Digest Archives Vol 1 Issue 37
Desmarais, John 
From:	owner-champ-l-digest@sysabend.org 
Sent:	Wednesday, November 11, 1998 10:28 PM 
To:	champ-l-digest@sysabend.org 
Subject:	champ-l-digest V1 #37 
 
champ-l-digest      Wednesday, November 11 1998      Volume 01 : Number 037 
 
 
 
In this issue: 
 
    Character Advancement 
    Re: Character Advancement 
    Re: Character Advancement 
    New PBEM Starting 
    Re: Character Advancement 
    Re: Negative Sight 
    Re: Shrinking Question 
    Re: Character Advancement 
    Re: Negative Sight 
    Re: Negative Sight 
    Funky AID stuff 
    Re: Character Advancement 
    Re: Funky AID stuff 
    RE: Character Advancement 
    Re: Character help, Arclight 
    mob attacks - 'More brains!' 
    Re: Funky AID stuff 
    Re: Funky AID stuff 
    Re: Character Advancement 
    Re: Funky AID stuff 
    Re: Funky AID stuff 
    Re: Funky AID stuff 
    Re: Funky AID stuff 
    Re: mob attacks - 'More brains!' 
    Re: mob attacks - 'More brains!' 
 
---------------------------------------------------------------------- 
 
Date: Tue, 10 Nov 1998 21:06:01 -0600 (CST) 
From: Brats Incorporated <brat-inc@avalon.net> 
Subject: Character Advancement 
 
        I'm curious how other GM's handle characters acquiring new powers, 
skills, and talents in there game? 
        So far, I've had it going so that my gamers either have to start 
trying to use the skill and learn it the hard way or find someone who knows 
it and be taught it.  As far as skills go. 
        Powers have me thrown though.  Any thoughts ??? 
 
Visit us at http://www.avalon.net/~brat-inc/  ....   
	"In the words of Socrates... I drank what?"  ... Real Genius 
 
------------------------------ 
 
Date: Tue, 10 Nov 1998 22:47:16 -0500 
From: "C. Badger" <wbandsis@westco.net> 
Subject: Re: Character Advancement 
 
At 21:06 11/10/98 -0600, Brats Incorporated wrote: 
> 
>        I'm curious how other GM's handle characters acquiring new powers, 
>skills, and talents in there game? 
>        So far, I've had it going so that my gamers either have to start 
>trying to use the skill and learn it the hard way or find someone who knows 
>it and be taught it.  As far as skills go. 
>        Powers have me thrown though.  Any thoughts ??? 
 
Well if it's a power that fits easily into their original concept maybe it's 
something they could have done originally but now have to improve and 
practice on it possibily not buying it at full strngth or have limited use 
or number of uses per day at first.  Since it's like an unpracticed skill at 
first and needs to be developed.  
 
If it's not something that fits into their original conecpt and it's not 
something they can build or create then you have to do some kind of 
radiation accident or other that changes the chracter to add the new power. 
- -*"*-.,,.-*"*-.,,.-*"*-.,,.-*"*-.,,.-*"*-.,,.-*"*-.,,.-*"*-.,,.-*"*- 
C. Badger 
 
"My shoes are too tight, and I've forgotten how to dance." 
			Londo 
			Babylon 5 
 
------------------------------ 
 
Date: Wed, 11 Nov 1998 14:10:27 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Character Advancement 
 
it depends on the special effect. . a mutant can undergo further, um, 
mutations, a tech-super can build exrta equipment, a martial artist can 
train or rech some level of advanced awareness, ect. what sfx are involved? 
 
 
- -----Original Message----- 
From: Brats Incorporated <brat-inc@avalon.net> 
To: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Wednesday, November 11, 1998 2:02 PM 
Subject: Character Advancement 
 
 
> 
>        I'm curious how other GM's handle characters acquiring new powers, 
>skills, and talents in there game? 
>        So far, I've had it going so that my gamers either have to start 
>trying to use the skill and learn it the hard way or find someone who knows 
>it and be taught it.  As far as skills go. 
>        Powers have me thrown though.  Any thoughts ??? 
> 
>Visit us at http://www.avalon.net/~brat-inc/  .... 
> "In the words of Socrates... I drank what?"  ... Real Genius 
> 
 
------------------------------ 
 
Date: Wed, 11 Nov 1998 08:49:34 -0500 
From: "Lisa Hartjes" <beren@unforgettable.com> 
Subject: New PBEM Starting 
 
Hi! 
 
I'm looking for three players for a new pbem game I'm starting. 
"Applications" will be accepted until Saturday. 
 
It will be a Swashbuckler Hero game, set in in the world of Kolrath.  For 
information about the world, and how to get involved in the game, please go 
to http://roswell.fortunecity.com/danken/79/kolrath.htm and read the 
information there. 
 
NOTE: The game will have DAILY moves, so make sure you'll be able to keep up 
with the pace before you submit a character concept. 
 
Lisa Hartjes 
 
beren@unforgettable.com 
http://roswell.fortunecity.com/daniken/79 
ICQ:  Berengiere (9062561) 
 
"Evil is only victorious when Good chooses not to win." 
 
------------------------------ 
 
Date: Wed, 11 Nov 1998 08:54:59 -0600 (CST) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: Re: Character Advancement 
 
> At 21:06 11/10/98 -0600, Brats Incorporated wrote: 
> > 
> >        I'm curious how other GM's handle characters acquiring new powers, 
> >skills, and talents in there game? 
> >        So far, I've had it going so that my gamers either have to start 
> >trying to use the skill and learn it the hard way or find someone who knows 
> >it and be taught it.  As far as skills go. 
> >        Powers have me thrown though.  Any thoughts ??? 
>  
From: "C. Badger" <wbandsis@westco.net> 
 
> Well if it's a power that fits easily into their original concept maybe it's 
> something they could have done originally but now have to improve and 
> practice on it possibily not buying it at full strngth or have limited use 
> or number of uses per day at first.  Since it's like an unpracticed skill at 
> first and needs to be developed.  
>  
>  
This is what I did when a character added a new slot in her multipower. 
Rather than suddenly developing the 'fiery arrows from heaven' power at 
a full 50 active points,  I asked her to play it as if it had an activation 
roll and increased endurance for the first 5 times she used the power, then 
increased endurance, then the power normally.  I explained *why* I was asking 
her to do that as well. 
 
I assume we're talking about superhero campaigns. 
 
Curt 
 
------------------------------ 
 
Date: 11 Nov 1998 11:07:08 -0500 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Negative Sight 
 
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"N" == Nuncheon  <jeffj@io.com> writes: 
 
N> Right...you just seemed to forget that it was still /darkness/.  The way 
N> you suggested treating it meant 'this is the same stuff, we call it 
N> darkness over here instead of light'. 
 
Then it does *NOT* act like light.  It acts like something else. 
 
Which is it?  Does darkness in his universe act like light in ours, or not? 
 
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Charset: noconv 
 
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- --  
Rat <ratinox@peorth.gweep.net>    \ Caution: Happy Fun Ball may suddenly 
PGP Key: at a key server near you! \ accelerate to dangerous speeds. 
                                    \  
 
------------------------------ 
 
Date: Wed, 11 Nov 1998 07:26:33 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Shrinking Question 
 
At 03:34 PM 11/10/98 -0500, Michael Surbrook wrote: 
>How would one buy STR (and other characteristics) that go down as one uses 
>Shrinking?  The character I'm working on has both Growth and Shrinking and 
>the stats are supposed to be proportional to size. 
> 
>Any suggestions? 
 
   Two possibilities come to mind. 
   One is to buy negative STR that's Linked to Shrinking.  That's a rather 
messy solution, though, since the STR lost is worth more points than the 
Shrinking (a real problem with Linked as currently written -- and please, 
people, since it's already been announced that Linked is being fixed for 
the soon-to-be-released Fifth Edition, let's not bother debating about the 
Fourth Edition version yet again!). 
   The other is to take a Limitation on Shrinking.  I think Dave assigned 
- -1/2 for "Proportional STR" to Shrinking in one of his Power Point articles. 
- --- 
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, 11 Nov 1998 07:04:45 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Character Advancement 
 
At 09:06 PM 11/10/98 -0600, Brats Incorporated wrote: 
> 
>        I'm curious how other GM's handle characters acquiring new powers, 
>skills, and talents in there game? 
>        So far, I've had it going so that my gamers either have to start 
>trying to use the skill and learn it the hard way or find someone who knows 
>it and be taught it.  As far as skills go. 
>        Powers have me thrown though.  Any thoughts ??? 
 
   This is something of a toughie, at least in most cases.  Of course, 
gadgeteers and other high-tech types aren't so tough; "I built it" is 
usually sufficient, and sometimes "I bought it" is just as good. 
   For those with intrinsic Powers, I generally consider it good enough to 
just say it was the "discovery" of a new ability rather than a 
"development" -- in other words, he could've had that Flash or Force Field 
all along, but only just now figured out how to use it.  (See "The Greatest 
American Hero" for further examples of this method.) 
   In some cases, of course, there are those "Non-Powered Powers" that a 
character learns like Skills and Talents. 
   If a player wants something that can't be explained by any of the above, 
then a "radiation accident" may be in order. 
- --- 
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, 11 Nov 1998 11:29:29 -0600 (CST) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: Negative Sight 
 
On 11 Nov 1998, Stainless Steel Rat wrote: 
 
> "N" == Nuncheon  <jeffj@io.com> writes: 
>  
> N> Right...you just seemed to forget that it was still /darkness/.  The way 
> N> you suggested treating it meant 'this is the same stuff, we call it 
> N> darkness over here instead of light'. 
>  
> Then it does *NOT* act like light.  It acts like something else. 
>  
> Which is it?  Does darkness in his universe act like light in ours, or not? 
 
It depends upon the observer. 
 
To him (and people from his universe) darkness in his universe acts just 
like light. 
 
To you or I, it would be something that acts like light, except for the 
fact that it obscures vision. 
 
In his universe, if you were shut up in a box, you would be able to see 
just fine. (Well, maybe you wouldn't - it might be too bright to see 
inside the box since there's absolutely no source of dark around).  OK, if 
you were in a room at night with no darks on, you'd be able to see.  If he 
came into his room and turned the darks on, the room would be pretty much 
plunged into shadow - but if you crawled behind the couch (which would 
block the dark) you'd find that it was light back there. 
 
Hence, in his universe, darkness acts like light - it behaves the way you 
would expect light to behave in a certain circumstance.  Maybe there are 
'darkons' over there instead of photons - the actual physics of it are 
irrelevant.   
 
Nothing gets weird until you introduce someone from the other 
universe. What he wants is for his character to perceive darkness as 
light, and vice versa.  A flashlight would produce a spot of darkness on 
the ground to his perceptions.  Turning on a lamp when you enter a room 
would make everything dimmer to him. 
 
Does that make things a little more clear? 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Wed, 11 Nov 1998 09:23:22 -0800 
From: "James Jandebeur" <james@javaman.to> 
Subject: Re: Negative Sight 
 
>Then it does *NOT* act like light.  It acts like something else. 
>Which is it?  Does darkness in his universe act like light in ours, or not? 
 
 
Darkness in his universe sounds like it acts like light in ours, and his 
senses are tuned to using it to see instead of light. If you really need a 
further explanation of why our darkness works for him like his, it could be 
assumed that some of his "otherdimensionelness" came with him, and makes our 
darkness into his, and our light into his. 
 
Not that this has anything to do with what he asked for. He gave us a 
perfectly sound comic book conception, one which ignores the laws of 
physics, and has been told, "Physical laws don't work that way". In what way 
does that matter, especially to a comic character? I know that some would 
not allow it in their games precisely because it breaks those laws in a way 
that Rat, for example, doesn't seem to accept, but that is not the case 
here. 
 
All he wants is the ability to see in darkness but be blind in light. All he 
asked for was the way to model that ability. All else was character 
conception, and it's a good character conception for a comic book character. 
In fact, there is precident in the comic books: Dr. Midnite has a very 
similar ability/disadvantage. 
 
The complicated way - You could take: Night Sight (5 points, cost based on 
UV vision, allows you to see in the dark); Flash Defense: Sight, only to 
protect against light-based flashes, minimum of one phase (the light works 
like a darkness field for you, but only lasts a short time); N-Ray Vision: 
only to see through Darkness fields based on being dark (Darkness that 
blocks N-Ray is wierd, and shouldn't generally be allowed in my opinion, but 
if it is, this won't work perfectly). Take the disadvantage that you can't 
see in the light and take "lightness" penalties, and you're set. 
 
The simple way - Take Blindness and Spatial Awareness. Define how your 
spatial awareness reacts to various sight altering powers, which may be 
worth a Limitation. You still, for example, won't see invisible targets, but 
Darkness based on absence of light won't affect you, and light based Flash 
attacks will either not affect you (they don't last long enough) or will 
only affect you briefly. You and your GM (if you're not) should still take 
the time to define these things, but they don't need to be written up with 
powers if you use this method. 
 
JAJ, Gaming Philosopher 
 
------------------------------ 
 
Date: Wed, 11 Nov 1998 13:14:33 -0600 (CST) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Funky AID stuff 
 
OK.  Here's a power I'd like to detail.  The SFX are by and large 
unimportant: what I want the power to do is twofold: 
 
1) Make a particular power (or group of powers) more powerful. 
2) Make those same powers harder to control. 
 
An example would be a psi-enhancing drug that increased someones (say) 
Pyrokinesis levels, but the person would have trouble setting a small 
fire, tending instead to produce massive conflagrations. 
 
'More powerful' is easily enough defined - I want the powers affected to 
have higher active point totals - this suggests Aid as a base. 
 
'Harder to control' is a bit tougher.  The common element I seems to be 
thinking of is some sort of will/skill roll to be able to control the use 
of the extra power.  Also, the tendency for the power to manifest itself 
even when the victim isn't actively trying to use it (like, say, when 
they're upset or otherwise in a highly emotional state). 
 
So, for the base power described above, what do you suggest? 
 
What if I wanted the aid to be able to add advantages - say, it would turn 
Inferno's flame blast into an AE attack, or an AP attack?  Would I add 
'Variable SFX' to the Aid, or is there somethign better?  What if the user 
couldn't choose which advantage was added? (i.e. he knows that using his 
power on Inferno will do /something/, but he doesn't know if the firebolt 
will be generally nastier (more AP), bigger (AE), more focused (AP), etc). 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Wed, 11 Nov 98 20:25:42  
From: "qts" <qts@nildram.co.uk> 
Subject: Re: Character Advancement 
 
On Tue, 10 Nov 1998 21:06:01 -0600 (CST), Brats Incorporated wrote: 
 
> 
>I'm curious how other GM's handle characters acquiring new powers, 
>skills, and talents in there game? 
> So far, I've had it going so that my gamers either have to start 
>trying to use the skill and learn it the hard way or find someone who knows 
>it and be taught it.  As far as skills go. 
 
This also works for Talents - a Paladin might go to a mystic master to 
learn Defense Manoever or be gifted with Danger Sense; a bard might go 
to a meistersinger to acquire Perfect Pitch ('he already had it, he 
just couldn't control it'). 
 
> Powers have me thrown though.  Any thoughts ??? 
 
Mages find spells in books, or develop their own. 
 
I've scant experience with SHRPG, but the Radiation Accident is always 
a good one, as is adding a Power with NCC and gradually buying off the 
NCC to represent the character acquiring the skill to manipulate the 
power. 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
Date: Wed, 11 Nov 98 20:40:16  
From: "qts" <qts@nildram.co.uk> 
Subject: Re: Funky AID stuff 
 
On Wed, 11 Nov 1998 13:14:33 -0600 (CST), Dr. Nuncheon wrote: 
 
> 
>OK.  Here's a power I'd like to detail.  The SFX are by and large 
>unimportant: what I want the power to do is twofold: 
> 
>1) Make a particular power (or group of powers) more powerful. 
>2) Make those same powers harder to control. 
 
Aid and RSR! 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
Date: Wed, 11 Nov 1998 16:24:04 -0500 
From: Brian Wawrow <bwawrow@fmco.com> 
Subject: RE: Character Advancement 
 
> I've scant experience with SHRPG, but the Radiation Accident is always 
> a good one, as is adding a Power with NCC and gradually buying off the 
> NCC to represent the character acquiring the skill to manipulate the 
> power. 
>  
	[Brian Wawrow]  you guys ever read any X-Men? There's nothing 
that a high powered telepath and a Danger Room can't teach you about 
your powers. If it's skills your after find a teacher, read a book or 
take a correspondance course. 
 
	You should allow any PC to learn anything by using all or some 
of the following: training, introspection, experimentation and practice, 
practice, practice.  
 
------------------------------ 
 
Date: Wed, 11 Nov 98 20:38:45  
From: "qts" <qts@nildram.co.uk> 
Subject: Re: Character help, Arclight 
 
 
On Sun, 08 Nov 1998 09:30:14 -0600, Tim Statler wrote: 
 
>qts wrote: 
>>  
>> 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] 
> 
>Sorry it took so long in replying you message got buried the the junk. 
> 
>I did put the limit on the on the Vari Adv. That is why it was in 
>parenthesis. I only gave it a -1/4 value though. I take it you think it 
>should be higher. 
 
I'm probably more generous than you :} 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
Date: Wed, 11 Nov 1998 16:00:55 -0500 
From: Brian Wawrow <bwawrow@fmco.com> 
Subject: mob attacks - 'More brains!' 
 
Hi, 
 
This may be covered in existing material but I wanted to get the list's 
opinion. 
 
So I'd like to sick a horde of shambling zombies on my FH party. Given 
that the PC's are all very fast and have DCV's that a lowly zombie could 
never touch in one on one combat, how do I simulate a dog-pile tactic. I 
want to pack the zombies in so tight that the PC's can't dodge 
effectively and have to cut their way through the undead and wind up 
knee-deep in gore. Nice, eh? It's kind of a 'Night of the Living Dead' 
thing. I'm not trying to totally outgun them, just knock them around a 
little and make them panic. 
 
See, I went to the Rob Zombie show last week and I've got to work these 
necromantic urges out of my system. 
 
Have a superduper day. 
BRI 
 
------------------------------ 
 
Date: Wed, 11 Nov 1998 15:06:29 -0600 (CST) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: Funky AID stuff 
 
On Wed, 11 Nov 1998, qts wrote: 
> On Wed, 11 Nov 1998 13:14:33 -0600 (CST), Dr. Nuncheon wrote: 
>  
> > 
> >OK.  Here's a power I'd like to detail.  The SFX are by and large 
> >unimportant: what I want the power to do is twofold: 
> > 
> >1) Make a particular power (or group of powers) more powerful. 
> >2) Make those same powers harder to control. 
>  
> Aid and RSR! 
 
Um, maybe I wasn't clear... 
 
Bob Booster wants to use this power on his pal Inferno.  Putting RSR on 
the Aid will only make the Aid require a skill roll.  I don't know of any 
mechanism that lets you add limitations to other peoples powers...(besides 
maybe Transform, which would be nasty and kludgy). 
 
J 
 
------------------------------ 
 
Date: Wed, 11 Nov 1998 15:49:47 -0500 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Funky AID stuff 
 
At 01:14 PM 11/11/98 -0600, Dr. Nuncheon wrote: 
> 
>OK.  Here's a power I'd like to detail.  The SFX are by and large 
>unimportant: what I want the power to do is twofold: 
> 
>1) Make a particular power (or group of powers) more powerful. 
>2) Make those same powers harder to control. 
> 
Interesting. My initial thought is to do it with the Aid, as you did, 
Linked with a Mind Control, Single Command: "Use this Power at high levels, 
frequently." The Mind Control component would not be based on ECV, 
naturally. This achieves the desired effect: the Target gets an augmented 
power, and has to make EGO rolls to avoid using too much of it. If you'd 
rather the control roll was based on INT, DEX, or something else, make it 
Mind Control Based on whatever. 
 
>What if I wanted the aid to be able to add advantages - say, it would turn 
>Inferno's flame blast into an AE attack, or an AP attack?  Would I add 
>'Variable SFX' to the Aid, or is there somethign better?  What if the user 
>couldn't choose which advantage was added? (i.e. he knows that using his 
>power on Inferno will do /something/, but he doesn't know if the firebolt 
>will be generally nastier (more AP), bigger (AE), more focused (AP), etc). 
> 
 
I have a few ideas how this *might* be handled, but I'm not going to touch 
it without my BBB handy. 
 
------------------------------ 
 
Date: Tue, 10 Nov 1998 21:01:50 -0800 
From: jayphailey@juno.com (Jay P Hailey) 
Subject: Re: Character Advancement 
 
>        I'm curious how other GM's handle characters acquiring new  
>powers,skills, and talents in there game? 
>        So far, I've had it going so that my gamers either have to  
>start trying to use the skill and learn it the hard way or find someone 
who  
>knows it and be taught it.  As far as skills go. 
>        Powers have me thrown though.  Any thoughts ??? 
 
Well,  I have GMed for a while and here's what has occured to me. 
 
A> If I limit what a player can spend his points on, then I might as well 
go whole hawg and assign points myself.  I.E. "Bohb, your character shot 
at a lot of people recently.  So your character has gotten to the point 
where he now has +1 OCV w/ pistols."  No "point" awards but occasional 
upgrades to the characters. 
 
The players don't like this very often.  They have a pretty specific idea 
what they want to do with their characters, and me hijacking their points 
and assigning how I think they should go really robs them of part of the 
fun of the game, developing the character according to their own vision. 
 
But, I had a character in a heroic level game who was an expert in about 
15 different fields, including being a detective, a nuclear scientist, a 
nuclear engineer, Sky diver, combat driver, shooter and lots of other 
things.  I just couldn't figure out where this particular character got 
the time to learn, and practice all these skills to this degree. 
 
So I hit upon a compromise that so far has worked for everyone.  I 
sharply limit the number of points I award for each game.  I award 1 cp 
per game.  Period.  If the character does something that particularly 
pleases me, I award the player a point on the spot.  But this happens 
rarely, every third game or so. 
 
The point inflation and skills inflation problem has gone away, and the 
players still have control over how their character develops, albeit 
slowly. 
 
This compromise works.  Although I have never done it myself, I have had 
character changes dinked for being out of character concept by other GMs. 
 (In our superheroic campaign).  I sigh and say "okay"  (I wasn't as 
graceful as all that but that's what it boiled down to).  Although I do 
like to keep the rules raping under control, it's much harder to say 
"This isn't consistent with *your* idea." 
 
But these days, since we all wear the GM's hat, I don't have to. 
 
 
Jay P. Hailey <Meow!> 
 
___________________________________________________________________ 
You don't need to buy Internet access to use free Internet e-mail. 
Get completely free e-mail from Juno at http://www.juno.com/getjuno.html 
or call Juno at (800) 654-JUNO [654-5866] 
 
------------------------------ 
 
Date: Wed, 11 Nov 1998 15:14:04 -0800 
From: "James Jandebeur" <james@javaman.to> 
Subject: Re: Funky AID stuff 
 
>Bob Booster wants to use this power on his pal Inferno.  Putting RSR on 
>the Aid will only make the Aid require a skill roll.  I don't know of any 
>mechanism that lets you add limitations to other peoples powers...(besides 
>maybe Transform, which would be nasty and kludgy). 
 
 
Okay: Aid normally gives you the extra power, no strings attached. If it is 
going to give the person a restriction to their powers at the same time, it 
is a less useful power. Therefore, this is a Limitation on the Aid power: 
reduces the control of the recipient based on how much they are Aided. 
 
However, then you get into the problem of, "What if I use it on an enemy?" A 
Limitation should certainly not allow you to mess up your foe in this 
manner. For this, you might want to think about using that Transform you 
were talking about: the only alternative I know is to hit them with Mind 
Control and Aid at the same time. Mind Control, single command: Have less 
control over your powers. 
 
JAJ, GP 
 
------------------------------ 
 
Date: Wed, 11 Nov 1998 18:11:01 -0500 (EST) 
From: tdj723@webtv.net (thomas deja) 
Subject: Re: Funky AID stuff 
 
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It sounds like you can do this a couple of ways. 
 
One way is to give the AID to any power of a specific special effect 
(using your example--AID to any one flame-based power).  You then slap a 
Side Effect onto that AID--makes base power No Conscious Control for 
duration of AID.  Then you can slap a Req. Ego roll to reflect the hero 
being AIDed having to 'concentrate' to channel his abilities. 
 
Anyone else want to give this a crack? 
 
"'Money doesn't talk--it screams." 
     --A.J. Benza, HOLLYWOOD MYSTERIES AND SCANDALS 
____________________________________ 
THE ULTIMATE HULK, containing the new story, "A Quiet, Normal Life," is 
available now from Byron Preiss and Berkley 
_______________________________ 
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Date: Wed, 11 Nov 1998 13:14:33 -0600 (CST) 
From: "Dr. Nuncheon" <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Funky AID stuff 
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OK.  Here's a power I'd like to detail.  The SFX are by and large 
unimportant: what I want the power to do is twofold: 
 
1) Make a particular power (or group of powers) more powerful. 
2) Make those same powers harder to control. 
 
An example would be a psi-enhancing drug that increased someones (say) 
Pyrokinesis levels, but the person would have trouble setting a small 
fire, tending instead to produce massive conflagrations. 
 
'More powerful' is easily enough defined - I want the powers affected to 
have higher active point totals - this suggests Aid as a base. 
 
'Harder to control' is a bit tougher.  The common element I seems to be 
thinking of is some sort of will/skill roll to be able to control the use 
of the extra power.  Also, the tendency for the power to manifest itself 
even when the victim isn't actively trying to use it (like, say, when 
they're upset or otherwise in a highly emotional state). 
 
So, for the base power described above, what do you suggest? 
 
What if I wanted the aid to be able to add advantages - say, it would turn 
Inferno's flame blast into an AE attack, or an AP attack?  Would I add 
'Variable SFX' to the Aid, or is there somethign better?  What if the user 
couldn't choose which advantage was added? (i.e. he knows that using his 
power on Inferno will do /something/, but he doesn't know if the firebolt 
will be generally nastier (more AP), bigger (AE), more focused (AP), etc). 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
 
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------------------------------ 
 
Date: Wed, 11 Nov 1998 17:41:29 -0600 
From: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
Subject: Re: Funky AID stuff 
 
> To: Champions Mailing List <champ-l@sysabend.org&> Dr. Nuncheon 
<jeffj@io.com> 
> Date: Wednesday, November 11, 1998 2:40 PM 
> On Wed, 11 Nov 1998 13:14:33 -0600 (CST), Dr. Nuncheon wrote: 
> > 
> >OK.  Here's a power I'd like to detail.  The SFX are by and large 
> >unimportant: what I want the power to do is twofold: 
> > 
> >1) Make a particular power (or group of powers) more powerful. 
> >2) Make those same powers harder to control. 
>  
> Aid and RSR! 
 
And if you want it radically harder to control, use some variation of the 
"difficult to control" limit.  I've seen this set at -1/4 to -1/2, in both 
cases causing RSR to take -1 per 5 active, instead of -1 per 10. 
 
I allow this multiple times, but not on the original power as written.  
Rather, it is an extra limitation imposed on those who try to use powers 
they really do not understand.  The progression I use is -1/5, -1/3, -1/2, 
- -1/1.  Of course, this will not help with forcing the power to 
spontaneously manifest itself. 
 
------------------------------ 
 
Date: Wed, 11 Nov 1998 17:51:46 -0600 
From: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
Subject: Re: Funky AID stuff 
 
> From: Dr. Nuncheon <jeffj@io.com> 
> To: qts <qts@nildram.co.uk> 
> On Wed, 11 Nov 1998, qts wrote: 
> > On Wed, 11 Nov 1998 13:14:33 -0600 (CST), Dr. Nuncheon wrote: 
> >  
> > > 
> > >OK.  Here's a power I'd like to detail.  The SFX are by and large 
> > >unimportant: what I want the power to do is twofold: 
> > > 
> > >1) Make a particular power (or group of powers) more powerful. 
> > >2) Make those same powers harder to control. 
> >  
> > Aid and RSR! 
>  
> Um, maybe I wasn't clear... 
>  
> Bob Booster wants to use this power on his pal Inferno.  Putting RSR on 
> the Aid will only make the Aid require a skill roll.  I don't know of any 
> mechanism that lets you add limitations to other peoples 
powers...(besides 
> maybe Transform, which would be nasty and kludgy). 
>  
Oops, I should have read all my mail before I joined in :-)  Well, it's 
kind of klunky, but you could stretch the UBO optional rules in Almanac I.  
Hmm, since Aid is already UAO, buy "self only -1/2" on the AID, along with 
the RSR.  Then buy UBO on the resulting power, per the Almanac.  Mix in NCC 
and Always on in there somewhere, and I think you are fairly close. 
 
Steve. 
 
------------------------------ 
 
Date: Wed, 11 Nov 1998 17:46:47 -0600 
From: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
Subject: Re: mob attacks - 'More brains!' 
 
> From: Brian Wawrow <bwawrow@fmco.com> 
> Hi, 
>  
> This may be covered in existing material but I wanted to get the list's 
> opinion. 
>  
> So I'd like to sick a horde of shambling zombies on my FH party. Given 
> that the PC's are all very fast and have DCV's that a lowly zombie could 
> never touch in one on one combat, how do I simulate a dog-pile tactic. I 
> want to pack the zombies in so tight that the PC's can't dodge 
> effectively and have to cut their way through the undead and wind up 
> knee-deep in gore. Nice, eh? It's kind of a 'Night of the Living Dead' 
> thing. I'm not trying to totally outgun them, just knock them around a 
> little and make them panic. 
>  
> See, I went to the Rob Zombie show last week and I've got to work these 
> necromantic urges out of my system. 
 
For by-the-book, you good use the optional +1 OCV per additional attacker, 
combined with grab attempts on the original rush.  Once a couple of zombies 
get ahold of the PC, they will not be dodging much. 
 
Personally, I find that the multiple attacker rules seem to slow the game 
down too much for my taste, as it is always available.  When creatures can 
logically get bonuses by attacking together, I typically build in 
appropriate powers and skills as "Pack Tactics".  Sometimes this is just an 
improved tactics skill over what you would expect from their intelligent.  
Other times, it is actually skill increases (i.e. wolves).  Finally, I 
require a "Coordinating" skill to coordinate attacks.  Such characters 
typically have a relatively high skill in that. 
 
Steve.  
 
------------------------------ 
 
Date: Tue, 10 Nov 1998 23:00:46 +0000 
From: "J. W. Eiler" <jw_eiler@bellsouth.net> 
Subject: Re: mob attacks - 'More brains!' 
 
From:           	Brian Wawrow <bwawrow@fmco.com> 
To:             	"'champs list'" <champ-l@sysabend.org> 
Subject:        	mob attacks - 'More brains!' 
Date sent:      	Wed, 11 Nov 1998 16:00:55 -0500 
 
> Hi, 
>  
> This may be covered in existing material but I wanted to get the list's 
> opinion. 
>  
> <snip> 
 
I know it's not what you were asking about, but an acquaintance of mine  
pointed up zombies like this for a campaign. 
 
You might also consider giving them the following power: 
 
75% Physical (Killing) Damage Reduction: 
 
   Limitation: Not vs. Head Shots (Loc. 3-5) 
 
I don't remember the points (don't have the book with me), but it gives  
those Speed 2 Zombies a definite *zing*. 
 
 
  
 
 
J. W. Eiler 
 
Drink deep the ruby wine, 
Your soul is bound with mine, 
We'll share eternity. 
     Cynthia McQuillan -- Sweet Ruby Wine 
 
------------------------------ 
 
End of champ-l-digest V1 #37 
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