Digest Archives Vol 1 Issue 33
Desmarais, John 
From:	owner-champ-l-digest@sysabend.org 
Sent:	Saturday, November 07, 1998 12:28 PM 
To:	champ-l-digest@sysabend.org 
Subject:	champ-l-digest V1 #33 
 
champ-l-digest       Saturday, November 7 1998       Volume 01 : Number 033 
 
 
 
In this issue: 
 
    Re: Negative Sight 
    San Angelo Campaign 
    Power Armor 
    Re: Negative Sight 
    Re: Power Armor 
    Re: Negative Sight 
    Re: Character help, Arclight 
    Re: "Lab" skills question 
    Re: Combat Cards (was: Re: Cyber-Hero) 
    Re: Fantasy Hero Dream Magic 
    Re: Combat Cards (was: Re: Cyber-Hero) 
    Re: Negative Sight 
    Re: majordomo help 
    RE: Negative Sight 
    Re: Negative Sight 
    Re: Paper Star Destroyers 
    Re: Combat Cards (was: Re: Cyber-Hero) 
    Re: Negative Sight 
    Re: majordomo help 
 
---------------------------------------------------------------------- 
 
Date: Fri, 06 Nov 1998 09:33:42 -0500 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Negative Sight 
 
At 07:39 AM 11/6/98 -0600, Dr. Nuncheon wrote: 
>On Thu, 5 Nov 1998, Mike Christodoulou wrote: 
>> What's the best way to model the vision of someone who 
>> comes from a "negative" dimension -- That is, someone 
>> for whom darkness is the normal condition while the more 
>> light there is, the more difficult it is to see.  (Although 
>> total darkness would be sensory overload.) 
> 
>Buy perception levels with limitation (only in X amount of darkness), 
>and then take a Phys Lim to represent the trouble seeing in light - it's 
>probably about a 10-pointer, possibly more. 
> 
 
There might be other ways of doing this, and more that you could do with 
it, depending on HOW the character sees in the dark. 
 
 
The simplest explanation, which it sounds like you have in mind, is that 
the character is hypersensitive to light. Thus, a small amount of light 
allows the character to perceive normally, but brighter conditions quickly 
become a glare for him or her. The levels & Phys. Lim. Dr. Nuncheon 
suggests are a good way to handle this; you might also want to add a 
Vulnerability to Flash. 
 
It's also possible that the character perceives beyond the normal human 
visible spectrum, with IR or UV Vision. The question then is why brighter 
light makes it harder to see - perhaps some portion of the character's 
vision is hypersensitivity to the visible spectrum, and so glare occurs as 
above.  
 
Another possibility is that the character's "sight" is not light-related at 
all. Sonar is one option, but light-blindness would be really tough to 
explain. Perhaps the character has Spatial Awareness, defined as the active 
projection/reflection of some other sort of particle or wave. The presence 
of too many photons interferes with this process. 
 
------------------------------ 
 
Date: Fri, 06 Nov 1998 09:17:26 -0600 
From: redbf@ldd.net (bobby farris) 
Subject: San Angelo Campaign 
 
        I am getting ready to start my first campaign using San Angelo 
City of Heroes and I was wondering if anyone on the list has done the 
same and have any suggestions or things that I should be aware of? 
 
------------------------------ 
 
Date: Fri, 06 Nov 1998 09:36:12 -0600 
From: redbf@ldd.net (bobby farris) 
Subject: Power Armor 
 
        I have a player that wants to create a suit of Power Armor that, 
much like Iron Man's, looses abilities when it gets hit. We could use 
the vehicle rules, but this doesn't give the right feel in our opinion 
for a suit or Armor. We could make up a chart for the Armor, but what 
kind of limitation would that be? 
            This is what we came up with: 
 
First you have to figure the chance the item has to be hit. 
Place on hit location Chart            Limitation 
12-13                                                -1/4 
11-13                                                -1/2 
10-13                                                -3/4 
4-5, 9-13                                            -1 
3-5, 9-14, 16-18                                 -1 1/4 
3-5, 7-14, 16-18                                -1 1/2 
3-14, 16-18                                        -2 
 
Then you have to determine the chance the item has of continuing to 
work. The player makes and roll based on the following chart; 
Chance item works                                        Limitations 
15- 
- -1/4 
14- 
- -1/2 
13- 
- -3/4 
12- 
- -1 
11- 
- -1 1/4 
10- 
- -1 1/2 
9- 
- -1 3/4 
8- 
- -2 
 
Further limitations can be put on the item such as the fact that if an 
attack does > than 20 Body, before defenses, then its chance to work 
goes down one level. (-1/4) 
 
Also you can take the Advantage that the item won't quit working unless 
1 Body penetrates the item.(Halve limitaton level) 
 
Example: 
        My player puts an Energy Blast in his 12-13 location (-1/4) and 
gives it a working roll of 13- (-3/4). The total limitation for this is 
a -1. 
 
What do you think? Do you have any suggestions? What about other Power 
Armor rules? Any help or suggestions would be appreciated. 
 
------------------------------ 
 
Date: Fri, 06 Nov 1998 10:42:13 -0500 
From: Mike Christodoulou <Cypriot@concentric.net> 
Subject: Re: Negative Sight 
 
>>On Thu, 5 Nov 1998, Mike Christodoulou wrote: 
>>> What's the best way to model the vision of someone who 
>>> comes from a "negative" dimension -- That is, someone 
>>> for whom darkness is the normal condition while the more 
>>> light there is, the more difficult it is to see.  (Although 
>>> total darkness would be sensory overload.) 
 
 
>There might be other ways of doing this, and more that you could do with 
>it, depending on HOW the character sees in the dark. 
 
 
Actually, it's simply a negative process.  The character comes from 
an alternate dimension in which the ideas of "light" and "dark" are 
reversed.  They can only see when there's enough ambient darkness. 
They define night as that time when there's not enough dark -- i.e. 
it's light.  They also reverse "hot" and "cold" as well as other  
energy forms.   
 
As I consider the process, I run into a whole lot of paradoxes and 
incompatibilities that this poses, but I'm going to try to ignore 
most of them. 
 
I'm kinda thinking that I can just pass most of this off as a 
special effect, since he can see just as well and in as many  
situations as denizens of this universe, only at different times. 
There might be a low-point Physical disad that says he can't see 
very well in the day time. 
 
As for Flash -- he's probably immune to light-based flash (as opposed 
to vulnerable), as to him, it's simply a sudden lack of darkness. The 
equivalent to us would be somebody turning off the light and turning 
it back on quickly.  However, a sudden flash of Darkness might have 
a different result. 
 
 
======================  ================================================= 
Mike Christodoulou      "Never doubt that a small group of committed  
Cypriot@Concentric.Net   citizens can change the world.  In fact, it is  
(770) 662-5605           the only thing that ever has."  -- Margaret Mead 
======================  ================================================= 
 
------------------------------ 
 
Date: Fri, 06 Nov 1998 13:10:14 -0500 
From: Mike Christodoulou <Cypriot@concentric.net> 
Subject: Re: Power Armor 
 
At 09:36 AM 11/6/98 -0600, bobby farris wrote: 
>        I have a player that wants to create a suit of Power Armor that, 
>much like Iron Man's, looses abilities when it gets hit. We could use 
>the vehicle rules, but this doesn't give the right feel in our opinion 
>for a suit or Armor. We could make up a chart for the Armor, but what 
>kind of limitation would that be? 
>            This is what we came up with: 
 
If I remember correctly, you'll find all the rules you  
need in either the Multipower or the Focus sections of 
the regular rulebook. 
 
------------------------------ 
 
Date: Fri, 06 Nov 1998 13:00:12 -0500 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Negative Sight 
 
At 10:42 AM 11/6/98 -0500, Mike Christodoulou wrote: 
 
>>>> What's the best way to model the vision of someone who 
>>>> comes from a "negative" dimension -- That is, someone 
>>>> for whom darkness is the normal condition while the more 
>>>> light there is, the more difficult it is to see.  (Although 
>>>> total darkness would be sensory overload.) 
> 
> 
>>There might be other ways of doing this, and more that you could do with 
>>it, depending on HOW the character sees in the dark. 
> 
> 
>Actually, it's simply a negative process.  The character comes from 
>an alternate dimension in which the ideas of "light" and "dark" are 
>reversed.  They can only see when there's enough ambient darkness. 
>They define night as that time when there's not enough dark -- i.e. 
>it's light.  They also reverse "hot" and "cold" as well as other  
>energy forms.   
> 
>As I consider the process, I run into a whole lot of paradoxes and 
>incompatibilities that this poses, but I'm going to try to ignore 
>most of them. 
> 
>I'm kinda thinking that I can just pass most of this off as a 
>special effect, since he can see just as well and in as many  
>situations as denizens of this universe, only at different times. 
>There might be a low-point Physical disad that says he can't see 
>very well in the day time. 
 
Hmmmm. While a lot of this could be passed off as a special effect, and a 
character like this is inevitably going to need *some* stuff passed off as 
SFX, I'd be inclined to represent it with Powers since there are some very 
strong effects on things like Flash. 
 
My inclination would be to build the character's sight as Spatial Awarness, 
adding a limitation that it's impaired by light. Then buy Phys. Lim: No 
Normal Sight and Susceptibility to "Darkness Flashes." This achieves the 
effect you want, and saves you the complications of trying to buy enough 
Flash Defense to make the character totally immune to light attacks. 
 
> 
>As for Flash -- he's probably immune to light-based flash (as opposed 
>to vulnerable), as to him, it's simply a sudden lack of darkness. The 
>equivalent to us would be somebody turning off the light and turning 
>it back on quickly.  However, a sudden flash of Darkness might have 
>a different result. 
> 
 
The pseudo-science on this character is going to require a lot of GM 
judgment calls. For instance, can this guy see holograms and other light 
images? Perhaps so, but they'd probably look like shadows to him. This 
could make it very easy for him to spot illusions... 
 
He might also interact interestingly with characters using Stealth, since 
common Stealth SFX are "lurking in the shadows." For this guy, that ninja 
in the alley is standing in a spotlight. You might buy him some levels in 
Perception, only usable vs. characters using Stealth. 
 
------------------------------ 
 
Date: Thu, 05 Nov 98 20:48:28  
From: "qts" <qts@nildram.co.uk> 
Subject: Re: Character help, Arclight 
 
On Mon, 02 Nov 1998 18:37:02 -0600, Tim Statler wrote: 
 
>11    1d6 Flash, Vari Adv(+1 1/2)(Adv must be same as MP 
>slot)(-1/4),             linked to MP(-1/2), OIF (-1/2)           END 1 
 
This bit doesn't look right.. You need to put a Partial Limitation on 
th Variable Advantage, so we get 
 
9  1d6 Flash, [Base 10] Linked to MP (-1/2) OIF (-1/2) [5 CP so far] 
    Variable Advantage for Flash (+1 1/2) [Active +15],  
     Adv must be same as MP (-2) 
     OIF (-1/2) Linked (-1/2) [=+4 CP, 5+4=9 Real] 
      
 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
Date: Fri, 06 Nov 1998 18:20:45 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: "Lab" skills question 
 
Rook wrote: 
 
>         These labs all sound like would give skill levels, but not actual 
> skill. For an example of actual skill think of the 'sex machine' that 
> woody alen gets into in the movie sleepers. 
 
	The only use of labs of any sort are to give complementary roll bonuses 
to an already existing skill.  So you make the lab roll and add the 
bonus to your skill.  A kind GM may allow this to also be used to aid 
the 8- famil rolls. 
 
Rick Holding 
 
If only "common sense" was just a bit more common... 
   or if you prefer...  You call this logic ? 
 
------------------------------ 
 
Date: Fri, 06 Nov 1998 17:25:02 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Combat Cards (was: Re: Cyber-Hero) 
 
Tim Gilberg wrote: 
>  
> > It's a rule that got dropped from 4th.  However it's used in the 
> > example fight between Ogre, Starburst, and Crusader.  Though I think 
> > that was just a proof reading goof, since the fight's from pre-4th 
> > as well. 
>  
>         Hmmmm.  OK. 
>  
>         I checked the rules and it isn't there. 
>  
>         Did it make it onto a chart on the GM's screen? 
 
	Well, I'll be buggered!  For the last 10 years, we have been playing 
it.  Still will.  It's not a bad representation of what happens to your 
aim when you are moving. 
 
	And no, its not on the screen anywhere. 
- --  
Rick Holding 
 
If only "common sense" was just a bit more common... 
   or if you prefer...  You call this logic ? 
 
------------------------------ 
 
Date: Fri, 06 Nov 1998 17:01:46 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Fantasy Hero Dream Magic 
 
Egyptoid wrote: 
>  
> > X-Dim Travel or Telepathy 
> if the PC is in active danger inside the dreams, then I'd use XDT. 
> if the PC is merely observing the dream, I'd use Telepathy. 
> if the PC can observe and interact or effect, then I'd mental illusions. 
 
	If you wanted control of what is dreamt, then mental illusions would be 
okay as you don't need to know what is going on in there when you make 
your attempt.  If you want to play around with what is being dreamt then 
you must have both mental illusions and telepathy.  The former lets you 
have control and the later lets you know what you have to interact with 
(as well as allowing communication during the dream process. 
 
- --  
Rick Holding 
 
If only "common sense" was just a bit more common... 
   or if you prefer...  You call this logic ? 
 
------------------------------ 
 
Date: Fri, 6 Nov 1998 19:51:20 -0600 (Central Standard Time) 
From: Tim Gilberg <gilberg@ou.edu> 
Subject: Re: Combat Cards (was: Re: Cyber-Hero) 
 
> >         I checked the rules and it isn't there. 
> >  
> >         Did it make it onto a chart on the GM's screen? 
>  
> 	Well, I'll be buggered!  For the last 10 years, we have been playing 
> it.  Still will.  It's not a bad representation of what happens to your 
> aim when you are moving. 
>  
> 	And no, its not on the screen anywhere. 
 
	I must have been remembering 3rd edition myself, then.  I played 
with that rules set for about 3 months before getting 4th.  I've never 
used the rule, as it's a pain to remember.  It seems logical, just a mess. 
 
	Of course, I love Battletech, with all of its movement modifiers, 
but that's another issue. 
 
 
					-Tim Gilberg 
			-"English Majors of the World!  Untie!" 
 
------------------------------ 
 
Date: 06 Nov 1998 21:36:36 -500 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Negative Sight 
 
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"MC" == Mike Christodoulou <Cypriot@concentric.net> writes: 
 
MC> Actually, it's simply a negative process.  The character comes from 
MC> an alternate dimension in which the ideas of "light" and "dark" are 
MC> reversed. 
 
In our universe, light is a visible form of electromagnetic energy.  In his 
universe, darkness is a visible form of electromagnetic energy.  Given the 
'negativeness' of his universe, darkness has the same frequency range as 
light in ours.  Given that darkness works in his the same way that light 
does in ours, he sees visible EM through the same process that we do. 
Flipping universes will not change that. 
 
In other words, biology and physics say that he will have no problem being 
able to see in this universe.  By corrolary, he will have no special 
senses, either. 
 
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- --  
Rat <ratinox@peorth.gweep.net>    \ Happy Fun Ball contains a liquid core, 
PGP Key: at a key server near you! \ which, if exposed due to rupture, should 
                                    \ not be touched, inhaled, or looked at. 
 
------------------------------ 
 
Date: Fri, 6 Nov 1998 00:01:12 +0000 
From: "J. W. Eiler" <jw_eiler@bellsouth.net> 
Subject: Re: majordomo help 
 
> Can anyone help? I need the address of the majordomo help file (or the file 
> itself). 
 
Write to the following address: 
 
majordomo@sysabend.org 
 
...and put the following commands in the BODY (Not subject) of your  
message: 
 
help 
end 
 
(You can omit the "end" if your e-mail does not add a signature file  
automatically.) 
 
If, for whatever reason, you can't get ahold of it, I'll forward it to you. 
 
 
 
J. W. Eiler 
 
Their armour shall not dull, nor rust, 
Their flesh shall not decay, 
For Tarrant Moss holds them in trust 
Until the judgement day. 
     Rudyard Kipling -- Tarrant Moss 
 
------------------------------ 
 
Date: Fri, 6 Nov 1998 21:23:02 -0800 
From: "Filksinger" <filkhero@usa.net> 
Subject: RE: Negative Sight 
 
From: Stainless Steel Rat 
> 
> 
> -----BEGIN PGP SIGNED MESSAGE----- 
> Hash: SHA1 
> 
> "MC" == Mike Christodoulou <Cypriot@concentric.net> writes: 
> 
> MC> Actually, it's simply a negative process.  The 
> character comes from 
> MC> an alternate dimension in which the ideas of "light" 
> and "dark" are 
> MC> reversed. 
> 
<snip> 
> In other words, biology and physics say that he will have 
> no problem being 
> able to see in this universe.  By corrolary, he will have no special 
> senses, either. 
 
He didn't ask for the physics rational behind the character, he asked 
for how to represent a specific SFX: A man to whom dark was light and 
hot was cold. 
 
Besides, are you actually using physics in a comic book world? :) 
 
If you do that, human-sized bricks with the strength to lift 
battleships won't be able to so much as reach out at arms length in 
front of him and lift 1,000kg, even using both hands, since, no matter 
how strong he is, a human being could never to that; it violates very 
basic physics. 
 
Filksinger 
 
------------------------------ 
 
Date: Sat, 7 Nov 1998 16:32:37 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Negative Sight 
 
- -----Original Message----- 
From: Filksinger <filkhero@usa.net> 
To: Champions <champ-l@sysabend.org> 
Date: Saturday, November 07, 1998 3:54 PM 
Subject: RE: Negative Sight 
>If you do that, human-sized bricks with the strength to lift 
>battleships won't be able to so much as reach out at arms length in 
>front of him and lift 1,000kg, even using both hands, since, no matter 
>how strong he is, a human being could never to that; it violates very 
>basic physics. 
> 
>Filksinger 
> 
 
not really base physical laws. . it's a practical issue. Tension, friction, 
surface area. 
There's no energy-based-concept that say that sort of force can't be applied 
over that 
small an area, it just usually results in things going 'kaboom' or 'crunch'. 
 
------------------------------ 
 
Date: Fri, 06 Nov 1998 22:48:15 PST 
From: "Jesse Thomas" <haerandir@hotmail.com> 
Subject: Re: Paper Star Destroyers 
 
All I have to say is, anyone who builds a warship with 6 DEF deserves to  
get shot up with sidearms.  See, they use this stuff called 'armor  
plating' on ships like that.  I expect that this is best represented by  
buying lots 'n' lots of extra DEF.  At least into superhero-brick class.   
It's people like you who determined that you could knock over the Golden  
Gate Bridge with 6 normals doing a coordinated attack.   
 
Sorry if this seems a little overly caustic, but it's late & I've been  
wading through all of the e-mails that have built up over 2 days of  
computer non-functionality and some nimrod posting 800 old messages  
while I was away. 
 
GRRR. 
 
Jesse Thomas 
 
haerandir@hotmail.com 
 
 
>        I am trying to convert Star Wars to the Hero System for a  
friend 
>of mine (I will probably post the results her or to a website) and have 
>started to work on some of the vehicles. 
> 
>    A Star Destroyer is 1.6 Km or 1600 meters long. When I use the 
>vehicle size chart and extrapolate out to the sixe of 800hexes by 400 
>hexes by 400 hexes. I come up with a Body of 39. Now, maybe for 
>arguments sake I can go a couple or two higher, but still this leaves 
>with me with a body of around 45 lets say. 
> 
>Assuming it has average armor of lets say DEF 6, and I use a rifle  
doing 
>3d6K I will average doing 4 body to it per action. 
> 
>With a .50 caliber rifle I can take out a Star Destroyer with 
>approximately 12 shots. 
>Now, we all know this is impossible. Did I mess up my mechanics 
>somewhere. How do I deal with this? 
>I am thinking of just sayting that they are different scales.....cop 
>out, but what else can I do? 
> 
> 
> 
> 
 
 
______________________________________________________ 
Get Your Private, Free Email at http://www.hotmail.com 
 
------------------------------ 
 
Date: Fri, 6 Nov 1998 15:41:22 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Combat Cards (was: Re: Cyber-Hero) 
 
>Tim Gilberg wrote: 
>>  
>> > It's a rule that got dropped from 4th.  However it's used in the 
>> > example fight between Ogre, Starburst, and Crusader.  Though I think 
>> > that was just a proof reading goof, since the fight's from pre-4th 
>> > as well. 
>>  
>>         Hmmmm.  OK. 
>>  
>>         I checked the rules and it isn't there. 
>>  
>>         Did it make it onto a chart on the GM's screen? 
> 
>	Well, I'll be buggered!  For the last 10 years, we have been playing 
>it.  Still will.  It's not a bad representation of what happens to your 
>aim when you are moving. 
 
Supposedly George McDonald dropped it because it encouraged ranged attackers 
to just stand in one place and blast, and therefor made battles less mobile 
and interesting. 
 
------------------------------ 
 
Date: 07 Nov 1998 08:34:26 -500 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Negative Sight 
 
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"F" == Filksinger  <filkhero@usa.net> writes: 
 
F> He didn't ask for the physics rational behind the character, he asked 
F> for how to represent a specific SFX: A man to whom dark was light and 
F> hot was cold. 
 
Ummm: 
>> In other words, biology and physics say that he will have no problem 
>> being able to see in this universe. 
 
If you think about that for a moment, you would relize that the game 
mechanics for this are simple: do nothing. 
 
>> By corrolary, he will have no special senses, either. 
 
Ditto. 
 
The other alternative is that the guy cannot see at all if you flip him out 
of his universe, since there is no 'radiant darkness' in this one.  In 
which case the game mechanic is almost as simple: Physical Limitation: 
Blind, 25 points. 
 
F> Besides, are you actually using physics in a comic book world? :) 
 
He made the statement that darkness in his universe is the same as light in 
ours. 
 
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- --  
Rat <ratinox@peorth.gweep.net>    \ Do not use Happy Fun Ball on concrete. 
PGP Key: at a key server near you! \  
                                    \  
 
------------------------------ 
 
Date: Sat, 07 Nov 1998 12:25:53 -0500 
From: "John Desmarais" <john.desmarais@ibm.net> 
Subject: Re: majordomo help 
 
On Fri, 06 Nov 1998 13:12:32 +0000, Michael Pegg wrote: 
 
>Can anyone help? I need the address of the majordomo help file (or the file 
>itself). 
 
There is a pretty good reference at  
http://www.oucs.ox.ac.uk/majordomo/listowners.html 
 
 
- -= John Desmarais <champ-l-owner@sysabend.org> =- 
- -= 
- -= Keeper of the Champions Mailing List. 
- -= http://www.sysabend.org/champions 
 
------------------------------ 
 
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