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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* 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

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

End of champ-l-digest V1 #455
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