Digest Archive vol 1 Issue 462
From: owner-champ-l-digest@sysabend.org 
Sent: Wednesday, July 21, 1999 7:09 AM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #462 
 
 
champ-l-digest        Wednesday, July 21 1999        Volume 01 : Number 462 
 
 
 
In this issue: 
 
    RE: Magic System Design - Looking for an Idea I like 
    Re: OIHID? 
    Re: CHAR: Singularity (need help, long) 
    Re: CHAR: Singularity (need help, long) 
    Re: advantages 
    CHAR: Giant Squid 
    CHAR: Graboids 
    RE: Magic System Design - Looking for an Idea I like 
    RE: OIHID? 
    Re: Kumate (boy spelling is hard>>>)(Long [and quite   possiblypointless]) 
    Re: OIHID? 
    Re: The Scarlet Witch 
    Re: CHAR: Graboids 
    Re: CHAR: Graboids 
    Group Mind 
    Re: CHAR: Graboids 
    Re: CHAR: Graboids 
    Re: Group Mind 
    Re: Group Mind 
    Re: Group Mind 
    Re: Group Mind 
    Re: CHAR: Graboids 
    Re: CHAR: Graboids 
    Re: CHAR: Singularity (need help, long) 
 
---------------------------------------------------------------------- 
 
Date: Tue, 20 Jul 1999 16:09:52 -0700 
From: Derek Hiemforth <derekfnord@geocities.com> 
Subject: RE: Magic System Design - Looking for an Idea I like 
 
At 02:52 PM 7/20/99 , Scott C. Nolan boldly typed: 
>At 02:32 PM 7/20/99 -0700, Harvey, Michael wrote: 
>>Give the priests an uncontrolled VPP, which represents the general degree of 
>>aid they typically recieve from their god. The only way they can use it is 
>>to pray for help from their deity. 
>A fine idea, Mike, and one I've considered.  My players reacted to the idea 
>with intense dislike, however.  They wanted to have powers -they- could 
>control, rather than sitting back and watching me play the game. 
 
Scott - 
 
   I wouldn't give up on this idea yet.  My players also expressed dislike 
for the idea at first, but just a couple of tweaks to the way it works can 
make it acceptable even to most players who really want to be in control. 
   Rather than making it totally under the God's control, make it so that 
the priest can call for whatever effect they want.  ("Heal this person", 
"destroy this vile undead", "make this crop grow", etc.)  The game world 
effect is totally under the priest's control.  The only time it wouldn't 
work is if it's contrary to the God's wishes; this is a normal stipulation 
for all priestly magic.  Ares isn't going to grant peace spells to his 
priests. 
   But the *game mechanic* is up to you.  The priest can make anything 
manifest that they want as long as it's within the deity's purview.  But 
the gamespeak description of it is up to you. 
   It takes a little bit (not much) of getting used to, but in my 
experience, most players are okay with this once they realize that they're 
still able to determine their character's course of action. 
   Another option would be to make a hybrid system, where the priests had 
a smaller number of specific prayers/rituals that they knew and could use 
as needed, but attempts to go beyond those are more under the deity's 
control. 
   A nice side effect of these systems is that you can also set a  
stipulation that the effects have to be *subtle*.  One problem (IMHO) 
with most priest magic in fantasy RPG settings is that it's so overt. 
The priests would seem to have very little need to proselytize for their 
faith; no one is going to deny the existence of a god whose priests can 
clearly call lightning from the skies.  By making the game world effect 
of priest's magic *appear* to be "coincidence" or "good luck" or other 
subtle things, it leaves open the possibility that -- while the faithful 
believe these things to be from the god -- a non-believer can choose to 
scoff without appearing to be doubting the evidence of his own senses. 
;-) 
 
- - Derek 
 
------------------------------ 
 
Date: Tue, 20 Jul 1999 18:21:00 -0500 (CDT) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: Re: OIHID? 
 
> From: "Richard Urwin" <riu@soronlin.demon.co.uk> 
>  
> Curt > In my opinion, there's the third option.  The character does assume 
> Curt > a different form. For example, Walter Langkowski transforms into . 
> Curt > Sasquatch. Peter Rasputin transforms into Colossus. 
>  
> Fair enough. 
>  
> I would be a little wary of allowing a bodily transformation without an  
> enabling power, my first choice being a multiform. 
 
 
Maybe I'm just grubbing for points here.  But I don't see multiform 
being worth it in either of these cases.  If the GM didn't approve 
the body transformation I MIGHT do as you suggest and buy shapeshift 
0 end persistent hero ID only with a limitation that I could only shapeshift to the heroic form. 
 
It's more likely I'd push for it being a special effect though. 
 
Curt  
 
------------------------------ 
 
Date: Tue, 20 Jul 1999 20:06:47 -0400 
From: Michael Chermside <mcherm@destinysoftware.com> 
Subject: Re: CHAR: Singularity (need help, long) 
 
Bob Greenwade wrote: 
>  
> >Question 7) Is it kosher for the TK to do crushing damage to targets who've 
> >been pulled to the center of the Singularity?  Or, do I have buy a linked 
> >attack power/maneuver? 
>  
>    I don't think I'd allow the TK to do more than one thing at the same 
> time, so the Linked attack power would be called for. 
 
But since TK is already allowed to do crushing damage by squeezing your 
opponent (thus Affects Whole Object is a lim on TK), I would think this 
was explicitly allowed. Especially the way William wrote it, where it only 
does the crushing damage AFTER drawing you to the center. So you're moved 
first, then crushed once you get to the middle... and pulled back if 
you attempt to flee. Kind of cool! 
 
- -- Michael Chermside 
 
------------------------------ 
 
Date: Tue, 20 Jul 1999 20:08:01 -0400 
From: "Scott C. Nolan" <nolan@erols.com> 
Subject: Re: CHAR: Singularity (need help, long) 
 
At 03:12 AM 7/20/99 -0400, William K. Bushway wrote: 
>    Alright, I was mulling over a character concept and a came up with some 
>questions I thought the list might find interesting (challenging) to answer. 
> 
>    The character in question is named Singularity.  Basically, he's a 
>shrinker who's mass remains constant (I've decided not to give him growth, 
>because Desolidification isn't scalable).  The basic power is easy enough - 
>Density increase linked to Shrinking.  He'll also be able to fly (I haven't 
>figured out a SFx explanation for that one yet). 
> 
>    Of course, as he continues to shrink his personal gravity increases. 
>The construct I'm thinking of is: X STR TK, only to Pull, No range, 
>Explosion, Continuous, Transdimensional. 
 
 
Nope.  While this is a very cool character, it won't work as written.  If his 
mass remains constant, so does his gravity, regardless of his density.  A 
180-lb. man that is six feet tall will have the exact gravitational pull of a 
180-lb man half an angstrom long.  The point of singularities is that they're 
caused by MASSIVE objects. 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
"The only deadly sin I know is cynicism." 
	Henry Stimson, 'On Service in Peace and War' 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
 
------------------------------ 
 
Date: Tue, 20 Jul 1999 16:51:43 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: advantages 
 
At 05:21 PM 7/20/1999 -0400, Stainless Steel Rat wrote: 
> 
>* Brats Incorporated <brat-inc@avalon.net>  on Tue, 20 Jul 1999 
>| I have a PC that wants to make part of his flight 0 END, Persistant. 
>| He is looking to only make 5" of it persistant though. 
>| The idea that he is going to is that he wants his character to more or less 
>| hover in the air 
>| in case the character gets knocked unconscious. 
> 
>That's fine.  Pay for Persistent on 5" of Flight. 
 
   Actually I think I'd let the character buy his usual Flight straight, 
and then a separate 5", 0 END Persistent, Only to Hover (-1), Activates 
Only With Standard Flight (-1/4) [or possibly Trigger: Rendered Unconscious 
When Flying]. 
   That's just me, though. 
- --- 
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: Tue, 20 Jul 1999 20:23:46 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: CHAR: Giant Squid 
 
GIANT SQUID 
(Architeuthis dux) 
 
Val	CHA	Cost	Roll	Notes 
30*	STR	5	15-	1600kg; 6d6 
18	DEX	24	13-	OCV: 6 / DCV: 6 
20	CON	20	13-	 
23*	BODY	20	14-	 
3	INT	-7	9-	PER Roll 13- 
5	EGO	-10	10-	ECV: 2 
20	PRE	10	13-	PRE Attack: 4d6 
10	COM	0	11-	 
10	PD	7		Total: 10 PD / 2 PDr 
6	ED	2		Total: 6 ED / 2 EDr 
3	SPD	2		Phases: 4, 8, 12 
8	REC	2		 
40	END	0		 
40*	STUN	-1		* Includes Modifiers from Growth 
Total Characteristics Cost: 74 
 
Movement: 	Swimming: 4" / 8" 
 
Cost	Powers & Skills 
Combat Training: 
8	Combat Skill Levels: +4 with Grab 
 
Giant Squid Powers: 
20	Great Size: Growth: 3 Levels, 0 END (+1/2), Persistent (+1/2), 
	Always On (-1/2)  
	+15 STR, +3 Body, +3 Stun, -2 DCV, +2 PER vs, +1" reach, -3" KB 
12	Beak: HKA: 1d6 (2d6 with STR), Reduced Penetration (-1/4), END 1 
15	Soft Body: Damge Reduction: 1/2, Physical Reistant, Only vs 
	'impaling attacks' [arrows, bullets, spears] (-1) 
2	Tough Hide: Damage Resistanace: 2 DEF 
6	Gills: Life Support: Breathe Water, Immune to Pressure 
- -12	Running: -6" (0" Total) 
2	Swimming: +2" (4" Total), END 1 
4	Swimming: +6" (10" Total), Straight line movement only (-1/2),  
	END 2 
10	Tentacles: Clinging (30 STR) 
6	Sharp Senses: Enhanced Perception: +2 with all PER 
4	Sharp Eyesight: Enhanced Perception: +2 with Sight PER 
5	Tentacles: Extra Limbs (10 'arms' total) 
42	Tentacles: Stretching: +7", 0 END (+1/2), No Noncombat  
	Stretch (-1/4) 
3	Sharp Eyesight: Telescopic Sense: +2 with Sight PER 
	 
5	Stealth 14- 
132	Total Powers & Skills Cost 
206	Total Character Cost 
 
75+	Disadvantages 
15	Hunted: Sperm Whales (MoPow) 8- 
	Physical Limitation: 
10	Cannot leap 
15	No fine manipulation 
15	Susceptability: If out of water: 2d6/Turn 
76	Experience 
206	Total Disadvantage Points 
 
Appearance: 
The giant squid is the living largest invertebrate (and possibly the 
largest ever).  The largest squid ever recorded weigh about 1,900 pounds 
(or more) with a mantle length of 10 feet and tentacles that are upwards 
of 45 feet long.  The longest known giant squid was a full 57 long from 
the end of the mantle to the tips of the longest tentacles.  Giant squids 
are a reddish or purplish color, with a thick mantle and two large eyes 
(that can be up to 10" across).  They have 8 short tentacles and two long 
whip-like tentacles.  The suckers lining these tentacles are equipped with 
numerous small hooks and are can be up to 1 inch across. 
 
Ecology: 
Giant Squid seem to live at depths of about 1,000-6,000 feet, although 
this is not certain.  It is known that they avoid the surface - unless 
sick or dying, although some giant squid have been washed ashore after 
great storms.  Three of the more common locals to find giant squid are 
Newfoundland, New Zealand and Norway.   
 
Giant squid prey on fish, small sharks, skates, shell fish and other 
squids.  It is not know how they hunt, how long they live (some estimates 
but this at 3-5 years) or how they breed.  No one has ever seen a living 
giant squid in the wild. 
 
Motivations:  
Typical animal motivations. 
 
Combat Techniques: 
As giant squid are neutrally buoyant, it is presumed that they float 
motionless in the water and wait for prey to blunder into their long 
tentacles (at which point prey is dragged to the beak).  They may hunt 
near the surface, and there have been a few cases of giant squid attacking 
boats (usually after being prodded by occupants in the boat).  At least 
one report states that two men were snatched from the side of a becalmed 
ship in Indian Ocean, while another states that a giant squid grabbed a 
man off of a floating bit of wreckage during World War II.  Naturally, if 
injured the squid will jet away quickly, and unlike its smaller relatives, 
the giant squid's ink sacks are very small and don't produce clouds of ink 
equal to its size. 
 
Other Names: Cuttlefish, Devil Fish, Kraken  
 
Rumors: 
As it is unknown how large the giant squid can get, size of 100 feet or 
mare have been ascribed to it.  It is also said to be capable of pulling 
ships to the bottom.  The Norwegians believed in the Kraken, a squid 
reported as being over a mile in circumference. 
 
Designer's Notes: 
The giant squid is the largest known animal that no one have ever seen in 
the wild.  It is only known by dredged up specimens and bodies that have 
washed ashore.  The write up in the Hero Bestiary is pretty much on the 
money, although I made mine a little quicker (squid are very fast) and 
smaller in the body [less Growth] but longer in the tentacle [more 
Stretching]. 
 
Recommended Reading: 
Ellis, Richard 
	Monsters of the Deep 
	The Search for the Giant Squid 
 
 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
  "...If said motherboard is equipped with an Intel central processing unit, 
    an appropriate warning label bearing the words 'Intel Inside' shall be 
          permanently affixed to the case in a prominent location." 
     Bruce Murphy, excerpting a new OSHA regulation for computer systems 
 
------------------------------ 
 
Date: Tue, 20 Jul 1999 20:25:08 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: CHAR: Graboids 
 
<2 experience points if you figure out where these are from!> 
 
GRABOIDS 
 
Val	CHA	Cost	Roll	Notes 
35*	STR	5	16-	3200kg; 7d6 
15	DEX	15	12-	OCV: 5 / DCV: 5 
25	CON	30	11-	 
25*	BODY	22	11-	 
7	INT	-3	10-	PER Roll 13- 
5	EGO	-10	10-	ECV: 2 
18	PRE	8	13-	PRE Attack: 3 1/2d6 
0	COM	-5	11-	 
9	PD	6		Total: 12 PD / 3 PDr 
7	ED	2		Total: 10 ED / 3 EDr 
3	SPD	5		Phases: 4, 8, 12 
8	REC	0		 
50	END	0		 
46*	STUN	0		* Includes modifiers for Growth 
Total Characteristics Cost: 75 
 
Movement:	Tunneling: 6" / 12" 
 
Cost	Powers & Skills 
Combat Training: 
4	Combat Skill Levels: +2 with Grab 
 
Graboid Powers: 
27	Great Size: Growth: 4 Levels, 0 END (+1/2), Persistent (+1/2), 
	Always on (-1/2) 
	+20 STR, +4 BODY & STUN, +1" Reach, -4" KB, -3 DCV, +3 to others 
	PER 
8	Feeder Tentacles: HKA: 1/2d6 (1d6+1 w/STR),  
	Reduced Penetration (-1/4), END 1 
40	Gaping Maw: HKA: 1d6+1 (2 1/2d6 with STR), Continuous (+1), END 4 
9	Thick Skin: Armor: 3 DEF 
4	Armored Head: Armor: +4 DEF, Locations 3-5 Only (-2) 
- -12	Running: -6" (0" Total) 
43	Tunneling: 6", up to 2 DEF, Closes tunnel behind, END 1  
- -2	Swimming: -2" (0" Total) 
5	Feeder Tentacles: Extra Limb: 3 Tentacles 
6	Acute Hearing: +3 with Hearing PER Roll 
56	Vibration Detection: Detect: Vibrations and surface movement, 
	Sense, Targeting, Telescopic +6, Range, 360 degrees 16- 
188	Total Powers & Skills Cost 
263	Total Character Cost 
 
75+	Disadvantages 
	Distinctive Features:  
15	Horrid stink (NC) 
20	Huge worm-like creature (NC) 
	Physical Limitation: 
15	Blind (no sensesother than hearing/vibration detection) 
10	Cannot leap 
15	No fine manipulation 
	Psychological Limitation:  
20	Relentlessly hungry, goes out of its way to find food 
15	Will flee from large/intense surface explosions (U, T) 
15	Susceptability: 3d6 STUN from large sesmic shocks (Instant) 
63	Experience 
263	Total Disadvantage Points 
 
Appearance: 
A graboid is a large worm-like creature with a tan colored body and a head 
that is heavily armored with a black, bony shell.  The body is covered 
with short,thick spikes, that enable a graboid to swim through loose dirt. 
Inside the mouth are three feeder tentacles that can reach out to attack 
objects up to six feet away.  These tentacles are equipped with small 
biting mouths lined with sharp teeth. 
 
Ecology: 
Graboid are subterranean predators that dwell in areas of loose dirt and 
sand. They will feed on anything they can catch, including horses, sheep 
and people.  So far, graboids seem to be restricted to one small valley in 
Nevada. 
 
Motivations:  
Typicial animal motivations.  Grabopids are ravenous predators, and must 
eat constantly in order to provide the energy required to move their bulk 
through the ground. 
 
Combat Techniques: 
A graboid hunts by listening for surface vibrations, at which point it 
will come up to the surface and grab hold of the nearest object with its 
feeder tentacles, drawing the object down to its maw to be devoured. 
Anything inedible will be promptly spat back out (unless it is small 
enough to be swallowed whole).  As they cannot see, anyone remaining 
motionless is usually safe from attack.  Note that graboids have very 
sensitive hearing and will quickly flee any large sesmic disturbance (such 
as a surface explosion) as fast as possible. 
 
Other Names: Snakeoids, Rocket Worms  
 
Rumors: 
It is unknown where graboids come from or how they breed.  Popular 
speculation blames the US Government and space aliens. 
 
Designer's Notes: 
Graboids created by Brent Maddock and S. S. Wilson. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
  "...If said motherboard is equipped with an Intel central processing unit, 
    an appropriate warning label bearing the words 'Intel Inside' shall be 
          permanently affixed to the case in a prominent location." 
     Bruce Murphy, excerpting a new OSHA regulation for computer systems 
 
------------------------------ 
 
Date: Tue, 20 Jul 1999 17:28:48 -0700 
From: "Harvey, Michael" <michael.harvey@intel.com> 
Subject: RE: Magic System Design - Looking for an Idea I like 
 
>    A nice side effect of these systems is that you can also set a  
> stipulation that the effects have to be *subtle*. 
 
Ooh I like that.  How about all priest magic must have the advantages 
Indirect and Invisible Power Effects, and any foci must be inobvious. 
 
Mike 
 
------------------------------ 
 
Date: Wed, 21 Jul 1999 10:32:10 +1000 
From: Mad Hamish <h_laws@postoffice.utas.edu.au> 
Subject: RE: OIHID? 
 
At 14:31 20/07/99 -0700, Rodger Bright wrote: 
>I interpret Instant Change as this: 
> 
>I am a magic using dude, and when I am in my "Mr. Magic" form I like to wear 
>bright pink robes.  I have a spell that allows me to snap my fingers and 
>transport my Pink Robes from my dresser onto my body, and it also transports 
>my clothes I am wearing into my dresser. 
 
Yep, fair enough. 
Another special effect would be shapechanging gear. Speedsters... 
> 
>Piotr Rasputin turns on his Armor power, and whabam he is now Colossus.  The 
>special effect of his armor power is that he is covered in metal, from head 
>to toe.  He also gets a little bigger, so I would buy 1 point of growth, 
>just to emulate the fact that he gets a few inches taller, and gains some 
>width and mass. 
>  This is not instant Change in my book, the change is just a 
>special effect of his other powers (like growth, armor, life support, extra 
>STR, etc.).  His clothes don't auto magically change, if he was in a 
>business suit, he would still be in a business suit. 
 
Don't know about growing, seems to depend on the artist,the mass would be 
better done as density increase iirc he's meant to weight a _lot_ in 
armoured form. 
But the armoured form isn't instant change. It's either a multiform or a 
special effect of his powers. 
> 
>The Human Torch is a funky situation, I personally feel that he doesn't 
>really have Instant Change, but that would be the only power I can think of 
>that can be used to define his "Unstable Molecule" outfit, and why it 
>doesn't get burned up. 
 
Why do you need to describe his unstable molecule outfit? 
It's special effect.  
Or it's a very low cost perk. 
> 
>If Johnny Storm is wearing regular clothes and does his "Flame On" then they 
>will be incinerated by his RKA Damage Shield (his fiery skin).  But of 
>course this is marvel, and I have seen the Human Torch carry people while 
>engulfed in flames. 
 
I believe that virtually everything that the torch wears is unstable 
molecules for that very reason (many of the marvel heroes wear it)  
 
When the human torch carries people he leaves his arms unflamed. 
 
>>I meant that I assumed you needed to have Instant Change to "Flame On" or 
>>other form-changing effects. 
 
Instant change defines the ability to instantly change into costume. The 
Flash would have it as would Doctor Strange. Steel might as well. 
Form changing effects could be Shapechange, multi-form or just special effect. 
 
> 
>I don't think you were unclear.  I think the answer is: Instant Change lets 
>you change instantly.  Otherwise it takes a turn(?).  So, if Johnny Storm 
>doesn't have Instant Change, then saying "flame on" and getting the fire 
>going takes about 15 seconds (or whatever). 
 
Nope, because that's activating another power; it's not affected by Instant 
Change. 
 
 
**************************************************************************** 
The Politician's Slogan 
'You can fool all of the people some of the time and some of the people all 
of the time, but you can't fool all of the people all of the time. 
Fortunately only a simple majority is required.' 
**************************************************************************** 
 
Mad Hamish 
 
Hamish Laws 
h_laws@postoffice.utas.edu.au 
h_laws@tassie.net.au 
 
------------------------------ 
 
Date: Wed, 21 Jul 1999 10:36:54 +1000 
From: Mad Hamish <h_laws@postoffice.utas.edu.au> 
Subject: Re: Kumate (boy spelling is hard>>>)(Long [and quite   possiblypointless]) 
 
At 01:21 18/07/99 -0400, geoff heald wrote: 
>At 11:59 AM 7/18/99 +1000, you wrote: 
>>At 09:47 13/07/99 -0700, James Jandebeur wrote: 
>>>> BTW, has anyone ever tried to make Taskmaster for HERO?  He is one 
>>>> of my favorites, but has potential problems (No Skills in a VPP).  You 
>>>> could probably model his abilities with OCV and DCV bonuses with a minor 
>>>> limitation, buying them up to permanence, and use the VPP for any Powers 
>>>> that are considered "Skills." 
>> 
>>Why would Taskmaster have a VPP? 
>>The only VPP part would be his equipment. 
>> 
>>What would be better expressed is combat levels (5 or 8 points) only versus 
>>people he has observed for x rounds - made perception test etc . 
>>Maybe a -1/4 point limitation or just SE. 
>>Maybe danger sense with the same limitation with the same limitation 
>> 
>>His already gained abilities of the people that he's studied so they would 
>>be base powers and attributes. 
>> 
>I should point out here, Taskmaster does not automatically know how to 
>counter someone's fighting style.  
 
From the Gamer's Handbook Of The Marvel Universe MU4 
 
Known Powers 
A successful Intuintion Feat enables him to guess an opponent's impending 
actions. He can make one Intuition feat for each enemy each turn. 
 
Talents 
"He can perform any fighting or agility FEAT performed by Captain America, 
Daredevil, ...These People fight him at -2CS." 
 
Because of his knowledge of their fighting styles he can predict what 
they're going to do which strikes me as a valid reason for the limitations. 
 
> If he did, I'd just load him up with 
>Find Weakness and Analyze Style.  Taskmaster can learn someone's fighting 
>style just by watching them.  Even on video tape.  So basicly, all he needs 
>to learn a new martial art (read "series of maneuvers that cost points") is 
>watch someone using it.  Hence, it is easiest to give him the ol' VPP:Mimic 
>Other People's Powers with the Lims: Only Powers a Normal Human Is Capable 
>Of and Only Powers He Has Seen Used. 
 
I think you're getting stuffed up between special effect and implementation.  
 
If Taskmaster was just beginning then that might be the best way to do it 
but at the stage of development he's in at the marvel universe (having 
studied Cap, spider man ...) then it's not going to be too common that he 
is exposed to a new ability to learn.  
 
Maybe he'd need a small one for what he can learn off the heroes but really 
how much is there left to learn? 
 
Now if you were playing a Taskmaster at the beginning of his career then 
maybe, but nowadays if you've studied cap and everyone else you'll have all 
the martial arts maneuvers, maximum dex possible and more combat levels 
than you can poke a stick at, Acrobatics etc out the wazoo... 
 
Give him all the martial arts maneuvers with variable special effect to 
allow him to mimic any style he wants.... 
> 
>A lot of this is up to the GM, too.  I mean, I might rule that Spiderman's 
>Swing By is mimicable, or I might rule that it is only because of his 
>Spider-Strength that he doesn't dislocate his arms when doing it. 
> 
>Lastly, I think Taskmaster is best suited to the role he was often used 
>for: behind-the-scenes badguy.  Taskmaster trained goons for other badguys. 
> If you were going up against Captain America, Taskmaster would get a bunch 
>of goons and use Cap's fighting style to fight them.  Eventually, the goons 
>learn how to fight Cap.  Then, he offers these trained goons to Red Skull 
>(or whoever). 
> 
>And, for the list, anyone said Black Widow or Kraven the Hunter or The 
>Human Fly? 
 
I said the black widow, didn't think of Kraven and have no idea who the 
Human Fly is. 
 
**************************************************************************** 
The Politician's Slogan 
'You can fool all of the people some of the time and some of the people all 
of the time, but you can't fool all of the people all of the time. 
Fortunately only a simple majority is required.' 
**************************************************************************** 
 
Mad Hamish 
 
Hamish Laws 
h_laws@postoffice.utas.edu.au 
h_laws@tassie.net.au 
 
------------------------------ 
 
Date: Wed, 21 Jul 1999 10:38:03 +1000 
From: Mad Hamish <h_laws@postoffice.utas.edu.au> 
Subject: Re: OIHID? 
 
At 00:46 18/07/99 -0700, Grant Enfield wrote: 
> 
> 
>A while ago it came up on this list that Only In Hero ID should only be used 
>for characters like Captain Marvell whose IDs are substantially different. 
>(I think the book also uses Thor's hammer as an example of OIHID instead of 
>a focus because he never loses it.) I've always bought energy projectors and 
>form-changing bricks with OIHID powers (like the Human Torch or Colossus), 
>but those earlier posts suggested that perhaps all their "hero form" powers 
>should be linked to a base power (Torch's force field 
 
Firstly Torch doesn't have a force field. He'd have a damage shield and 
probably armour bought only versus stuff which burns or melts.  
 
Secondly he's used flame control powers without putting on the full body 
flame. 
 
> or Colossus's density increase or armor). 
 
Colossus could be built either as an OIHID or a multiform. 
I don't think that it really works as a linked benefit. 
 
> Did I understand this correctly? It seems like it might 
>be cheaper to link all your powers to one "defining" power than to just buy 
>OIHID powers. (Although I did convert a character of mine, and the totals 
>were only a few points different between the two methods.) 
> 
>What are opinions on this? 
 
IMO that's where you have to look at exactly what you see as the powers.  
 
> 
>Have I been building my characters weird all this time? 
 
Not IMO.  
IMO  
 
**************************************************************************** 
The Politician's Slogan 
'You can fool all of the people some of the time and some of the people all 
of the time, but you can't fool all of the people all of the time. 
Fortunately only a simple majority is required.' 
**************************************************************************** 
 
Mad Hamish 
 
Hamish Laws 
h_laws@postoffice.utas.edu.au 
h_laws@tassie.net.au 
 
------------------------------ 
 
Date: Wed, 21 Jul 1999 10:37:33 +1000 
From: Mad Hamish <h_laws@postoffice.utas.edu.au> 
Subject: Re: The Scarlet Witch 
 
At 03:57 18/07/99 EDT, RandynGP@aol.com wrote: 
>I was wondering, has anyone ever statted-up the Scarlet Witch from Marvel?   
>I'm working on a probability altering character and could use some help with  
>the game mechanics.  Aside from giving him ten dice of luck (LOL), I'm 
really  
>having a hard time.  Any suggestions? 
> 
 
Transform character to character with Unluck 
 
Major Transform cumulative 
 
VPP luck focus, so it has effects which can be caused by bad luck. 
 
**************************************************************************** 
The Politician's Slogan 
'You can fool all of the people some of the time and some of the people all 
of the time, but you can't fool all of the people all of the time. 
Fortunately only a simple majority is required.' 
**************************************************************************** 
 
Mad Hamish 
 
Hamish Laws 
h_laws@postoffice.utas.edu.au 
h_laws@tassie.net.au 
 
------------------------------ 
 
Date: 20 Jul 1999 20:54:31 -0400 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: CHAR: Graboids 
 
- -----BEGIN PGP SIGNED MESSAGE----- 
Hash: SHA1 
 
* Michael Surbrook <susano@dedaana.otd.com>  on Tue, 20 Jul 1999 
| <2 experience points if you figure out where these are from!> 
 
"Im Land Der Raketen-Würmer" 
 
For 2 points one would expect it to be a challenge :). 
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=/cJS 
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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: Tue, 20 Jul 1999 21:35:00 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: CHAR: Graboids 
 
On 20 Jul 1999, Stainless Steel Rat wrote: 
 
> * Michael Surbrook <susano@dedaana.otd.com>  on Tue, 20 Jul 1999 
> | <2 experience points if you figure out where these are from!> 
>=20 
> "Im Land Der Raketen-W=FCrmer" 
 
"In the Land of the Rocket Worms" 
=20 
> For 2 points one would expect it to be a challenge :). 
 
Okay, I'll try a harder one next time. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
Elric: "Not long since, I counted myself without comrades.  Now, I have 
=09many.  For that reason alone I will fight beside them!" 
Erekose: "That is, perhaps, the best of reasons." 
 
_Elric: Sailor on the Seas of Fate_, Michael Moorcock 
 
------------------------------ 
 
Date: Tue, 20 Jul 1999 21:42:28 EDT 
From: Leah L Watts <llwatts@juno.com> 
Subject: Group Mind 
 
I'm working on a critter with a group mind -- all members of a given pack 
share their thoughts constantly.  The obvious place to start (for me, at 
least) is Mind Link,  Always On.  Three questions about this, though: 
 
1) The softcover BBB lists Mind Link as Persistent (p. 57), and the 
description says it costs 0 END -- so does it really need Always On, or 
can I handwave that part and just say they never want to "hang up"? 
 
2) There has to be something negative about an Always On power according 
to the writeup.  I was going to give them a Susceptibility to another 
pack member taking BODY, is that enough of a disad?  If not, any ideas 
for something to add? 
 
3) Am I missing something incredibly obvious that would be a simpler way 
to build this?  (65 hours on last week's time card, this week will be 
even longer.) 
 
Thanks! 
 
Leah 
 
___________________________________________________________________ 
Get the Internet just the way you want it. 
Free software, free e-mail, and free Internet access for a month! 
Try Juno Web: http://dl.www.juno.com/dynoget/tagj. 
 
------------------------------ 
 
Date: 20 Jul 1999 22:21:07 -0400 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: CHAR: Graboids 
 
- -----BEGIN PGP SIGNED MESSAGE----- 
Hash: SHA1 
 
* Michael Surbrook <susano@dedaana.otd.com>  on Tue, 20 Jul 1999 
| "In the Land of the Rocket Worms" 
 
Yep.  I don't know who to kill for the name change, but that is the title 
given to "Tremors" in Germany.  Ah, the joys of an ex-housemate who was a 
cinematography major :). 
- -----BEGIN PGP SIGNATURE----- 
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a69uIgJ6Mn7k2X1yASxt7GQ= 
=zKyK 
- -----END PGP SIGNATURE----- 
 
- --  
Rat <ratinox@peorth.gweep.net>    \ Happy Fun Ball may stick to certain types 
Minion of Nathan - Nathan says Hi! \ of skin. 
PGP Key: at a key server near you!  \  
 
------------------------------ 
 
Date: Tue, 20 Jul 1999 19:35:37 -0700 
From: jayphailey@juno.com 
Subject: Re: CHAR: Graboids 
 
><2 experience points if you figure out where these are from!> 
> 
>GRABOIDS 
 
 
Tremors?   
 
Omega Squad PCs defeated a group of these sorts of creatures by the use 
of Boom Boxes, rap cd's and lots and lots of dynamite. 
 
 
Jay P. Hailey <Meow!>    [ICQ: 37959005]  
 
Read Star Trek- Outwardly Mobile At- 
 
http://phoenixinn.iwarp.com/jay/ 
 
___________________________________________________________________ 
Get the Internet just the way you want it. 
Free software, free e-mail, and free Internet access for a month! 
Try Juno Web: http://dl.www.juno.com/dynoget/tagj. 
 
------------------------------ 
 
Date: Tue, 20 Jul 1999 23:03:58 -0500 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Group Mind 
 
At 09:42 PM 7/20/1999 EDT, Leah L Watts wrote: 
>I'm working on a critter with a group mind -- all members of a given pack 
>share their thoughts constantly.  The obvious place to start (for me, at 
>least) is Mind Link,  Always On.  Three questions about this, though: 
> 
>1) The softcover BBB lists Mind Link as Persistent (p. 57), and the 
>description says it costs 0 END -- so does it really need Always On, or 
>can I handwave that part and just say they never want to "hang up"? 
 
That strikes me as abusive (especially if you adopt the suggestion below.) 
 
>2) There has to be something negative about an Always On power according 
>to the writeup.  I was going to give them a Susceptibility to another 
>pack member taking BODY, is that enough of a disad?  If not, any ideas 
>for something to add? 
 
When one has insomnia, none of them can sleep.  That stupid song lyric one 
guy can't get out of his head is in /everybody's/ head.  Hmmmm, wait, this 
is an animal of some kind?  Packs usually have an 'alpha' male (or female, 
or both.)  I'd think a continuous mental connection would make it 
difficult, if not impossible, for any one of them to rise to this position 
over the others.   
 
Without a clear leader to follow, the pack is probably indecisive about any 
situation whose solution isn't really obvious to all concerned. 
Instinctive "fight or flight" shouldn't be compromised, but for anything 
that requires much more thought, the pack might have to delay action for 
one or more Phases while they mentally argue out what to do. 
 
Damon 
 
------------------------------ 
 
Date: Tue, 20 Jul 1999 21:08:01 -0700 
From: "Ron Abitz" <abitz@richpoor.com> 
Subject: Re: Group Mind 
 
: Group Mind 
 
 
>I'm working on a critter with a group mind -- all members of a given pack 
>share their thoughts constantly.  The obvious place to start (for me, at 
>least) is Mind Link,  Always On.  Three questions about this, though: 
> 
>1) The softcover BBB lists Mind Link as Persistent (p. 57), and the 
>description says it costs 0 END -- so does it really need Always On, or 
>can I handwave that part and just say they never want to "hang up"? 
> 
>2) There has to be something negative about an Always On power according 
>to the writeup.  I was going to give them a Susceptibility to another 
>pack member taking BODY, is that enough of a disad?  If not, any ideas 
>for something to add? 
> 
>3) Am I missing something incredibly obvious that would be a simpler way 
>to build this?  (65 hours on last week's time card, this week will be 
>even longer.) 
> 
>Thanks! 
> 
>Leah 
 
 
One disadvantage of Mind Link always on is that they are always 0 ECV to 
each other. 
 
------------------------------ 
 
Date: Tue, 20 Jul 1999 21:31:40 -0700 
From: "Ron Abitz" <abitz@richpoor.com> 
Subject: Re: Group Mind 
 
>When one has insomnia, none of them can sleep.  That stupid song lyric one 
>guy can't get out of his head is in /everybody's/ head.  Hmmmm, wait, this 
>is an animal of some kind?  Packs usually have an 'alpha' male (or female, 
>or both.)  I'd think a continuous mental connection would make it 
>difficult, if not impossible, for any one of them to rise to this position 
>over the others. 
> 
>Without a clear leader to follow, the pack is probably indecisive about any 
>situation whose solution isn't really obvious to all concerned. 
>Instinctive "fight or flight" shouldn't be compromised, but for anything 
>that requires much more thought, the pack might have to delay action for 
>one or more Phases while they mentally argue out what to do. 
 
 
Note that Mind Link is not Telepathy and they are not "reading" each others 
minds as much as receiving. 
 
------------------------------ 
 
Date: Tue, 20 Jul 1999 23:39:49 -0500 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Group Mind 
 
At 09:31 PM 7/20/1999 -0700, Ron Abitz wrote: 
> 
> 
>>When one has insomnia, none of them can sleep.  That stupid song lyric one 
>>guy can't get out of his head is in /everybody's/ head.  Hmmmm, wait, this 
>>is an animal of some kind?  Packs usually have an 'alpha' male (or female, 
>>or both.)  I'd think a continuous mental connection would make it 
>>difficult, if not impossible, for any one of them to rise to this position 
>>over the others. 
>> 
>>Without a clear leader to follow, the pack is probably indecisive about any 
>>situation whose solution isn't really obvious to all concerned. 
>>Instinctive "fight or flight" shouldn't be compromised, but for anything 
>>that requires much more thought, the pack might have to delay action for 
>>one or more Phases while they mentally argue out what to do. 
> 
> 
>Note that Mind Link is not Telepathy and they are not "reading" each others 
>minds as much as receiving. 
 
But if it's an animal pack, they probably aren't selective about when 
they're broadcasting to each other and when they aren't; therein lies the 
drawback to the mental link being continuous:  you can't choose not to 
receive. 
 
Damon 
 
------------------------------ 
 
Date: Tue, 20 Jul 1999 23:12:32 -0700 
From: Chad Riley <chadriley01@sprynet.com> 
Subject: Re: CHAR: Graboids 
 
Tremors? 
 
Michael Surbrook wrote: 
 
> <2 experience points if you figure out where these are from!> 
> 
> GRABOIDS 
 
> 
 
------------------------------ 
 
Date: Tue, 20 Jul 1999 23:50:35 -0700 
From: Reverend Spith <cptspith@teleport.com> 
Subject: Re: CHAR: Graboids 
 
Chad Riley wrote: 
>  
> Tremors? 
 
> Michael Surbrook wrote: 
>  
> > <2 experience points if you figure out where these are from!> 
> > 
> > GRABOIDS 
 
   Okay, Mr. Surbrook, how about a writeup of Daddy Graboids from 
Arakkis? 
 
- --  
- -Reverend Spith 
 
"...Look, while catastrophe is unlikely, there's gonna be some glitches. 
 If there is a widespread breakdown of computer networks, you won't have 
 access to your own ATM; you won't be able to talk on a cel phone, or 
program 
 your VCR and you won't be able to buy gas for your car.  MY GOD, 
Mr.Peabody, 
 in the blink of an eye we'll be catapulted all the way back to 1977! 
 DAMN you, Y2K bug, damn you to HELL!" 
                                    -Dennis Miller, "Dennis Miller Live" 
 
------------------------------ 
 
Date: Wed, 21 Jul 1999 07:08:23 EDT 
From: DJHarkavy@aol.com 
Subject: Re: CHAR: Singularity (need help, long) 
 
In a message dated 7/20/99 8:13:24 PM Eastern Daylight Time, nolan@erols.com  
writes: 
 
<< Nope.  While this is a very cool character, it won't work as written.  If  
his 
 mass remains constant, so does his gravity, regardless of his density.  A 
 180-lb. man that is six feet tall will have the exact gravitational pull of a 
 180-lb man half an angstrom long.  The point of singularities is that they're 
 caused by MASSIVE objects. 
  >> 
 
Not entirely.  A singularity can be caused by a smaller mass that is very  
compact.   However, the only way such singularities could have formed is in  
the intense energies of the big bang.   Smaller masses of normal matter will  
not have the energy to compact together to form a singularity.  Only masses  
outside Chandresakkars (sp?) limit (about 2.5 x that of the sun) have the  
mass to keep shrinking to the point where the gravitational gradient (change  
in gravitational pull over distance) is suficient to keep light form  
escaping.  But in theory, smaller singularities could have formed, and a  
person shrinking and compacting (density increase) to submicroscopic size  
could possibly do so.    
 
Of course, the smaller the black hole, the faster it loses energy.  So a  
human massed singularity would literally pop into nonexistance by loss of  
energy within seconds.  But this is champions, not physics anyway. 
 
- -- 
Dan Harkavy 
DJHarkavy@aol.com 
 
------------------------------ 
 
End of champ-l-digest V1 #462 
***************************** 
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Date: Monday, September 06, 1999 10:45 AM