Digest Archive vol 1 Issue 420
From: owner-champ-l-digest@sysabend.org 
Sent: Tuesday, June 22, 1999 8:23 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #420 
 
 
champ-l-digest         Tuesday, June 22 1999         Volume 01 : Number 420 
 
 
 
In this issue: 
 
    Re: Mental Defense and other questions 
    Re: Mental Defense and other questions 
    Re: Mental Defense and other questions 
    Re: Partial Use of Powers 
    Re: Heroic-level TK [was RE: [Off Topic] [5th Ed] Fuzed?] 
    Online Store Commentary (was Re: supplements) 
    RE: Online Store Commentary (was Re: supplements) 
    Online Store 
    RE: Online Store 
    Re: Question about Concepts 
    Re: Top 5 things 
    Re: Welcome to the Modern Age (fwd) 
    Re: supplements 
    Re: Top 5 things 
    Re: Heroic-level TK [was RE: [Off Topic] [5th Ed] Fuzed?] 
    Re: Online Store 
    Re: Welcome to the Modern Age (fwd) 
    Re: Welcome to the Modern Age (fwd) 
    Re: Heroic-level TK [was RE: [Off Topic] [5th Ed] Fuzed?] 
    Re: Susceptability and Disads 
    Fantasy Hero - spell focus 
    Re: Full Strength Beers (was The Metric System) 
    Re: Question about Concepts 
    Re: Susceptability and Disads 
    Re: Mental Defense and other questions 
    Re: Fantasy Hero - spell focus 
    Re: Fantasy Hero - spell focus 
    Re: supplements 
    Re: Partial Use of Powers 
    Re: Question about Concepts 
    Re: Question about Concepts 
    Re: Question about Concepts 
    Re: Fantasy Hero - spell focus 
    Re: Fantasy Hero - spell focus 
 
---------------------------------------------------------------------- 
 
Date: Tue, 22 Jun 1999 08:47:27 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Mental Defense and other questions 
 
At 08:39 AM 6/22/1999 -0700, Rodger Bright wrote: 
>OK, I am a lamo, what is HSA1? 
 
   Hero System Almanac 1.  :-] 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
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------------------------------ 
 
Date: Tue, 22 Jun 1999 10:21:10 -0700 
From: Mark Lemming <icepirat@ix.netcom.com> 
Subject: Re: Mental Defense and other questions 
 
Bob Greenwade wrote: 
>  
> At 11:06 PM 6/21/1999 -0700, Christopher Taylor wrote: 
> >>Question for people. 
> >>I have a PC that is looking to go with a Suppress 
> >> against Mental Defense.  I was unsure if this is a 
> >> viable option for Suppress or not. Thoughts. 
> > 
> >No problem, very effective in conjunction with a Mental 
> >attack, just two things to remember: 
> >1. Mental Defense is a defense and thus the Suppress is 
> >   halved. 
 
Suppress is not an Adjustment power so strictly speaking 
this is false.  However, I agree that it should be played 
this way.  It's a GM call. 
 
> >2. Suppress is an attack power and thus cannot be used at 
> >   the same time as any OTHER attack unless bought 
> >   uncontrolled. 
>  
>   Suppress being a Constant Power, it only needs an Attack 
>   Roll when it's initially applied, so other attacks can be 
>   used in subsequent phases. 
 
Yep.  Says so in the section under Suppress.  The attacker 
only needs to keep paying the END cost of the suppress to 
keep that power down. 
 
- -Mark Lemming 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 10:28:13 -0700 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: Re: Mental Defense and other questions 
 
>> >No problem, very effective in conjunction with a Mental 
>> >attack, just two things to remember: 
>> >1. Mental Defense is a defense and thus the Suppress is 
>> >   halved. 
> 
>Suppress is not an Adjustment power so strictly speaking 
>this is false.  However, I agree that it should be played 
>this way.  It's a GM call. 
 
Seems odd to me that it isn't an adjustment power, it DOES adjust things 
heh heh. 
 
>> >2. Suppress is an attack power and thus cannot be used at 
>> >   the same time as any OTHER attack unless bought 
>> >   uncontrolled. 
>>  
>>   Suppress being a Constant Power, it only needs an Attack 
>>   Roll when it's initially applied, so other attacks can be 
>>   used in subsequent phases. 
> 
>Yep.  Says so in the section under Suppress.  The attacker 
>only needs to keep paying the END cost of the suppress to 
>keep that power down. 
 
Woo hoo 2 for 2!!!!!  heh heh oh well shows me for not reading more carefully. 
 
- -------------------------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Deo Gloria   	Solus Christus		Corum Deo 
- -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 12:46:36 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: Partial Use of Powers 
 
On 22 Jun 1999, Stainless Steel Rat wrote: 
 
> * "Dr. Nuncheon" <jeffj@io.com>  on Tue, 22 Jun 1999 
> | The FAQ is not available from your page (403 Forbidden error), 
>  
> Really.  Well, I'll just go and fix that right now. 
 
Okie, it's available now... 
 
BUT I still don't see where it says that 'No Fringe' increases the Active 
Cost and not the Base Cost of Invisibility. 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 10:53:00 -0400 
From: David Nasset <dnasset@cns.eds.com> 
Subject: Re: Heroic-level TK [was RE: [Off Topic] [5th Ed] Fuzed?] 
 
>From: jayphailey@juno.com 
 
>>A useful ability in the real world, but not readily purchasable in 
>>HERO. 
>> 
>>Filksinger 
> 
> 
>Sure it is.  Buy one point of TK STR.  If you're into fractional 
>accounting you can buy 0.5 STR TK.  What's so hard about that? 
 
Which gives you a great deal more than the power to move only 10 ounces. 
Even a .0001 pt TK is more than 25 kg. TK's cost is based upon STR, and 
very low STR is purchased at negative points. I'm not about to give 
someone TK at a negative cost. 
 
Filksinger 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 11:34:08 PDT 
From: S A Rudy <sarudy@hotmail.com> 
Subject: Online Store Commentary (was Re: supplements) 
 
"Guy Hoyle" <ghoyle1@airmail.net> says: 
>Considering that the website is pretty much the only  place you can buy the  
>materials, as well as being the only "proof" that Hero Games is still in  
>business, I'd  consider the website's present state a very troubling  
>matter. 
 
On the old site, during the whole "we'll have an online store 
any day now.  No really, *any* day now," sequence, at least 
Hero Games had a link up to a fairly simple pdf order form 
that could be mailed or faxed to the company. 
 
I can't imagine that it would be so hard to simply put up a 
link to that order sheet at least, pending anything else at 
the web site working.  I'll admit I've never maintained 
anything more complex than my little hand-coded site, but 
unless the problem is accessing the server at all, how hard 
could creating a single link to a pre-existing document 
possibly be? 
 
So, Hero Games reps, maybe that would be something to do as 
an interim measure. 
 
Just a suggestion, 
 
- -S 
 
|S A Rudy                     http://www.eclipse.net/~srudy| 
+----------------------------------------------------------+ 
|"I myself have never been able to find out precisely what | 
| feminism is; I only know that people call me a feminist  | 
| whenever I express sentiments that differentiate me from | 
| a doormat or a prostitute."  -- Rebecca West, 1913       | 
+----------------------------------------------------------+ 
 
 
_______________________________________________________________ 
Get Free Email and Do More On The Web. Visit http://www.msn.com 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 14:38:18 -0400 
From: Brian Wawrow <bwawrow@fmco.com> 
Subject: RE: Online Store Commentary (was Re: supplements) 
 
Sorry to disagree, but I'd hate to see the final code delayed for the sake 
of a work-around. Work-arounds always take longer than you think they're 
going to. 
 
] So, Hero Games reps, maybe that would be something to do as 
] an interim measure. 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 14:45:57 -0400 
From: Chris Hartjes <chartjes@littlehart.net> 
Subject: Online Store 
 
As someone who does this sort of thing for a living, I can almost guarantee 
you that the delay is not at Hero's end and that it's at the ISP.  Since 
Hero is obviouisly not doing the work themselves (it would be done by now) 
they are waiting for the web guys at whomever hosts them to get their rear 
in gear and finish the site. 
 
Online stores aren't easy and can take a long time to do.  Just the ability 
to process credit cards can be a nightmare. 
 
Chris Hartjes 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 13:13:34 -0600 
From: "Terry Wilcox" <terry@arcane.com> 
Subject: RE: Online Store 
 
As someone else who does this stuff for a living, I say "give up". 
 
Hero's been advertising an online store, on and off, for well over a year. 
It hasn't happened yet, despite the "any day now" messages. 
 
If Hero had picked an appropriate (or even half-decent) ISP the first time, 
they might have had a store by now. Instead they're on their third ISP in 
the last few years. And still no store. 
 
It's just like Fantasy Hero 2.5. It never happened and probably never will. 
 
Terry Wilcox 
terry@arcane.com 
 
> -----Original Message----- 
> From: owner-champ-l@sysabend.org [mailto:owner-champ-l@sysabend.org]On 
> Behalf Of Chris Hartjes 
> Sent: Tuesday, June 22, 1999 12:46 PM 
> To: Champions Mailing List 
> Subject: Online Store 
> 
> 
> As someone who does this sort of thing for a living, I can almost 
> guarantee 
> you that the delay is not at Hero's end and that it's at the ISP.  Since 
> Hero is obviouisly not doing the work themselves (it would be done by now) 
> they are waiting for the web guys at whomever hosts them to get their rear 
> in gear and finish the site. 
> 
> Online stores aren't easy and can take a long time to do.  Just 
> the ability 
> to process credit cards can be a nightmare. 
> 
> Chris Hartjes 
> 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 12:07:00 -0400 
From: David Nasset <dnasset@cns.eds.com> 
Subject: Re: Question about Concepts 
 
From: Lizard <lizard@mrlizard.com> 
 
<snip> 
>One idea for 5th ed (prolly too late) or an almanac is some sort of 
>'lethality dial', which would adjust how everyone takes damage. (For 
>example, suppose even normal attacks had a minimum of 2 per die -- that 
is, 
>every one counted as a 2, instead. And rule that non-resistant defenses 
are 
>halved vs. BODY, even from normal attack. (Thus, PD 6 would stop 6 
stun, 
>but only 3 body) 
 
I thought of that before, and, while it isn't a bad idea, it does have a 
flaw. Your average man would be killed if he was punched a _maximum_ of 
10 times by another average man, unless he received medical attention. 
And would die much faster, on the average, particularly if hit in the 
vitals or the head. In fact, a blow to the head or vitals could invoke 
the Impairing rule about 1/3 of the time. 
 
One option I tried was the same, with a minor change. To buy PD and ED 
that affected STUN and BODY equally, you had to pay an extra .5 pt per 
PD (or ED). The PD/ED gained from STR, however, were of this superior 
type. Additionally, the NCM for these BODY resistant PD was 4 rather 
than 8, thus reducing the number of people who can shrug off sticks of 
dynamite. And make more attacks killing attacks, like dynamite. 
 
Filksinger 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 12:15:00 -0400 
From: David Nasset <dnasset@cns.eds.com> 
Subject: Re: Top 5 things 
 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
 
>This would also avoid the problem of having a lower SPD character with 
a 
>higher per phase movement catching up with a higher SPD character with 
a 
>lower per phase move, even if the higher SPD character is moving at a 
>higher rate per turn. For example, Character A has  SPD 3  and 30" 
Flight; 
>this character moves at 90" per turn. Character B has SPD 5 and 25" 
Flight, 
>thus moving 125" per turn. If combat begins on Segment 12 and B 
attempts to 
>flee from A, he'll be overtaken, despite the fact that B started moving 
>first and is moving at a theoretically higher rate. 
 
Another flaw it can fix is the running speed of normals. A man with a 
SPD of 4 and 10" Running (both NCM) has an extended running speed of 48 
KPH, or just under 30 MPH. Since the world record is an estimated 27 
MPH, achieved for only a fraction of an Olympic sprint (not even the 
entire thing), almost certainly a Push, while this speed can be 
maintained under the present rules for an entire marathon, I find this 
to be a bit high. 
 
Fuzion, however, is much worse. 
 
Filksinger 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 12:33:00 -0400 
From: David Nasset <dnasset@cns.eds.com> 
Subject: Re: Welcome to the Modern Age (fwd) 
 
From: Bob Greenwade <bob.greenwade@klock.com> 
 
>At 10:19 PM 6/21/1999 -0400, Michael Surbrook wrote: 
><snip> 
>> William L. 
>>Ditto, who heads the project at the Georgia Institute of 
>>Technology, says it will be 10 years or more until biocomputers 
>>are commercially available.  (Business Week 06/21/99) 
> 
>   I'll worry about it when a bio-computer develops mental illness. 
;-] 
 
Even a perfectly rational but creative computer might be a really bad 
thing. There was a short introduction to the story "The Two Faces of 
Tomorrow", showing why they needed to find a way to make giant network 
computer either smarter or stupider. It had started coming up with ideas 
that were great in theory, but in practice were stupid, and implementing 
them. 
 
The example was concerning construction on the Moon. The colony on the 
Moon had a mass driver, which was a device that used powerful magnetic 
fields to launch magneto-ferrous materials to speeds capable of reaching 
Earth (A steel canister; a steel ball. A steel band around a rock would 
do). The colony was growing so fast that building another one (a 
miles-long chain of ring-shaped superconducting magnets) was top 
priority. 
 
The men running the project needed to have a ridge of rock removed, so 
they told the computer to arrange it. When asked when, they said ASAP. 
When asked about limits on methods used, they told it, "No limits. Just 
get rid of it." When asked the priority, they told it A-1. The computer 
looked up their authority, and informed them that the ridge would be 
removed in 17 minutes. 
 
Since just bringing in the earth moving equipment (moon moving?) would 
take weeks, they assumed a glitch. They then went out to examine the 
ridge again. Sixteen minutes later, the only thing that saved them from 
shrapnel from the exploding ridge of rock was the vehicle they had just 
climbed out of. 
 
The computer had dropped hundreds of thousands of 1-inch steel ball 
bearings into the mass driver on the other side of the Moon and launched 
them at the ridge like the world's fastest, highest velocity machine 
gun. Time to removal of the ridge: 17 minutes. 
 
Filksinger 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 15:42:55 -0400 
From: Mike Christodoulou <Cypriot@Concentric.net> 
Subject: Re: supplements 
 
All sarcasm and flames aside, I do hope the folks at Hero understand 
that -- deserved or not -- they have a bad reputation for long overdue 
or completely disregarded delivery deadlines.  If they get nothing  
else from this thread, they should at least resolve to work on that. 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 16:23:26 -0400 
From: Kim Foster <nexus@qx.net> 
Subject: Re: Top 5 things 
 
I'd like to see Adjustment powers changed so they worked vs sfx rather than 
powers at their base level. example:A base drain could say affect any 
"fire" based power, one at a time. rather than working against all Energy 
Blasts. For maximum flexibilty, an Advantage might allow for for Adjustment 
power to effect a power regardless of special effect (say +1) and GMs might 
require a Advantage (or limiation) for Adjustments that affect a particular 
broad (or narrow) sfx. Like Mutant power drain in an X Men style campaign.  
 
This would eliminate the need to things like Inherent and Innate for the 
most part and do away with strange things like robot's life support being 
drained so it has to eat, sleep and breath....  
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 13:24:29 -0700 
From: "James Jandebeur" <james@javaman.to> 
Subject: Re: Heroic-level TK [was RE: [Off Topic] [5th Ed] Fuzed?] 
 
> Which gives you a great deal more than the power to move only 10 ounces. 
> Even a .0001 pt TK is more than 25 kg. TK's cost is based upon STR, and 
> very low STR is purchased at negative points. I'm not about to give 
> someone TK at a negative cost. 
 
Perhaps so, but I'd be more than happy to take TK for 1.5 points and 
volunteer to restrict myself to 10 ounces if that's what the character 
concept requires. It is not the rules that are restricting you: if you buy 
more than you need then restrict yourself, there's nothing saying you can't 
do that, and in this case it's a trivial point cost difference. 
 
This is not to say that strict point accounting and wanting to get what you 
pay for is incorrect or anything of the sort. But if this ability is unique 
to the character, it is worth the 2 points and more even if you get much 
less for it than the book says it gives you. 
 
JAJ, Gaming Philosopher 
http://www.javaman.to/philosopher.html 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 13:47:04 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Online Store 
 
At 02:45 PM 6/22/1999 -0400, Chris Hartjes wrote: 
>As someone who does this sort of thing for a living, I can almost guarantee 
>you that the delay is not at Hero's end and that it's at the ISP.  Since 
>Hero is obviouisly not doing the work themselves (it would be done by now) 
>they are waiting for the web guys at whomever hosts them to get their rear 
>in gear and finish the site. 
> 
>Online stores aren't easy and can take a long time to do.  Just the ability 
>to process credit cards can be a nightmare. 
 
   I personally am not ready to blame the Hero Guys for any of the delays 
regarding the online store, except perhaps for not making the right threats 
to the right people.  ;-] 
- --- 
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 
Interested in sarrusophones?  Join the Sarrusophone Mailing List! 
   http://www.klock.com/public/users/bob.greenwade/sarrus.htm 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 14:01:11 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Welcome to the Modern Age (fwd) 
 
At 09:49 AM 6/22/1999 -0700, Christopher Taylor wrote: 
>At 10:16 AM 6/22/99 -0400, Michael Surbrook wrote: 
>>On Tue, 22 Jun 1999, Curt Hicks wrote: 
>> 
>>> > From: Michael Surbrook <susano@dedaana.otd.com> 
>>> >  
>>> > One step at a time, next they'll be able to stimulate thought in 
>humans too. 
>>>  
>>> s*T*imulate or s*I*mulate ? 
>> 
>>I'm thinking 'simulate'. 
> 
>Some people could really do with getting thoughts stimulated in them. 
>Would that be a transform or just Telepathy? 
 
   With most people I know who have this problem, it'd be a Major 
Transform.  ;-] 
- --- 
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 
Interested in sarrusophones?  Join the Sarrusophone Mailing List! 
   http://www.klock.com/public/users/bob.greenwade/sarrus.htm 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 14:01:11 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Welcome to the Modern Age (fwd) 
 
At 09:49 AM 6/22/1999 -0700, Christopher Taylor wrote: 
>At 10:16 AM 6/22/99 -0400, Michael Surbrook wrote: 
>>On Tue, 22 Jun 1999, Curt Hicks wrote: 
>> 
>>> > From: Michael Surbrook <susano@dedaana.otd.com> 
>>> >  
>>> > One step at a time, next they'll be able to stimulate thought in 
>humans too. 
>>>  
>>> s*T*imulate or s*I*mulate ? 
>> 
>>I'm thinking 'simulate'. 
> 
>Some people could really do with getting thoughts stimulated in them. 
>Would that be a transform or just Telepathy? 
 
   With most people I know who have this problem, it'd be a Major 
Transform.  ;-] 
- --- 
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 
Interested in sarrusophones?  Join the Sarrusophone Mailing List! 
   http://www.klock.com/public/users/bob.greenwade/sarrus.htm 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 13:41:22 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Heroic-level TK [was RE: [Off Topic] [5th Ed] Fuzed?] 
 
At 10:53 AM 6/22/1999 -0400, David Nasset wrote: 
> 
>> 
>>Sure it is.  Buy one point of TK STR.  If you're into fractional 
>>accounting you can buy 0.5 STR TK.  What's so hard about that? 
> 
>Which gives you a great deal more than the power to move only 10 ounces. 
>Even a .0001 pt TK is more than 25 kg. TK's cost is based upon STR, and 
>very low STR is purchased at negative points. I'm not about to give 
>someone TK at a negative cost. 
 
   I'd allow negative TK if they put enough into Adders to make the net 
cost positive.  Still, though, the only Adder for TK right now is Fine 
Manipulation (for +10 points), and I think that -14 STR (for -9 points in 
TK) is still more than you want for the effect. 
- --- 
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 
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------------------------------ 
 
Date: Tue, 22 Jun 1999 13:59:24 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Susceptability and Disads 
 
At 09:39 AM 6/22/1999 -0700, Joe Mucchiello wrote: 
>--- Stainless Steel Rat <ratinox@peorth.gweep.net> wrote: 
>> -----BEGIN PGP SIGNED MESSAGE----- 
>> Hash: SHA1 
>>  
>> * Bob Greenwade <bob.greenwade@klock.com>  on Tue, 22 Jun 1999 
>> |    Well, why not?  The rules don't specifically state so, but I do 
>> think 
>> | that one could apply the same guidelines from Side Effects to 
>> achieve the 
>> | desired effect. 
>>  
>> The smallest Side Effect is 30 Active Points.  The largest 
>> Disadvantage is 
>> 30 points.  Some kind of scaling is in order, I think, if you go this 
>> route. 
> 
>But, a 6D6 EB is Instant.  How long does a 15pt Psych Lim last?  A 
>reasonable time is an hour.  How long does an average 30 Active Point 
>power affect the average target?  3D6 Drains can be gone in under a 
>turn.  Whereas a 6D6 EB Side effect is going to last a long time.  
>(Averages 6 BODY with no defense.) 
 
   I think that Rat has a point, though; perhaps not the one that he thinks 
he has, but still a valid one. 
   Perhaps whatever Psych Limit or whatever can be applied, and it fades at 
5 points per Turn, but for every 5 points that the Limitation is short of 
what the Side Effects would call for, the Fade Rate goes up by one step on 
the Time Chart. 
   That was gramatically rather confusing, so I'll make an example. 
Suppose Character A has a Power with a Side Effect that gives him the 
Psychological Limitation Paranoid (Common, Total).  This is a 20-point 
Disadvantage, but the minimum level of a Side Effect is 30 points, so it's 
10 points short.  This means that the fade rate slides back 2 steps on the 
Time Chart; he loses 5 points every 5 minutes. 
   How does the fade work?  Just reduce the greater of the Frequency or 
Severity by 5 points every fade period; if the two are tied, pick one. 
   Does this seem like a workable house rule, all? 
- --- 
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 
Interested in sarrusophones?  Join the Sarrusophone Mailing List! 
   http://www.klock.com/public/users/bob.greenwade/sarrus.htm 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 16:11:25 -0500 (CDT) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: Fantasy Hero - spell focus 
 
I'm doing spell design for a fantasy hero setting. 
I see that there are limitations for extra time to prepare a focus up 
to one day with a skill roll required. 
I also see that there are limitations for spells that require an expendable 
material based on the cost of the material. 
 
What if my spell focus takes more than a day to prepare ? 
What if it's an expensive item, but one that is not expended when the 
spell is cast ? 
 
Curt hicks    
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 14:16:00 -0400 
From: David Nasset <dnasset@cns.eds.com> 
Subject: Re: Full Strength Beers (was The Metric System) 
 
From: "Steven J. Owens" <puff@netcom.com> 
> 
>Allan Dunbar writes: 
>> >     Someday when you'r on this side of the pond, you'll have to 
come 
>> >by our place for a pint of Dark Sleep Chocolate Stout homebrew :-). 
>> 
>> Which naturally brings up the topic of Guiness.  Hmmmm..... 
> 
>     Nah, Guinness is too watery :-). 
> 
 
Sounds like a fan of the Viking brews. 
 
It's made of these ingredients, of hops, dead bears, and snow. 
And what gives it its color, you do not want to know. 
But of all the world's great lagers, there's none to stand beside a 
Brew that keeps your liver alive long after you have died. 
 
 
Personally, the only thing I'll drink, as a rule, is 307 Ale. 
 
Filksinger 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 14:04:11 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Question about Concepts 
 
>In a message dated 6/21/99 3:29:12 PM Eastern Daylight Time, shaw@caprica.com  
>writes: 
> 
><< Both of these strike me as Transforms.  I'd have to go back and reread to 
> see how to do all the details of how all the bells and whistles on Ti's 
> power is, but the Jumper's power is an all-or-nothing mental transform 
> (Based on ECV and targets Ego instead of Body), with the Limitation that it 
> Transforms your own mind in the process.  Given some of the people in the 
> book it worked on, it'd be a pretty big one too...at least 180 Active 
> Points, I'd think. >> 
> 
>	Got another question for you... how would you write up a power-mimic  
>concept that not only dupliucated another person's powers, but also any  
>physical limitations, vulnerabilities, and susceptibilities inherent in the  
>powers being duplicated? 
 
I have one of those in my campaign (she's also limited to powers coming from 
a specific in-campaign source, but that's neither here nor there).  Since I 
normally do power copiers with Variable Pools, limited to only copying the 
powers (and sometimes enhance attributes...that requires some eyeballing, 
usually) of the target, and requiring a physical touch or an ego attack to 
succeed, what I did with Template was just put an extra Limitation on the 
Control Cost that she got stuck with other people's Disads too.  I also gave 
her a somewhat generalized Physical Limitation (Frequent, Slightly I think) 
on top of it. 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 14:14:47 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Susceptability and Disads 
 
>More to the point, how long does a 15pt Psych Lim last if you get hit with 
>that Side Effect five times?  Is it one hour per spacking?  Or does it more 
>closely follow the Hero way of doing time (hour, 5 hours, day, week, etc)? 
>Does the point value of the Disadvantage change with cumulative spackings? 
>If so, how does that affect duration cumulation? 
 
This is one of the reasons when I've wanted this sort of effect I've gone 
with the mental Transform route. 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 14:17:12 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Mental Defense and other questions 
 
>Suppress is not an Adjustment power so strictly speaking 
>this is false.  However, I agree that it should be played 
>this way.  It's a GM call. 
 
Though not called one, it behaves like one in pretty much every way.  In 
fact, you could probably construct it out of Advantaged and Limited Drain if 
you really wanted to. 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 15:39:30 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Fantasy Hero - spell focus 
 
At 04:11 PM 6/22/1999 -0500, Curt Hicks wrote: 
> 
> 
>I'm doing spell design for a fantasy hero setting. 
>I see that there are limitations for extra time to prepare a focus up 
>to one day with a skill roll required. 
>I also see that there are limitations for spells that require an expendable 
>material based on the cost of the material. 
> 
>What if my spell focus takes more than a day to prepare ? 
 
   That's a good one!  Just offhand I'd give an extra -1/4 per two steps 
down the Time Chart (instead of per one, as would be the case for Extra 
Time).  This is assuming, of course, that the Focus is Expendable; if not, 
then it gets no extra bonus. 
 
>What if it's an expensive item, but one that is not expended when the 
>spell is cast ? 
 
   Well, any time I've used or applied it, this is just By Definition 
(meaning no extra bonus). 
- --- 
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 
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   http://www.klock.com/public/users/bob.greenwade/sarrus.htm 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 17:53:29 -0500 (CDT) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: Re: Fantasy Hero - spell focus 
 
> From: Bob Greenwade <bob.greenwade@klock.com> 
> > 
> > 
> >I'm doing spell design for a fantasy hero setting. 
> >I see that there are limitations for extra time to prepare a focus up 
> >to one day with a skill roll required. 
> >I also see that there are limitations for spells that require an expendable 
> >material based on the cost of the material. 
> > 
> >What if my spell focus takes more than a day to prepare ? 
>  
>    That's a good one!  Just offhand I'd give an extra -1/4 per two steps 
> down the Time Chart (instead of per one, as would be the case for Extra 
> Time).  This is assuming, of course, that the Focus is Expendable; if not, 
> then it gets no extra bonus. 
 
Huh !  Are you saying that the extra time limitation is only applicable for 
foci that are expended during spell casting ?  I'll have to double-check 
the rules, but that hadn't been my interpretation at all.... 
 
>  
> >What if it's an expensive item, but one that is not expended when the 
> >spell is cast ? 
>  
>    Well, any time I've used or applied it, this is just By Definition 
> (meaning no extra bonus). 
> --- 
>  
 
There is a 'rarity' bonus for the items as well.  I suppose you could 
extrapolate from that.  In my opinion, there should be more of a limitation 
bonus for a spell focus that costs 500 gold and takes weeks if not months 
to prepare with at least one skill roll and a spell focus that costs nothing  
and takes 1 day and a skill roll to prepare. 
 
But this isn't the case as I interpret the rules. 
 
Curt  
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 18:29:06 -0500 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: supplements 
 
I may be one of the few people *not* anxiously awaiting the online store. 
I badly want a copy of New Bedlam Asylum, but I've decided to wait and see 
if it might ever come to a paper edition.  [Insert tired old rehash of my 
opinion on Hero Plus "books" here.] 
 
I'd agree that taking time out to install any kind of work around at this 
stage would delay the debut of the online store, but, two questions: 
 
1) So what?  If there's a temporary fix that actually allows people to 
order stuff, it matters less that the online store will take longer. 
 
2) What happened to snail mail and the telephone?  Am I to understand that 
this online store will be the only way to get product from Hero Games -- 
that currently there is NO WAY to do so?  It's not possible, right now, to 
send a check or money order, or phone in a credit card order? 
 
Okay, that was more than two questions.  If the answer to that last one is 
"No"...that's a hell of a way to run a business. 
 
Damon 
 
------------------------------ 
 
Date: Wed, 23 Jun 1999 07:53:02 +0800 
From: Allan Dunbar <adunbar@iinet.net.au> 
Subject: Re: Partial Use of Powers 
 
At 11:22  21/06/99 -0400, you wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
>Hash: SHA1 
> 
>* Jason Sullivan <ravanos@NJCU.edu>  on Mon, 21 Jun 1999 
>| 	Isn't there a semi-offical house rule bastard supplement book old 
>| edition Advantage that lets you voluntarily turn on or shut off 
>| Advantages? 
> 
>Not that I know of off-hand.  There might be some such in one of the 
>Almanacs, but those are unofficial rules. 
 
In one of the many Villain books (Unlimited I think) there is a villain who 
can turn off one of their advantages at great cost in endurance.  I only 
glanced at this book a long time ago, but that stuck with me as a cool idea. 
I think one of the guys that I game with regularly has it, if so I will 
check it out and post a reply, unless someone beats me to it. 
 
 
>-----BEGIN PGP SIGNATURE----- 
>Version: GnuPG v0.9.6 (GNU/Linux) 
>Comment: For info see http://www.gnupg.org 
> 
>iD8DBQE3bwGMgl+vIlSVSNkRAprJAJ42yeC4iIlZZR8/3HbnSRnDxOyKBwCbBUOW 
>TVhTfFcwPA8nkaIoxUtJ0Nc= 
>=5Hbx 
>-----END PGP SIGNATURE----- 
> 
>--  
>Rat <ratinox@peorth.gweep.net>    \ Caution: Happy Fun Ball may suddenly 
>Minion of Nathan - Nathan says Hi! \ accelerate to dangerous speeds. 
>PGP Key: at a key server near you!  \  
> 
> 
 
------------------------------ 
 
Date: Wed, 23 Jun 1999 07:57:58 +0800 
From: Allan Dunbar <adunbar@iinet.net.au> 
Subject: Re: Question about Concepts 
 
>> 
>> Additionally, there is his mind control, to reinforce the addiction. 
>> 
>> Ti Malice was just such a swell guy...I loved what Popinjay did to him. 
>> Just loved it. 
> 
>Yes but where did Ti Malice go and what is the power that sent him 
>there.  Transdimensional Movement, usable against others, can send 
>then anywhere the user is familiar with included figments of his owm 
>imagination?!?  That is an ungodly powerful... 
> 
> 
Not so powerful as it seems.  Remember, Popinjay was under considerable 
stress at the time, and in fear of his life etc.  Strange things happen to 
Aces and Wildcards in general under those circumstances.  Remember Snotman? 
Useless one second, but reinfect him, and you have the most dangerous Ace on 
the planet.  Not even the Android's Microwave beam was affecting him that 
much.  Aces are wierd that way - there are those that are really, really 
scary if you just think about their powers for a little while, and then 
there are those that are so pathetic it's not funny. 
 
Just look at Water Lily.  She has the ability to draw water out of things. 
Humans are eighty something percent water.  Good thing she is such a nice 
person. 
 
------------------------------ 
 
Date: Wed, 23 Jun 1999 07:59:58 +0800 
From: Allan Dunbar <adunbar@iinet.net.au> 
Subject: Re: Question about Concepts 
 
At 10:57  21/06/99 -0500, you wrote: 
>At 10:31 PM 6/21/99 -0500, Ross Rannells wrote: 
>> Yes but where did Ti Malice go and what is the power that sent him 
>> there. Transdimensional Movement, usable against others, can send 
>> then anywhere the user is familiar with included figments of his owm 
>> imagination?!?  That is an ungodly powerful... 
> 
>IIRC, the "figment" in question was based on Popinjay's nightmares of seeing 
>preserved joker-babies at the Jokertown museum. Remember what Ti Malice 
>*looks* like? 
> 
>I haven't read any of the later books, so I can't say this with 100% 
>accuracy, but I always read this that Popinjay unintentionally "popped" Ti 
>Malice into a jar of formaldehyde -- not literally into his nightmare, but 
>rather into the *source* of the nightmare. 
> 
>-- 
> 
> 
You never actually found out where Ti Malice went.  Which is a good thing. 
I'll say one thing about the Wildcards series, you hate the villains, but by 
Christ do they get their just deserts. 
 
------------------------------ 
 
Date: Wed, 23 Jun 1999 08:02:09 +0800 
From: Allan Dunbar <adunbar@iinet.net.au> 
Subject: Re: Question about Concepts 
 
At 10:18  21/06/99 -0700, you wrote: 
>At 10:04 PM 6/21/99 -0700, Chuk Goodin wrote: 
>>Ackroyd _is_ ungodly powerful.  He sent Finn to the planet Takis, which  
>>must be at least several light years away.  And he can pop at least the  
>>mass of a big truck.  Some of those Wild Cards are just super nasty in  
>>RPG terms. 
>> 
>OTOH, any thug with a .22 can kill him if he gets the drop on him. 
>Resistant defenses are rare in WC, unless they're the primary effect of the 
>virus.  
> 
>To simulate WC, I'd enforce Normal Characteristic Maxima, which could be 
>bought off, but only out of a pool of 'Wild card points' used for buying 
>powers. PCs should begin as 50pt Normals, with an additional 75-150 points 
>of 'powers', which should be tightly linked/focused. I would also use all 
>the optional rules, such as bleeding and hit location, to make combat with 
>killing attacks fatal, as it often is in the WC universe. Most heroes, even 
>the powerful ones, can't bounce bullets or survive 100 foot drops. (Even 
>Golden Boy thought he would die when he crashed through that hotel lobby in 
>Atlanta...or did someone actually catch him? I forget...) 
 
Hiriam Worchester saw him at the last moment and used his gravity power to 
slow his fall just enough to stop Golden Boy killing the piano player.  Man 
that was a nasty but very funny scene. 
 
> 
>Ackroys is a wonderful example of the gesture&concentration limitation. 
> 
>Even so, Champions might be too inherently cinematic to simulate character 
>who, despite having great powers, are very mortal. The rules allow people 
>to soak up too much damage, even if they are 'normals'. (Several Murphys 
>have caught this) This is not a criticism -- it's just how the game is. 
> 
>One idea for 5th ed (prolly too late) or an almanac is some sort of 
>'lethality dial', which would adjust how everyone takes damage. (For 
>example, suppose even normal attacks had a minimum of 2 per die -- that is, 
>every one counted as a 2, instead. And rule that non-resistant defenses are 
>halved vs. BODY, even from normal attack. (Thus, PD 6 would stop 6 stun, 
>but only 3 body) 
> 
> 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 20:17:49 -0400 
From: Carl and Becka <c_hewett@bellsouth.net> 
Subject: Re: Fantasy Hero - spell focus 
 
Hey can someone help me?  I don't have a copy of Fantasy Hero and I was 
wondering...What were the standard limitations put on spells?  Thanks. 
 
------------------------------ 
 
Date: Tue, 22 Jun 1999 17:19:03 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Fantasy Hero - spell focus 
 
At 05:53 PM 6/22/1999 -0500, Curt Hicks wrote: 
>> From: Bob Greenwade <bob.greenwade@klock.com> 
>> > 
>> > 
>> >I'm doing spell design for a fantasy hero setting. 
>> >I see that there are limitations for extra time to prepare a focus up 
>> >to one day with a skill roll required. 
>> >I also see that there are limitations for spells that require an 
expendable 
>> >material based on the cost of the material. 
>> > 
>> >What if my spell focus takes more than a day to prepare ? 
>>  
>>    That's a good one!  Just offhand I'd give an extra -1/4 per two steps 
>> down the Time Chart (instead of per one, as would be the case for Extra 
>> Time).  This is assuming, of course, that the Focus is Expendable; if not, 
>> then it gets no extra bonus. 
> 
>Huh !  Are you saying that the extra time limitation is only applicable for 
>foci that are expended during spell casting ?  I'll have to double-check 
>the rules, but that hadn't been my interpretation at all.... 
 
   No, I'm not saying that at all.  In fact, I'd say the opposite: that the 
Extra Time Limitation applies regardless of any Focus Limitation. 
   But that wasn't the question, at least as I understood it.  What I 
thought was being asked was extra time for preparing a Focus, not for 
preparing a Power that happens to also have the Focus Limitation.  This is 
what I was answering. 
 
>> >What if it's an expensive item, but one that is not expended when the 
>> >spell is cast ? 
>>  
>>    Well, any time I've used or applied it, this is just By Definition 
>> (meaning no extra bonus). 
> 
>There is a 'rarity' bonus for the items as well.  I suppose you could 
>extrapolate from that.  In my opinion, there should be more of a limitation 
>bonus for a spell focus that costs 500 gold and takes weeks if not months 
>to prepare with at least one skill roll and a spell focus that costs nothing  
>and takes 1 day and a skill roll to prepare. 
> 
>But this isn't the case as I interpret the rules. 
 
   The only place where I find the "rarity" of a Focus discussed is where 
the Focus is an Expendable one.  If it isn't Expendable, then there isn't 
any extra bonus for its rarity. 
   If I'm reading you rightly, you're agreeing with this as the correct 
interpretation of the rules as written, but saying that there *should* be 
an extra bonus, since the Focus would be harder to replace.  There's 
something to this, I think, but I'm not sure what to do about it.  Perhaps 
one-half the above bonus (an extra -1/4 per 4 steps on the Time Chart), and 
a little extra (-1/4 to -1/2) for being expensive and/or dangerous? 
- --- 
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 
Interested in sarrusophones?  Join the Sarrusophone Mailing List! 
   http://www.klock.com/public/users/bob.greenwade/sarrus.htm 
 
------------------------------ 
 
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