Digest Archive vol 1 Issue 435

From: owner-champ-l-digest@sysabend.org
Sent: Tuesday, June 29, 1999 12:54 PM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #435


champ-l-digest Tuesday, June 29 1999 Volume 01 : Number 435



In this issue:

RE: Variable powers
Re: Wings of the Valkyrie
Re: Ocean Cruise Adventure
Haymaker Site Revision
Re: Adv/Lim?
RE: Variable powers
RE: Variable powers
Re: 100 pts.
Re: Hero abbreviations
re: Re: 100 pts.
RE: Variable powers
Re: Cyber HERO
Re: Fantasy Hero Magic System Design
Re: The Ultimate Boxer
Re: Fantasy Hero Magic System Design
Re: Proposal for New Advantage: Conceptual
RE: Ocean Cruise Adventure
RE: Ocean Cruise Adventure
RE: Variable powers
RE: Variable powers
RE: Variable powers

----------------------------------------------------------------------

Date: Mon, 28 Jun 1999 21:33:13 -0500
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net>
Subject: RE: Variable powers

At 08:16 PM 6/28/1999 -0400, David Nasset wrote:
>You need to create a whole new Limited Power (Conditional) for all possible
>examples. Doable, and I'd do it without blinking, but if my method gives a
>viable alternative that saves the GM the trouble, then I'd want it, just to
>make things simpler on the beginning GM, at least.

That's what Limited Power is there for. It's a catch-all category for
anything not covered by another, more specific, Limitation. Inventing new,
specific modifiers in order to avoid using existing, flexible modifiers
seems counterintuitive.

Damon

------------------------------

Date: Mon, 28 Jun 1999 21:50:40 -0500
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net>
Subject: Re: Wings of the Valkyrie

At 06:09 PM 6/28/1999 -0600, Trevor Gunther wrote:
>I've noticed a couple of references to a supplement I've never seen
>called Wings of the Valkyrie. As someone who thought he had all the hero
>supplements (even the really bad ones) this has come as a huge shock to
>me. Can someone out there give me a synopsis of the book and a review.
>Thanx
>Trevor

#32 Wings of the Valkyrie by Rob Bell
This supplement is probably the single most difficult to locate of all the
Hero products. It was pulled from retailer's shelves due to some
controversial content, and while copies are still out there, they are
rarely advertised.
This 32-page adventure can be run for Champions, Super Agents, Justice
Inc. or Danger International.
In the first section of the adventure, the PCs must solve a murder
mystery. In part two, a group of NPCs makes use of a time machine (the PCs
arrive on the scene too late to prevent it) to travel into the past;
immediately the PCs begin to experience memory "flickers" as some change
made to history has compromised their timeline and they are in danger of
becoming non-existent.
If the final section of the adventure, the PCs travel back in time to
1931, following in the wake of the NPC group, and here's where things get
sticky. The NPCs (the Children of the Holocaust, not really an evil bunch
after all) have gone back to assassinate Hitler prior to the Holocaust,
thus preventing it. What now? You defeat the NPC group, and history is
saved...at the expense of the lives of millions of innocent Jews, gypsies,
homosexuals, etc. You do nothing, and Hitler dies, millions live, and the
world you knew is forever changed (not entirely for the better, according
to the Alternate History Timeline).
What does a "hero" do when there is no right answer?

Damon

------------------------------

Date: Mon, 28 Jun 1999 22:56:27 EDT
From: WyldWsel@aol.com
Subject: Re: Ocean Cruise Adventure

In a message dated 6/28/99 5:56:16 PM Eastern Daylight Time, jeffj@io.com
writes:

<< * One of the wealthy elite passengers lives a double life as a notorious
burglar. One of the other wealthy elite has a unique heirloom that winds
up stolen. The PCs have to help solve the crime. Possible Twists: one of
the PCs is framed for the crime. One of the PCs is friends with or being
romanced by the burglar. The burglar is actually framed for the crime by
someone else. The burglar pretends to have been framed when he is caught,
and asks the PCs to help him, even though he actually did it.

Or is a ranking member of the Triad, and parts of the ships
crew are agents of his.

* The secret agent is drawn into a conspiracy involving the agents of an
enemy power. Perhaps they have secret information that could be damaging
to his country, and he has to retrieve it. Possible twists: the
information is fake. The information is real, but it's a red herring
designed to distract the secret agent from what's *really* going on. The
enemy agents actually work for a different power than they seem to.

Possably posing as athorities from the east working for England? or
other power with ties to the east, drug wars were popular if a bit more
civilised opium i belive was the drug of choice then. also heirlooms and
information important to the Triad would fit.

* I can't think of a good one for the student of the East. Maybe if I
knew more about him...it could be that there is a noted scolar of the East
on board, or perhaps someone has a collection of Oriental artifacts or
writings with them whose subjects fascinate the scholar.

Possably the best source the party would have on whats happening not
to mention most "traditional" Triad members probaly wouldnt care for a "round
eye" to be privy to mostly "secret " fighting arts.

Bonus points if you decide to go with multiple plotlines, just to confuse
your players even more. Even more bonus points if you manage to tie them
all together (the secret agents stole the valuable heirloom which contains
secret knowledge of the East...) The time limit on the cruise should help
keep things rolling...

J >>
As to the last paragraph "yeah what J said" :)

The Wild Weasel

------------------------------

Date: Mon, 28 Jun 1999 23:29:32 -0400
From: "Dave Mattingly" <dave@haymaker.win.net>
Subject: Haymaker Site Revision

The Haymaker site (http://www.haymaker.org) has added several new features,
coinciding with the release of issue #21, the Spooky Stuff issue.

New website features include:

o A news section, covering what's going on with Hero
and the related world
o An ongoing add-a-story in which anyone can write the next scene
o A custom filk music (parody music) song just for Haymaker
courtesy of Rodney Ruff
o A cover art gallery including thumbnails and full-scale scans of
every Haymaker cover
o Several new contributors with e-mail and webpages listed
o A greatly expanded links page, categorized and annotated
o A caption contest for the current issue's cover
o A free issue giveaway for a random member of the haymakernews
list at onelist (sign up from the Haymaker homepage)


Dave Mattingly
http://www.haymaker.org

------------------------------

Date: Mon, 28 Jun 1999 17:39:14 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Adv/Lim?

At 04:29 PM 6/28/1999 -0700, Rodger Bright wrote:
>It makes more sense that no concious control on the variable SFX would be
only a
>-1/2 limitation, since they really arent limiting the power. You still
have a
>energy blast that you can use when you want.. the effect is just slightly
>different for each user, the full -2 on no Concious Control would be for
the whole
>power, which would mean it only works when you least expect it to.

On the other hand, the SFX can change when you least expect it to. For
that matter, it might even change as your mood changes. You have the
Energy Blast when you want it, but it's not Limited by the NCC; only the
Variable SFX has the NCC Limitation.
- ---
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 23:56:45 -0400
From: Joe Mucchiello <why@superlink.net>
Subject: RE: Variable powers

At 02:00 PM 6/28/99 -0400, David Nasset wrote:
>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.

Wouldn't this be easier to fix with a specific advantage on FF and FW which
allowed you to vary the strength of the field? If we can rewrite Variable
Advantage, why not rewrite FF while you are at it:

Force Field
...
Variable Field: A variable field Force Field allows the character to vary
the strength of each part of the field between 0 and the amount paid for as
a 0 phase action. +1/2.

Joe

------------------------------

Date: Mon, 28 Jun 1999 21:35:05 -0700
From: Christopher Taylor <christopherrt@home.net>
Subject: RE: Variable powers

>>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.
>
>Wouldn't this be easier to fix with a specific advantage on FF and FW which
>allowed you to vary the strength of the field? If we can rewrite Variable
>Advantage, why not rewrite FF while you are at it:
>
>Force Field
>...
>Variable Field: A variable field Force Field allows the character to vary
>the strength of each part of the field between 0 and the amount paid for as
>a 0 phase action. +1/2.

I have a really hard time believing this is worth more than 1/4, after all,
the only thing it lets you do is use your FF at a lower level but not in
proportion between ED and PD. Seems like its not that impressive a deal at
all.

------------------------------

Date: Mon, 28 Jun 1999 22:45:31 -0700
From: Rodger Bright <rodger.bright@cbpr.com>
Subject: Re: 100 pts.

To be honest.. If i was given just 10 points (or whatever universal trans
costs) I would seriously consider going with universal Translator. That would
be one completely amazing talent to have!

- --Rodger

Acid Rainbow wrote:

> On Sat, 26 Jun 99 01:03:44 , "qts" <qts@nildram.co.uk> sent these symbols
> into the net:
>
> >On Wed, 23 Jun 1999 10:47:00 -0400, David Nasset wrote:
> >
> >>A couple of times, people have asked what you would get yourself if some
> >>alien or genie gave you 10 or 15 pts. I think this is pretty chincy.
> >>
> >>The God of People Who Need to Get a Life has just given you 100 pts.
> >>What do you purchase?
> >
> >9 LS: Disease, Aging, Poison
> >20 4D6 Luck
> >15 Wealthy
> >10 +10 Pre (to 20)
> >5 + 10 COM (to 20)
> >7 +7 INT (to 20)
> >6 +3 EGO (to 13)
> >3 Oratory
> >3 Persuasion
> >3 Seduction
> >3 Streetwise
> >3 High Society
> >1 KS: Trivia
> >10 10x assorted KS
> >5 1 pt Regeneration OOC Only (-1)
> >
> >Others have suggested Universal Translator: why bother when when you
> >have Wealth, you can just hire a translator?
> To me this sounds like the words of a person who has never approached
> fluency with a 2nd language. For example, only if you're fairly fluent can
> you appreciate the quintuple puns possible only in Japanese, or other such
> things, altho I suspect in some ways linguist and a slew of languages would
> be more appropriate.

------------------------------

Date: Tue, 29 Jun 1999 01:52:44 -0400
From: geoff heald <gheald@worldnet.att.net>
Subject: Re: Hero abbreviations

At 10:33 AM 6/28/99 -0400, you wrote:
>
>So, does anyone know if there isa website that lists all the abbreviations
>used in Hero? (like HKA, RKA, IAF, AK, KS etc?)
>
My brother has long maintained that such a list belongs in the BBB. 5th
ed, maybe?


============================
Geoff Heald
============================
Attention all enemies of the Rival Ninja Corporation: You will lay down
your weapons and surrender to your nearest R.N.C. representative. Failure
to do so will result in your total destruction. Thank you.

------------------------------

Date: Tue, 29 Jun 1999 08:12:34 -0400 (EDT)
From: Arcus@inergy.com (Arcus)
Subject: re: Re: 100 pts.

All I need are enough points to get XDM, any time or dimension, must visualize destination ( TV or book ) I can acquire transferred points from their.

Radioactive spider check
Spot technology (spiderman cartoon) check
Red Kryptonite ray (L&C) check

From there, who knows. Maybe a couple infinity gems :)


Has anyone ever wrote up the L&C Superman, I'm thinking STR 45

------------------------------

Date: Tue, 29 Jun 1999 07:41:40 -0500 (CDT)
From: "Dr. Nuncheon" <jeffj@io.com>
Subject: RE: Variable powers

On Mon, 28 Jun 1999, Christopher Taylor wrote:

> >Force Field
> >...
> >Variable Field: A variable field Force Field allows the character to vary
> >the strength of each part of the field between 0 and the amount paid for as
> >a 0 phase action. +1/2.
>
> I have a really hard time believing this is worth more than 1/4, after all,
> the only thing it lets you do is use your FF at a lower level but not in
> proportion between ED and PD. Seems like its not that impressive a deal at
> all.

Well...if you did it via a multipower with 2 multi slots (1 for PD FF, 1
for ED FF) you would wind up paying +2/5 cost. A little less than +1/2
but more than +1/4. On the other hand, that would let you have a greater
variance in your force field (you could have a higher level in PD or ED).

I suppose you could do it as a Multipower with two Multi slots only bought
to half of the pool level...in this case, you'd be paying +1/5 cost, which
is pretty darn close to +1/4, so I'd just allow the character to buy VSFX
and have done with it.

So, in essence, I agree: Variable Field should be +1/4, unless it allows
you to move points from ED into PD (or vice versa) in which case it should
be +1/2.

J

Hostes aliengeni me abduxerent. Jeff Johnston - jeffj@io.com
Qui annus est? http://www.io.com/~jeffj

------------------------------

Date: Tue, 29 Jun 1999 08:52:56 -0400 (EDT)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: Re: Cyber HERO

On Mon, 28 Jun 1999, Bob Greenwade wrote:

> >> > 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).
> >>
> >> Err... right.
> >
> >That was a compliment, I should think: your work is better than it, which is
> >not saying much about your work. Your work is so good that saying it is
> >better than another work is not actually saying that other work is bad. Not
> >that I've seen your work, but that must be what was meant.

Okay, I think that makes sense.

> You are precisely right, James. :-]

Am glad someone knows what's going on around here.
[Honest, that sentence confused me quite a bit]

- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html

"In the future, there will be no lighting."

Dr. Mark Doherty, on the film _Johnny Mnemonic_

------------------------------

Date: Tue, 29 Jun 1999 09:06:43 -0500
From: Lance Dyas <lancelot@inetnebr.com>
Subject: Re: Fantasy Hero Magic System Design

Roger Bright scribbled in the virtual electrons:

>
> 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.

Blargvh
Magical ability tied tightly to a "character type" DnD strikes again and I bet Full
Channelers
cant use armor "because game master says so".
Blargh ;)

Sorry, gut reaction, un called for.

Seriously,
What kind of package deals did you put together and how did you
you quantise the above effect in them. Multipliers don't seem like they
would fit well into the Hero System Mechanics Paradigm... wheeeew say that thrice
quickly .

Lets see a Partial Channeller ability is a +1 advantage to the Paladin /Blademaster
chanelling ability(5x)
and the Full Channeller gets a +1 1/2 . What is the base cost for having a 5x?
Do normal non class type characters" have a multiplier

>
> 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,

Might not... but IF you elaborate... could stilll be very useful to someone. ;)
Thanks.

------------------------------

Date: Tue, 29 Jun 1999 10:11:42 -0400
From: Bill Svitavsky <nbymail11@mln.lib.ma.us>
Subject: Re: The Ultimate Boxer

At 04:06 PM 6/26/99 -0400, geoff heald wrote:
>At 03:48 PM 6/26/99 -0400, you wrote:
>>On Sat, 26 Jun 1999, geoff heald wrote:
>>> At 12:13 AM 6/26/99 -0400, you wrote:
>>> I'd call this Invisability, OIF, Only in shadows/darkness.
>>
>> They're just black clothes. I don't want to make it overly
>>powerful, either... Invisibility does have a Fringe that can be seen
>>though with PER... I wonder if there could be a way to "scale" it to the
>>ammount of darkness present?
>>
>Well, this is the construct I've seen used for Nightcrawler, who's just
>covered with indigo fur.
>

Nightcrawler's ability has been handled inconsistently in the past. Dave
Cockrum used to draw him with a literal invisibility power in darkness; you
could see the wall behind him when he was in the shadows.

As far as the boxer goes, I'd lean towards Levels in Stealth OIF.

Bill Svitavsky

------------------------------

Date: Tue, 29 Jun 1999 10:17:27 -0400
From: "Scott C. Nolan" <nolan@erols.com>
Subject: Re: Fantasy Hero Magic System Design

At 09:06 AM 6/29/99 -0500, Lance Dyas wrote:
>
>Roger Bright scribbled in the virtual electrons:
>
>>
>> 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.
>
>Blargvh
>Magical ability tied tightly to a "character type" DnD strikes again and I
>bet Full
>Channelers
>cant use armor "because game master says so".
>Blargh ;)
>
>Sorry, gut reaction, un called for.

Indeed. Allowing the full range of options in a fantasy game winds up feeling
a lot
like superheroes in low tech. It is very necessary to create a system like the
one
Rodger described in order to get the feel of fantasy magic.

>Seriously,
> What kind of package deals did you put together and how did you
>you quantise the above effect in them. Multipliers don't seem like they
>would fit well into the Hero System Mechanics Paradigm... wheeeew say that
>thrice
>quickly .
>
>Lets see a Partial Channeller ability is a +1 advantage to the Paladin
>/Blademaster
>chanelling ability(5x)
>and the Full Channeller gets a +1 1/2 . What is the base cost for having a
5x?
>Do normal non class type characters" have a multiplier

Why do there have to be mulitpliers? Many things work quite well as GM
fiats. You don't pay extra for the GMs worldview.

>> 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,
>
>Might not... but IF you elaborate... could stilll be very useful to someone.
;)
>Thanks.


It was useful to me, the guy to whom he was responding.

------------------------------

Date: Tue, 29 Jun 1999 10:25:38 -0400
From: Bill Svitavsky <nbymail11@mln.lib.ma.us>
Subject: Re: Proposal for New Advantage: Conceptual

At 08:58 AM 6/26/99 -0400, Jason Sullivan wrote:
>CONCEPTUAL [STOP]
> This Advantage is, in many ways, similar to Transdimensional.
>This Advantage allows the character to use a Power to affect certain
>conceptual notions. Although normally applied to Clairsentience or
>Adjustment powers, Conceptual can be used with any power (with in reason)
>that is indirect or has purchased the Advantage Indirect to the +1/2 or
>+3/4 level. Unlike Transdimensional, this Advantage does involve
>geographical distance. Since the target of the Conceptual power exists
>only within the realm of concept and thought, the powers that are not
>"Conceptual" must purchase Based on Ego Combat Value. The character must
>be able to sense the "concept" in question in order to affect it. The
>"ECV" is determined by the GM. Often times, the best defense against a
>Conceptual power is having the "concept" in question be undetectable,
>wither through the Advantage Invisible or (if detected) Skill Rolls.
> For +1 (in addition to the cost of the Indirect and BOECV), the
>character can use the Power on any one aspect of a concept. For +1 1/2
>additional Advantage, the character can use the Power on any group of
>related concepts.
>
>Example: The Big Boss has a 3d6 Wealth Drain with the Power Advantage
>Conceptual, which represents his ability to manipulate other people's
>finances.
>
> Conceptual is an extremely potent Advantage. GM's should regulate
>its use very carefully. In addition, certain campaigns might find powers
>that would be considered Conceptual not extremely useful, especially in
>campaigns (Four Color comes to mind) where concepts and forces have their
>own Dimensions or energy manifestations ("Wealth Force," "Dream Lands,"
>"Cyber Space," etc.) In these cases, Transdimensional may be more
>appropriate.
>

This is an interesting notion, but I don't think it's really necessary as
an Advantage. It's already a standard part of Power construction - you buy
the power, and define the SFX. I don't see any reason why a Wealth Drain
should require any special Advantage, provided the GM approves a Drain vs.
a Perk.

Bill Svitavsky

------------------------------

Date: Tue, 29 Jun 1999 08:13:17 -0700 (PDT)
From: Ben Brown <benbrown@primenet.com>
Subject: RE: Ocean Cruise Adventure

On Mon, 28 Jun 1999, David Nasset wrote:

> From: Ben Brown [mailto:benbrown@primenet.com]
>
> <snip>
> > Yes! If the destinaton is South Africa, a ghost ship works perfectly.
> >
> > A rash of shipwrecks! Sightings of the legendary "Flying Dutchman"!
> >
> > (cue Wagnerian music),
> >
> > but is is the actual ghost, or merely a plot by a nefarious
> > band of latter
> > day pirates to seize the cargo of the ships, or perhaps a
> > plot by a Foreign
> > Power to scare mariners out of using the trade lanes, so that
> > a Secret Cargo
> > from the Mysterious East can round the cape of good hope in
> > absolute secrecy,
> > bound for Berlin (or Moscow, or Belgrade, or wherever).
> >
> > The possibilities are absolutely limitless.
>
> Well, depending upon how silly you want it to get, you might want to limit
> it a touch.
>
> For example, your last idea. What kind of cargo is so big that other ships
> will automatically see it as you sail about? You want to make certain that
> your cargo is such that the players won't ask, "Why didn't you just claim it
> was crates of macadamia nuts?"
>

Hrm. Could be the secret giant battleship (in violation of the washington
naval treaty) built by a Hostile Power.

Or could be something that glows a lot. Dunno.

- -Ben

------------------------------

Date: Tue, 29 Jun 1999 12:20:29 -0400
From: David Nasset <dnasset@cns.eds.com>
Subject: RE: Ocean Cruise Adventure

This message is in MIME format. Since your mail reader does not understand
this format, some or all of this message may not be legible.

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Content-Type: text/plain;
charset="iso-8859-1"

From: William K. Bushway [mailto:bushway@us.hsanet.net]

<snip>
>
> If this is just a one-night thing, and you're not looking
> to create a
> bunch of new characters, pick up one of those "How to Host a
> Murder" things,
> and play all the "suspects" as NPCs. Most of them are simple
> to run, and
> well-written. With minor changes, they can be used in almost
> any campaign
> as "fill-in" one-shots.

Depending upon the group, you don't need to make all the suspects NPCs. I
recall one game where we were playing in a SF campaign, as crewmembers on a
tramp freighter, with a sideline as investigators/mercenaries. We met a man
who had been a traitor to the Captain's home planet, who she thought had
died, and only she and a handful of people could place as the traitor. We
figured he was going to try to kill us, in order to silence her. It was a
bit of a surprise when the evil bastard turned up dead, and the captain was
the prime suspect. We couldn't figure out why our first mate acted so
strangely during the investigation, as if he were on some kind of vengeance
thing, trying to pin the murder on somebody. Turned out that he thought the
GM and the captain (his wife) had conspired together, and she really had
offed the bad guy. He was trying to figure out how to blame somebody long
enough to escape the authorities.

Filksinger

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Date: Tue, 29 Jun 1999 12:33:59 -0400
From: David Nasset <dnasset@cns.eds.com>
Subject: RE: Variable powers

This message is in MIME format. Since your mail reader does not understand
this format, some or all of this message may not be legible.

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From: Michael (Damon) & Peni Griffin [mailto:griffin@txdirect.net]

> That's what Limited Power is there for. It's a catch-all category for
> anything not covered by another, more specific, Limitation.
> Inventing new,
> specific modifiers in order to avoid using existing, flexible
> modifiers
> seems counterintuitive.

Actually, the opposite seems counterintuitive to me. When a Modifier or
Power is _too_ flexible, it can be very useful, as well as adding stability
(especially cross-campaign stability) to the game, to create general cases
and turn them into new Modifiers or Powers.

Your argument basically says, "Don't ever create new Limitations. Limited
Power is better." Fine and dandy, but, if that is the case, why not get rid
of _all_ Limitations, and replace every one with "Limited Power"? If
"Limited Power" were the very first Limitation, that argument would then
boil down to "Only Limited Power should exist, because it is flexible."

Secondly, using your argument, I could argue that adding new effects to
Powers should not be done, so long as Transform could do it. If inventing
new, specific modifiers in order to avoid using existing, flexible modifiers
is bad, then so is creating new, specific powers in order to avoid using
existing, flexible powers.

Thirdly, this is partly intended as a rewrite of Variable Advantage, which
it needs. I don't see why rewriting an existing Limitation to be more
flexible is counter-intuitive. I'd think they should all be as flexible as
possible. NND/AVLD could certainly use some flexibility.

Filksinger

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Date: Tue, 29 Jun 1999 12:46:50 -0400
From: David Nasset <dnasset@cns.eds.com>
Subject: RE: Variable powers

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From: Joe Mucchiello [mailto:why@superlink.net]

<snip>
> Wouldn't this be easier to fix with a specific advantage on
> FF and FW which
> allowed you to vary the strength of the field? If we can
> rewrite Variable
> Advantage, why not rewrite FF while you are at it:
>
> Force Field
> ...
> Variable Field: A variable field Force Field allows the
> character to vary
> the strength of each part of the field between 0 and the
> amount paid for as
> a 0 phase action. +1/2.

Actually, I already thought of that. But I didn't want to open that can of
worms. However, I should have. It is a much better solution, for those
cases.

I would prefer to have all Powers with such possibilities fixed to eliminate
those problems. But Variable Effects should still exist, for anything from
"I, Thermocline, can launch fire blasts from one hand and ice blasts from
the other" to "My fusion pods can dump all their energy into one target, or
explode, depending upon what I want". As it is, Variable Advantage doesn't
cover the first, and if used with the second, also give him the choices of
Reduced END, Armor Piercing, Area Effect: 1 hex, and a host of others that
he didn't ask for.

Filksinger

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Date: Tue, 29 Jun 1999 12:52:56 -0400
From: David Nasset <dnasset@cns.eds.com>
Subject: RE: Variable powers

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From: Christopher Taylor [mailto:christopherrt@home.net]

<snip>
> >
> >Force Field
> >...
> >Variable Field: A variable field Force Field allows the
> character to vary
> >the strength of each part of the field between 0 and the
> amount paid for as
> >a 0 phase action. +1/2.
>
> I have a really hard time believing this is worth more than
> 1/4, after all,
> the only thing it lets you do is use your FF at a lower level
> but not in
> proportion between ED and PD. Seems like its not that
> impressive a deal at
> all.

Actually, I think he means, "I buy a 15 PD, 15 ED FF with this Advantage,
and at will I can make it a 30 PD, 0 ED FF, or a 0 PD, 30 ED FF." At that,
it is probably priced about right.

Filksinger

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End of champ-l-digest V1 #435
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Date: Friday, July 02, 1999 04:18 PM