Digest Archive vol 1 Issue 432
From: owner-champ-l-digest@sysabend.org 
Sent: Monday, June 28, 1999 3:00 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #432 
 
 
champ-l-digest          Monday, June 28 1999          Volume 01 : Number 432 
 
 
 
In this issue: 
 
    Hero abbreviations 
    Re: In the news.... 
    Re: Adv/Lim? 
    Cyber HERO 
    Re: Cyber HERO 
    Re: The Dragon's Trove 
    RE: Variable powers 
    Wierd regen 
    Re: Wierd regen 
    Re: Wierd regen 
    Re: Wierd regen 
    Re: Wierd regen 
    Re: Wierd regen 
    Re: Wierd regen 
    Fantasy Hero Magic System Design 
    RE: Variable powers 
    Re: Need some help w/Martial maneuvers 
    In the news.... 
    CHAR: Gil Hamilton of ARM 
    Re: Fantasy Hero Magic System Design 
    Re: Wierd regen 
    Re: Cyber HERO 
    Re: Fantasy Hero Magic System Design 
    Re: Need some help w/Martial maneuvers 
    Re: Hero abbreviations 
    Re: Wierd regen 
 
---------------------------------------------------------------------- 
 
Date: Mon, 28 Jun 1999 10:33:05 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Hero abbreviations 
 
So, does anyone know if there isa website that lists all the abbreviations 
used in Hero?  (like HKA, RKA, IAF, AK, KS etc?) 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
            "What would you do with a brain if you *had* one?" 
             Dorothy (Judy Garland), from _The Wizard of Oz_ 
 
------------------------------ 
 
Date: Mon, 28 Jun 1999 10:41:04 -0400 
From: Mike Christodoulou <Cypriot@Concentric.net> 
Subject: Re: In the news.... 
 
At 09:08 AM 6/28/99 -0500, Dr. Nuncheon wrote: 
>> Second TRUE story. 
>>     Apparently there is a women that can detach her eyeball and still 
>> see through it even though it is miles away.  
> 
>Say what? 
> 
>Do you have a source for this? 
 
 
Yeah ... It's SUN magazine ... On sale at your local 
grocer's impulse shopping rack ... right next to  
Weekly World News. 
 
------------------------------ 
 
Date: Mon, 28 Jun 1999 07:04:52 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Adv/Lim? 
 
At 07:53 PM 6/27/1999 -0400, Juan Antonio Ramirez wrote: 
> 
>Here's what I want to do... I want to make this item (say a ring, a 
>power bracelet, whatever) which has a set of powers which anybody who 
>picks it up and wears it can use.  By the way, Superhero setting... 
>Well, the problem is the SFX.  They are sorta variable... it depends on 
>who picks it up.  It basically reflects the personality, or desires, or 
>likes, or something like that, of the user.  Like say the powers are 
>Flight, EB, and Force Wall.  If a pyromaniac uses it, the Flight would 
>be Torch-like (with a firey trail), EB would be like a blast of fire, 
>and the force wall would be a wall of fire.  If an occultist picked it 
>up, maybe flight would be him sprouting demonlike bat wings, EB would be 
>spirits shooting from his hands and attacking, and Force Wall might be 
>pillars of unearthly black stone rising from the ground. 
>Anyway, you get the idea...  the SFX ARE variable, but not for one 
>user... 
>I'm tempted to list it as a +/- 0 Adv/Lim ("SFX Reflects user's 
>'heart'"), but I'm thinking maybe it's Variable SFX with a Limitation on 
>the Advantage... 
>What to you guys think? 
 
   I'd go with the latter idea (Variable SFX with a Limitation -- 
specifically, I'd use No Conscious Control). 
- --- 
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: Mon, 28 Jun 1999 12:07:18 EDT 
From: AndMat3@aol.com 
Subject: Cyber HERO 
 
Hi. a friend of mine is getting ready to run a cyberhero game.  
does anyone know of any source for hero-fied cyberpunk stuff? 
 
much thanks... andy 
 
------------------------------ 
 
Date: Mon, 28 Jun 1999 12:11:50 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: Cyber HERO 
 
On Mon, 28 Jun 1999 AndMat3@aol.com wrote: 
 
> Hi. a friend of mine is getting ready to run a cyberhero game.  
> does anyone know of any source for hero-fied cyberpunk stuff? 
 
Yeah, Kazei 5, from Hero Games.  Also, check out my webpage, especially 
http://www.otd.com/~susano/kazei5.html 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
            "What would you do with a brain if you *had* one?" 
             Dorothy (Judy Garland), from _The Wizard of Oz_ 
 
------------------------------ 
 
Date: Mon, 28 Jun 1999 09:56:44 PDT 
From: Roland Volz <roland_volz@hotmail.com> 
Subject: Re: The Dragon's Trove 
 
On Sun, 27 Jun "Michael (Damon) & Peni Griffin" <griffin@txdirect.net>  
wrote: 
 
>Michael Cox at The Dragon's Trove advertised this list of stuff earlier  
>today.  Much of what's listed is OOP.  There's even a copy of "Wings of the  
>Valkyrie".  Email him at <order@dragontrove.com> and be sure to include his  
>stock number: 
<list of cool OOP Hero stuff snipped> 
Ah, the Dragon's Trove! That's probably one of the best on-line stores I've  
ever seen. On a related note, I got the mailer from Titan Games today, and  
they also advertised some Hero stuff that they just got: 
Champions Rulebook (1st Ed) (001) [$10, G] 
Deathstroke (009) [$10, NM] 
Circle and M.E.T.E. (012) [$9, NM] 
Primus and Demon (018) [$8, VF] 
The Blood and Dr. McQuark (021) [$8, NM] 
Gadgets! (023) [$9.5, NM] 
The Coriolis Effect (026) [$8.5, NM] 
Target Hero (034) [$6.5, VF] 
V.O.I.C.E. of Doom (038) [$8, NM] 
Red Doom (039) [$6, NM] 
Scourge from the Deep (040) [$7.5, VF] 
To Serve and Protect (044) [$6.5, NM] 
C.L.O.W.N. (046) [$6.5, VF] 
Neutral Ground (047) [$8, VF] 
Atlas Unleashed (048) [$7, VF] 
Mind Games (402) [$7, NM] 
Challenges For Champions (404) [$9.5, NM] 
The Zodiac Conspiracy (406) [$6.5, VF] 
Invasions: Target Earth (407) [$8, NM] 
Day of the Destroyer (408) [$7, N] 
Invaders from Below (409) [$7, N] 
Kingdom of Champions (410) [$12, N] 
Champions in 3-D (411) [$12, N] 
Demons Rule (412) [$7, NM] 
Alien Enemies (413) [$9, NM] 
The Olympians (414) [$9, NM] 
Road Kill (415) [$5, F] 
Classic Organizations (416) [$12, NM] 
European Enemies (417) [$11.5, NM] 
Champions Presents (418) [$9, NM] 
High-Tech Enemies (422) [$11.5, M] 
Heroes of Vengeance (423) [$12, NM] 
Viper (425) [$10, NM] 
Shadows of the City (426) [$11, NM] 
Allies (427) [$10, NM] 
The Mutant File (428) [$10, NM] 
Justice, Not Law (430) [$12.5, NM] 
Murderers' Row (433) [$9, NM] 
Hudson City Blues (438) [$10.5, 
Horror Hero (509) [$14, NM] 
 
Thses guys are the only serious rivals Mike from Dragon's Trove has, as far  
as on-line gaming sales. 
 
Roland 
 
 
_______________________________________________________________ 
Get Free Email and Do More On The Web. Visit http://www.msn.com 
 
------------------------------ 
 
Date: Mon, 28 Jun 1999 13:03:07 -0400 
From: David Nasset <dnasset@cns.eds.com> 
Subject: RE: Variable powers 
 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
 
<snip> 
>	Okay, buy two versions.  Put them in a Multipower.  Cost for two 
versions 
>of a 12d6 EB should be 120 points before any Limitations are applied [see 
>below].  Buying a 12d6 EB with Armor Piercing would normally have cost you 
>90 points (or 105 points if you tacked on "Variable Effect, +1/4"). 
>	Functionally, these two options are the same, except that the 
"legal" 
>version is 15-30 points more expensive.  New options should be created when 
>existing ones will not do the job, not when the existing ones seem too 
>expensive.  That way lies the disruption of game balance, as some options 
>become cheaper than they should be.  
> 
>Multipower, 90 pt reserve 
>18	12d6 EB w/Armor Piercing 
>12	12d6 EB 
 
I'd agree, except that some of your assumptions are unacceptable. I never 
trust any suggestion to solve a weakness in a Power's flexibility via 
Multipower. 
 
What if the character is already using an EC to purchase their Powers? 
Whether they buy both Powers in the EC, or convince the GM to let them have 
a Multipower for them, it is too expensive. 
 
Additionally, your post assumes a campaign where Multipowers are allowed. 
What if Power Frameworks are forbidden, as is recommended for most 
non-supers campaigns? Then they get to spend 150 pts on this Power. 
 
The proper way to model this Power, for general use, is buy buying two 
Powers outright, at full cost. This would cost, in this case, the same as a 
+1 Advantage. 
 
Now, _if_ this is a reasonable cost, compared to other Powers not in Power 
Frameworks, then this is what it should cost. However, I don't believe it 
is. An Advantage of some sort is in order. 
 
Filksinger 
 
------------------------------ 
 
Date: Mon, 28 Jun 1999 13:08:31 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Wierd regen 
 
Okay, he is one I've been puzzling over: 
 
It is said that the ghul can be killed with one blow, but a second blow 
will bring it back to life.  I presume that the ghul doesn't have that 
much BODY then (5? 8?), so killing it in one blow can't be that hard. 
But, how do you define the idea that the second blow brings it back to 
life?  A bunch of Healing Aid with a Trigger?  (I presume the Trigger is 
"Being hit after reaching 0 BODY"). 
 
Any other suggestions? 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
            "What would you do with a brain if you *had* one?" 
             Dorothy (Judy Garland), from _The Wizard of Oz_ 
 
------------------------------ 
 
Date: Mon, 28 Jun 1999 12:22:28 -0500 (CDT) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: Re: Wierd regen 
 
> From: Michael Surbrook <susano@dedaana.otd.com> 
>  
> Okay, he is one I've been puzzling over: 
>  
> It is said that the ghul can be killed with one blow, but a second blow 
> will bring it back to life.  I presume that the ghul doesn't have that 
> much BODY then (5? 8?), so killing it in one blow can't be that hard. 
> But, how do you define the idea that the second blow brings it back to 
> life?  A bunch of Healing Aid with a Trigger?  (I presume the Trigger is 
> "Being hit after reaching 0 BODY"). 
>  
> Any other suggestions? 
>  
 
Make it a disadvantage, rather than trying to buy it as a power. 
Physical Limitation: Frequent, Greatly 'dies' after being hit with first blow 
 
What happens on the third and succesive blows ? 
 
Curt Hicks 
 
------------------------------ 
 
Date: Mon, 28 Jun 1999 13:24:43 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: Wierd regen 
 
On Mon, 28 Jun 1999, Curt Hicks wrote: 
 
> > Okay, he is one I've been puzzling over: 
> >  
> > It is said that the ghul can be killed with one blow, but a second blow 
> > will bring it back to life.  I presume that the ghul doesn't have that 
> > much BODY then (5? 8?), so killing it in one blow can't be that hard. 
> > But, how do you define the idea that the second blow brings it back to 
> > life?  A bunch of Healing Aid with a Trigger?  (I presume the Trigger is 
> > "Being hit after reaching 0 BODY"). 
> >  
> > Any other suggestions? 
>  
> Make it a disadvantage, rather than trying to buy it as a power. 
> Physical Limitation: Frequent, Greatly 'dies' after being hit with first blow 
 
Okay, but as I read it, the ghul is dead and will stay ded.  The second 
blow will bring it back to life.  That sort of sounds like Stalker's Phys 
Lim there. 
  
> What happens on the third and succesive blows ? 
 
Wish I knew, the legends don't say. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
            "What would you do with a brain if you *had* one?" 
             Dorothy (Judy Garland), from _The Wizard of Oz_ 
 
------------------------------ 
 
Date: Mon, 28 Jun 99 06:57:52 PDT 
From: "Richard O'Marro" <hbcraft@impulsedata.net> 
Subject: Re: Wierd regen 
 
- ---------- 
> Okay, he is one I've been puzzling over: 
> 
> It is said that the ghul can be killed with one blow, but a second blow 
> will bring it back to life.  I presume that the ghul doesn't have that 
> much BODY then (5? 8?), so killing it in one blow can't be that hard. 
> But, how do you define the idea that the second blow brings it back to 
> life?  A bunch of Healing Aid with a Trigger?  (I presume the Trigger = 
is 
> "Being hit after reaching 0 BODY"). 
> 
> Any other suggestions? 
> 
 How about Absorbtion with the limitation (Only works on every other hit)= 
 with the points channeled into a Regneration?) 
 
> -- 
> Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.ht= 
ml 
> 
>             "What would you do with a brain if you *had* one?" 
>              Dorothy (Judy Garland), from _The Wizard of Oz_ 
> 
> 
> 
 
------------------------------ 
 
Date: Mon, 28 Jun 1999 10:19:24 -0700 
From: "James Jandebeur" <james@javaman.to> 
Subject: Re: Wierd regen 
 
> It is said that the ghul can be killed with one blow, but a second blow 
> will bring it back to life.  I presume that the ghul doesn't have that 
> much BODY then (5? 8?), so killing it in one blow can't be that hard. 
> But, how do you define the idea that the second blow brings it back to 
> life?  A bunch of Healing Aid with a Trigger?  (I presume the Trigger is 
> "Being hit after reaching 0 BODY"). 
 
It could be simpler than that: buy it with a normal Body score and enough 
defense that it will never be killed by a reasonable attack in the game, 
which would be pretty easy if heroic fantasy, probably about 10-15 rPD. 
Possibly give it minimal Regeneration for those unreasonable rolls that come 
up. Then give it a Physical Limitation: "Is 'killed' if hit once, but comes 
back if hit again", probably worth about 25 points (you're unlikely to meet 
one under friendly circumstances, so the disad would come up every time one 
is in the game). 
 
JAJ, Gaming Philosopher 
http://www.javaman.to/philosopher.html 
 
------------------------------ 
 
Date: Mon, 28 Jun 1999 10:48:03 -0700 
From: Christopher Taylor <christopherrt@home.net> 
Subject: Re: Wierd regen 
 
>It is said that the ghul can be killed with one blow, but a second blow 
>will bring it back to life.  I presume that the ghul doesn't have that 
>much BODY then (5? 8?), so killing it in one blow can't be that hard. 
>But, how do you define the idea that the second blow brings it back to 
>life?  A bunch of Healing Aid with a Trigger?  (I presume the Trigger is 
>"Being hit after reaching 0 BODY"). 
> 
>Any other suggestions? 
 
I would set the trigger of that to be "being under full BOD" since it 
wouldn't function if alive.  But perhaps it just has lots of DEF and 1 BOD, 
it seems to be unharmed unless you do a ton of damage to it all at once? 
This is a totally unfamiliar creature to me, so I don't know the setting. 
 
------------------------------ 
 
Date: Mon, 28 Jun 1999 13:51:05 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: Wierd regen 
 
On Mon, 28 Jun 1999, Christopher Taylor wrote: 
 
> >It is said that the ghul can be killed with one blow, but a second blow 
> >will bring it back to life.  I presume that the ghul doesn't have that 
> >much BODY then (5? 8?), so killing it in one blow can't be that hard. 
> >But, how do you define the idea that the second blow brings it back to 
> >life?  A bunch of Healing Aid with a Trigger?  (I presume the Trigger is 
> >"Being hit after reaching 0 BODY"). 
> > 
> >Any other suggestions? 
>  
> I would set the trigger of that to be "being under full BOD" since it 
> wouldn't function if alive.  But perhaps it just has lots of DEF and 1 BOD, 
> it seems to be unharmed unless you do a ton of damage to it all at once? 
> This is a totally unfamiliar creature to me, so I don't know the setting. 
 
The ghul I'm describing is the Arabic ghul.  The original ghul/ghoul that 
lived in the deserts and ate people. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
            "What would you do with a brain if you *had* one?" 
             Dorothy (Judy Garland), from _The Wizard of Oz_ 
 
------------------------------ 
 
Date: Mon, 28 Jun 1999 13:55:56 -0400 
From: "Scott C. Nolan" <nolan@erols.com> 
Subject: Fantasy Hero Magic System Design 
 
It must be Summer, because I'm revisiting the way magic works in my home 
campaign. 
 
Last year I decided that I didn't want mages to have to pay END for spells. 
 Instead, 
I created a system using an Endurance Battery with a recovery that only 
recovered 
once a day (upon meditation).  The advantage, from my point of view, was 
that it 
forced mage characters to husband their spells, using them more 
judiciously, which 
fit the tone of the campaign I am trying to run. 
 
This worked fine for one-shot spells (like a lightning bolt) that were 
instantaneous.  But  
it used up the END BATT damn quick with  ongoing spells (like Flight).   
 
So I toyed with various solutions.   
 
One was that magi only paid END from the battery on casting the spell, and 
that the 
duration of the spell was limited by definition. Modelling this using 0 
Endurance 
got very expensive.  Modelling it using charges put the cost more in line 
with the utility 
of the power, but since I don't intend to limit how often a mage character 
can cast 
a particular spell, other than by the amount of Endurance in the Battery, 
Charges 
seems to be cheating (giving a limitation for allowing the power to be 
ongoing). 
 
A further complication is that my magic system uses VPPs.  The characters can 
only cast spells from the VPP that are written in their spellbooks (for 
which they 
pay 1 point each, regardless of the power of the spell).  Charges within a VPP 
seem doubly meaningless. 
 
Anyone have any suggestions? 
 
------------------------------ 
 
Date: Mon, 28 Jun 1999 14:00:59 -0400 
From: David Nasset <dnasset@cns.eds.com> 
Subject: RE: Variable powers 
 
From: Christopher Taylor <ctaylor@viser.net> 
 
<snip> 
 
>VARIABLE EFFECT: This advantage allows powers to be used more flexibly than 
>normally possible.  Energy blast with this may  be used as stun only or 
>normal; an area effect attack with this may be used as a normal blast or as 
>the area effect, and so forth.  A very partial list of examples would be: 
<snip> 
 
Too flexible for the price on some Powers. Unfortunately, with other powers, 
it is probably priced right, making it hard to price. 
 
I'd recommend an expansion/rewrite of Variable Advantage, something like 
this: 
 
Variable Effect: 
Powers with this Advantage have multiple forms. These can include 
Advantages, or can be part of the Power description. These could be 
different Advantages, an Advantaged form and a non-Advantaged form, 
different forms of the base Power (such as a Force Wall with 10PD, 30ED and 
30 PD, 10 ED), or even Limitations. The multiple effects must be selected at 
Power creation. 
 
If used to switch between Advantages, the character must pay for the largest 
of all possible Advantages plus the price of Variable Usage. If used to 
switch between Limitations, the character only gets the bonus for the lower 
of the two. 
 
For +1/4, _in addition to the cost of any Advantages_, the Power can switch 
between two methods of usage.  
 
For +1/2, the character can have up to 5 different forms to switch between. 
 
For +1, the character can select between any Advantages or Limitations 
within the Advantages/Limitations paid for. If the Power has multiple Power 
levels that give and take (such as Force Field or Force Wall), these can 
also be bought this way. 
 
Example: 
Blasto wants an Explosion for dealing with groups of enemies, but also wants 
to be able to pinpoint certain targets, so as to not take out himself or his 
teammates. 
 
10d6 EB, Variable Effect (Explosion (+1/2) or normal) +3/4 (+1/2 for 
Explosion, +1/4 for VE). 
 
Example: Force wants to be able to generate a Force Field, but wants to be 
able to shift Points freely from PD to ED. 
 
15 PD, 15 ED Force Field, Variable Effect (Any combination of PD/ED adding 
up to 30 total or less) +1. 
 
Example: Blasto has improved his control over the Cosmic Blast, and can 
alter its focus and do various useful things with it. 
 
10d6 EB, Variable Effect (Explosion (+1/2), AE: Any (+1) AE: Radius (+1), 
Armor Piercing (+1/2), nothing) +1 1/2 (+1 for largest Advantage, +1/2 for 
up to five effects). 
 
Example: The wizard Rastar can generate fire in his hands, but to project 
it, he needs his staff. 
 
10d6 EB, Variable Effect (OAF Mystic Staff (-1) or 0 Range (-1/2)) +1/4 for 
VE, +1/2 for VE switchable Limitations. 
 
Filksinger 
 
------------------------------ 
 
Date: Mon, 28 Jun 1999 11:19:18 -0700 
From: Rodger Bright <rodger.bright@cbpr.com> 
Subject: Re: Need some help w/Martial maneuvers 
 
OK, here is another question. 
 
The "Requires half Move" element in UMA does not say if you HAVE to make a FULL 
half-move, or if you can simply run a portion of your half-move to meet the 
requirements of the Martial maneuver element. 
 
- --Rodger 
 
 
 
Bob Greenwade wrote: 
 
> At 09:39 AM 6/25/1999 -0700, Rodger Bright wrote: 
> >Once again i am at work, have an idea, but don't have a rule book in front of 
> >me. 
> > 
> >I am working on a martial maneuver for an Archetype that is a "Passing 
> Strike" 
> > 
> >It should do extra damage for velocity.... Who remembers the cost of adding 
> >Velocity to a martial maneuver?  And is it v/2 or v/5? 
> 
>    Passing Strike, in TUMA, is 5 pts, +1 OCV, +0 DCV, STR+v/5, Full Move. 
> 
> >(I should really keep an Ultimate Martial Artist with me at all times!) 
> 
>    Yeah, I do (at least, when I'm going to do email)!  :-] 
> --- 
> 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 
 
- -- 
Rodger Bright, Senior Network Engineer 
Copithorne & Bellows 
100 First Street 26th Floor 
San Francisco, CA 94105 
[415]-975-2251 Direct, [415]-284-5200 Main 
[415]-243-9664 FAX, [888]-519-8546 Pager 
rodger.bright@cbpr.com 
rodger.bright.pager@cbpr.com (Alpha Paging) 
 
------------------------------ 
 
Date: Mon, 28 Jun 1999 14:25:14 -0400 
From: David Nasset <dnasset@cns.eds.com> 
Subject: In the news.... 
 
From: "Bobby Farris Jr." <BJ@redbow.net> 
 
<snip> 
> 
>Second TRUE story. 
>    Apparently there is a women that can detach her eyeball and still 
>see through it even though it is miles away. The police discovered this 
>when she called them to tell them her eye was stolen and that she could 
>see the criminals. She had taken it out and put it into a cleaning 
>solution and left it in a suitcase in her hotel room while she went 
>swimming. (Swimming makes it pop out). The criminals stole her suitcase 
>and she found them when they put the glass containing her eye on a 
>window sill where she could see a grocery store across the street. She 
>called the grocery store to find out it's address...and then the police. 
 
Who says it is true? Unless they have an impeccable reputation, I doubt it. 
However, if it _is_ true, I know some neurologists, physicists, a magician 
or two, some psychologists, etc., who would love to have a talk with her. 
 
Filksinger 
 
------------------------------ 
 
Date: Mon, 28 Jun 1999 14:28:58 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: CHAR: Gil Hamilton of ARM 
 
GILBERT GILGAMESH HAMILTON 
 
Val	CHA	Cost	Roll	Notes 
10	STR	0	11-	100kg; 2d6 
13	DEX	9	12-	OCV: 4 / DCV: 4 
11	CON	2	11-	 
10	BODY	0	11-	 
12	INT	2	11-	PER Roll 11- 
15	EGO	10	12-	ECV: 5 
15	PRE	5	12-	PRE Attack: 3d6 
10	COM	0	11-	 
3	PD	1		Total: 3 PD 
3	ED	1		Total: 3 ED 
3	SPD	7		Phases: 4, 8, 12 
4	REC	0		 
22	END	0		 
21	STUN	0		 
Total Characteristics Cost: 37 
 
Movement:	Running: 6" / 12" 
	Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Psychokinetic Powers: 
25	Esper touch: N-Ray Touch, Discriminatory 
16	Esper Touch: Clairsentience: Touch, x256 Range (25,600" or 32 
	miles), Concentrate (throughout) (-1/2), OAF: Projection Unit (-1), 
	Immobile (-1), Requires clear projection (-1/4) 
14	Imaginary Arm: TK: 1 STR, Fine Manipulation, Indirect (+1/4), 
	Invisible Power Effects: Sight (+1/2), Transdimensional: Video 
	Screens (+1/4), 0 END (+1/2), No Range (-1/2), TK limited to very 
	small amounts (ie. only a few ounces) (-1/2) 
18	Imaginary Arm: RKA: 1d6, NND (+1) [DEF: Depends on setting, see 
	below], Does BODY (+1), Continuous (+1), No Range (-1/2), Must 
	Follow Grab (-1/2), Only vs Living Things (-1/2), END 4 
 
ARM Skills: 
5	Perk: ARM Agent 
2	Perk: Weapon permit 
2	AK: Los Angeles 11- 
5 	Bureaucratic 12- 
3	Deduction 11- 
3	KS: Law 12- 
5	KS: Organlegging 14- 
2	PS: ARM officer 11- 
1	WF: Needle pistol 
 
Belter and Background Skills: 
5	Electronics 12- 
0	English (native) 
5	KS: Belter Customs 14- 
1	Mechanics 8- 
1	PS: Belter 8- 
1	TF: Small Spaceship 
113	Total Powers & Skills Cost 
151	Total Character Cost 
 
75+	Disadvantages 
	Psychological Limitation: 
15	Can't leave a mystery alone (C, S) 
15	Dislikes/Despises organleggers (C, S) 
10	Reputation: Gil the Arm / ARM agent 11- 
13	Watched: ARM (MoPow, NCI) 11- 
23	Experience 
151	Total Disadvantage Points 
 
Designers Notes: 
Gil Hamilton is Larry Niven's fictional detective created as part of 
Niven's "Known Space" setting.  He lives in the 22nd Century, working as 
an agent of ARM (Amalgamated Regional Militia), the police force of the 
United Nations.  His main job is pursuing organleggers, criminals who 
kidnap and breakup innocent people for black market body parts.   
 
Gil got his start as a Kansas farmboy, although his parents farm was a 
mere 10 square miles (and was still the second largest farm in the state). 
He ended up as a Belter, cruising the asteroid belt looking for mineral 
rich chunks of rock.  He lost is arm during on e of these trips.  A small 
fragment of rock blew through the hull of the ship, blowing Gil's arm off 
at the shoulder.  After he recovered and what was left of his arm healed, 
Gil discovered that he still had his arm.  Or, more accurately, he has a 
telekinetic impression of his arm.   
 
Eventually, Gil returned to Earth, mainly so he could get a replacement 
arm free of cost.  He also joined the ARM, and turned his attentions to 
pursuing criminals such as organleggers and women who have children 
without a license.  There are 18 billion people living on the Earth in 
Gil's time, someone has to keep the peace... 
 
Description: 
Since all of Gil's stories are in the first person, Niven never gives as a 
description of what Gil looks like, and Gil never comments on what he 
looks like.   
 
Powers Notes: 
Gil is a psi with a fairly limited, but useful power.  He has a 
telekinetic third 'arm' that acts just like a real arm.  The only real 
problem is that his arm can only support about 5 ounces or so.  On Earth, 
he can lift a full shot glass of a lit cigarette, on the moon he can 
handle a mug of beer.  On the other hand, his third arm is not stopped by 
physical barriers, and Gil can (and has) reached through the hull of his 
spaceship to feel around outside.  He can also feel inside objects, and 
has traced wiring, cracks, scars and welds to objects in walls and other 
machines.  Interestingly enough, Gil can also use his power through a 
video screen, reaching 'into' the image to pick up an object he sees (such 
as a pencil).  This requires a *very* clear video image, however.  Gil has 
also used this aspect of his power to 'feel around' in a real-time 
holographic projection, reaching *into* the image to feel the actual 
ground the image depicts. Depending on the scale of the projection, Gil's 
'hand' can cover a great deal (but then, his sense of touch will also be 
affected).  Finally, Gil's ability to reach inside of objects has allowed 
him to crush a man's heart inside his body.  he reached into the target's 
chest, grabbed the heart and squeezed.  There are several ways to do this, 
and I felt the NND RKA worked best.  The Defense vs this NND will depend 
greatly on the setting.  In Gil's world, there really is no common 
defense.  One presumes that another psi might be able to fight off the 
effects, but other than that, there are no force screens or other devices 
to block Gil's esper arm.  Naturally, in a more fantastical SF setting, or 
a superheroic setting, defenses vs Gil's esper arm will be far easier to 
come by. 
 
Note that there is no visual effect of Gil's power (like a ghostly arm for 
example), an object Gil touches looks to move on is own. 
 
Disadvantages Notes: 
Gil is an amazingly stable individual.  He doesn't get angry, sad, 
depressed or otherwise out of sorts easily and tends to remain somewhat 
relaxed. He does not like organleggers at all, how ever and will do his 
utmost to bring one to justice.  he also can't leave a good mystery alone 
and will poke around one, until he is satisfied he has an answer. 
 
(Gil Hamilton created by Larry Niven, character sheet created by Michael 
Surbrook) 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
            "What would you do with a brain if you *had* one?" 
             Dorothy (Judy Garland), from _The Wizard of Oz_ 
 
------------------------------ 
 
Date: Mon, 28 Jun 1999 11:38:01 -0700 
From: Rodger Bright <rodger.bright@cbpr.com> 
Subject: Re: Fantasy Hero Magic System Design 
 
I think you got it fairly right. 
 
If Flight is a 50 active point power it should take the same amount of 
"magical 
energy" to cast as a 50 active point fireball (in my opinion anyway). 
 
In my fantast Game I have a similar system where I make each mage 
character buy an 
END reserve with a REC that onlly recovers when resting and per hour. 
 
I have a skill called Channeling Potential which represents the amount 
of active 
points a PC can have in their powers. 
 
The END Reserve for full mages (called Channelers in my game) is equal 
to their 
Channeling Potential x 15.  And the REC for the END Reserve is 
Channeling 
Potential x 2. 
 
I also allow them to add (for FREE!) their Regular END to this END 
Reserve... 
BUT...  Their physcial END can NEVER be higher then the END left in the 
reserve. 
 
So if someone has a 100 point END Reserve and a 20 Physical END he can 
burn up 100 
points befoe he starts to get physically fatigued.  He CAN choose to use 
the last 
20 END from his Reserve, but for each point he spends from the Reserve 
his 
physical END drops to match.  So after spending 119 points from his END 
Reserve he 
is on the ground gasping for air, and will NOT get a REC in 12 seconds.  
His 
Reserve needs to get a REC before he can take a physical REC. 
 
We have found this system to work really well.  I really hits home to 
people that 
they need to lower their powers and get reduced end at all costs. 
 
We also have different multiples depending upon the "type" of Channeler 
you play. 
A Full Channeler (i.e. a Mage) gets 15xChanneling Potential, a Monk gets 
10x, and 
a Paladin or Blademaster gets 5x. 
 
Just thought I would give you an idea as to how I have done it, and what 
my group 
has come up with.  Doesn't work for everyone, and might not work for 
ANYONE else, 
but it works pretty well for us.  We normally only have 1, maybe 2 
combats per 
sessions (10 players, over 1/2 are new to the system makes combats a 
little drawn 
out). 
 
- --Rodger 
http://i.am/altandara 
 
 
 
 
Scott C. Nolan wrote: 
 
> It must be Summer, because I'm revisiting the way magic works in my home 
> campaign. 
> 
> Last year I decided that I didn't want mages to have to pay END for spells. 
>  Instead, 
> I created a system using an Endurance Battery with a recovery that only 
> recovered 
> once a day (upon meditation).  The advantage, from my point of view, was 
> that it 
> forced mage characters to husband their spells, using them more 
> judiciously, which 
> fit the tone of the campaign I am trying to run. 
> 
> This worked fine for one-shot spells (like a lightning bolt) that were 
> instantaneous.  But 
> it used up the END BATT damn quick with  ongoing spells (like Flight). 
> 
> So I toyed with various solutions. 
> 
> One was that magi only paid END from the battery on casting the spell, and 
> that the 
> duration of the spell was limited by definition. Modelling this using 0 
> Endurance 
> got very expensive.  Modelling it using charges put the cost more in line 
> with the utility 
> of the power, but since I don't intend to limit how often a mage character 
> can cast 
> a particular spell, other than by the amount of Endurance in the Battery, 
> Charges 
> seems to be cheating (giving a limitation for allowing the power to be 
> ongoing). 
> 
> A further complication is that my magic system uses VPPs.  The characters can 
> only cast spells from the VPP that are written in their spellbooks (for 
> which they 
> pay 1 point each, regardless of the power of the spell).  Charges within a VPP 
> seem doubly meaningless. 
> 
> Anyone have any suggestions? 
 
------------------------------ 
 
Date: Mon, 28 Jun 1999 13:53:23 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: Wierd regen 
 
On Mon, 28 Jun 1999, Michael Surbrook wrote: 
 
> Okay, he is one I've been puzzling over: 
>  
> It is said that the ghul can be killed with one blow, but a second blow 
> will bring it back to life.  I presume that the ghul doesn't have that 
> much BODY then (5? 8?), so killing it in one blow can't be that hard. 
> But, how do you define the idea that the second blow brings it back to 
> life?  A bunch of Healing Aid with a Trigger?  (I presume the Trigger is 
> "Being hit after reaching 0 BODY"). 
 
Fascinating.  There's a Celtic myth that's very much like this - if I 
recall correctly it was in the Welsh epic the Mabinogion (I may have, nay 
probably, mangled the spelling there) where there was a lord of the 
Otherworld that could be killed, but only by a single blow - a second blow 
would heal him completely. 
 
GURPS Celtic Myth handles this with an advantage called 'Alternate Blows' 
which has every other blow heal the character instead of harming them. 
 
I would venture the following:  The ghul *can* be killed with a single 
blow...that doesn't mean that any blow will kill it.  A second blow 
restoring it to life would in my mind be best handled as a mixture of 
Armor and Absorbtion with the limitation 'only works on the second blow 
from a particular person' or 'only works on every other hit'.  You might 
want to add some kind of triggered Aid in there, in case the Absorbtion 
isn't enough to heal the ghul. The limitation would probably be at least 
a -1, possibly slightly more since it doesn't work on the important first  
hit. 
 
At least in the Celtic Myth, the person was dealt a powerful blow, so feel 
free to have the ghul be able to withstand an average attack but not an 
exceptional one... 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Mon, 28 Jun 1999 11:33:11 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Cyber HERO 
 
At 04:13 PM 6/28/1999 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: Michael Surbrook <susano@dedaana.otd.com> 
>Cc: champ-l@sysabend.org 
>Subject: Re: Cyber HERO 
> 
>On Mon, 28 Jun 1999 AndMat3@aol.com wrote: 
> 
>> Hi. a friend of mine is getting ready to run a cyberhero game.  
>> does anyone know of any source for hero-fied cyberpunk stuff? 
> 
>Yeah, Kazei 5, from Hero Games.  Also, check out my webpage, especially 
>http://www.otd.com/~susano/kazei5.html 
 
   There's also Cyber Hero, the cyberpunk sourcebook. 
   However, I only point that out because it exists.  Michael's stuff is 
far better (which isn't really saying a whole lot, about either). 
- --- 
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: Mon, 28 Jun 1999 11:37:29 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Fantasy Hero Magic System Design 
 
At 01:55 PM 6/28/1999 -0400, Scott C. Nolan wrote: 
>It must be Summer, because I'm revisiting the way magic works in my home 
>campaign. 
> 
>Last year I decided that I didn't want mages to have to pay END for spells. 
> Instead, 
>I created a system using an Endurance Battery with a recovery that only 
>recovered 
>once a day (upon meditation).  The advantage, from my point of view, was 
>that it 
>forced mage characters to husband their spells, using them more 
>judiciously, which 
>fit the tone of the campaign I am trying to run. 
> 
>This worked fine for one-shot spells (like a lightning bolt) that were 
>instantaneous.  But  
>it used up the END BATT damn quick with  ongoing spells (like Flight).   
> 
>So I toyed with various solutions.   
> 
>One was that magi only paid END from the battery on casting the spell, and 
>that the 
>duration of the spell was limited by definition. Modelling this using 0 
>Endurance 
>got very expensive.  Modelling it using charges put the cost more in line 
>with the utility 
>of the power, but since I don't intend to limit how often a mage character 
>can cast 
>a particular spell, other than by the amount of Endurance in the Battery, 
>Charges 
>seems to be cheating (giving a limitation for allowing the power to be 
>ongoing). 
> 
>A further complication is that my magic system uses VPPs.  The characters can 
>only cast spells from the VPP that are written in their spellbooks (for 
>which they 
>pay 1 point each, regardless of the power of the spell).  Charges within a 
VPP 
>seem doubly meaningless. 
> 
>Anyone have any suggestions? 
 
   A "house rule" you might try is to borrow the "Continuing Charges" bit 
from Charges, without actually using Charges.  For example, a Flight spell 
could have a +1/2 Advantage on it allowing its use for up to a full Turn 
for each expenditure of END from the battery, or a +3/4 Advantage allowing 
its use for up to a full Minute per expenditure. 
- --- 
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: Mon, 28 Jun 1999 11:40:32 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Need some help w/Martial maneuvers 
 
At 11:19 AM 6/28/1999 -0700, Rodger Bright wrote: 
>OK, here is another question. 
> 
>The "Requires half Move" element in UMA does not say if you HAVE to make a 
FULL 
>half-move, or if you can simply run a portion of your half-move to meet the 
>requirements of the Martial maneuver element. 
 
   The way I read it, only 1" of movement is required with this element. 
(This element could be used to simulate any sort of required movement.) 
- --- 
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: Mon, 28 Jun 1999 11:38:02 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Hero abbreviations 
 
At 10:33 AM 6/28/1999 -0400, Michael Surbrook wrote: 
> 
>So, does anyone know if there isa website that lists all the abbreviations 
>used in Hero?  (like HKA, RKA, IAF, AK, KS etc?) 
 
   Not AFAIK.  ;-] 
   Were you thinking of putting one up at Surbrook's Stuff? 
- --- 
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: Mon, 28 Jun 1999 11:42:42 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Wierd regen 
 
At 01:08 PM 6/28/1999 -0400, Michael Surbrook wrote: 
>Okay, he is one I've been puzzling over: 
> 
>It is said that the ghul can be killed with one blow, but a second blow 
>will bring it back to life.  I presume that the ghul doesn't have that 
>much BODY then (5? 8?), so killing it in one blow can't be that hard. 
>But, how do you define the idea that the second blow brings it back to 
>life?  A bunch of Healing Aid with a Trigger?  (I presume the Trigger is 
>"Being hit after reaching 0 BODY"). 
> 
>Any other suggestions? 
 
   I'd just use a Physical Limitation, "Effectively Dead Between First and 
Second Blows (Infrequent, Full)." 
- --- 
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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