Digest Archive vol 1 Issue 359
From: owner-champ-l-digest@sysabend.org 
Sent: Wednesday, May 26, 1999 3:29 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #359 
 
 
champ-l-digest         Wednesday, May 26 1999         Volume 01 : Number 359 
 
 
 
In this issue: 
 
    Re: Concentrate 
    Re: Fantasy HERO & Questions about it... 
    Re: Fantasy HERO & Questions about it... 
    Fw: Fantasy HERO & AD&D 
    HERO Games Website 
    Hero site problems? 
    Vehicle components? 
    RSR....sort of 
    Re: RSR....sort of 
    Re: Vehicle components? 
    Re: RSR....sort of 
    Re: RSR....sort of 
    Re: RSR....sort of 
    RE: RSR....sort of 
    RE: RSR....sort of 
    RE: RSR....sort of 
    RE: RSR....sort of 
    RE: RSR....sort of 
    Re: Fantasy HERO & Questions about it... 
    Re: Concentrate 
    Re: RSR....sort of 
    Re: Vehicle components? 
    Re: Vehicle components? 
    Re: Vehicle components? 
    Re: Fantasy HERO & Questions about it... 
    Re: RSR....sort of 
    Re: Vehicle components? 
    Re: Concentrate 
    Re:-Division isnt high math 
    The Pacifist [was Re: Pasifistic Staff Fighting] 
 
---------------------------------------------------------------------- 
 
Date: Wed, 26 May 1999 06:22:29 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Concentrate 
 
At 09:13 PM 5/25/1999 -0500, Brats Incorporated wrote: 
> 
>        To rephrase my question, 
>                character has concentration(-1/4) and gets hits by an EB and 
>takes damage. 
>                Does the power remain active or drop? 
 
   The way I read it, the Power goes down. 
- --- 
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: Wed, 26 May 1999 06:33:45 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Fantasy HERO & Questions about it... 
 
At 10:57 PM 5/25/1999 -0400, Jason Sullivan wrote: 
> 
> What to do about "Special Weapon Maneuvers." 
> 
> For example, in a Champions game, if I wanted a two-weapon knife 
>fighter, I would buy a standard HKA with OAF, and then buy Autofire, OAF 
>(the other knife), and Limited Power: Uses seperate Levels and attack 
>rolls (-1/4) to simulate the ginsu-type chopping action of the two bladed 
>attack. 
> 
> In Fantasy HERO, this is not so...  you don't pay points for 
>standard weapon attacks. 
> 
> My question is: How do I resolve this?   
   [snip] 
> I could make it a skill, like An Eye For an Eye would with their 
>special Gun Fighting skills. 
 
   I think that this would be the way to go.  However, tread carefully, and 
model the Skill closely to its ranged equivalent. 
 
> also... 
> 
> Certain races have "Latent Abilities" in their blood, specifically 
>Demihumans like Dwarves and Elves.  They can develop these abilities over 
>time.  It would include abilities like Infravision, Innate Mana Ability, 
>Detecting Secret Passageways, Passing Without Trace, etc. 
> 
> With elves, they have a certain ammount of "Noble blood" that lets 
>them do this, which also corresponds with the maxium position they can 
>hold within the Elven courts. 
> 
> Should I: 
> a) Charge for "Blood" with points 
> b) Charge for "Noble" station 
> c) Charge for a "down payment" on each potential power (like 
>  you would with a Talent). 
> d) A combination of any of the above. 
 
   This is a hard call.  Personally, I'd charge points for the Noble 
station, plus whatever the character is actually able to do.  What you 
*should* do is whatever fits the tone of the campaign. 
   As a general rule, the rarer you want this to be among PCs, the more you 
should charge for 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: Wed, 26 May 1999 10:17:08 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: Fantasy HERO & Questions about it... 
 
On Wed, 26 May 1999, Geoff Speare wrote: 
> >	For example, in a Champions game, if I wanted a two-weapon knife 
> >fighter, I would buy a standard HKA with OAF, and then buy Autofire, OAF 
> >(the other knife), and Limited Power: Uses seperate Levels and attack 
> >rolls (-1/4) to simulate the ginsu-type chopping action of the two bladed 
> >attack. 
> I created a couple maneuvers for two-weapon fighters, which I don't have 
> written up, but which basically were: 
> 1) Block: block with a bonus, since you are using two weapons 
> 2) Normal: +1 DCV or something for having the 2nd weapon in hand 
> 3) Attack: Attack with both, DCV penalty, small OCV penalty, -5 STR for 
> each weapon. 
> These maneuvers were available to all characters, but the character needed 
> Weapon Familiarity: two weapon fighting to avoid a -3 OCV penalty.  
	Doesn't someone have a modified Sweep maneuver like this?  Was it 
Mr. Surbrook? 
> >	Advanced weapon techniques, such as fantasy Rangers often use (two 
> >weapon style) and "special" attacks (like Archery- certain shots, such as 
> >pinning shots [Entangle] or "Elfish Quick Fire" [Eliminate the "takes 1/2 
> >a phase to notch arrow." 
> I would allow both of these as house rules: the pinning shot is a called 
> shot with high OCV penalty; and Elfish Quick Fire could be a Fast-Draw like 
> skill. 
	I'll have to write these up. 
> Actually, I allow archers to pull arrow, nock, and fire as a 1/2 Phase with 
> a Fast Draw roll already... 
	Ouch. 
> >	Certain races have "Latent Abilities" in their blood, specifically 
> >Demihumans like Dwarves and Elves.  They can develop these abilities over 
> >time.  It would include abilities like Infravision, Innate Mana Ability, 
> >Detecting Secret Passageways, Passing Without Trace, etc. 
> I would charge points for all of these, except I'm not sure what you mean 
> by Innate Mana Ability. I might not charge for the ability to have mana, 
> but I would certain charge for the END Reserve (or whatever) that 
> represents the mana. If the mana reserve is really really handy, I might 
> require a Perk: Innate Mana Ability. 
	Anyone can learn Magic.  END expenditure determines where the 
magic "comes from."  Channeling the Forces of the Universe through your 
body?  Use your own END and suffer from fatigue.  You're specially 
Blooded, and have a Mana Pool (END Pool)?  You can cast using that... 
You know True Magic (not very likely, but...), but all your magic 0 END, 
no Gestures, Incantations, and what-have-you required- but add a 
limitation that it only works in certain areas, or if you appease certain 
Gods. 
 
> I would also require a Perk for having Noble blood, which could be bought 
> up to Perk: Elvish Noble.  
 
	Gothca.  In addition to this, I should designing specific Elven 
houses, so there are already clearly defined "power sets" the character 
can choose from... 
	The House of the Stars would be able to use certain magics 
(Fairie Fire, anyone?), have Ultravision, Clairsentience based on 
Astrology, etc.  The House of the Wood would have an affinity with Plant 
Magic, the ability to hide in densely wooded areas, and pass without trace 
over snow and leaves. 
 
------------------------------ 
 
Date: Wed, 26 May 1999 09:28:17 -0500 
From: "Daniel" <drake01@flash.net> 
Subject: Fw: Fantasy HERO & AD&D 
 
- ----- Original Message -----  
From: Daniel <drake01@flash.net> 
To: <SteveL1979@aol.com> 
Sent: Wednesday, May 26, 1999 8:27 AM 
Subject: Re: Fantasy HERO & AD&D 
 
 
> The site is called dungeon hero at 
> http://www.planetx.org/~joe/gaming/dh.html 
> the author has all the spells from the players handbook converted over 
> listed by class and level. 
> ----- Original Message ----- 
> From: <SteveL1979@aol.com> 
> To: <champ-l@sysabend.org> 
> Sent: Wednesday, May 26, 1999 5:41 AM 
> Subject: Re: Fantasy HERO & AD&D 
>  
>  
> > In a message dated 5/26/99 3:05:16 AM Eastern Daylight Time, 
> ravanos@NJCU.edu 
> > writes: 
> > 
> > << Does anyone know of any links to sites that deal with Fantasy 
> >  HERO, or HERO conversions of AD&D? 
> > 
> >   I'm specificly looking for AD&D spells converted to HERO, and AD&D 
> >  Character Class Abilities converted to HERO.>> 
> > 
> > I believe the Hero Games website has a link to a site containing a 
> > large number of AD&D spells translated to HERO System terms.  I haven't 
> > looked in a while, though, so I'm not sure if it's there. 
> > 
> > Steve Long 
> > 
> > 
>  
 
------------------------------ 
 
Date: Wed, 26 May 1999 10:31:47 -0400 (EDT) 
From: SURGAT <RAVANOS@NJCU.edu> 
Subject: HERO Games Website 
 
Is the HERO Games Website down?  I can't seem to connect to host. 
 
------------------------------ 
 
Date: Wed, 26 May 1999 10:47:44 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Hero site problems? 
 
I haven't been able to connect to herogames.com in two days.  Any word on= 
 
what's going on? 
 
------------------------------ 
 
Date: Wed, 26 May 1999 09:56:32 -0500 
From: redbf@ldd.net (bobby farris) 
Subject: Vehicle components? 
 
Since I am patiently waiting on the Ultimate Super Vehicle (USV), I have 
a question on how the Hero system would be used to model something. 
 
I want to play in a science fiction campaign where the players might be 
allowed to construct their own starships or modify existing ones by 
buying new and different components. For example: 
A simple starfighter hull might be able to hold 100 tons of equipment. 
A shield generator giving a 5DEF force field might be 15 tons. 
 
So lets say that the player wants to "get rid" of some equipment on his 
ship to make room for a new shield generator. Game mechanic wise this is 
easy. He just re-writes the ship up. However I want the player to have 
to deal with space constrictions and how much equipment the ship can 
have. 
 
Other than just grabbing the tonnage/space factors out of thin air does 
anyone have any suggestion on how to do this/ 
 
------------------------------ 
 
Date: Wed, 26 May 1999 10:01:46 -0500 
From: redbf@ldd.net (bobby farris) 
Subject: RSR....sort of 
 
        I have a player that wants to have a power...we will call it 
power X. 
Power X always works, however how well it works depends on how well the 
character performs a skill. 
 
At first glance it would appear to be a RSR. However, as I said, the 
power never fails, but the "active points" of the power change depending 
upon how well the player makes his roll. 
 
------------------------------ 
 
Date: Wed, 26 May 1999 10:12:27 -0500 (CDT) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: Re: RSR....sort of 
 
You could roll the activation roll once for every 10 points of power, 
but that's too much rolling. So we need to figure out the probablities 
for each level of activation in order to assign a proper limitation value. 
Unfortunately, I think that on 3D6 the probabilities change per increment 
because of the bell curve. If that's a concern, you can always use a d20 
for the actual 'activation' roll. 
 
Curt  
 
> From: redbf@ldd.net (bobby farris) 
>>  
>         I have a player that wants to have a power...we will call it 
> power X. 
> Power X always works, however how well it works depends on how well the 
> character performs a skill. 
>  
> At first glance it would appear to be a RSR. However, as I said, the 
> power never fails, but the "active points" of the power change depending 
> upon how well the player makes his roll. 
>  
>  
>  
 
------------------------------ 
 
Date: Wed, 26 May 1999 11:15:00 -0400 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Vehicle components? 
 
At 09:56 AM 5/26/99 -0500, bobby farris wrote: 
>Since I am patiently waiting on the Ultimate Super Vehicle (USV), I have 
>a question on how the Hero system would be used to model something. 
> 
>I want to play in a science fiction campaign where the players might be 
>allowed to construct their own starships or modify existing ones by 
>buying new and different components. For example: 
>A simple starfighter hull might be able to hold 100 tons of equipment. 
>A shield generator giving a 5DEF force field might be 15 tons. 
> 
>So lets say that the player wants to "get rid" of some equipment on his 
>ship to make room for a new shield generator. Game mechanic wise this is 
>easy. He just re-writes the ship up. However I want the player to have 
>to deal with space constrictions and how much equipment the ship can 
>have. 
> 
>Other than just grabbing the tonnage/space factors out of thin air does 
>anyone have any suggestion on how to do this/ 
> 
 
Star Hero had some pretty nice rules basing the size of equipment on the 
active points of a power. It also had a Miniaturization Advantage, which I 
believe cut the size of equipment in half for every +1/4.  
 
You could probably make your own system for this pretty easily. If I were 
doing so, I might work size with some powers differently than others, 
rather than going solely by active points. FTL can be relatively cheap, 
after all, but I'd be inclined to have FTL drives be fairly large pieces of 
equipment. (If I recall correctly, FTL costs were different in Star Hero 
than in Champions, so this particular problem didn't come up.) 
 
The other interesting thing SH did with Active Points was to base monetary 
costs off of them. So you could build a pocket-sized nuke, but it was 
expensive both in points and in cash. 
 
Bill Svitavsky  
 
------------------------------ 
 
Date: Wed, 26 May 1999 23:28:15 +0800 
From: Owen G Wylde <ferret@amitar.com.au> 
Subject: Re: RSR....sort of 
 
Curt Hicks wrote: 
>  
> You could roll the activation roll once for every 10 points of power, 
> but that's too much rolling. So we need to figure out the probablities 
> for each level of activation in order to assign a proper limitation value. 
> Unfortunately, I think that on 3D6 the probabilities change per increment 
> because of the bell curve. If that's a concern, you can always use a d20 
> for the actual 'activation' roll. 
>  
> Curt 
>  
> > From: redbf@ldd.net (bobby farris) 
> >> 
> >         I have a player that wants to have a power...we will call it 
> > power X. 
> > Power X always works, however how well it works depends on how well the 
> > character performs a skill. 
> > 
> > At first glance it would appear to be a RSR. However, as I said, the 
> > power never fails, but the "active points" of the power change depending 
> > upon how well the player makes his roll. 
> > 
> > 
> > 
Why not have a low power always on with an autofire? 
Then use the autofire rules to find out how many "shots" are effective? 
 
(my first post here) 
 
Owen Wylde 
 
------------------------------ 
 
Date: Wed, 26 May 1999 11:27:02 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: RSR....sort of 
 
On Wed, 26 May 1999, bobby farris wrote: 
>         I have a player that wants to have a power...we will call it 
> power X. 
> Power X always works, however how well it works depends on how well the 
> character performs a skill. 
> At first glance it would appear to be a RSR. However, as I said, the 
> power never fails, but the "active points" of the power change depending 
> upon how well the player makes his roll. 
 
	I'll use EB for my demonstrations: 
	 
	#1: 
	1d6 EB 
	+5d6 EB, Limited Power: Scaled Activation Roll (based on X 
skill/OCV) (-1/2) 
 
	#2 
	2d6 EB 
	+1d6 EB, Act: 15- 
	+1d6 EB, Act: 14- 
	+1d6 EB, Act: 12- 
	+1d6 EB, Act: 11- 
	+1d6 EB, Act: 10- 
 
	...or any combination there in.  Try drawing a graph, depending on 
how much "power" you get from rolling and compare it with the probability 
of actually rolling that number.  Using this, you can get drastic 
increases on very rare occasion by buying low activation with high dice of 
power (+1d6 EB, Act: 15- to +5d6 EB, Act 10-). 
 
	I hope this gives you the desired effect. 
 
	Also, I like using a modified form of Linked called "Scaled Link" 
when powers are dependent upon another (ex: +1d6 HA Scale Linked to every 
5" of Movement for Captain Locomotive). 
 
------------------------------ 
 
Date: Wed, 26 May 1999 11:28:42 EDT 
From: SteveL1979@aol.com 
Subject: Re: RSR....sort of 
 
In a message dated 5/26/99 11:01:28 AM Eastern Daylight Time, redbf@ldd.net  
writes: 
 
<<         I have a player that wants to have a power...we will call it power  
X.  Power X always works, however how well it works depends on how well the  
character performs a skill. 
  
At first glance it would appear to be a RSR. However, as I said, the power  
never fails, but the "active points" of the power change depending upon how  
well the player makes his roll. >> 
 
	Sounds to me like you just need to tinker with RSR a little bit --  
and since you're the GM, hey, you're allowed. :) 
	For example, if the character fails his RSR or makes it exactly, he  
can use X% of the power's Active Points.  For every point (or two points, or  
whatever) by which he makes the roll, he gets another 5 or 10 Active Points  
(or whatever) to use.  Set the numbers so that he needs to get a fairly good  
roll -- say, a 5 or less -- to access all of the Active Points. 
	Since only the points above X% are Limited in this situation, I'd  
apply a flat Limitation (probably -1/4) to all points above X%.  (I'm sure  
there are more mathematically accurate ways to model this, but sometimes  
simpler is better, I think.) 
 
Steve Long 
 
------------------------------ 
 
Date: Wed, 26 May 1999 11:32:43 -0400 
From: Brian Wawrow <bwawrow@fmco.com> 
Subject: RE: RSR....sort of 
 
Here's an idea that's so crazy, it just might work. 
 
Let me know if this is stupid. 
 
Buy the core power that never fails, call this Y. Now, buy an addition to Y 
and call it Z. Give Z the RSR limitation and [ahem] autofire. So, for every 
2 points you make your skill roll by, Z is added to Y to make X, thus... 
	X = Y + (1+i/2) * Z	 
	where i is your success margin on your skill roll. 
 
Here's an example, Captain BigShooter has a cosmic plasma pulse ray [X] that 
ranges from 6D6 to 16D6. This is bought as a 6D6 EB [Y] with another power 
bought as +2D6EB AF5 RSR [Z]. Active points on Z are 15, so the Captain gets 
a -1 on his BigShooter skill roll. So, let's say his BigShooter skill roll 
is 13 with all the mods, his DC's on the shot look like this... 
 
BigShooter roll		EB 
14 +				6D6 
13				8D6 
11,12				10D6 
9,10				12D6 
7,8				14d6 
< 6				16d6 
 
If this makes you uneasy, make Z a 0END Aid to Y with some kind of quick 
rade rate limitation, even a [-1 totally fades at end of phase]. Of course, 
you could smooth out the power curve by leaving the fade rate right where it 
is. 
 
Just a theory based on the idea that you can put advantages/limitations on 
parts of a power. 
BRI 
 
]         I have a player that wants to have a power...we will call it 
] power X. 
] Power X always works, however how well it works depends on  
] how well the 
] character performs a skill. 
]  
] At first glance it would appear to be a RSR. However, as I said, the 
] power never fails, but the "active points" of the power  
] change depending 
] upon how well the player makes his roll. 
]  
]  
 
------------------------------ 
 
Date: Wed, 26 May 1999 11:36:54 -0400 
From: Geoff Speare <geoff@igcn.com> 
Subject: RE: RSR....sort of 
 
>Buy the core power that never fails, call this Y. Now, buy an addition to Y 
>and call it Z. Give Z the RSR limitation and [ahem] autofire. 
 
The problem is that Autofire shots are counted as separate attacks vs. 
defenses -- they don't add up into one big power. To do it this way would 
require a house rule to Autofire. Since you can do it without a house rule 
by purchasing the maximum possible damage and applying an appropriate 
Limitation, I wouldn't go with Autofire. 
 
Geoff Speare 
 
------------------------------ 
 
Date: Wed, 26 May 1999 11:37:32 -0400 
From: Brian Wawrow <bwawrow@fmco.com> 
Subject: RE: RSR....sort of 
 
Tell us more of this scaled link. This sounds very useful. 
 
 
] 	Also, I like using a modified form of Linked called  
] "Scaled Link" 
] when powers are dependent upon another (ex: +1d6 HA Scale  
] Linked to every 
] 5" of Movement for Captain Locomotive). 
]  
]  
]  
 
------------------------------ 
 
Date: Wed, 26 May 1999 11:42:05 -0400 
From: Brian Wawrow <bwawrow@fmco.com> 
Subject: RE: RSR....sort of 
 
You're absolutely right. But the AF doesn't apply to multiple attacks, it 
applies to multiple additions of power. It's still only going to be one 
single EB being shot, but the additions of active points to that power has a 
mechanic exactly like autofire, dig? You'd probably want to call it 
something different to avoid confusion. Scaled Adder [+1/2] or Colin [+1/2] 
or whatever you want. 
 
 
] The problem is that Autofire shots are counted as separate attacks vs. 
] defenses -- they don't add up into one big power. To do it  
] this way would 
] require a house rule to Autofire. Since you can do it without  
] a house rule 
] by purchasing the maximum possible damage and applying an appropriate 
] Limitation, I wouldn't go with Autofire. 
]  
] Geoff Speare 
]  
]  
 
------------------------------ 
 
Date: Wed, 26 May 1999 10:46:18 -0500 (CDT) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: RE: RSR....sort of 
 
>  
> ] 	Also, I like using a modified form of Linked called  
> ] "Scaled Link" 
> ] when powers are dependent upon another (ex: +1d6 HA Scale  
> ] Linked to every 
> ] 5" of Movement for Captain Locomotive). 
> ]  
 
I've always assumed that the linked limitation automatically implies 
that the active points available for the dependent power are proportional to the 
active points used of the main power.   For example if you've got  
+50 str linked to 6 levels of growth, you don't get to use all 50 extra  
strength, if you've got only one level of growth on. 
 
Curt  
 
------------------------------ 
 
Date: Wed, 26 May 1999 11:06:58 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: Fantasy HERO & Questions about it... 
 
On Wed, 26 May 1999, Jason Sullivan wrote: 
> On Wed, 26 May 1999, Dr. Nuncheon wrote: 
> > On Tue, 25 May 1999, Jason Sullivan wrote: 
> > > 	What to do about "Special Weapon Maneuvers." 
> > > 	My question is: How do I resolve this?   
> > For the knives...well, based on talking with people that actually use 
> > multiple weapons in (simulated) combat, you really don't usually attack 
> > with both weapons at the same time - you either use one to 'set up' the 
> > other or keep one on defense while one is on offense. 
> 	Granted, certain styles alternate weapon use, certain styles use 
> secondary weapons like the Mein Gauche for blocking, and certain styles 
> use weapons in tandem. 
 
Forgot to add: for the 'double strike' you'd put the levels into extra 
damage. 8) 
 
> 	...so, do I have them spend the points for _just_ the ammount of 
> Autofire like a floating Advantage (they get the HKA free with the weapon 
> in Heroic games)-- or do I have them pay for the entire "power."  Even 
> then, is it purchased OIF or OAF? 
 
According to Ninja Hero, it'd be the latter - the example for damage 
shield has the character paying for the HKA. I'd call it OAF, because you 
only have to disarm one knife before they can't use the autofire, right? 
 
I'll tell ya, I'd personally want an 'attack tricks' multipower under 
those rules, though.  Paying for everything gets really expensive 
otherwise. 
 
> 	I'm all most positive my players will want to use even more 
> esoteric fighting styles that require me to cobble out new skills or 
> constructs...  AP, Penetrating, etc. 
 
Find Weakness is your friend.  Actually, Find Weakness basically mimics AP 
(with some limitations and some advantages)...so a talent that lets you do 
an 'attack flurry' wouldn't be completely out of line. 
  
> > > 	This is needed because of: 
> > > 	Advanced weapon techniques, such as fantasy Rangers often use (two 
> > > weapon style) and "special" attacks (like Archery- certain shots, such as 
> > > pinning shots [Entangle] or "Elfish Quick Fire" [Eliminate the "takes 1/2 
> > > a phase to notch arrow." 
> > I'd make the Quick Fire a skill/Talent - wouldn't Fast Draw work for that? 
>  
> 	Bows have a Limitation where they take a 1/2 phase to notch an 
> arrow.  I don't think Fast Draw itself would circumvent this.  Fast Draw 
> would allow a nocked arrow to be used "faster", however. 
 
Bows have whatever limitations you say they have.  Remember, this is a 
heroic game, so the players won't be paying points for their bows.  If you 
want to let them use Fast-Draw with the arrows, go ahead. 
  
> > Another option is to make sure that each character type or race has things 
> > that they can do that no other type/race can.  That way, the humans whon't 
> > feel shafted because the elves get to learn cool powers, because they'll 
> > be saying, "Look what /I/ can do!" 
>  
> 	Humans are the most favored race by one of the Gods.  
 
Yeah, but I'm talking about individual humans.  Having stuff for all of 
humanity is great, but that doesn't affect the players much, and if the 
players with human characters see that their elfy friends get all sorts of 
cool magical powers that they don't, they're not going to want to hear 
"But humanity as a race is better off than the elves..." 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: 26 May 1999 12:18:17 -0400 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Concentrate 
 
- -----BEGIN PGP SIGNED MESSAGE----- 
Hash: SHA1 
 
Concentration has two forms: concentration to activate and concentration to  
use. 
 
If disturbed while activating a power that requires concentration to 
activate, the prep time is lost and you must start over.  But once the 
power is active, and concentration is not required to maintain it, the 
power remains active as normal. 
 
If the power requires concentration throughout, if the character is 
disturbed, the power goes down. 
- -----BEGIN PGP SIGNATURE----- 
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Comment: For info see http://www.gnupg.org 
 
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- --  
Rat <ratinox@peorth.gweep.net>    \ Happy Fun Ball contains a liquid core, 
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: 26 May 1999 12:19:32 -0400 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: RSR....sort of 
 
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* Jason Sullivan <ravanos@NJCU.edu>  on Wed, 26 May 1999 
| 	#2 
| 	2d6 EB 
| 	+1d6 EB, Act: 15- 
| 	+1d6 EB, Act: 14- 
| 	+1d6 EB, Act: 12- 
| 	+1d6 EB, Act: 11- 
| 	+1d6 EB, Act: 10- 
 
Technically speaking, each d6 requires a separate activation roll.  But 
yes, if you want to institute a home rule, you can lump it all under one 
roll. 
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- --  
Rat <ratinox@peorth.gweep.net>    \ Happy Fun Ball contains a liquid core, 
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: Thu, 27 May 1999 02:30:07 +1000 
From: "happyelf" <jonesl@cqnet.com.au> 
Subject: Re: Vehicle components? 
 
- -----Original Message----- 
From: bobby farris <redbf@ldd.net> 
To: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Thursday, May 27, 1999 12:56 AM 
Subject: Vehicle components? 
 
 
>Since I am patiently waiting on the Ultimate Super Vehicle (USV), I have 
>a question on how the Hero system would be used to model something. 
> 
>I want to play in a science fiction campaign where the players might be 
>allowed to construct their own starships or modify existing ones by 
>buying new and different components. For example: 
>A simple starfighter hull might be able to hold 100 tons of equipment. 
>A shield generator giving a 5DEF force field might be 15 tons. 
> 
>So lets say that the player wants to "get rid" of some equipment on his 
>ship to make room for a new shield generator. Game mechanic wise this is 
>easy. He just re-writes the ship up. However I want the player to have 
>to deal with space constrictions and how much equipment the ship can 
>have. 
> 
>Other than just grabbing the tonnage/space factors out of thin air does 
>anyone have any suggestion on how to do this/ 
> 
> 
 
what do you men by thin air? my ship combat  
rules gave powers a size based on this formula 
as a base: 
 
AP/10 times size(hex total)/100 in hexes.  
 
hence an 80 ap power 
in a 125 hex ship will fill ten hexes 
as a base. there were power  
modifiers for size changes, also.  
 
in this case, the base total hexes of the ship  
that can be used are halved, as there are the hexes *not* 
filled with crew space, although these cockpit 
hexes can be used if nesecary.  
 
> 
> 
> 
> 
 
------------------------------ 
 
Date: Wed, 26 May 1999 11:56:50 -0500 
From: redbf@ldd.net (bobby farris) 
Subject: Re: Vehicle components? 
 
happyelf wrote: 
 
> what do you men by thin air? my ship combat 
> rules gave powers a size based on this formula 
> as a base: 
 
I have never seen your ship combat rules. If you post them or email them me I 
would appreciate it. 
 
> AP/10 times size(hex total)/100 in hexes. 
> 
> hence an 80 ap power 
> in a 125 hex ship will fill ten hexes 
> as a base. there were power 
> modifiers for size changes, also. 
 
 This looks like a good rule.  Thanks...I will tell you if I end up using 
it... 
 
------------------------------ 
 
Date: Thu, 27 May 1999 03:18:18 +1000 
From: "happyelf" <jonesl@cqnet.com.au> 
Subject: Re: Vehicle components? 
 
i wish. dang things died in my computer crash, and 
that was the third re-write. bit of a shame considering the grief 
it caused when i posted them to the whole list (biiig text file/faux 
pass/spham), but it's just a matter of muddling through all the 
math again. The idea basically was plotting 
ship combat in 3d, using a set of 'paired stats' 
which defined how each possible pair of ships related- disance, relative 
speed, vectors, ect. this made mass 
combat a real pain, but it was simple to plot 
3d action, small dogfights, ect. 
 
Apart from this, the idea was to divide the 
total hexes of ship area into 'modules' and 
give them vectors (port, starboard, for aft dorsal and ventral), 
which related to the paired stats, 
resulting in a hit location chart that would do 
a mech combat game proud. I'll keep yer addy 
aside in case i recover or redo it some time. 
 
- -----Original Message----- 
From: bobby farris <redbf@ldd.net> 
To: happyelf <jonesl@cqnet.com.au> 
Date: Thursday, May 27, 1999 2:55 AM 
Subject: Re: Vehicle components? 
 
 
>happyelf wrote: 
> 
>> what do you men by thin air? my ship combat 
>> rules gave powers a size based on this formula 
>> as a base: 
> 
>I have never seen your ship combat rules. If you post them or email them me 
I 
>would appreciate it. 
> 
>> AP/10 times size(hex total)/100 in hexes. 
>> 
>> hence an 80 ap power 
>> in a 125 hex ship will fill ten hexes 
>> as a base. there were power 
>> modifiers for size changes, also. 
> 
> This looks like a good rule.  Thanks...I will tell you if I end up using 
>it... 
> 
 
------------------------------ 
 
Date: Wed, 26 May 1999 13:37:33 -0400 
From: "Scott C. Nolan" <nolan@erols.com> 
Subject: Re: Fantasy HERO & Questions about it... 
 
At 11:06 AM 5/26/99 -0500, you wrote: 
>On Wed, 26 May 1999, Jason Sullivan wrote: 
>> On Wed, 26 May 1999, Dr. Nuncheon wrote: 
>> > On Tue, 25 May 1999, Jason Sullivan wrote: 
>> > >  What to do about "Special Weapon Maneuvers." 
>> > >  My question is: How do I resolve this?   
>> > For the knives...well, based on talking with people that actually use 
>> > multiple weapons in (simulated) combat, you really don't usually attack 
>> > with both weapons at the same time - you either use one to 'set up' the 
>> > other or keep one on defense while one is on offense. 
>>      Granted, certain styles alternate weapon use, certain styles use 
>> secondary weapons like the Mein Gauche for blocking, and certain styles 
>> use weapons in tandem. 
> 
>Forgot to add: for the 'double strike' you'd put the levels into extra 
>damage. 8) 
> 
>>      ...so, do I have them spend the points for _just_ the ammount of 
>> Autofire like a floating Advantage (they get the HKA free with the weapon 
>> in Heroic games)-- or do I have them pay for the entire "power."  Even 
>> then, is it purchased OIF or OAF? 
> 
>According to Ninja Hero, it'd be the latter - the example for damage 
>shield has the character paying for the HKA. I'd call it OAF, because you 
>only have to disarm one knife before they can't use the autofire, right? 
 
 
This is getting pretty complicated.  I'd like to suggest a simpler way to  
model a two-handed knife fighter in Fantasy Hero.  It's the one I use 
in my campaign.  The character has 2 levels in the Sweep maneuver, 
and I allow Sweep to accomplish multiple hits on one target as well 
as one hit each on multiple targets.  It ain't exact, but it is a lot  
simpler.  Simple wins out every time in my book. 
 
------------------------------ 
 
Date: Wed, 26 May 1999 10:18:41 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: RSR....sort of 
 
At 10:01 AM 5/26/1999 -0500, bobby farris wrote: 
>        I have a player that wants to have a power...we will call it 
>power X. 
>Power X always works, however how well it works depends on how well the 
>character performs a skill. 
> 
>At first glance it would appear to be a RSR. However, as I said, the 
>power never fails, but the "active points" of the power change depending 
>upon how well the player makes his roll. 
 
   What I'd do with this is build the minimum level of the Power normally, 
and then the amount that it will be if he makes his Roll exactly with the 
normal RSR, and then increasing levels of the Power in a pattern of 
increasing difficulty based on the Activation Roll table: 
 
Roll made    Bonus 
Exactly       -1/2 
By -2         -3/4 
By -3          -1 
By -4        -1-1/4 
By -5        -1-1/2 
By -6          -2 
 
   And so forth, doubling the bonus for every -3 to the Roll until you get 
to the maximum that can be done. 
   Alternately, if you prefer a simpler approach, just buy the entire gap 
between the minimum and maximum with both "Required Skill Roll" and 
"Maximum of X Active Points per -1 Roll is Made By" for Limitations.  For 
the bonus for the latter, I'd recommend using half the bonus for the 
toughest roll on the table above (not counting the -1/2 -- so if the 
toughest penalty would be -6, take out the -1/2 for a base -1-1/2 bonus, 
and halve it for -3/4). 
- --- 
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: Wed, 26 May 1999 10:34:55 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Vehicle components? 
 
At 09:56 AM 5/26/1999 -0500, bobby farris wrote: 
>Since I am patiently waiting on the Ultimate Super Vehicle (USV), I have 
>a question on how the Hero system would be used to model something. 
 
   Thank you for being patient.  I can only say that I sent in my Final 
Draft last October (and re-sent it in December, after Bruce had a computer 
failure -- which is completely understandable, since I'd just had one myself). 
 
>I want to play in a science fiction campaign where the players might be 
>allowed to construct their own starships or modify existing ones by 
>buying new and different components. For example: 
>A simple starfighter hull might be able to hold 100 tons of equipment. 
>A shield generator giving a 5DEF force field might be 15 tons. 
> 
>So lets say that the player wants to "get rid" of some equipment on his 
>ship to make room for a new shield generator. Game mechanic wise this is 
>easy. He just re-writes the ship up. However I want the player to have 
>to deal with space constrictions and how much equipment the ship can 
>have. 
> 
>Other than just grabbing the tonnage/space factors out of thin air does 
>anyone have any suggestion on how to do this/ 
 
   In my manuscript, I adapted the weight charts from 3rd Edition Star Hero 
(which someone else cites here, I think).  This starts at 0.2kg at 0 Active 
Points, and doubles for every 10AP, with "skips" similar to those on the 
STR Table to keep things reasonably simple.  If the device is a Bulky 
Focus, multiply mass by 4; if it's Immobile, multiply mass by 16. 
   An alternative method, which will yield more variable results, is to use 
2/3 the sum of Base Points, Active Points, and Real Points with the above 
formula. 
   There is also an optional +1/4 Advantage, Miniaturized, which will 
divide a Device's Mass by 4. 
   I think I may have more stuff on the topic in the book, but this much 
should get you started.  :-] 
- --- 
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: Wed, 26 May 1999 11:08:15 -0700 
From: Mark Lemming <icepirat@ix.netcom.com> 
Subject: Re: Concentrate 
 
Stainless Steel Rat wrote: 
> 
> Concentration has two forms: concentration to activate and concentration to 
> use. 
>  
> If disturbed while activating a power that requires concentration to 
> activate, the prep time is lost and you must start over.  But once the 
> power is active, and concentration is not required to maintain it, the 
> power remains active as normal. 
>  
> If the power requires concentration throughout, if the character is 
> disturbed, the power goes down. 
 
I got tripped up by this power lim since I wanted a character that could 
do energy manipulation at 1/2 DCV, but concentrate didn't really fit. 
Looks like we came up with 1/2 DCV for -1/2 Lim. 
 
- -Mark 
 
------------------------------ 
 
Date: Wed, 26 May 1999 19:28:45 GMT 
From: "Stuart Axmaker" <cptspith@hotmail.com> 
Subject: Re:-Division isnt high math 
 
>Grant Enfield wrote: 
 
> > For all the complaints I hear about how complex HERO is, I see people 
> > picking up the system very quickly. This doesn't mean they can go home  
>and 
> > make the character they want work well all by themselves, but a helpful  
>GM 
> > solves that problem quickly. One player I know never figured out how to  
>make 
> > a character (as far as I know) and had a great time playing his  
>characters. 
> > And the "hard math" Christopher referred to is, I believe, Subtraction 
> > (Additions tricky partner). Of course I'm preaching to the rest of the  
>choir 
> > here. :) 
> > 
> 
>Shame on you, you are probably upsetting someone ;) its pretty obvious 
>division is the offender most game systems dont require it, anywhere. 
>They simplify down to addition or subtraction or chartifiy everything. 
> 
>Maybe HERO should have the costs buried in tables... certainly wouldnt 
>simplify things for me. 
 
   Oh, the math stops everyone; I had one player who was a  
computer-geek/phisics major in my game - years ago - and of all the players,  
_he_ would take about a minute to figure out the total of three dice.   It  
seems to be more the ability for players to realize that it's not hard, than  
the actually difficulty of the math itself. 
 
 
- -Reverend Spith 
Savior of Humanity 
Secular Messiah 
 
 
_______________________________________________________________ 
Get Free Email and Do More On The Web. Visit http://www.msn.com 
 
------------------------------ 
 
Date: Wed, 26 May 1999 15:20:23 -0400 
From: "William K. Bushway" <bushway@us.hsanet.net> 
Subject: The Pacifist [was Re: Pasifistic Staff Fighting] 
 
> At 05:31 PM 5/24/99 -0400, Jason Sullivan wrote: 
> > I lack The Ultimate Martial Artist and Ninja Hero. 
> > 
> > Are they any special rules for "non-damaging" attacks? 
> > 
> > A character I am creating has a 20 point CAK, and I would like to 
> >give her maneuvers with a staff based on defense and attacking without 
> >hurting an opponent. 
> > 
> 
> Is this a superheroic level game, or a heroic level one? 
> 
> Also, how do you define not "hurting" an opponent? Not causing injury? In 
> that case, nerve strikes doing NND damage might do the job, even though 
> they're causing a lot of pain. (This fits Hero System-wise, anyway; 
> realistically I'm not sure.) If you want to cause neither injury nor pain, 
> that's pretty difficult. I could imagine a grab with a staff, but it would 
> be hard to base a martial art off of that. Trips (throws) I could see a 
lot 
> easier, but calling that not injuring an opponent ("The ground is what 
> injured him!") seems pretty shaky. 
> 
> Pulling your punch is a very effective way of not injuring opponents, by 
> the way. Maybe she should buy a few levels with it. 
> 
> Bill Svitavsky 
 
    I've been exploring some of these same ideas for a Dark Champs character 
I've been working on.  I've always been interested in - but never played - 
the type of character who has no superpowers, yet can compete with 
superpowers due to incredible physical training.  My first attempt will be 
the Pacifist (or the Apologist - from the REM song) - an ex-supervillain 
martial artist who practices the "Pure Martial Art" ("all other styles are 
merely misguided corruptions").  He spent the last few years proving the 
superiority of his style by severely beating other martial artists - often 
crippling or nearly beating his opponents to death.  He used the resulting 
prison time meditating, and discovered that what he was doing was wrong. 
He's decided he must return back to the secret monastery from whence he 
came, to study and meditate more.  However, before he does, he must right 
the wrongs he committed, "balance his karma" as it were. 
 
    However, he's also pledged not use his art to harm a living being again. 
Unlike Jason Sullivan's MA, the Pacifist's art has no weapon elements 
("Weapons are a crutch for the talentless").  Even when he trips his 
opponent (as above), he makes sure they aren't harmed.  The most his attacks 
do are leave his opponents prone, out of position for attack, or incapable 
of attack.  Basically, he tries to show how futile it is for his opponents 
to attack him - they're just burning END and wasting time.  He's got an NND 
that's basically a Vulcan neck pinch, and maybe some pressure point strikes 
that "turn off" an opponent's limbs (which he can reverse instantly with 
other strikes). 
 
    My only problem - I don't have the UMA, and I've never put together a 
character who's only schtick is martial arts.  As this isn't a wild MA 
campaign, I'm not looking for Soul Drains or Chi Magic, but he does have to 
compete with the occasional Super.  Maybe a Desolid "super dodge" or Damage 
Reduction "taking the punch" that Requires Skill Roll or takes Extra Time to 
set up... 
 
Any help in building the Pacifist's style would be appreciated. 
*** 
William K. Bushway 
"I'm betting that I'm just abnormal enough to survive." 
- -The Tick, The Tick vs. The Breadmaster 
 
------------------------------ 
 
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