Digest Archive vol 1 Issue 455
From: owner-champ-l-digest@sysabend.org 
Sent: Thursday, July 15, 1999 4:08 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #455 
 
 
champ-l-digest         Thursday, July 15 1999         Volume 01 : Number 455 
 
 
 
In this issue: 
 
    Re: CHAR: Great White Shark 
    Re: A thought on the Disadvantage "Age" 
    Re: Fantasy Hero Magic System Design 
    Re: Fantasy Hero Magic System Design 
    Eygptian Character help needed 
    Re: The Biggest News In Geekdom 
    Re: Eygptian Character help needed 
    Re: Eygptian Character help needed 
    Re: CHAR: Great White Shark 
    Re: Fantasy Hero Magic System Design 
    New Hero ID (long) 
    Possession 
    Re: Possession 
    Re: Possession 
    Re: Possession 
    Re: Possession 
    Re: Possession 
    Re: Possession 
    Re: Possession 
    Re: Possession 
    Re: Possession 
    Re: Possession 
    Re: Possession 
    Re: Possession 
    Re: Possession 
    Re: New Hero ID (long) 
    Re: Possession 
    Re: Possession 
    Re: New Hero ID (long) 
    5th Edition: Money? 
    Re: 5th Edition: Money? 
    Re: 5th Edition: Money? 
 
---------------------------------------------------------------------- 
 
Date: Thu, 15 Jul 99 00:17:15  
From: "qts" <qts@nildram.co.uk> 
Subject: Re: CHAR: Great White Shark 
 
On Mon, 12 Jul 1999 00:51:40 -0400 (EDT), Michael Surbrook wrote: 
 
>The areas most commonly frequented by White Sharks is the San Francisco 
>Bay area of California, Southern Australia and South Africa. 
 
Don't forget the Mediterranean. 
 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
Date: Wed, 14 Jul 1999 16:11:25 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: A thought on the Disadvantage "Age" 
 
At 02:29 PM 7/14/1999 -0400, Mike Christodoulou wrote: 
>At 06:16 PM 7/14/99 +0000, S A Rudy wrote: 
>>In Champions, you can take the disadvantage "Age" at the levels 40+ and 60+  
>>to represent new NCM as people get older.  Has anyone ever considered  
>>another level for PCs who are young?  After all, children would have a 
lower  
>>possible STR and BOD, just off the top of my head. 
>> 
>>I've taken a PhysLim: Underage before to represent the fact that the PC  
>>couldn't drive, wouldn't be allowed into bars, was condescended to by  
>>adults, etc. but that's not quite the same thing. 
>> 
> 
>The problem with the above example is that the age range is varied. 
>You can drive at 16; get into a bar at 21; and always be spoken down 
>to by anyone at least 20 years older than yourself.  And these are 
>societal limitations, not physical. 
> 
>If you want to look at the physical limitation, consider that by  
>age 14-15, you're practically the physical equal of anyone in the  
>15-25 age group.  Especially if regular training is involved. 
 
   The "Physical Limitation" Disadvantage can be used for things that 
aren't strictly physical in nature -- an extraterrestrial with "Unable to 
Understand Earth Culture," for example. 
   And the age range being varied for various things only means that the 
Limitation gets bought down gradually as the character gets older. 
- --- 
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: Thu, 15 Jul 99 00:42:52  
From: "qts" <qts@nildram.co.uk> 
Subject: Re: Fantasy Hero Magic System Design 
 
On Sat, 10 Jul 1999 22:48:40 +0000, Lance Dyas wrote: 
 
>> or Costs 1 LTE Per Time 
>> Increment (-1/4)? 
> 
>How many folk make regular use of LTE? just a question 
 
Definitely. 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
Date: Wed, 14 Jul 1999 17:05:35 -0700 
From: Rodger Bright <rodger.bright@cbpr.com> 
Subject: Re: Fantasy Hero Magic System Design 
 
Do you use the standard chart? 
 
I always thought it was such a hassle to keep track of how many END I 
spent each turn. 
 
- --Rodger 
 
qts wrote: 
 
> On Sat, 10 Jul 1999 22:48:40 +0000, Lance Dyas wrote: 
> 
> >> or Costs 1 LTE Per Time 
> >> Increment (-1/4)? 
> > 
> >How many folk make regular use of LTE? just a question 
> 
> Definitely. 
> qts 
> 
> Home: qts@nildram.co.uk. 
 
- -- 
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, 14 Jul 1999 20:13:27 -0400 
From: Kim Foster <nexus@qx.net> 
Subject: Eygptian Character help needed 
 
I need suggestions for spells for an Egyption mythology based character's 
VPP. The game is superheroic and Pulp in tone. So far beyond stealing ideas 
from The Mummy (great movie) I've been drawing a blank. Can anyone heklp? 
 
 
  
 
------------------------------ 
 
Date: Wed, 14 Jul 1999 19:35:35 -0500 
From: "J. Alan Easley" <alaneasley@email.com> 
Subject: Re: The Biggest News In Geekdom 
 
> The models-as-thespians count is a little high for my liking but at least 
> we've got the Picard for the role he was born to play. 
 
I didn't know that there were any thespians in the X-Men.  Alpha Flight yes, 
not X-Men.  :-) 
 
Alan 
 
------------------------------ 
 
Date: Wed, 14 Jul 1999 18:41:13 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Eygptian Character help needed 
 
At 08:13 PM 7/14/1999 -0400, Kim Foster wrote: 
>I need suggestions for spells for an Egyption mythology based character's 
>VPP. The game is superheroic and Pulp in tone. So far beyond stealing ideas 
>from The Mummy (great movie) I've been drawing a blank. Can anyone heklp? 
 
   Well, I'm no expert on Egyptian mythology, but it seems to me that being 
able to "call down the wrath of Ra" (solar blast as an Indirect EB) or 
summon a swarm of scarabs would be a good start. 
- --- 
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, 14 Jul 1999 22:05:00 EDT 
From: DJHarkavy@aol.com 
Subject: Re: Eygptian Character help needed 
 
Are you looking for spells to put into the VPP, or ideas as to how to  
structure the VPP? 
 
Dan Harkavy 
DJHarkavy@aol.com 
 
------------------------------ 
 
Date: Thu, 15 Jul 1999 00:05:20 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: CHAR: Great White Shark 
 
On Thu, 15 Jul 1999, qts wrote: 
 
> >The areas most commonly frequented by White Sharks is the San Francisco 
> >Bay area of California, Southern Australia and South Africa. 
>  
> Don't forget the Mediterranean. 
 
Note I said 'commonly'.  The White Shark is found in warm waters the world 
over. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
          "10,000 of them...four of us.  Those unlucky bastards!" 
                       Andy "the Buffalo" Bartalone 
 
------------------------------ 
 
Date: Thu, 15 Jul 1999 09:51:29 -0400 
From: Geoff Speare <geoff@igcn.com> 
Subject: Re: Fantasy Hero Magic System Design 
 
> 
> >How many folk make regular use of LTE? just a question 
 
Absolutely. I don't worry as much about using it for combat END loss as for  
non-combat stuff, like memorizing Delayed Effect spells. 
 
The thing I use it most often for, however, is long-distance movement. I  
did some figuring and came up with a system for long-distance movement  
rates that uses encumbrance, REC, and the LTE rules, and produces fairly  
realistic results. 
 
Geoff Speare 
 
------------------------------ 
 
Date: Thu, 15 Jul 1999 11:21:31 -0400 (EDT) 
From: lorbaat <lorbaat@eskimo.thirteen.net> 
Subject: New Hero ID (long) 
 
Hi, 
 
I've been lurking on this list for a little while now, and would value 
some input on a little character creation problem: 
 
I have an established character in a Dark Champions campaign.  He's 
getting a little sick of his reputation.  He was a high-priced, high-tech 
merc/hitman before becoming a hero... think the first few issues of 
Deadpool (who, not incidentally, the character's powers are also based 
on).   
 
Recently he (and I) came to the conclusion that it would be a lot easier 
if he were able to start from a clean slate.  So, he's decided to adopt a 
new hero persona- after all, the other characters actually have no idea 
who he is (and he does have an Image Inducer to make a new costume, after 
all). 
 
What I can't change:  Anything inherent.  Stats: 20 STR, 20 DEX, REC 22, 
CON 14, INT 10, PRE 10, PD 4, ED 3, COM 3 (well, ok, that *can* be changed 
via the Image Inducer), SPD 5.  Main power- Regeneration, in an Elemental 
Control.  30 points of regeneration, 30 points of resistant physical 
Damage Reduction, 30 of resistant energy Damage Reduction.  Skills: 
Relevant ones include acrobatics, breakfall, CV Levels based on 
Acrobatics.  So, clearly, to be effective the character will have to 
retain his MO of being nimble and fighting in close quarters. 
 
What I can change:  He has a 40 point OAF gadget pool, only changable at 
"headquarters".  The GM says he'll allow me to declare the "headquarters" 
for the new Hero ID to not be the current hero group's base.  After taking 
things from his current pool of gadgets that he'll need to pull this off, 
he'll have about 25 points to spend on OAF gadgets. 
 
Also, my GM has graciously allowed me to drop a Multipower pool I have set 
up for my usual weapons.  This gets me another 25 points to do what I want 
with. 
 
I've already decided to go with a "flag" archetype, mostly because while 
comic books exist in our world there are no "flags" in game.  It helps 
that the personality of a flag is about 180 degrees from the character's 
personality, so it will let him play up the hero aspect, and also that the 
archetype is usually a close-in fighter, and acrobatics will go along with 
that.  
 
Some ideas I already have include using the 25 points to make a multipower 
pool based on a shield, with maybe a ranged "throw" (possibly with 
autofire for multiple targets), a HTH "bash" attack, and a force wall that 
could be extended out from the shield to help protect innocents/other 
heroes/himself. 
 
As for the gadget pool, I hope to establish some equipment for the new 
Hero ID that doesn't change, to further the illusion that it's a different 
character.  Half the fun of this for him- and me (we both have the 
Prankster Psych Lim :D) is seeing how long it takes for the rest of the 
party to catch on that it's the same character.  The GM and I have laready 
arranged for stories from other cities about this new hero to come 
filtering back to Boston (where the campaign is set).  One thing I was 
considering was a swing line for greater mobility... something the 
character doesn't currently use, would make him move differently, and yet 
still meshes with acrobatic style. 
 
Does anyone have any other ideas, advice on the "flag" archetype, thoughts 
on the situation in general, etc? 
 
Thanks, 
 
eric 
 
------------------------------ 
 
Date: Thu, 15 Jul 1999 13:42:39 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Possession 
 
In many stories and myths, a person can become 'possessed' by a spirit or 
other creature.  Im many cases, the spirit seems to be 'inside' the person 
in question and has to be driven out.  Obviously, the power in question is 
Mind Control, but what about the 'being inside the target' part/  Anyone 
have any ideas on how to handle this type of classic possession? 
 
For example, consider the film "The Excorcist", where Linda Blair has a 
demon insider her.  How would you create that power / effect? 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
"It's just like coffee - but without the lumps!" 
 
William K. "Bushmaster" Bushway 
 
------------------------------ 
 
Date: Thu, 15 Jul 1999 12:50:18 -0500 (CDT) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: Re: Possession 
 
I think the traditional way is desolid (only while 'possessing' somebody) 
and mind control (which would have to be affects solid). 
 
I guess the spirit rules might say something about this, but I've never 
seen them.   
 
There's a character in Strike Force that does this, and another one in 
Kingdom of Champions.   
 
Curt  
 
 
> From: Michael Surbrook <susano@dedaana.otd.com> 
> In many stories and myths, a person can become 'possessed' by a spirit or 
> other creature.  Im many cases, the spirit seems to be 'inside' the person 
> in question and has to be driven out.  Obviously, the power in question is 
> Mind Control, but what about the 'being inside the target' part/  Anyone 
> have any ideas on how to handle this type of classic possession? 
>  
> For example, consider the film "The Excorcist", where Linda Blair has a 
> demon insider her.  How would you create that power / effect? 
>  
> -- 
> Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
>  
> "It's just like coffee - but without the lumps!" 
>  
> William K. "Bushmaster" Bushway 
>  
>  
>  
 
------------------------------ 
 
Date: Thu, 15 Jul 1999 10:50:40 -0700 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: Possession 
 
At 01:42 PM 7/15/99 -0400, Michael Surbrook wrote: 
>In many stories and myths, a person can become 'possessed' by a spirit or 
>other creature.  Im many cases, the spirit seems to be 'inside' the person 
>in question and has to be driven out.  Obviously, the power in question is 
>Mind Control, but what about the 'being inside the target' part/  Anyone 
>have any ideas on how to handle this type of classic possession? 
> 
Almanac I or Horror Hero. Spirit rules. SHOULD have been put into 5Ed, as 
they are extremely useful for just such things... 
 
------------------------------ 
 
Date: Thu, 15 Jul 1999 13:54:11 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: Possession 
 
On Thu, 15 Jul 1999, Lizard wrote: 
 
> At 01:42 PM 7/15/99 -0400, Michael Surbrook wrote: 
> >In many stories and myths, a person can become 'possessed' by a spirit or 
> >other creature.  Im many cases, the spirit seems to be 'inside' the person 
> >in question and has to be driven out.  Obviously, the power in question is 
> >Mind Control, but what about the 'being inside the target' part/  Anyone 
> >have any ideas on how to handle this type of classic possession? 
> > 
> Almanac I or Horror Hero. Spirit rules. SHOULD have been put into 5Ed, as 
> they are extremely useful for just such things... 
 
And if I *don't* want to use the Spirit Rules?  Note this will be for a 
published character and I can't use optional rules sets.  
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
"It's just like coffee - but without the lumps!" 
 
William K. "Bushmaster" Bushway 
 
------------------------------ 
 
Date: Thu, 15 Jul 1999 14:07:56 -0400 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Possession 
 
At 01:54 PM 7/15/99 -0400, Michael Surbrook wrote: 
>On Thu, 15 Jul 1999, Lizard wrote: 
> 
>> At 01:42 PM 7/15/99 -0400, Michael Surbrook wrote: 
>> >In many stories and myths, a person can become 'possessed' by a spirit or 
>> >other creature.  Im many cases, the spirit seems to be 'inside' the person 
>> >in question and has to be driven out.  Obviously, the power in question is 
>> >Mind Control, but what about the 'being inside the target' part/  Anyone 
>> >have any ideas on how to handle this type of classic possession? 
>> > 
>> Almanac I or Horror Hero. Spirit rules. SHOULD have been put into 5Ed, as 
>> they are extremely useful for just such things... 
> 
>And if I *don't* want to use the Spirit Rules?  Note this will be for a 
>published character and I can't use optional rules sets.  
> 
 
Before the Spirit rules came out, I built or GM-ed a number of characters 
with this sort of ability. I did it as Mind Control (Telepathic, of course) 
with Linked Desolidification and Invisibility. This is a rather expensive 
combination of powers; it helps to put them into a possession Elemental 
Control. 
 
One issue this construction brings up is movement - does the possessor need 
sufficient movement to keep up with the possessee? The consensus of 
everyone I've played such characters with is no; the possessor is 
essentially riding/being carried by the possessed body, and need not move 
on its own once "inside." 
 
Somewhere, I think I saw another approach to this which used Transform to 
merge the possessor and possessee into a single body. I guess this could 
work, too, but would probably annoy people who hate to see Transform used 
when it can be avoided. 
 
Like Lizard, I am disappointed that the Spirit rules (in a revised form) 
won't be included in the 5th Edition. If they had been part of the base 
rules, the problems of using optional rules for published characters 
wouldn't come up. 
 
Bill Svitavsky 
 
------------------------------ 
 
Date: 15 Jul 1999 14:41:27 -0400 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Possession 
 
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Hash: SHA1 
 
* Michael Surbrook <susano@dedaana.otd.com>  on Thu, 15 Jul 1999 
| And if I *don't* want to use the Spirit Rules?  Note this will be for a 
| published character and I can't use optional rules sets. 
 
While I am the one of the first to jump and scream and holler that such 
things should be done with Mind Control, for this particular special effect 
I could see Transformation Attack being used.  An exorcism ritual would be 
the "reasonably common" means of undoing the Transformation. 
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- --  
Rat <ratinox@peorth.gweep.net>    \ If Happy Fun Ball begins to smoke, get 
Minion of Nathan - Nathan says Hi! \ away immediately. Seek shelter and cover 
PGP Key: at a key server near you!  \ head. 
 
------------------------------ 
 
Date: Thu, 15 Jul 1999 14:45:19 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: Possession 
 
On 15 Jul 1999, Stainless Steel Rat wrote: 
 
> * Michael Surbrook <susano@dedaana.otd.com>  on Thu, 15 Jul 1999 
> | And if I *don't* want to use the Spirit Rules?  Note this will be for a 
> | published character and I can't use optional rules sets. 
>  
> While I am the one of the first to jump and scream and holler that such 
> things should be done with Mind Control, for this particular special effect 
> I could see Transformation Attack being used.  An exorcism ritual would be 
> the "reasonably common" means of undoing the Transformation. 
 
Transform based on EGO?  (works for me). Now, what about the possesser's 
body?  Where does it go?  (use Invisibility and Desolid?) 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
"It's just like coffee - but without the lumps!" 
 
William K. "Bushmaster" Bushway 
 
------------------------------ 
 
Date: Thu, 15 Jul 1999 14:54:39 -0400 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Possession 
 
At 02:45 PM 7/15/99 -0400, Michael Surbrook wrote: 
>On 15 Jul 1999, Stainless Steel Rat wrote: 
> 
>> * Michael Surbrook <susano@dedaana.otd.com>  on Thu, 15 Jul 1999 
>> | And if I *don't* want to use the Spirit Rules?  Note this will be for a 
>> | published character and I can't use optional rules sets. 
>>  
>> While I am the one of the first to jump and scream and holler that such 
>> things should be done with Mind Control, for this particular special effect 
>> I could see Transformation Attack being used.  An exorcism ritual would be 
>> the "reasonably common" means of undoing the Transformation. 
> 
>Transform based on EGO?  (works for me). Now, what about the possesser's 
>body?  Where does it go?  (use Invisibility and Desolid?) 
> 
 
I'd say both bodies are transformed into a single body. This could be 
either a Transform vs. the target body (Transform into body merged with 
possessor's) or as a Transform vs. both bodies, possibly building 
theTransform vs. the possessor's body as a Side Effect.  
 
Somewhere I saw a Fantasy Hero spell which used a Transform to merge a 
sword and a stone into a sword in a stone, with the means of reversal as 
"being the rightful king" or somesuch thing. That struck me as a nice use 
of Transform, and could make a nice model for the merging which takes place 
in possession as well. 
 
Bill Svitavsky 
 
------------------------------ 
 
Date: Thu, 15 Jul 1999 11:59:12 -0700 
From: Christopher Taylor <christopherrt@home.net> 
Subject: Re: Possession 
 
At 01:42 PM 7/15/99 -0400, Michael Surbrook wrote: 
>In many stories and myths, a person can become 'possessed' by a spirit or 
>other creature.  Im many cases, the spirit seems to be 'inside' the person 
>in question and has to be driven out.  Obviously, the power in question is 
>Mind Control, but what about the 'being inside the target' part/  Anyone 
>have any ideas on how to handle this type of classic possession? 
> 
>For example, consider the film "The Excorcist", where Linda Blair has a 
>demon insider her.  How would you create that power / effect? 
 
I have a 'possession' spell built for Demonologists that is a 
transformation, negating any good psych lims and adding really awful ones, 
like total evil VC/T.  The other abilities could be part of the transform 
also, but were mostly spooky effects ( floating, barfing) that have no 
effect on the game. 
 
- -------------------------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Deo Gloria   	Solus Christus		Corum Deo 
- -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: Thu, 15 Jul 1999 12:00:57 -0700 
From: Christopher Taylor <christopherrt@home.net> 
Subject: Re: Possession 
 
At 02:45 PM 7/15/99 -0400, Michael Surbrook wrote: 
>On 15 Jul 1999, Stainless Steel Rat wrote: 
> 
>> * Michael Surbrook <susano@dedaana.otd.com>  on Thu, 15 Jul 1999 
>> | And if I *don't* want to use the Spirit Rules?  Note this will be for a 
>> | published character and I can't use optional rules sets. 
>>  
>> While I am the one of the first to jump and scream and holler that such 
>> things should be done with Mind Control, for this particular special effect 
>> I could see Transformation Attack being used.  An exorcism ritual would be 
>> the "reasonably common" means of undoing the Transformation. 
> 
>Transform based on EGO?  (works for me). Now, what about the possesser's 
>body?  Where does it go?  (use Invisibility and Desolid?) 
 
Try XD movement.  They dont even have to BE there, if you really want them 
to have a tangible link to them, use extradimensional mind link, but it 
shouldnt be needed (the transform can make them SEEM to be possessed by 
that person). 
 
- -------------------------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Deo Gloria   	Solus Christus		Corum Deo 
- -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: Thu, 15 Jul 1999 15:05:22 -0400 
From: Mike Christodoulou <Cypriot@Concentric.net> 
Subject: Re: Possession 
 
At 01:54 PM 7/15/99 -0400, Michael Surbrook wrote: 
>And if I *don't* want to use the Spirit Rules?  Note this will be for a 
>published character and I can't use optional rules sets.  
 
 
If I could throw in a request of my own, can we also consider 
"body hopping", as portrayed for example, in "Fallen" (Denzel 
Washington, et al)? 
 
------------------------------ 
 
Date: Thu, 15 Jul 1999 11:49:11 -0700 
From: "James Jandebeur" <james@javaman.to> 
Subject: Re: Possession 
 
> Like Lizard, I am disappointed that the Spirit rules (in a revised form) 
> won't be included in the 5th Edition. If they had been part of the base 
> rules, the problems of using optional rules for published characters 
> wouldn't come up. 
 
The Spirit Plane is simply another dimension that works according to a 
specific set of rules. The Spirits themselves are just like Vehicles: a 
slightly different write-up of characters without some characteristics. The 
Spirit powers are imbalanced: one is a Transform which you can't use normal 
Power Defense against, the other an Ego Transfer that you can't use normal 
Power Defense against that can kill you and has no upper limit on how many 
points can be drained. To me, none of this has a place in the generic rule 
book: the Spirit Rules belong in supplemental material, which is where they 
are. 
 
Does this cause some trouble for someone who might otherwise want to use it? 
Possibly, but it is a published power, so maybe it can simply be reprinted 
if the author really wants to use it, even if it isn't in the main rule 
book. 
 
JAJ, Gaming Philosopher 
http://www.javaman.to/philosopher.html 
 
------------------------------ 
 
Date: Thu, 15 Jul 1999 12:02:30 -0700 
From: "James Jandebeur" <james@javaman.to> 
Subject: Re: Possession 
 
> In many stories and myths, a person can become 'possessed' by a spirit or 
> other creature.  Im many cases, the spirit seems to be 'inside' the person 
> in question and has to be driven out.  Obviously, the power in question is 
> Mind Control, but what about the 'being inside the target' part/  Anyone 
> have any ideas on how to handle this type of classic possession? 
> 
> For example, consider the film "The Excorcist", where Linda Blair has a 
> demon insider her.  How would you create that power / effect? 
 
There isn't really a perfect way to do it that everyone accepts. The closest 
official way would be to have Desolid, Invisibility, and some set of powers 
to allow you to attach yourself to the victim, and of course Mind Control. 
Some kind of bonus to the targets Movement powers, UAO, or something would 
allow you to force them to carry you along, the GM being kind. 
 
For games that have a mystical presence, I generally allow that the mind is 
its own separate "dimensional space", and allow Extradimensional Movement 
into it. This is inexpensive, but for the effect your after can work: demons 
and other possessing creatures in literature are often vulnerable to things 
that happen to the body, so it isn't really Desolid in the normal sense. And 
it gives the victim a chance to fight back, if that's in genre: it is their 
mind, after all. 
 
If you want an effect like the Spirit Shift power, you could use Transform 
from extradimensional space/while desolid (I prefer the latter, since the 
former requires the GM to have a spirit world in their game) to give a 
target "possessed by *bleh*", where bleh is the character's name. Define the 
disadvantage as allowing the spirit to exist within the target. You could 
also use this to replace Mind Control, but I wouldn't recommend it: buy it 
separately or you may get strung up in effigy. Buy Desolid and Invisible, 
Always On if an actual spirit, Only While Possessing Target if a physical 
being. 
 
Really, whatever you do is likely to be a "close enough" measure: get most o 
f what's important, and hand-wave the rest. No solution is likely to satisfy 
everyone in any event. 
 
JAJ, Gaming Philosopher 
http://www.javaman.to/philosopher.html 
 
------------------------------ 
 
Date: Thu, 15 Jul 1999 14:10:10 -0500 (CDT) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: Re: Possession 
 
> From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
 
> Before the Spirit rules came out, I built or GM-ed a number of characters 
> with this sort of ability. I did it as Mind Control (Telepathic, of course) 
> with Linked Desolidification and Invisibility. This is a rather expensive 
> combination of powers; it helps to put them into a possession Elemental 
> Control. 
>  
> One issue this construction brings up is movement - does the possessor need 
> sufficient movement to keep up with the possessee? The consensus of 
> everyone I've played such characters with is no; the possessor is 
> essentially riding/being carried by the possessed body, and need not move 
> on its own once "inside." 
>  
 
Did y'all think about the issue of how frequently the possessor can use 
mind control ?  Let's suppose the possessor wanted her victim to turn 
a force field on, fly towards target x, and then shoot target x. 
That's one action for a normal character, but how many mind control commands 
is it  ? 
 
Curt  
 
------------------------------ 
 
Date: Thu, 15 Jul 1999 14:17:55 -0500 (CDT) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: Re: New Hero ID (long) 
 
> From: lorbaat <lorbaat@eskimo.thirteen.net> 
>  
> I've already decided to go with a "flag" archetype, mostly because while 
> comic books exist in our world there are no "flags" in game.  It helps 
> that the personality of a flag is about 180 degrees from the character's 
> personality, so it will let him play up the hero aspect, and also that the 
> archetype is usually a close-in fighter, and acrobatics will go along with 
> that.  
>  
 
I'm not sure what you mean by "flag" archetype.  Is this the same  
thing as 'patriotic hero' ?  Captain America springs to mind, but 
not very much else.  Captain Britain ? 
 
> Some ideas I already have include using the 25 points to make a multipower 
> pool based on a shield, with maybe a ranged "throw" (possibly with 
> autofire for multiple targets), a HTH "bash" attack, and a force wall that 
> could be extended out from the shield to help protect innocents/other 
> heroes/himself. 
>  
 
Ennhh...  Seems overdone to me.  Sounds like a Captain America clone. 
Why not carry an actual flag into battle ?  You'd have the equivalent  
of a staff as well as a umm...err.. large piece of cloth. 
 
Alternately, depending on what country we're talking about you might 
be able to come up with an appropriate national symbol other than 
a flag.  Like a "Torch of Liberty" for an American character. 
 
Curt  
 
------------------------------ 
 
Date: Thu, 15 Jul 1999 15:17:20 -0400 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Possession 
 
At 02:10 PM 7/15/99 -0500, Curt Hicks wrote: 
>> From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
> 
>> Before the Spirit rules came out, I built or GM-ed a number of characters 
>> with this sort of ability. I did it as Mind Control (Telepathic, of course) 
>> with Linked Desolidification and Invisibility. This is a rather expensive 
>> combination of powers; it helps to put them into a possession Elemental 
>> Control. 
>>  
>> One issue this construction brings up is movement - does the possessor need 
>> sufficient movement to keep up with the possessee? The consensus of 
>> everyone I've played such characters with is no; the possessor is 
>> essentially riding/being carried by the possessed body, and need not move 
>> on its own once "inside." 
>>  
> 
>Did y'all think about the issue of how frequently the possessor can use 
>mind control ?  Let's suppose the possessor wanted her victim to turn 
>a force field on, fly towards target x, and then shoot target x. 
>That's one action for a normal character, but how many mind control commands 
>is it  ? 
> 
 
I'd treat it as only one: "Act exactly as I will you to."  I would, 
however, allow for the possibility of different levels of resistance. A 
possessed character might steal something under the influence of an 
inhabiting spirit, but resist the spirit's wish to kill one of the 
character's friends (which would require a higher roll compared to EGO.) 
 
Bill Svitavsky 
 
------------------------------ 
 
Date: Thu, 15 Jul 1999 11:51:27 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Possession 
 
At 01:42 PM 7/15/1999 -0400, Michael Surbrook wrote: 
>In many stories and myths, a person can become 'possessed' by a spirit or 
>other creature.  Im many cases, the spirit seems to be 'inside' the person 
>in question and has to be driven out.  Obviously, the power in question is 
>Mind Control, but what about the 'being inside the target' part/  Anyone 
>have any ideas on how to handle this type of classic possession? 
> 
>For example, consider the film "The Excorcist", where Linda Blair has a 
>demon insider her.  How would you create that power / effect? 
 
   The two ways of doing this that have been published to date are with the 
Spirit rules in HSA1 and Horror Hero, or the "Mind Transference" Transform 
in TUM. 
   On the whole, though, I think the best way depends on the specific 
dynamics of the possession.  A demonic possession as in "The Exorcist," or 
even one like Jericho from DC Comics, I'd just do with a honkin' big Mind 
Control (Telepathic Commands, No Range, Must Be Desolidified and Invisible). 
   In other words, to answer the specific question, I'd just use No Range 
and the requirement that the character be Desolid and Invisible, and let 
the rest count as Special Effects. 
- --- 
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: Thu, 15 Jul 1999 11:46:04 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: New Hero ID (long) 
 
At 11:21 AM 7/15/1999 -0400, lorbaat wrote: 
   [snip] 
 
   I do have a couple of thoughts for this. 
 
>I've already decided to go with a "flag" archetype, mostly because while 
>comic books exist in our world there are no "flags" in game.  It helps 
>that the personality of a flag is about 180 degrees from the character's 
>personality, so it will let him play up the hero aspect, and also that the 
>archetype is usually a close-in fighter, and acrobatics will go along with 
>that.  
> 
>Some ideas I already have include using the 25 points to make a multipower 
>pool based on a shield, with maybe a ranged "throw" (possibly with 
>autofire for multiple targets), a HTH "bash" attack, and a force wall that 
>could be extended out from the shield to help protect innocents/other 
>heroes/himself. 
 
   Rather than going with something like Captain America's circular, 
throwable shield, you might go with something closer to the Guardian's 
U-shaped shield.  A number of things could be mounted on it to take 
advantage of that shape; for instance, it could have a couple of rockets on 
it for short-range flight (lay it flat, crawl on top, and let it move 
toward its usual bottom).  Special scopes for enhanced vision could also be 
placed along the top edge.  With a bit of thought, I'm sure we (on the 
list) can come up with at least a couple more ideas that are best suited 
for that shape of shield -- and it'd help make the character a little less 
of a direct Captain America clone. 
 
>As for the gadget pool, I hope to establish some equipment for the new 
>Hero ID that doesn't change, to further the illusion that it's a different 
>character.  Half the fun of this for him- and me (we both have the 
>Prankster Psych Lim :D) is seeing how long it takes for the rest of the 
>party to catch on that it's the same character.  The GM and I have laready 
>arranged for stories from other cities about this new hero to come 
>filtering back to Boston (where the campaign is set).  One thing I was 
>considering was a swing line for greater mobility... something the 
>character doesn't currently use, would make him move differently, and yet 
>still meshes with acrobatic style. 
 
   Something that I think could be done, depending on the available 
technology, would be a motorcycle or hovercycle for long-range transportation. 
   A "utility belt" could also be handy for this type.  It could include 
things such as flash grenades, a miniature fire extinguisher, handcuffs 
(for thugs), a miniature First Aid kit, anti-venoms (especially if COIL or 
some other villain group that uses venoms and poisons is a part of the 
campaign), and similar small, useful items. 
 
>Does anyone have any other ideas, advice on the "flag" archetype, thoughts 
>on the situation in general, etc? 
 
   Something that Steve Long suggests in one of the Dark Champions books is 
that a character with multiple "alternate identities" could use Multiform 
to represent the various forms, especially if they have varying 
Disadvantages.  I think that this new form of the hero would have a 
different set of Disadvantages than the old one -- different Hunters and 
Reputation, for example -- and there could be certain reasons for the 
character to want to adopt the old one from time to time, such as speaking 
with Contacts that he'd be unable to use in the new identity.  So you might 
ask the GM if it'd be OK for you to do this. 
   The GM might even let the character pay for the new form using 
campaign-formed Disadvantages that led him to create it in the first place. 
 While against the published rules, this is something I've done and allowed 
in the past with no particularly ill effects. 
- --- 
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: Thu, 15 Jul 1999 15:51:41 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: 5th Edition: Money? 
 
I guess this question is meant for Steve Long, but has the confusion over= 
 
money in a superhero campaign been cleared up in 5th Edition Hero System?= 
 = 
 
Once again, my campaign has come to the point where the rich hero just 
wants to buy some simple gear (in this case, cell phones for the group), 
but I tell him he has to buy everything with points, and then he asks me 
what the point is in buying the Perk to make him rich , and I can't reall= 
y 
give him a good answer.....  Thanks! 
 
------------------------------ 
 
Date: Thu, 15 Jul 1999 15:57:31 -0400 
From: "Beren" <beren@voyager.net> 
Subject: Re: 5th Edition: Money? 
 
<<I guess this question is meant for Steve Long, but has the confusion over 
money in a superhero campaign been cleared up in 5th Edition Hero System? 
Once again, my campaign has come to the point where the rich hero just 
wants to buy some simple gear (in this case, cell phones for the group), 
but I tell him he has to buy everything with points, and then he asks me 
what the point is in buying the Perk to make him rich , and I can't really 
give him a good answer.....  Thanks!>> 
 
This question came up in my villain campaign - actually, one of the players 
asked why they should bother committing any crimes if they can't use the 
money they steal (or get from selling stolen goods) if they have to pay 
points for it. 
 
My reply was simple - money (or components they steal) are the in-game means 
through which get their stuff.  Just like they have to spend game time 
learning a new skill, they have to spend money to get their equipment. 
 
 
Lisa 
 
------------------------------ 
 
Date: Thu, 15 Jul 1999 16:05:06 EDT 
From: SteveL1979@aol.com 
Subject: Re: 5th Edition: Money? 
 
In a message dated 7/15/99 3:52:42 PM Eastern Daylight Time,  
DBStallard@compuserve.com writes: 
 
<< I guess this question is meant for Steve Long, but has the confusion over 
 money in a superhero campaign been cleared up in 5th Edition Hero System?  
 Once again, my campaign has come to the point where the rich hero just 
 wants to buy some simple gear (in this case, cell phones for the group), 
 but I tell him he has to buy everything with points, and then he asks me 
 what the point is in buying the Perk to make him rich , and I can't really 
 give him a good answer.....  Thanks! >> 
 
	Money's handled the same way in 5th Ed. as in 4th Ed.  The Money  
Perk, then as now, works best in Heroic campaigns, where money is a factor.   
In Superheroic campaigns, I wouldn't necessarily even make a character buy it  
(though I usually do), since generally you can't "buy Powers" (as tech or  
what have you) with cash. 
	OTOH, there is the matter of realism and common sense to consider.   
Would it unbalance your game for him to just buy cell phones for everyone  
with cash?  If so, he should pay the Character Points.  If not, who cares?   
Let him buy them with cash; it's realistic.  The same goes for any other  
thing which doesn't unbalance the game -- ordinary cars, country club  
memberships, fancy parties, swank designer uniforms, etc., etc.  That would  
justify his having to buy the Perk if you want to go that route. 
 
Steve Long 
 
------------------------------ 
 
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