
> There are several ways of dealing with the moderate term effects.  Unless 
> there is a pressing need to actually pay for them I wouldn't bother.  If 
> you really have to pay for it, buy a number of 10-point skill levels Usable 
> Against Others (literally!). 
> 
> -----BEGIN PGP SIGNATURE----- 
> Version: 2.6.3a 
> Charset: noconv 
> 
> iQCVAwUBNd3Lup6VRH7BJMxHAQGGZgQAooRqfBmwYcHGezl8DiU+alJf9v66PADs 
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> =3Oqh 
> -----END PGP SIGNATURE----- 
> 
> -- 
> Rat <ratinox@peorth.gweep.net>    \ Caution: Happy Fun Ball may suddenly 
> PGP Key: at a key server near you! \ accelerate to dangerous speeds. 
>                                     \ 
 
Tazer's do little to no physical damage (I can attest to that) and your 
physical health does have an effect on how long you are out (I have anecdotal 
experience with this).  Tasers definately are not any form of killing attack. 
 
------------------------------ 
 
Date: Thu, 27 Aug 1998 16:55:47 -0700 (PDT) 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Incorporating Myth without stepping on religion. 
 
> > 	Yes. But it can be a divisive issue. Let's say I show up to a game 
> > full of Soutern Bapist players and pull out my super hero: Jesus Christ. Yes, 
> > that's right; the same old guy, recently dug himself out a grave in the middle 
> > east to find he was only just a mutant. 
>  
> OK. Good example.  I might argue that you've just demonstrated a sufficient 
> lack of common sense that I don't want to play or run in the same game as you. 
> i.e. the solution is not to turn around and come up with rules about  
> how to handle various mythologies, but just be more selective about the players.But that's really side-stepping the issue. 
 
	Well, no; it's no more a lack of sense than playing Thor would be. 
They're both mythological figures that if portrayed wrong can cause serious 
offense. 
	I never considered these issues myself until someone showed up in 
game with what to them was a cool monster from their D&D days but to me 
was a figure of some import in my religious background (Tiamaat, mother of the 
earth). 
 	That's when I decided something had to be done to prevent that from 
occuring again. 
 
> > 	Less offensive, but still troubling: My new Japanese SuperHeroine, 
> > Amaterasu-ami. She's the real thing. Not a mutant, not a mage, not an alien. 
> > This PC singlehandedly made the Japanese people eons ago and is the prime 
> > diety. She's got one hell of a VPP, and would only work in a high power game. 
> > But of course, playing her would be an uncomfortable thing. 
> >   
> Not offensive to me, assuming you had enough points to carry it off.  
> But granted, potentially offensive to somebody. On the other hand,  
> is it going to really make any difference if she truly believes she's  
> the 'real thing' or if she actually is the 'real thing' ?  
> 
	Yes. To a player who is Shinto. There is major room for offense if I 
choose one path or the other. 
 
	I used Jesus in my previous example precisiley because it 'brings the 
issue home' to the christian readers on this list. 
  
> > 	I agree here. My solution was to state that the truth is unknown. And 
> > to not determine it for myself either. My delima however arises when I desire 
> > to include a mythical being and still maintain that above setting.  
>  
> Well, what do you mean by 'mythical' ?  Centaurs and dragons are mythical. 
> Do you really only mean 'beings that were worshipped' ? 
 
	Dictionary definition. 
Which means being from the myths and theologies of cultures. More or less. 
 
------------------------------ 
 
Date: Wed, 12 Aug 1998 12:42:31 -0400 (EDT) 
From: Douglas Uptegraft <s002cdu@discover.wright.edu> 
Subject: Re: Possession? 
 
On Wed, 12 Aug 1998, James Jandebeur wrote: 
 
> I think I can field that one:  Karma could be interpreted as having a 
> seperate "spirit" that she sends out to possess people.   
 
Oh, I see. So, which books that I don't have are these Spirit Rules in?  
*Smiles and looks confused* I've been considering getting _The Ultimate 
Mentalist_, assuming that I can find it around here. The one for 
mages/mystics might be fun, too, as mentalists and mages are my personal 
two favorite forms of heroes in the comics. 
  
Besides, what kind of villain is more fun than a telepath? *Grinz as an 
evil GM* *Winks* 
 
> Personally, I have significant difficulty with the Spirit Rules in general 
> (and went to a lot of trouble to create a compromise system), and I don't 
> think they are warranted in this specific case.  Since we never see (well, I 
> haven't, anyway) Karma's stray spirit form under attack or lost or having 
> seperate existance other than the possession itself, it does seem more like 
> mind control.  But a lot of mind control. 
 
*Nods* I don't seem to recall Karma doing much of anything but getting a 
single target to do anything she wanted it to do. It has been a long time, 
granted, but I do remember it. 
 
> Hmm, you've seen published stats for that in Champions?  Where?  I think my 
> memory needs refreshing. 
 
It's in _The Mutant File_. The White Queen of Genocide is herself a mutant 
with the ability to "vanish" off the face of the Earth. Full Invisibility 
and Desolid, basically, linked to each other. 
 
> The joys of Hero system:  you get to build everything to your 
> specifications.  The sadness of the Hero system:  you generally have to 
> (though some of us think that's fun, too) 
 
Does that mean that working with Hero is like programming in machine 
language? *Grinz* *Ponders* The analogy is there, methinks, as are both 
the joys and headaches.  
  
I do like this game.  
 
@}-,--'-- * @}-'--,-- @}-,--'- ******* -'--,-{@ * --,--'-{@ * --'--,-{@ 
| "Every day is a new chapter." *****      C. Douglas Uptegraft       | 
|                                ***    s002cdu@discover.wright.edu   | 
| http://www.wright.edu/~s002cdu  *        OHMagick@hotmail.com       | 
@}-,--'-- * @}-'--,-- @}-,--'-----------'--,-{@ * --,--'-{@ * --'--,-{@ 
 
------------------------------ 
 
Date: Mon, 7 Sep 1998 18:39:00 -0700  
From: Wolf, Dave <dave.wolf@intel.com> 
Subject: RE: Anglo-HERO (Re: San Angelo Opinions) 
 
      
> >states? 
> 
> >>Well let's not forget that most of the comics are written in the US and  
> >>the US is the biggest market as I understand it. 
> 
> Just had to jump in and correct a blaring error. 
      
<Error Snipped> 
      
> Comics started over there and were adopted world wide.  It's about the 
only  
> thing we've ever stolen from them and adopted culturally. 
      
>>I have to jump in and correct *another* blaring error. 
      
>>Comics *are* an American creation.  They started in the early 30's  
>>really, and collected books of colored Sunday strips were avalaible  
>>before then. The first comic books came out in the 20's.  In Japan,  
>>comics got their start in the 50's, *after* WWII when American sevicemen  
>>brought their comics over.  The creation of the popular anime style can  
>>also be traced to Disney films being shown in post-WWII Japan. 
      
>>Japan created its own unique style of comics, yes, but they are an  
>>American creation. 
 
Actually it really depends on your definition of what a comic book is.  
If you're talking about something simular to what we have today then  
yes, comics have only been around since the 20's and 30's and were  
created by the US.   
 
My definition of a comic book breaks it down to the basics, a series  
of illustrations used to tell a story combined in a book format.  With  
that definition comics have been around in japan since the 1600's (a  
friend corrected me).  They started putting text and stuff in  
somewhere around the 17 and 1800's.  Of course they didn't have word  
baloons and stuff, that didn't come around until the late 1800's and  
early 1900's US newspaper funnies.  Those of course were also combined  
into book format around the same time taking "Comic Books" back before  
the 1920's in the US. 
 
As far as Japan adapting the style of the US comics after the 50's  
your probably right on that account.  But the japanese have had Uokyoe  
and pillow books since way before the 1800's.  I know what your  
thinking, pillow books, how can that be a comic book.  But actually  
some of them were written with a story line so that technically counts  
and those have been around forever. 
 
If you really want to discuss this more, please take it off line.  I'm  
sure there are plenty of people bored with this discussion.  I really  
think that if we go off the definitions we are both correct.   
 
Dave 
      
 
------------------------------ 
 
Date: Fri, 16 Oct 1998 10:40:02 -0400 (EDT) 
From: thomas deja <tdj723@webtv.net> 
Subject: Re: Where are we all. 
 
This is a multipart message in MIME format 
 
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I'm in New York City.... 
 
"'N I fell for all that'die-like-a-warrior' crap.  I've seen clowns fall 
off their bikes with more honor" 
           --Xander Haris, BUFFY TVS #1 
____________________________________ 
THE ULTIMATE HULK, containing the new story, "A Quiet, Normal Life," is 
available now from Byron Preiss and Berkley 
_______________________________ 
MAKE UP YOUR OWN DAMN TITLE, Tom Deja's webpage 
www.freeyellow.com/members/tdj 
 
 
 
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Date: Fri, 16 Oct 1998 13:25:26 +0100 
To: hero-l@sysabend.org 
From: Michael Pegg <m.pegg@csl.gov.uk> 
Subject: Where are we all. 
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I've noticed there seems to be quite a few of us here from the UK. 
Where are we all from then? 
 
 
- --46450500-- 
 
------------------------------ 
 
Date: Wed, 26 Aug 1998 23:32:57 -0500 
From: Ross Rannells <rossrannells@worldnet.att.net> 
Subject: Re: Automatons 
 
Filksinger wrote: 
 
> From: Ross Rannells <rossrannells@worldnet.att.net> 
> 
> > 
> >If that were only true.  I was on a contreact about a year ago that was 
> >connecting VAXes and DECnet to Digital Unix and TCP/IP. The "Big Iron" is 
> still 
> >a mixed bag, but it is moving in the right direction.  As far as MS 
> machines go, 
> >here are a couple of my favorite limitations:  Looses Speed after 64Meg of 
> RAM, 
> 
> Side effect of certain motherboards, not Win95. Some motherboards (those 
> using the VX chipset, I believe, maybe others) do not cache RAM greater than 
> 64 MB. Not a Windows failing. 
> 
 
Not completely the motherboards, they just get more press.  There is an 
addressing problem that is a hold over from the old method of using two 16 bit 
words rather then one 32 bit longword from addressing.  The more 16 bit code the 
machine has the more this slows the machine down.  At least this is what the MS 
tech told me. 
 
> >Very Easily Broken Into, 
> 
> Win95, absolutely. There are some things you can do to make it harder, _if_ 
> it is on a network, but it never becomes truly hard. 
> 
> WinNT, much less so, but still true. Note that, while there are a number of 
> ways to break into a WinNT machine if you can get your hands on it, the same 
> is true for Unix. 
> 
 
NT security is a joke compaired to UNIX, how often will a Unix machine go down 
from continuously pinging it as opposed to how often an NT machine will die from 
the exact same attack. 
 
> >Crashes on 11 or less when forced to Miultitask (14 or 
> >less for Win 1.1 or before, only temp lock up on NT). 
> 
> I multitask in Win95 and Win98 on a regular basis, and do not, as a rule, 
> crash when doing so. Certainly not on an 11-. Note that the lockup is 
> generally for the program only for 32-bit programs, but frequently total for 
> 16-bit Windows apps. 
> 
 
My programs do tend to stress the machine but software the doesn't make linux 
brake a sweet can cause NT to slow to a crawl and lock Win 95 up so that it 
takes a hard reboot to free it up.  Avoid writing socket programs on any MS 
system, it is a nightmare. 
 
> > With all these disads is 
> >it any wonder there OS's are so cheap (made that is, since MS products are 
> the 
> >only thing in the computer industry to have gone up in price over the past 
> 5 
> >years). 
> 
> Not to defend Microsoft, but I did want to set the record straight.:) 
> 
> Filksinger 
 
------------------------------ 
 
Date: Wed, 30 Sep 1998 10:17:17 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: RE: Campaign Styles/Types 
 
On Wed, 30 Sep 1998, Brian Wawrow wrote: 
 
> cyberpunk: Anybody got CyberHero? Really a nice supplement for all your 
> high tech needs. 
 
I disagree.  A lot of the equipment and cyberwear created for thatbook is 
very questionable game mechanics wise.  At least IMO. 
  
As for games that have been run around here? 
 
Well... 
 
Star Trek - There is a periodic ST game run using Hero rules.  The 
characters are crew of the USS Venture. 
 
Sengoku - fantasy adventure set in 16th C Japan. defunct 
 
Sons of the Phoniex - Ninja Hero game inspiried by "Big Trouble in Little 
China".  defunct 
 
Kazei 5 - anime/cyberpunk game.  defunct.  Game being developed into a 
Hero System worldbook. 
 
Silent Mobius Zeta - anime/cyberpunk/horror game set in the anime/manga 
universe of "Silent Mobius". 
 
Justiifers - all the supers are mutants.  PCs are a Govt team.  Uses ideas 
taken from Project Sunburst extensively. 
 
Avatar game - gritty '4-color' supers world. defunct 
 
Justice Alliance - 'graphic novel' style supers world.  Borrowed some 
ideas from Wild Cards and GURPS IST. defunct 
 
Nightwatch - long running (now defunct) supers game that started out with 
a 'play yourself' premise.  It had two off shoot games, Golden Gate Guard 
and the Northern Lights. (also defunct) 
 
Teen supers game - just what it says.  Set in 1982 and uses 200 point 
characters. 
 
Troubleshooters - set in 2300.  A sort of gritty 'Pulp Fiction' feel to 
it.  on hold. 
 
Bus trip - 0-25 point normals are cast into a strange and wierd world. 
Several have developed 'super powers' but no one has a clue as to where 
they are... 
 
Twilight 2000 Hero - game set in the universe described in GDWs Twlight 
2000. 
 
Uh... and otehr settings and genres 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
------------------------------ 
 
Date: Tue, 25 Aug 1998 08:49:51 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: Physical vs. Energy Flash 
 
On 24 Aug 1998, Stainless Steel Rat wrote: 
> "N" == Nuncheon  <jeffj@io.com> writes: 
>  
> N> Are you being willfully stubborn to avoid answering the question? 
> N> 'Normal' Flash in this case was there to contrast with 'NND Flash'. 
>  
> No; are you?  You are the one insisting on a 'default' special effect for 
> powers when no such critter exists. 
 
Excuse me?  I'm the one arguing that a bright burst of light and sand in 
the face or a poke in the eyes are essentially the same thing - a normal 
Flash.  I'm not insisting on a default special effect, I'm trying to point 
out that one has become common. 
  
> [...] 
>  
> N> Why, then, do you believe that 'sand in the eyes' should be treated as 
> N> 'no normal defense Flash'? 
>  
> Because if I throw sand in someone's face, either he is affected by it 
> rather badly, or not at all.   
 
How do you figure this?  The more sand in his eyes (i.e. higher roll on 
the Flash Dice) the longer he is going to be blinded - just like the 
better look he gets at the bright light, the longer the dazzle takes to 
wear off. 
 
Now, if you're arguing that it's relatively easy to completely defuse the 
Flash (since it involves something getting put into the eyes) I might 
agree with you.  But, I would see that as a /limitation/ on the Flash 
power, not as the NND advantage. I also think that the Flash Defense 
ought to be limited more often than it is...(see below) 
 
> Such an all-or-nothing effect is best modeled 
> with NND, with appropriate application of appropriate special effects. 
> Someone with Flash Defense defined as having a high tolerance for bright 
> light would not get any benefit from it, but a character with Flash Defense 
> defined as opaque, nictitating membranes that he can "blink" to completely 
> cover his eyes would. 
 
OK, as I understand it, you would do this: 
 
'Sand in the Face' - 2d6 NND Flash (Defense is having eye protection or 
covering), OAF Sand, Charges, etc etc 
 
5 pts Flash Defense (sight) - nictating membranes (not affected) 
5 pts Flash Defense (sight) - polarized eyes (affected) 
 
Whereas I would be doing the following: 
 
'Sand in the Face' - 2d6 Flash, not vs. protected eyes (-1/4), OAF, 
Charges, etc etc 
 
5 pts Flash Defense (sight) - nictating membranes (not affected) 
5 pts Flash Defense (sight), only vs. light/dazzle-type attacks (-1/2 or 
so) - polarized eyes (affected). 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Fri, 21 Aug 1998 21:53:29 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: Physical vs. Energy Flash (was RE: Non-Lethal Weapons) 
 
On 21 Aug 1998, Stainless Steel Rat wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> "N" == Nuncheon  <jeffj@io.com> writes: 
>  
> N> Better? 
>  
> What about special effects that qualify as neither 'physical' nor 'energy'? 
 
What about attack effects that qualify as neither 'physical' nor 'energy'? 
Generally, they're done as either a different power or as NND. 
 
> N> Actually - IMHO at least - it's because they're something other than 
> N> standard attack powers.  Has nothing to do with whether they're physical 
> N> or energy. 
>  
> The one follows from the other, Jeff.  A thing that is neither 'physical' 
> nor 'energy' as the book defines them is something else. 
 
No, a thing which is not a normal attack or a killing attack is something 
else. 
 
Do you deny that 'sand in the face' is physical? That 'bright burst of 
light' is energy? 
  
> Why is sand or other caustic agents thrown in someone's face usually 
> defined as an NND?  Because they are more potent than shining a bright 
> light into his face.  They can bypass defenses and effects that would stop 
> an ordinary Flash attack. 
 
Yes, that's my point - they bypass those defenses BECAUSE everyone assumes 
that 'Flash vs. sight' is going to be 'a bright flash of light' by 
default.   
 
It is not. 
 
Nowhere in the main rulebook does it say, 'Flash vs. Sight is a bright 
burst of light'.  Nowhere does it say 'sand in the face should be an NND 
Flash'.  All of that has been added later, and it is, as far as I can 
tell, completely baseless and wrong. 
 
> In Champions, the cost of an attack is borne by the attacker, not by the 
> defender.  Your proposition shifts the cost to the defender. 
 
Nope. Actually, the cost to the defender is unchanged - if you go back and 
look, I suggested '1 point gets you 2 FD/PowD, allocated in whatever way 
you wish between physical & mental'. 
  
> All in all, Jeff, you seem to be fixating on what powers are called rather 
> than what they do. 
 
How odd.  That's exactly what I feel the current stand on Flash is doing. 
 
Please tell me what, in the description of the Flash power, suggests that 
a bright burst of light should be a normal Flash, while sand in the face 
would be an NND Flash.  I've read it several times, and I can't find it. 
 
Alternately, please tell me what in the description of Flash Defense 
suggests that 'sand in the face' should bypass it entirely. 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Wed, 12 Aug 1998 15:05:21 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: Look Out!  It's Mr. Fist! (SFX: Multi-SFX Gauntlets) 
 
On Wed, 12 Aug 1998, Bob Greenwade wrote: 
 
> >I suggest HA or HKA, just because they allow the Strength adds.  
> >Alternately, you could put a +1/2 advantage on the EB, 'strength adds to 
> >damage'.  
>  
>    I'd recomment *not* going this route.  No matter how one tries to twist 
> around the precise nature of the attack (short of bending the very laws of 
> physics), one simply cannot increase the damage done with fire, cold, or 
> lightning by adding strength. 
 
But there is also a physical impact - at least, I never got the impression 
that Mr. Fist was just laying his hands on someone to cause them damage. 
And, equally, some of the given examples were definitely physical attacks 
- - so Str should be able to add in those cases.  I suggested the HA/HKA/Str 
adds just to keep bookkeeping down, so that you're only rolling damage 
once instead of trying to fiddle with a system where you roll the punch 
damage, and then the fire damage, and applying them separately to 
defenses, etc. 
 
> >You might want to consider using Variable Advantage instead of VSFX - this 
> >would let you reshape the gauntlets to do AP damage, Penetrating damage, 
> >etc. 
> > 
> >And, of course, you could put 1/4 worth of your Variabel Advantage into 
> >VSFX. 
> > 
> >I had a character with a sword that did this...very nice. 
>  
>    Again, under the given SFX, I'd recommend *not* going this route, and 
> for similar reasons (though that sword does sound cool).  It just doesn't 
> quite describe the desired effect (at least, as I understand it). 
 
Well, I was reasoning that since the gauntlet could change itself, it 
could adapt its physical properties to give different advantages. We know 
from the examples that it could 'grow' cold iron studs to damage Faerie 
folk - why couldn't it grow long iron spikes, to give it Armor Piercing? 
 
There may be a limitation on which advantages the VA could grant, however 
- - the gauntlet changing its shape would probably not give the user 
Autofire, Trigger, or Time Delay for example. 
 
There also may be other limitations on the VA - for example, AP would only 
be used against opponents with over X amount of armor, etc - I don't 
recall if the user controls the changing of the gauntlet or not.  (If the 
gauntlet automatically determines the configuration, some kind of 'sense 
weakness' power ought to be built into it as well.) 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Thu, 15 Oct 1998 13:38:08 -0700 
From: Darrin Kelley <backflash@mindspring.com> 
Subject: Re: GURPS: GURPS 
 
Egyptoid wrote: 
 
> >Personally, I think the reason WW didn't want...SJG do anymore 
> >GURPs adaptations...is that the GURPs versions made more sense. 
> 
> Well plus its the points thing. Who wants to have this slapped 
> in their face: "Your carefully crafted Nosferatu Invisible 
> combat dominance machine is worth 900 points and is a 
> rules-rape of the highest order, now tone him down a bit 
> please..." 
 
    3rd Edition Vampire just came out about a week and a half ago. The 
entire new rulebook has the rules rapists in an uproar over one little 
fact: White Wolf depowered almost all of th Disciplines in Vampire, 
changed and clarified the combat rules, and actually gave a sense of at 
least an attempt at game balance now. I do own this book. They did a 
good job. (NOTE: This is coming from someone that absolutely HATES 
Vampire, because of the previous editions.) 
 
    GURPS: Mage had an effect on 2nd Edition Mage. White Wolf hired the 
writer of GURPS: Mage to do 2nd Edition. The 1st Edition of Mage, which 
I read, did not make any sense. The rules were incredibly horrible. 2nd 
Edition, the hardcover, gave a consistant and reasonable set of magic 
rules now. This was the one White Wolf game that actually got me into 
the system. I honestly like Mage. It has some wonderful concepts. 
 
    But my big problem with White Wolf stems from the World Of darkness 
setting itself, not the mechanics. Human beings, in the World of 
Darkness, are not responsable for ANY advances. None of the social, 
scientific, or humanitarian. Normal human beings are not responsable for 
anything positive in that setting. Only the supernaturals are 
responsable for anything positive. This is rediculous. It is anti-human. 
 
> With GURPS you can at least fake "game balance". 
> With White Wolf they're wondering why you said that, 
> "we're trying to tell a story here". 
>                                        JMHO. 
 
    Before Vampire 3rd Edition came out, I would tend to agree. Vampire 
at that time far overpowered the rest of the White Wolf line. Even Mage. 
Now? Well I own all of the White Wolf core books. There is now a sense 
of balance. A tenuous balance, at that. But it is there. 
 
    However, I am now working on a White Wolf/Fuzion conversion. One 
that is as straight over as possible. (Yes, I know an adaptation does 
exist. But I wanted to go for more accuracy.) Why Fuzion? Honestly, the 
numerical ranges are easier to convert over to than Hero. And it works 
better than my prior attempts at a White Wolf/Hero conversion. 
 
------------------------------ 
 
Date: Tue, 11 Aug 1998 12:54:09 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: Re: Everyimmortal skills [long] 
 
On Wed, 12 Aug 1998, Lockie wrote: 
 
> > > > > hmmm. . well if it was REALLy big you could put a city on it. .  
> > > >  
> > > > Errr... if what was really big? 
> > > >  
> > >  a sloth! broaden your mind! 
> >  
> > <strained voice> Must... control... Fist... of... Death... 
>  
> must you destroy everything you don't understand? *l* 
 
It is easier to destroy than to create... easier to pull a trigger than to 
play a guitar. 
  
> > Incorrect.  My argument was against 'tree-climbing' ferrets.  Having 
> elves 
> > (or halflings) or someting riding giant ferrets instead of horses is no 
> > problem, having them climbing trees doesn't sound right. 
>  
> for one thing, who said anything about vertical clmibing? and anyways 
> if you gave them clmibing claws they cou work wonders .  
 
In effect you did.  You spoke about 'tree-climbing ferrets'.   
  
> > Now, I doubt that horses 'sucked' for the first thousand years.  If they 
> > did, who would have kept using them?  And many cultures never used 
> > horseshoes (American Indians for one), so that analogy doesn't work. 
>  
> yeah it does. .. horshoes were used in damper locale's, there are other 
> examples,  
 
I thought horseshoes were used in dryer locals, to keep the hooves from 
being damaged by rocks and such. 
 
>  . and the american indian's got horses from the settlers(i think), then 
> used them  
> as best they could in a relatively short time. .  
 
Nope. Plains indians got their first horses from the Spanish (around 
1500-1550) and developed a whole horse culture *very* quickly. 
  
> > >the warpinf effects of domestication 
> >  
> > The what? 
>  
> the warping effects of domestication. . just look at what  
> mankind did to a beagle in 2000 years. .  
 
Minor correction: dog.  Man has managed to 'mutate' the dog into a large 
variety of sizes and shapes.  OTOH: the cat hasn't changed much at all in 
over 2000 years. 
 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
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------------------------------ 
 
Date: Tue, 11 Aug 1998 10:11:36 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: Re: Everyimmortal skills [long] 
 
On Tue, 11 Aug 1998, Dr. Nuncheon wrote: 
 
> > > > Well... yes.  Ferrets don't live in the jungle and (AFAIK) don't climb 
> > > > trees.  OTOH, the large (extinct) ground sloth would make an interesting 
> > > > riding animal, and came with rather large claws for defence.  If you're 
> > > > thinking of a tree-sloth, forget it, there is not practical way to have 
> > > a 
> > > > giant version one could use as a riding animal. 
> > >  
> > > hmmm. . well if it was REALLy big you could put a city on it. .  
> >  
> > Errr... if what was really big? 
>  
> The tree-sloth?  Damn, that's very cool.  A city on a giant tree-sloth. 
> Maybe there's a whole bunch of these mobile cities moving (slowly) around, 
> and whenever the sloths come together, the cities can trade with each 
> other - or maybe they can control the sloth's movement... 
 
This sounds like some of the strange fantasy worlds I've seen, where whole 
societies live on the bak of an animal or living island or some such. 
  
> The only thing I'd worry about is if the sloth decides to climb a tree (a 
> /big/ tree) and hang upside down or something... 
 
The ground sloth I'm speaking of didn't climb, it pushed trees over.  It 
couldn't hand upside down either, it wasn't designed for it. 
  
> Er. Or when it tried to mate. 
 
Uhh... right... 
  
> But would the young ones have little villages on them? 
 
More interestingly, what would live on them? 
  
> > >and it's not like horses evolved to 
> > > have bits of metal nailed to their toenails. .  
> >  
> > What does that have to do with ferrets? 
>  
> I think he's saying that since these riding animals were domesticated, 
> they could be trained/taught/forced/whatever to do things that they 
> wouldn't normally do in the wild. 
 
Point.  But I still don't see ferrets climbing trees, they're not rally 
built for it; their legs are too short. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
------------------------------ 
 
Date: Fri, 16 Oct 1998 12:43:38 -0400 (EDT) 
From: thomas deja <tdj723@webtv.net> 
Subject: Re: Where are we all. 
 
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Where else?  New york City.... 
 
- --Tom, daring you all to get the rope.... 
 
"'N I fell for all that'die-like-a-warrior' crap.  I've seen clowns fall 
off their bikes with more honor" 
           --Xander Haris, BUFFY TVS #1 
____________________________________ 
THE ULTIMATE HULK, containing the new story, "A Quiet, Normal Life," is 
available now from Byron Preiss and Berkley 
_______________________________ 
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www.freeyellow.com/members/tdj 
 
 
 
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Subject: Re: Where are we all. 
To: hero-l@sysabend.org 
Date: Fri, 16 Oct 1998 08:31:01 -0700 (PDT) 
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San Francisco California 
 
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