Digest Archive vol 1 Issue 438
From: owner-champ-l-digest@sysabend.org 
Sent: Wednesday, June 30, 1999 2:13 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #438 
 
 
champ-l-digest        Wednesday, June 30 1999        Volume 01 : Number 438 
 
 
 
In this issue: 
 
    Re: Fun's Over, Silky Boys!  Time To Train! 
    XDM + FTL = ??? 
    RE: XDM + FTL = ??? 
    Re: Fun's Over, Silky Boys!  Time To Train! 
    Re: Fun's Over, Silky Boys!  Time To Train! 
    RE: Reply about FH Magic System Design 
    Re: Fun's Over, Silky Boys!  Time To Train! 
    Re: Reply about FH Magic System Design 
    Re: XDM + FTL = ??? 
    Re: Reply about FH Magic System Design 
    Re: XDM + FTL = ??? 
    Reverse Engineering Technology in HERO 
    Re: XDM + FTL = ??? 
    Re: Reply about FH Magic System Design 
    Re: Fun's Over, Silky Boys!  Time To Train! 
    RE: Reverse Engineering Technology in HERO 
 
---------------------------------------------------------------------- 
 
Date: Wed, 30 Jun 1999 08:44:46 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Fun's Over, Silky Boys!  Time To Train! 
 
At 10:01 AM 6/30/1999 -0700, Thomas Willoughby III wrote: 
> 
>Well, this is an easy one. I simply restricted the XP I doled out to 4-6 a 
>month, then slapped anyone in the head who tried anything silly. :) 
 
   Note to self:  When playing in a game GM'd by Thomas, wear a helmet.  ;-] 
- --- 
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: Wed, 30 Jun 1999 12:24:21 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: XDM + FTL = ??? 
 
	If you define Extra Dimensional Movement as Dimensional Movement 
to Void Space, a dimension whose dimensions correspond with our own, but 
lacks atmosphere or corporeal matter (or, a similar dimension, like an 
Astral Space, Realm of the Dead, etc.), and then purchase Faster Than 
Light travel within the dimension (which functions due to atmosphere), 
theoretically, you could enter the Other Dimension and travel distance in 
that dimension, and re-emerge in our dimension. 
 
	Conceptually, this is valid.  I've seen things lik ethis used in 
countless campagins from Sci-Fi Supers to Supernatural. 
 
	I'm wondering if it's mechanically valid, however. 
 
	In a semi-related note, how would you feel about a power construct 
similar to teleport, except it takes time to traverse the distance 
required to travel from point A to point B, during which time, the 
character "isn't there."  (Similar to walking through the afore mentioned 
"null space.") 
 
------------------------------ 
 
Date: Wed, 30 Jun 1999 12:36:40 -0400 
From: David Nasset <dnasset@cns.eds.com> 
Subject: RE: XDM + FTL = ??? 
 
This message is in MIME format. Since your mail reader does not understand 
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From: Jason Sullivan [mailto:ravanos@NJCU.edu] 
 
> 	If you define Extra Dimensional Movement as Dimensional Movement 
> to Void Space, a dimension whose dimensions correspond with  
> our own, but 
> lacks atmosphere or corporeal matter (or, a similar dimension, like an 
> Astral Space, Realm of the Dead, etc.), and then purchase Faster Than 
> Light travel within the dimension (which functions due to atmosphere), 
> theoretically, you could enter the Other Dimension and travel  
> distance in 
> that dimension, and re-emerge in our dimension. 
>  
> 	Conceptually, this is valid.  I've seen things lik ethis used in 
> countless campagins from Sci-Fi Supers to Supernatural. 
>  
> 	I'm wondering if it's mechanically valid, however. 
 
Absolutely. The description of XDM specifically states that movement in 
another dimension can equate to movement in our own, so long as there is a 
1-1 correspondence (since anything less would make XDM a movement Power in 
our own universe, which is forbidden). 
 
> 	In a semi-related note, how would you feel about a  
> power construct 
> similar to teleport, except it takes time to traverse the distance 
> required to travel from point A to point B, during which time, the 
> character "isn't there."  (Similar to walking through the  
> afore mentioned 
> "null space.") 
 
A Teleport made cheaper by the Extra Time Limitation w/an additional bonus 
for "cannot cancel" and "cannot act when waiting", with a Linked XDM with a 
serious Limitation (only to be "nowhere" while Teleporting). 
 
Filksinger 
 
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------------------------------ 
 
Date: Wed, 30 Jun 1999 09:51:02 -0700 (PDT) 
From: Joe Mucchiello <jmucchiello@yahoo.com> 
Subject: Re: Fun's Over, Silky Boys!  Time To Train! 
 
- --- Mark Lemming <icepirat@ix.netcom.com> wrote: 
> From: Jason Sullivan <ravanos@NJCU.edu> wrote: 
> >  
> > I'd like to know about your systems of study and training that 
> > you've used or encountered.  I would greatly appreciate knowing how 
> you 
> > regulate advancement in your games. 
>  
> One way: 
> Allow a certain amount of xp to be spent per period of game time. 
> Base rate: 1 xp/game week 
> Double rate if being taught. 
> Half rate if learning a skill that isn't related to any of the 
> characters own skills or background. 
 
Doesn't this penalize players who try to improve the character's 
role-playability with more skills versus the player who just buys an 
item with a focus in a lump.  He can spend tens of XP/game week but the 
guy who wants a new skill needs to wait awhile. 
 
Personally, I just make sure that the game has enough downtime between 
adventures to allow for skills to just suddenly appear. 
 
  Joe 
_________________________________________________________ 
Do You Yahoo!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
------------------------------ 
 
Date: Wed, 30 Jun 1999 09:54:58 -0700 (PDT) 
From: Ben Brown <benbrown@primenet.com> 
Subject: Re: Fun's Over, Silky Boys!  Time To Train! 
 
On Wed, 30 Jun 1999, Joe Mucchiello wrote: 
 
> Doesn't this penalize players who try to improve the character's 
> role-playability with more skills versus the player who just buys an 
> item with a focus in a lump.  He can spend tens of XP/game week but the 
> guy who wants a new skill needs to wait awhile. 
>  
 
You're right on this one.  Of course, I'd probably never enforce 
a rule like this in any game where people could just go out and 
buy a focus with points (going to the magic sword shop or whatever) 
 
In more "superheroic" games (whether superheroes or not), I would take 
some major convincing that I couldn't just get a skill for any reason other 
than it being entirely inappropriate for my character. 
 
> Personally, I just make sure that the game has enough downtime between 
> adventures to allow for skills to just suddenly appear. 
 
 
This is probably the best idea, although I have been in one campaign where 
we (the characters) appeared to be going for about 72 hours straight in 
campaign time, and accumulated a fair amount of experience in that time. 
 
Downtime is good! 
 
- -Ben 
 
------------------------------ 
 
Date: Wed, 30 Jun 1999 13:05:08 -0400 
From: David Nasset <dnasset@cns.eds.com> 
Subject: RE: Reply about FH Magic System Design 
 
This message is in MIME format. Since your mail reader does not understand 
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From: Scott C. Nolan [mailto:nolan@erols.com] 
 
<snip> 
> >> I liked it, but disliked "Cugel the Clever", due to a hatred of 
> >> the title character. I don't want to be amused by the  
> antics of a man who 
> >> robs, murders, kidnaps, and rapes within the first few  
> chapters of the book. 
> >> Such subjects may be good for dark humor, or a serious  
> story, but I don't 
> >> find them amusing. 
> > 
> >Hmm...I don't remember the raping.  The other stuff is  
> fairly standard 
> >trickster-archetype stuff which Cugel definitely fits into. 
>  
> It most certainly wasn't rape.  He slept with ceremonial virgins, 
> ruining them for the ceremony.  "Cugel" wasn't Vance's high point, 
> but this whole line of discussion has -nothing- to do with the subject 
> that started it or the Hero System. 
 
Two points: 
 
1) I wasn't talking about the ceremonial virgins. I don't even remember the 
ceremonial virgins. 
 
2) You are right about it having nothing to do with the original topic. But 
how to play certain types of characters so as to avoid offending your 
players certainly does. 
 
Cugel the Clever kidnapped two women and their parents. He then attempted to 
get (and got) sexual favors from the young women. The young women cooperated 
so that their parents could turn the ship around while Cugel was busy, then 
made fun of his ineptitude as a lover when he was defeated and forced to 
flee. All amusing and fun. 
 
However, there are two very valid ways in which this can be seen as a rape 
scene: 
 
They did it because they were kidnapped and thus, quite reasonably, felt 
threatened and forced. That's rape. 
 
They did it because they were kidnapped and wanted to distract him. 
Kidnapping is a use of force. Therefore, they did it in order to escape the 
use of force upon themselves. That's rape, just as if they had done it to 
escape beatings or other uses of force. 
 
Now, why is this on topic? Because, if I, either as a player or GM, decide 
to play a trickster character, I'd better make certain that he avoids 
pitfalls like this. Similar discussions about how a particular character's 
behavior rubbed someone the wrong way are also valid, because GMs, in 
particular, have to know how to avoid inadvertently offending their players, 
or creating disturbing situations. 
 
OTOH, if a player did do something like this, and the other players thought 
he was going over the top, a rape trial would be a way to jolt him into 
taking a second look at the character. But, IMO, that would be a poor idea, 
as it is definitely a very rough awakening. Warning a player that his 
character's actions will be taken that way and cause those sorts of 
problems, however, might be a good idea before letting it get too far. 
 
Filksinger 
 
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- ------_=_NextPart_000_01BEC318.91651A8A-- 
 
------------------------------ 
 
Date: Wed, 30 Jun 1999 10:08:28 -0700 
From: Rodger Bright <rodger.bright@cbpr.com> 
Subject: Re: Fun's Over, Silky Boys!  Time To Train! 
 
I kind of just play it by ear for skills and the like.  I also allow characters 
to raise any single characteristic (except SPD) 1 point after each adventure.  So 
if they save up 50 XP they can still only raise any characteristic 1 point 
between adventures. 
 
- --Rodger 
 
Curt Hicks wrote: 
 
> > From: Jason Sullivan <ravanos@NJCU.edu> 
> > 
> >       For example, in Four Color games, characters require little to no 
> > training to reach extraordinary levels with powers, statistic, and skills. 
> > In a Heroic level game with an emphasis on realism, training and long 
> > hours of study may be required. 
> > 
> >       I'd like to know about your systems of study and training that 
> > you've used or encountered.  I would greatly appreciate knowing how you 
> > regulate advancement in your games. 
> > 
> 
> No system as such.  But I'd expect the players to inform me that they're 
> planning on buying skill 'x' for their character well in advance.  Then 
> we can assume that the character is studying or training the skill off-camera 
> up until they actually buy it. 
> 
> If it's reasonable that a character is already familiar or should have 
> the skill, then the 'off-camera training' is lessened. 
> 
> Characters don't get to buy incredibly high skills on an initial purchase. 
> 
> Also, I find it more reasonable to start new powers off with 'limitations' 
> even if they're not bought that way, so that characters don't start off 
> with complete mastery of their new abilities. 
> 
> Curt Hicks 
 
- -- 
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: Wed, 30 Jun 1999 10:17:39 -0700 (PDT) 
From: "Steven J. Owens" <puff@netcom.com> 
Subject: Re: Reply about FH Magic System Design 
 
> Rodger Bright wrote: 
> > It actually states that "gestures cannot include attacking through 
> > a weapon".  In that ability we were talking about the gestures are 
> > there for the Power that grants the Blademaster +2 SPD.  His 
> > attacks have nothing to do with it (well thats not true, another 
> > limitation is that he attack each Phase), but to keep the +2 SPD 
> > up the Blademaster needs to continually swing his sword about him 
> > (kind of like Conan when he is practicing his forms).  
 
     Hm, I'm not sure what this is referring to, but all of the Conan 
movies I saw were pretty cheesy :-).  However, a perhaps better 
example of this limitation might be some Chinese and Korean Bo staff 
forms.  I've only ever studied a little of a particular Japanese bo 
staff form, and it was very definitely not like this.   
 
     However, at least according to some practitioners of those forms 
I've chatted with, because the bo is so massive, the style relies on 
keeping it moving constantly.  Kind of like a truck that takes a long 
time to get up to speed, but once up to speed can steamroller 
anything, the bo stylist keeps the bo moving and guides it into the 
attack.  Maybe some of the other posters who're more familiar with 
this style can comment. 
 
     I can't think of a lot of other weapons like this, although a 
bullwhip will definitely share some of the same characteristics. 
Because it's long and flexible, and relies on a certain type of motion 
to generate the whip-crack, you either have to (depending on the 
particular whip type or maneuver) lay it out straight behind you, or 
coil it just so (so it unrolls with the motion), or start 
"helicoptering" it around yourself or above your head. 
 
     When you use either of the first two motions, you have to use a 
recovery motion following the whip-crack, to lay the whip out behind 
you.  If you're not careful, the recovery motion can generate another 
whip-crack, either behind you when you reverse motion or more 
dangerously, at some point midway along (there's a *reason* most whip 
handlers wear leather jackets & hats, and often gloves and safety 
glasses as well!). 
 
     When you use the second motion, however, as long as you keep the 
whip moving smoothly, you can bring it continuously around for another 
whip-crack without stopping - you can't stop, in fact, or you lose the 
motion.  Whips are tricky that way, you can't muscle them, they 
generate their power from the smooth motion.   
 
     In the little whip work that I've done (and yes, I was wearing a 
leather jacket a leather hat, glasses and gloves :-) I've managed to 
get upwards of three or four cracks sequentially - they sound a lot 
like somebody snapping off several shots with a pistol.  So some form 
of autofire - or perhaps a tricky multiple target attack using AE, 
selective - would make plenty of sense for a whip-wielding Martial 
Artist. 
 
     For a sword, though... hm.  Perhaps you could define the attack 
as a "zone" attack form (form in the martial arts sense, although see 
below) that involves covering a great many angles in sequence, any one 
of might turn into a real attack if the blademaster perceives an 
opening, and requiring at least one real attack per phase to avoiding 
losing "tempo" (to borrow a chess concept - tempo is like initiative, 
but with more of a sense of forcing your opponent into a reactive 
stance, which prevents them from planning and carrying out a concerted 
attack).  The blademaster isn't gaining any "actual" speed, but is in 
effect gaining tactical SPD. 
 
     The danger in such an approach is twofold - the risk of being 
predictable (particularly if the blademaster's opponent is familiar 
with his form, or has seen him fight using such techniques in the 
past) and a significant risk of hitting yourself. 
 
     I wouldn't bother trying to build a mechanic into the power to 
represent the first - as a GM I'd merely give an opponent a chance to 
make a roll of some sort (tactics skill, maybe, or at least tactics as a 
complementary roll) to get an additional DCV against such an attack, and 
to avoid a chance of an attacker getting a surprise bonus.  A critical 
success in such a roll might give the attacker an OCV bonus (I'd only 
let the character use one or the other, OCV or DCV, not both). 
 
     For the most part, this would only come up with a blademaster 
vs. another blademaster (or at the very least, only against extremely 
expert fighters). 
 
     Until you've studied some realistic sword style, don't underestimate 
the chances of self-inflicted damage in a flurry of strikes - even a 
trivial, glancing blow can be quite dangerous with something like a 
katana, which is typically just-shy-of-razor-sharp.  I've heard of the 
phrase "battle-sharp", sometimes used in filipino styles, indicating 
something more like a chisel-edge, to avoid precisely this problem. 
Sharp enough to chop through a tree but dull enough that a glancing blow 
won't maim you. 
 
 
Steven J. Owens 
puff@netcom.com 
 
------------------------------ 
 
Date: Wed, 30 Jun 1999 09:53:16 -0700 
From: "James Jandebeur" <james@javaman.to> 
Subject: Re: XDM + FTL = ??? 
 
> If you define Extra Dimensional Movement as Dimensional Movement 
> to Void Space, a dimension whose dimensions correspond with our own, but 
> lacks atmosphere or corporeal matter (or, a similar dimension, like an 
> Astral Space, Realm of the Dead, etc.), and then purchase Faster Than 
> Light travel within the dimension (which functions due to atmosphere), 
> theoretically, you could enter the Other Dimension and travel distance in 
> that dimension, and re-emerge in our dimension. 
> 
> I'm wondering if it's mechanically valid, however. 
 
It's valid mechanically, but hinges on the GM having a "Void Space" in the 
game. If it exists, no reason you can't XDM to it and then use FTL. 
 
Filk gave a good power construct for the rest, though it also requires the 
GM to have a "Void Space" or allow the character to have one. 
 
JAJ, GP 
 
------------------------------ 
 
Date: Wed, 30 Jun 1999 10:21:53 -0700 
From: Rodger Bright <rodger.bright@cbpr.com> 
Subject: Re: Reply about FH Magic System Design 
 
> So is it *not* common knowledge that a Blademaster can only do magic with 
> this sword?  I know that going strictly by the rules, if the sword isn't 
> immediately obvious as being involved in the power, it's in Inobvious 
> Focus...but...since you can apparently often tell a Blademaster by sight, 
> I'd think it'd be pretty inherently obvious that his sword would be 
> involved in the power, even if it wasn't glowing & such.  I would see a 
> Blademaster start to do something magical and thing "He's going to do 
> somethign nasty with that sword," unless it's a *very* well-kept secret 
> that the Blademasters can't do any magic without the sword. 
 
It *IS* common knowledge that Blademasters excel with a sword.  But telling a 
Blademaster from someone else who is really good with a sword aint the easiest 
thing to do (assuming that neother of them is channeling at the time).  The average 
Joe might notice that the guy was going REALLY fast, and was doing these totally 
intense forms while they were whriling around speedily.  But you woldn't 
necessarilly know that taking away his sword would staop that.  For all you know he 
might just pull out another one and keep going.  Even if you were totally aware 
that he was indeed channeling, you would want to disarm him because that sword 
could kill you, not because you thought he needed it to focus his energy. 
 
 
 
> > We have been kicking around some different ideas for an autofire attack.  it 
> > is just hard to add the autofire advantage to a physical weapon attack, it 
> > gets kind of kludgy. 
> 
> Indeed.  I generally bend the rules and allow the purchasing of a 
> so-called 'naked Advantage', because it's less of a headache for me as a 
> GM. 
 
I still can't think of a decent way to do this.  Autofire naked would be +1/2.... 
How would you buy that? 
 
 
 
> > That's the whole idea, it is just about impossible to Shield someone.  The 
> > only people that can do it are REALLY bad ass guys.  CP 10 is pretty high up 
> > there for PC's.  But most of my bad guys are AT LEAST CP 15 or higher.  It's 
> > nice to have things that are out of a PC's reach, and then after playing a 
> > character for 2 years, all of a sudden they can use Suppress with some 
> > proficiency. 
> 
> Oh, OK.  Just wanted to make sure you realized that.  Sometimes stuff liek 
> that is easy to let slip by you. 
 
Yeah thanks.  i wanted to make something that happened VERY seldom, but when it did 
the PC's REALLY got all freaked out.  I have found that limiting a lot things make 
for more dramatic effect.  In 5 adventures my current group has found 1 magic 
item.  A ring that allows you to take on the appearance of a human.  Very benign, 
but it is worth A LOT of cash.. In a few months i might allow them to find another 
item, but it wil probably also be very wimpy.  maybe in a years playing I will 
actually introduce a powerful attack based Magic Item. 
 
 
 
> > You channel a 6d6 AID on the Arrow.  That arrow is effectlivey Aided so that 
> > it will do more damage when it hits.  Theoretically you could throw that 
> > arrow and it would still do some decent damage (whatever was role don the 6d6 
> > AID).  When it comes out a bow it does it's regular damage (from being 
> > propelled by the bow), and it does it's added damage (From the AID).  It 
> > lasts until it fades.  You could theoretically channel that Ability on 
> > multiple arrows, and as long as you use them within a Turn they wouldn't lose 
> > any power. 
> 
> Would it cost more to do it to multiple arrows?  (I thought you just 
> charged up one arrow and used it, which would be worth a limitation in my 
> book for 'AID dissipates when Aided power is used'.) 
 
Each AID is for one arrow, you could AID multiple arrows.  But each AID can only 
affect one arrow.  The usual effect is that a Spirit Archer draws back, Aids the 
arrow in the bow, and then fires.  They could, however, AID multiple arrows (by 
spoending the end multiple times) and then not have to do it for each arrow as they 
were firing. 
 
- --Rodger 
 
------------------------------ 
 
Date: Wed, 30 Jun 1999 12:42:41 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: XDM + FTL = ??? 
 
On Wed, 30 Jun 1999, Jason Sullivan wrote: 
 
> 	In a semi-related note, how would you feel about a power construct 
> similar to teleport, except it takes time to traverse the distance 
> required to travel from point A to point B, during which time, the 
> character "isn't there."  (Similar to walking through the afore mentioned 
> "null space.") 
 
Indirect Running? 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Wed, 30 Jun 1999 13:52:35 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Reverse Engineering Technology in HERO 
 
	I am working on a character history in HERO. 
 
	This character exists in a post-Pulp era genre, where heroes and 
villians weren't extraordinary aside from one pseudo-science gadget.  The 
gadget was built with photo tubes and other technology circa 1940. 
 
	In the present day, the character has found the object, notes, 
blueprints, and the theories on how the technology and how it functions. 
He is not particularily skilled with electronics nor does he understand  
the theoritical technology which it is based on. 
 
	He wishes to "translate" the technology into a more modern 
equivalent, using present-day technology: micro-chips, advanced power 
systems... faster, more durable, more reliable, and better functioning 
pieces of technology. 
 
	Keeping in mind his knowledge of the device as described above, 
and the fact he works alone in a "lab" that was built in the forties, but 
also understanding that he also has a weath of resources, both monatary 
and technological (including the the inception of the technology, it's 
evolution, how it was developed, varuious prototypes, it's functioning, 
etc.), do you think he can rebuild the device? 
 
	I knwo nothing of electronics, modern or circa 1940's. 
Translating the technology would be a major undertaking, but if the 
device can be rebuilt, piece for piece, how hard would it actually be? 
Would the "lab" be ineffective, since it was built in the forties for that 
technology specifically, or would it still be of use?  What game-statistic 
equivalent are the plans?  Eventually, they could be understood and 
comprehended, leading up to the actual acquisition of the theoritical 
skills.  Electronics skills could be developed as well.  Would they be 
required if the plans were present? 
 
	I look forward to your input. 
 
- --Jason 
 
------------------------------ 
 
Date: Wed, 30 Jun 1999 13:57:41 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: XDM + FTL = ??? 
 
On Wed, 30 Jun 1999, Dr. Nuncheon wrote: 
> On Wed, 30 Jun 1999, Jason Sullivan wrote: 
> > 	In a semi-related note, how would you feel about a power construct 
> > similar to teleport, except it takes time to traverse the distance 
> > required to travel from point A to point B, during which time, the 
> > character "isn't there."  (Similar to walking through the afore mentioned 
> > "null space.") 
> Indirect Running? 
	Indirect Running with Full Desolid and Invisibility to all senses. 
:) 
 
------------------------------ 
 
Date: Wed, 30 Jun 1999 13:00:35 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: Reply about FH Magic System Design 
 
On Wed, 30 Jun 1999, Rodger Bright wrote: 
 
> It *IS* common knowledge that Blademasters excel with a sword.  But telling a 
> Blademaster from someone else who is really good with a sword aint the easiest 
> thing to do (assuming that neother of them is channeling at the time). 
 
I thought the Blademaster package deal had a Distinctinve Features disad 
built in? 
 
> > Indeed.  I generally bend the rules and allow the purchasing of a 
> > so-called 'naked Advantage', because it's less of a headache for me as a 
> > GM. 
>  
> I still can't think of a decent way to do this.  Autofire naked would be +1/2.... 
> How would you buy that? 
 
Basically, you figure out how much the AF advantage would cost for the 
amount of DCs they're going to use it on.  If they're inflicting 6 DCs in 
their attack (30 points), 'naked' AF would cost them 15 points.  It'd have 
limitations like OAF Sword, Requires A Skill Roll, etc. to reduce the Real 
Cost. 
 
The other option would be the one given in Ninja Hero, where you buy an 
HKA with AF, OAF Weapon, with a limitation of 'only up to damage done by 
weapon'.  I think that winds up charging the character for things they 
should have for free (at least in a heroic game.) 
 
> > Would it cost more to do it to multiple arrows?  (I thought you just 
> > charged up one arrow and used it, which would be worth a limitation in my 
> > book for 'AID dissipates when Aided power is used'.) 
>  
> Each AID is for one arrow, you could AID multiple arrows.  But each AID can only 
> affect one arrow.  The usual effect is that a Spirit Archer draws back, Aids the 
> arrow in the bow, and then fires.  They could, however, AID multiple arrows (by 
> spoending the end multiple times) and then not have to do it for each arrow as they 
> were firing. 
 
Ah, I see. 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Wed, 30 Jun 1999 11:07:56 -0700 
From: Mark Lemming <icepirat@ix.netcom.com> 
Subject: Re: Fun's Over, Silky Boys!  Time To Train! 
 
Joe Mucchiello wrote: 
>  
> --- Mark Lemming <icepirat@ix.netcom.com> wrote: 
> > From: Jason Sullivan <ravanos@NJCU.edu> wrote: 
> > > 
> > > I'd like to know about your systems of study and training that 
> > > you've used or encountered.  I would greatly appreciate knowing how 
> > you 
> > > regulate advancement in your games. 
> > 
> > One way: 
> > Allow a certain amount of xp to be spent per period of game time. 
> > Base rate: 1 xp/game week 
> > Double rate if being taught. 
> > Half rate if learning a skill that isn't related to any of the 
> > characters own skills or background. 
>  
> Doesn't this penalize players who try to improve the character's 
> role-playability with more skills versus the player who just buys an 
> item with a focus in a lump.  He can spend tens of XP/game week but the 
> guy who wants a new skill needs to wait awhile. 
 
Well, in the game that this was used, money was used to buy items and 
everything else went by the above. (sort of) 
This actually helped our group get more diverse since people would spend 
their points as they got them, instead of saving up points and suddenly 
gaining mastery in some skill. 
  
> Personally, I just make sure that the game has enough downtime between 
> adventures to allow for skills to just suddenly appear. 
 
That's fine, I like that method as well. 
 
- -Mark 
 
------------------------------ 
 
Date: Wed, 30 Jun 1999 11:10:00 -0400 
From: David Nasset <dnasset@cns.eds.com> 
Subject: RE: Reverse Engineering Technology in HERO 
 
From: Jason Sullivan [mailto:ravanos@NJCU.edu] 
<snip> 
> 	I am working on a character history in HERO. 
<snip> 
> 	He wishes to "translate" the technology into a more modern 
> equivalent, using present-day technology: micro-chips, advanced power 
> systems... faster, more durable, more reliable, and better functioning 
> pieces of technology. 
 
Requires a solid knowledge of electronics. 
 
> 	Keeping in mind his knowledge of the device as described above, 
> and the fact he works alone in a "lab" that was built in the 
> forties, but 
> also understanding that he also has a weath of resources, 
> both monatary 
> and technological (including the the inception of the technology, it's 
> evolution, how it was developed, varuious prototypes, it's 
> functioning, 
> etc.), do you think he can rebuild the device? 
 
Yes, but only using the original components. Translating it into modern 
components is not a simple task to someone who doesn't know electronics. 
 
> 	I knwo nothing of electronics, modern or circa 1940's. 
> Translating the technology would be a major undertaking, but if the 
> device can be rebuilt, piece for piece, how hard would it actually be? 
> Would the "lab" be ineffective, since it was built in the 
> forties for that 
> technology specifically, or would it still be of use? 
 
It would be of only occasional use, but could be vital. For example, if he 
needed to create a modern version of a custom-made tube, or a tube whose 
specs were unavailable for other reasons, actual examples could be 
mandatory. 
 
> What 
> game-statistic 
> equivalent are the plans?  Eventually, they could be understood and 
> comprehended, leading up to the actual acquisition of the theoritical 
> skills.  Electronics skills could be developed as well.  Would they be 
> required if the plans were present? 
> 
 
> 	I look forward to your input. 
 
The plans don't have an exact game-statistic equivalent. They would allow 
the character to bypass some rolls, and would give him varying bonuses for 
other rolls. 
 
As for the rest, he _needs_ electronics skills to replace transistors with 
vacuum tubes, no doubt about it. The theoretical knowledge _might_ be gained 
from the plans, but, unless the theory were directly related to some field 
of knowledge he was familiar with, plans alone wouldn't do; he'd need 
explanations. Just because he understands the electronics doesn't mean he 
understands the physics. 
 
Filksinger 
 
------------------------------ 
 
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