Digest Archives Vol 1 Issue 63

Desmarais, John
From: owner-champ-l-digest@sysabend.org
Sent: Thursday, December 03, 1998 6:15 PM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #63

champ-l-digest Thursday, December 3 1998 Volume 01 : Number 063



In this issue:

Re: CHARACTER DESIGN CHECKLIST
CHAR: Kulilin
Re: Taking Powers Away (was Independent Limitation)
Re: Independent Limitation
Re: Article on Canada
Re: squeezing damage
Re: A new player in the arena...
RE: Independent Limitation
Re: NEED IDEAS: FUN WITH NAZIS
Re: Independent Limitation
RE: Independent Limitation
Re: Posting Characters?
Re: Unfinished Power Set!
Re: Article on Canada (fwd)
Re: Unfinished Power Set!
Re: OT:Looking for KISS Movie
Re: Independent Limitation
Upcoming CHAR
Re: Independent Limitation
Re: squeezing damage
Re: NEED IDEAS: FUN WITH NAZIS
Re: Unfinished Power Set!
Re: Independent Limitation
Re: NEED IDEAS: FUN WITH NAZIS
Re: Independent Limitation
Re: Unfinished Power Set!
Re: Independent Limitation

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

Date: Thu, 03 Dec 1998 06:47:01 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: CHARACTER DESIGN CHECKLIST

At 06:00 PM 12/2/98 -0500, thomas deja wrote:
>I see the power overlap thing as a fine line sort of situation--yes,
>having overlapping powers might result in players stepping on each
>other's places in the campaign, but if the players are good enough, it
>can result in some interesting role playing. Hell, I thought my
>character in my present sit-down game was stepping on another
>character's place, but the characters in question have not only become
>close friends, but have used the overlap for their advantage.

This is, of course, one example of a case where two characters with
considerable overlap isn't necessarily a bad thing, because (as you say)
the two players involved are good role-players. Hopefully the two
characters have some other way in which they contrast, but even if not the
situation's workable.
- ---
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

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

Date: Thu, 3 Dec 1998 11:26:21 -0500 (EST)
From: Michael Surbrook <susano@otd.com>
Subject: CHAR: Kulilin

[another Dragonball Z character. Note, I may stop posting these since the
next character (Piccolo) is 975 points, and they are only going to go up
from there. UNless you all want to see 1000+ point walking engines of
destruction...]

KULILIN

Val CHA Cost Roll Notes
35 STR 25 16- 3200kg; 7d6
25 DEX 45 14- OCV: 8 / DCV: 8
28 CON 36 15-
16 BODY 12 12-
13 INT 3 12- PER Roll 12-
15 EGO 10 12- ECV: 5
10/20 PRE 0 11-/13- PRE Attack: 2d6
12 COM 1 11-
20 PD 13 Total: 20 PD
20 ED 14 Total: 20 ED
5 SPD 15 Phases: 3, 5, 8, 10, 12
14 REC 2
60 END 2
50 STUN 2
Total Characteristics Cost: 180

Movement: Flight: 25" / 100"
Running: 6" / 12"
Superleap: 18" / 36"
Swimming: 2" / 4"
Teleport: 12"

Cost Powers & Skills
Combat Training:
20 Combat Skill Levels: +4 with Hand-to-Hand
9 Combat Skill Levels: +3 with Ki Powers Multipower
Martial Arts: Kamesennin-ryu
Maneuver OCV DCV Damage
4 Block +2 +2 Block, Abort
4 Dodge +0 +5 Dodge vs All, Abort
4 Elbow Strike +2 +0 11d6 Strike
5 Flying Kick +1 -2 13d6 Strike
5 Kick -2 +1 13d6 Strike
4 Punch +0 +2 11d6 Strike
3 Throw +1 +0 8d6 + v/5; Target Falls
8 +2 Damage Classes with Martial Arts

Ki Powers:
125 Ki Powers Multipower: 125 Point Pool
7 u - Double Tsuikidan: EB: 16d6, No Range Mod (+1/2),
Full Phase (-1/2), Gestures (-1/4), END 12
7 u - Kakusandan: EB: 12d6, AoE: Radius - Nonselective (+3/4),
Indirect (+1/4),Full Phase (-1/2), Gestures (-1/4), END 12
5 u - Kamehameha: EB: 25d6, x2 END (-1/2), Full Phase (-1/2),
Incantations (-1/4), Gestures (-1/4), END 25
7 u - Ki Blast: EB: 14d6, END 7
6 u - Kienzan: RKA: 5d6, Armor Piercing (+1/2), Full Phase (-1/2),
Gestures (-1/4), END 11
4 u - Taiyoken: Flash: 4d6 vs Sight Group, Explosive (+1/2),
Personal Immunity (+1/4), Incantations (-1/4), Gestures (-1/4),
No Range (-1/2), END 9

55 Bukujutsu: Flight: 25", x4 NCM, END 5
5 Fusenko: Gliding: 5"
6 Running: +3" (9" total), END 2
14 Sanzouken: Teleport: 12", No Non-combat movement (-1/4), Must be
able to cross distance normally (-1/2), END 2
11 Superleap: +11" (18" total), END 4
37 Ki Sense: Detect: Ki, Discriminatory, Ranged, Sense,
Telescopic +8, 360 degrees
22 Zazoken: Images: Sight, Radius 16", -4 to PER, Must perform a
half-move minimum (-1/2), No Range (-1/2) END 4
20 Invisible Jumping: Invisibility: Sight, No Fringe, Must make a
Full Move (-1/2), END 3

Background Skills:
5 Self Confidence: +10 PRE, Defensive Only (-1)
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
2 KS: Martial World 11-
2 KS: Kamesennin-ryu 11-
1 PS: Fighting monk/Priest 8-
4 TF: Air vehicles, Ground Vehicles
420 Total Powers & Skills Cost
600 Total Character Cost

100+ Disadvantages
10 Distinctive Features: Short, bald monk with six dots on his
forehead and no nose (C)
Psychological Limitation:
15 Code vs Killing (C, S)
15 Easily Flustered by a Pretty Face (C, S)
5 In Love With #18 (U, M)
5 Reputation: Powerful fighter 8-
5 Rivalry: Goku (friendly)
5 Unluck: 1d6
440 Experience
600 Total Disadvantage Points

Designers Notes:
Kulilin is Son Goku's best friend, and one of the best (all around)
characters in Dragonball Z. He first appears very early in the series, as
a young monk who wishes to learn fighting arts from Kame-sennin (and thus,
in prove his self-image). Intially, Kulilin is a bit of a jerk, who
bribes Kame-sennin with adult magazines and cheats in several contests.
This attitude is quickly replaced by a more 'pure' work ethic and he and
Goku soon become excellent students of Kame-sennin, suprassing even the
old master's expectations.

With time, Kulilin will age, and grow up (literally), although he will
always be one of hte shrotest Z fighters (and characters for that matter).
He is also a close friend of Son Gohan, and hangs out with him quite a
bit. Kulilin is also one of the more unlucky cast members, dying at least
three times during the series. His second death, at the hands of Freezer,
is probably his most 'important' as it is this action that pushes Son Goku
to hit Super-Saiyajin Level 1 (and kick Freezer's tail something fierce).
Eventually, he will marry Android (or Cyborg) #18 and raise a daughter,
Marrion.

Note: Kulilin's name has more variations thatn anyone else's in the series
(except maybe Beedel). Toriyama writes Kulilin *and* Kuririn in English
in the manga. I am using Kulilin since that is the first English version
I could find. I have seen other versions for his name, as well.

Description:
Kulilin is short, standing no taller than 5' in height. He has a very
strong build and is a powerful fighter. He is bald, has no nose and six
small dots mark his forehead. Toward the end of the series, Kulilin lets
his hair grow out and stops placing the dots on his forehead. Up until
the Cell game, Kulilin wears the standard orange ghi that marks students
of Kamesennin, afterwards he dresses in more Western clothing.

Powers Notes:
Kulilin has a number of potent ki powers, most of which are variations on
powers used by otehr people. He is a skilled fighter, and can hold his
own against most oppoents. As with all other major characters, he can
fly, sense one's ki, leap great distances and move faster than the eye can
follow. He can also perform Son Goku's "Invisible Jumping: trick (or, he
should be able to, since Goku said he would teach it to him) and leave
after images of himself behind while moving. Finally, Kulilin also has a
number of powerful ki energy powers. They are:

Double Tsuikidan: This is an eenrgy blast shot from each hand,
which Kulilin can then guide right into his target.
Kakusandan: Kullin fires an energy blast from each hand, merges
them above the head of his target(s) and then cuases the blast to spilt
apart into a virtual rain of energy blasts.
Kamehameha: This is the standard mega-blast developed by
Kamesennin.
Ki Blast: This is the typical DBZ energy blast.
Kienzan: This is Kulilin's trademark energy disc, that can slash
through targets with ease.
Taiyoken: This technique releases a bright flash of light from the
body, blinding anyone nearby.

Disadvantages Notes:
Kulilin starts out as Son Goku's rival, although this rivalry is never
very serious. Goku and Kulilin quickly become close friends, and train
together as students of Kame-sennin for most of the series. As the
shortest cast member, Kulilin seems to be the butt of many jokes and
slapstick scenes. In the movies, he is often the first to get trashed by
an opponent (hence, his unluck). He also has been killed more times than
anyone else in the series (3 to be exact, Demon King Piccolo, Freezer and
Majin Buu).

Kulilin has an interesting Code vs Killing. Although he is more than
willing to destroy 'monsters', he is less than eager to kill a 'human'
opponent. He can't bring himself to run Vegita through with Yarijobee's
sword for example, even though Vegita was responsible for the deaths of
Yamcha, Tenshinhan, Chao-zu and Piccolo (not to mention smashing Son Goku
*and* Son Gohan around). He also can't bring himself to use the
self-destruct switch and destroy Android #18. Instead, he destroys the
switch itself (and eventually marries #18, but that's a different story).
On the other hand, people like Cell and Freezer, who are obviously evil to
the core, Kulilin will use his powers to their fullest extent.

Kulilin can also be sucked by a pretty face. We see this several times in
both the manga and in the movies. Any highly attractive female performing
a PRE attack on Kulilin should get a few extra dice!

(Kulilin created by Akira Toriyama, character sheet created by Michael
Surbrook)

Michael Surbrook / susano@otd.com
http://www.otd.com/~susano/index.html
"'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion

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

Date: Thu, 03 Dec 1998 09:39:42 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Taking Powers Away (was Independent Limitation)

At 08:51 PM 12/2/98 -0800, Bryant Durrell wrote:
>Branching out into wider discussion...
>
>One of the genre conventions is power loss; sometimes it's temporary,
>but sometime's it's forever. Powergirl in the DCU just got somewhat
>depowered for no good reason; Donna Troy is constantly getting her
>powers taken away, albeit it only lasts until the next writer has a
>clever idea. It's an excellent source of tragedy, if that's what
>you want in your game.
>
>Is this feasible in an RPG? Can it ever work?

It would generally have to be done with the knowledge, consent, and
cooperation of the player involved in the situation. It should also never
be done to an extent that makes the character unable to stand with his
colleagues in battle (though he may have to stand a little further back for
a while), and should *generally* not be done with the Powers that are
central to his conception.
As long as all that's kept in mind, I think it could work.
- ---
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

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

Date: Thu, 03 Dec 1998 07:49:15 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Independent Limitation

At 08:55 AM 12/2/98 -0600, Guy Hoyle wrote:
>On 12/2/98, at 4:32 PM, James Jandebeur wrote:
>>Do you expect or intend the character to permanently and irrevocably lose
>>suits in the course of the game, or will the suits be rebuilt later
>>(possibly better than the lost one)? Permanently losing it, and the points
>>that go into making it (making this character fewer points than the other
>>characters in the game, and thus less powerful) is what is supposed to
>>happen with Independent.
>
>Hmm, I swear I don't remember this part of Independent in any incarnation
>of the Hero System Rules. This is a common interpretation, but there is no
>mandate that characters with Independant powers must lose them. That
>danger should always exist, and should frequently be threatened, but the GM
>is not compelled to steal, destroy, or otherwise deprive the character of
>anything with the Independant limitation. (This reminds me of a common
>misconception with Summoning: that any creature Summoned must be hostile to
>the summoner.)

I have to go along with Guy here. Just because something *can* happen,
doesn't mean that it *must* happen.
My own tendency would be to let the character have the Independent Focus
for a while, then take it away for a period, and then have an opportunity
to get it back. It would be during the absent period that the Limitation
of its being Independent would be underscored; a normal Focus could be
rebuilt or replaced with the same character points, but an Independent one
cannot. The character would just have to do without it for a while.
For this and other reasons, I would not allow a character to take the
Independent Limitation on something -- and certainly not a Focus -- that
was central to his concept and ability to function in the group.
- ---
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

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


Date: Thu, 03 Dec 1998 14:14:25 -0500
From: geoff heald <gheald@worldnet.att.net>
Subject: Re: Article on Canada

This article seemed to make the point perfectly: Canada is so like the US
that Canadians can be thought of as just like Americans.
Of course, I know that Canada is very different and culturally distinct,
but the above sentence sums up the common US opinion.

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

Date: Thu, 3 Dec 1998 10:52:32 -0800
From: "James Jandebeur" <james@javaman.to>
Subject: Re: squeezing damage

>I'm back with a question actually related to Game. If a PC's armour is
>'soft' by special effect or GM decree, how do we deal with squeezing
>damage. To be specific, a FH character with chain armour gets grabbed
>and squeezed by a 25STR zombie. Do I give him the full DEF of the
>armour? I've already instituted a rule that soft armour gives only half
>protection against the Stun of normal physical attacks, should I go
>further? Would it be fair to only give half DEF for BOD of normal
>physical attacks as well?


From my limited understanding of the armor, that would be reasonable. From a
game standpoint, this kind of thing can add significant complication to the
game, at least if you want to be consistent, because you have to keep track
of various rulings regarding how a given type of damage affects a given type
of armor. I know, I started to do it once and my players rebelled. Now one
of them plays GURPS. Ironic.

JAJ, GP

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

Date: Thu, 3 Dec 1998 11:52:00 -0800
From: "Filksinger" <filkhero@usa.net>
Subject: Re: A new player in the arena...

From: Logan Darklighter <logand@cyberramp.net>



>Some good WAVs, as well as a transcript of the sketch in question, can be
>found at:
>
>
>http://www.webguys.com/pdavis/karate/tikwanleep.html
>
>
>Not only can you download a WAV of the entire sketch. There is one short
WAV
>of just the master saying "boottothehead" and the accompanying sound
effect.
>'SH-ZOOMP!!'
>


Thanks! Definitely one for my collection.

Filksinger

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

Date: Thu, 3 Dec 1998 14:14:30 -0500
From: Brian Wawrow <bwawrow@mondello.toronto.fmco.com>
Subject: RE: Independent Limitation

Could someone give me an example of an independant power that's NOT a
focus?

If we're talking about foci being a person, place or thing, then a place
is an immobile focus and a person is a follower.


] True, that's what it says. However, since we are discussing
] using it for
] building an item, the paragraph does apply.
]
] In addition, the original write-up for Independent was using
] it in items
] as a focus, this is probably just a hold-over from those
] times. It seems
] likely that it is intended for all Independent powers to work
] this way,
] since a limitation should work the same way in all (well, almost all)
] cases, and being able to side step part of it by not taking a further
] limitation doesn't seem correct.
]
] JAJ, GP
]
] > No, the only mention under Dispel refers to Independent
] powers placed in
] > items or objects. This does not necessarily include
] Independent powers
] > placed on people or places unless you interpret that to be
] the same thing.
] > Which you shouldn't because item and object only comprises
] one-third of the
] > noun possibilities. "A noun is a person, place or thing." :-)
] >
] > Alan
]

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

Date: Thu, 03 Dec 1998 14:23:07 -0500
From: geoff heald <gheald@worldnet.att.net>
Subject: Re: NEED IDEAS: FUN WITH NAZIS

At 07:30 AM 12/3/98 -0800, you wrote:
>Definitely use a Zeppelin, but: Don't fill the Zeppelin with
>hydrogen, use helium, sure its more expensive, but its worth it.

The US was the world's only supplier of helium at the time, and flatly
refused to sell it for any use which might have military applications. And
Germany used zeppelins for leaflet bombing. So, Germany didn't have enough
helium to lift a zeppelin.

However, recent studies have confirmed older analysis done by Zeppelin: The
Hindenberg was destroyed in an aluminum fire caused by a lightning strike.
The aluminum-treated canvas hull was vulnerable to electricity passing
through it, as in from outside to inside, as opposed to along it. This
caused it to burn. The ship was engulfed and crashed before the hydrogen
ever caught fire.
Hydrogen is not as dangerous as "history" would have us believe.
Of course, it _is_ explosive.

>Remember: good zeppelins have compartmentalized envelopes and
>can't be "popped" with one shot. Also the Nazis will have a supply
>of patch kits.
>

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

Date: Thu, 3 Dec 1998 11:03:31 -0800 (PST)
From: Bryant Durrell <durrell@innocence.com>
Subject: Re: Independent Limitation

James Jandebeur writes:
> > So, are you saying Iron Man's armor is actually a OIF gadget pool with a
> > "powers only change in a lab" limitation? This sounds like independent, with
> > the temporary loss of power...
>
> That's just it: it's not a "temporary loss of power", it's a permanent
> one. If it was Independent, that is. If it was Independent, he could
> never rebuild his armor, because he wouldn't have the points any more.
>
> Yes, I'd give him a gadget pool, but that's not the armor itself. The
> armor is a regular old Focus (or maybe OUIHID), but it's not
> Independent: each time he lost a 75+ point suit, he would be reduced by
> that many points. He's lost them too many times for him to be anything
> but a bawling baby now...

Nah, he's saving up points from all his adventures. He's been around
how many years now? If he has an average GM, he's sure to have a
*ton* of points and he can't have spent them all or he'd be defeating
Galactus single-handedly...

(Tongue in cheek! Really!)

- --
Bryant Durrell [] durrell@innocence.com [] http://www.innocence.com/~durrell
[----------------------------------------------------------------------------]
LAWYER, n. One skilled in circumvention of the law. -- Ambrose Bierce

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

Date: Thu, 3 Dec 1998 13:49:29 -0500
From: Brian Wawrow <bwawrow@mondello.toronto.fmco.com>
Subject: RE: Independent Limitation

There's a limitation under foci called 'difficult to recover'. This is
usually intended for expendible foci but I have, where warranted,
allowed players to take this on regular foci of the non-expendable
variety. Generally, if a foci gets destroyed or lost, I say a player can
remake/rebuild/aquire a new foci in something like a 24 hour period. In
a FH setting, this involves finding an appropriate replacement and
attuneing the new foci over a day or so, depending on the Attunement
roll. Before anybody goes hunting through the BBB for an Attunement
skill, this is a house skill used for foci and artifacts.

If a player decides he wants to make the foci difficult to recover, a
new foci involves some sort of rare component or special creation method
that may take some time and serious hassle. I allow players to take up
to a -1/2 limitation of this kind. This results in people being really
careful with their foci, since creating a new one, though not
impossible, may be more hassle than recovering your old one.

If a player insists on being munchkie enough to take Independant, that
foci becomes much more valuable to other people since they can use the
powers themselves. Artifact hunters and high level thiefy types will
know what it is and know how to make off with it successfully. If the PC
can't track the thief or if the focus gets broken, tough shit. The
'difficult to recover' limitation is not so horribly absolute but still
makes the PC go through hassle to get his focus back.

BRI

] > However, getting the items back can generate some tension
] and, with some luck, some excellent roleplaying. Generally
] speaking, though, any player that putsmajor portion of their
] real points into Independant powers deserves exactly what Sauron got.
]
] Ah, but getting the item back does not require that you risk
] losing the
] points. A regular focus can do the same job.
]
] Still, it is easier to role-play tension (or any other
] emotion) when you
] feel it to some extent, so I concede the point. Which is not
] to say that
] I've changed my mind about the Limitation, but yes, it could
] be used in
] this way.
]
] JAJ, GP
]

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

Date: Thu, 3 Dec 1998 13:52:39 -0600
From: "Logan" <logand@cyberramp.net>
Subject: Re: Posting Characters?

- -----Original Message-----
From: Ell Egyptoid <egyptoid@yahoo.com>
To: champ-l@sysabend.org <champ-l@sysabend.org>
Date: Thursday, December 03, 1998 11:03 AM
Subject: Re: Posting Characters?


>You may fire when ready, Gristly.
>
>As far as I know, character posting is highly encouraged,
>unless you post weird ones like mine.
>
>I still can't believe I got no feedback (good, bad, indifferent)
>at all from that Illuminati guy.


I for one, thought it was an excellent character concept. My only concern,
and it's not with the character himself, per se, is that as a hero, he would
not work well at all in a group. And as an antaganist, if he was played
right, the group would hardly know he was there normally.

What might be better is if somehow the character got involved in the
civilian lives of your characters well in advance of any scenario directly
involving him.

In any case, it was a well thought out character concept.

- -Logan

- ----------------------------------------------------------------------------
- --
"God does not play dice with the universe; He plays an ineffable
game of His own devising, which might be compared, from the perspective
of any of the other players,* to being involved in an obscure and complex
version of poker in a pitch-dark room, with blank cards, for infinite
stakes, with a Dealer who won't tell you the rules, and who
_smiles all the time_."
-Neil Gaimen and Terry Pratchett
_Good Omens_
*i.e., everybody.
- ----------------------------------------------------------------------------
- --

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

Date: Thu, 3 Dec 1998 15:04:26 -0500 (EST)
From: Chris Hartjes <chris@ergmusic.com>
Subject: Re: Unfinished Power Set!

On 3 Dec, Jason Sullivan wrote:
> Here's an unfinished power set I'vebeen working on for the 'unstoppable
> super soldier.' He can resist pain and recover from the pain of injury
> rather quickly.
>
> +20 STUN, Only to aid in recoveries when unconcious (-1/2)
> Is this legal? And if so, in what order does it recover?

I would just buy more REC. Not sure what that extra STUN would be good
for when unconcious...

>
> 34 6d6 Stun AID, 0 END (+1/2), Persistant (+1/2), Self Only (-1/2),
> Only when under extreme stress or Enraged (-1/4) "Biological Resistance
> Factor" SFX- Various chemicals are released in the soldier's system to
> negate the debilitating effects of pain.

That makes sense to me.

> + CON (straight + or Absorption)
> Only for use in recoveries. This needs much elaboration.

Again, I would think more REC would do it.


> 15 Armor (15 PD, 15 ED), Ablative (-1), Does not protect against
> falling damage (-1/4), Not vs. Area of Effect/Explosive attacks (-1/4),
> Attacks still penetrate (-1/4), Only when under extreme stress or Enraged
> (-1/4) "Biological Invulnrability"
> You can nick him down, chunk by chunk. Major body trauma is very
> effective in negating this power's effects.

Perhaps it's just me, but what does "Attacks still penetrate" mean?

> 6 +10 STR, Can only be used when character pushes his STR (-1/2),
> Only when under extreme stress or Enraged (-1/4) "Biological Adrenaline
> Rush"
>
> 20 +10 DEX; Only to determine who goes first and for CV (-1/4), Only
> when under extreme stress or Enraged (-1/4) "Biological Adrenaline Rush"

Again, makes sense to me.

> 8 +10 PRE; Only for PRE attacks (-1/4), Fear/Intimidation only
> (-1/4), Only when exhibiting 'unnatural' powers (-1/2), Only when under
> extreme stress or Enraged (-1/2) "Fear Factor"
> It tends to get very frightening when you impale someone with a
> harpoon, stick knives into his chest, and he still marches after you,
> bloodied, but very upset.

This might be better simulated by just giving him extra dice when he's
trying a PRE attack.

> 9 Power Defense (15 pts.); Only to defend against Poisons and Drugs
> (-1/2), Only when under extreme stress or Enraged (-1/4) "Biological
> Filtration System"

> 12 Armor (10 PD, 10 ED) requires DEX roll (-1/2) , Not vs. Suprise,
> Invisible, or "Tracking" Attacks (-1/4), Must have room to move (-1/4),
> Costs END (-1/2) "Enhansed Recation Time"
>
> 23 Missile Deflection for all attacks, Reflection, only back at
> attacker (20 points); Only for thrown objects (-1/2), Costs END (-1/2)
> "Enhansed Reaction Time"
>

This other stuff seems okay, albeit interesting...

Chris Hartjes

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

Date: Thu, 3 Dec 1998 12:34:16 -0800
From: "Filksinger" <filkhero@usa.net>
Subject: Re: Article on Canada (fwd)

From: Michael Surbrook <susano@otd.com>
<snip>
Not too shabby for a nation that just 240 years ago had no
electricity.


Wow. A country with no lightning.

Filksinger

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

Date: Thu, 3 Dec 1998 14:48:50 -0500 (EST)
From: Michael Surbrook <susano@otd.com>
Subject: Re: Unfinished Power Set!

On Thu, 3 Dec 1998, Jason Sullivan wrote:

> Here's an unfinished power set I'vebeen working on for the 'unstoppable
> super soldier.' He can resist pain and recover from the pain of injury
> rather quickly.
>
> +20 STUN, Only to aid in recoveries when unconcious (-1/2)
> Is this legal? And if so, in what order does it recover?

I think it is legal, but I've never used it, so I don't kow when it kicks
in.

> 34 6d6 Stun AID, 0 END (+1/2), Persistant (+1/2), Self Only (-1/2),
> Only when under extreme stress or Enraged (-1/4) "Biological Resistance
> Factor" SFX- Various chemicals are released in the soldier's system to
> negate the debilitating effects of pain.

I would recommend "Only to Starting Values" (-1/2), as well as some form
of Trigger.

> 15 Armor (15 PD, 15 ED), Ablative (-1), Does not protect against
> falling damage (-1/4), Not vs. Area of Effect/Explosive attacks (-1/4),
> Attacks still penetrate (-1/4), Only when under extreme stress or Enraged
> (-1/4) "Biological Invulnrability"
> You can nick him down, chunk by chunk. Major body trauma is very
> effective in negating this power's effects.

Looks okay. I just don't like the current Ablative rules.

> 6 +10 STR, Can only be used when character pushes his STR (-1/2),
> Only when under extreme stress or Enraged (-1/4) "Biological Adrenaline
> Rush"

How about "Requires an Ego Roll"?

> 20 +10 DEX; Only to determine who goes first and for CV (-1/4), Only
> when under extreme stress or Enraged (-1/4) "Biological Adrenaline Rush"

I still think that "Only to determine who goes first and for CV" is a
pretty munchkin way to buy DEX...

> 8 +10 PRE; Only for PRE attacks (-1/4), Fear/Intimidation only
> (-1/4), Only when exhibiting 'unnatural' powers (-1/2), Only when under
> extreme stress or Enraged (-1/2) "Fear Factor"

Uhm... no. That should be +10 PRE, Defensive Only (-1/2), Only when under
extreme stress or Enraged (-1/2) for 5 points. You math was very off
there.

And I'm not sure that "Only when exhibiting 'unnatural' powers (-1/2)" is
a limitation... who is exhibiting the 'unnatural' powers?

> 9 Power Defense (15 pts.); Only to defend against Poisons and Drugs
> (-1/2), Only when under extreme stress or Enraged (-1/4) "Biological
> Filtration System"

Looks good to me.

> 12 Armor (10 PD, 10 ED) requires DEX roll (-1/2) , Not vs. Suprise,
> Invisible, or "Tracking" Attacks (-1/4), Must have room to move (-1/4),
> Costs END (-1/2) "Enhansed Recation Time"

Hmmm... replace the 'not vs' with "Must be aware of attack", it makes more
sense.

> 23 Missile Deflection for all attacks, Reflection, only back at
> attacker (20 points); Only for thrown objects (-1/2), Costs END (-1/2)
> "Enhansed Reaction Time"

Can he deflect everything but only Reflect thrown? Or can he only Deflect
& Reflect thrown?

Oh, and it is "Enhanced Reaction Time".

Michael Surbrook / susano@otd.com
http://www.otd.com/~susano/index.html
"'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion

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

Date: 03 Dec 1998 15:56:21 -0500
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: OT:Looking for KISS Movie

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"MN" == Michael Nunn <mlnunn@scrtc.blue.net> writes:

MN> The odd part is Peter Chris

YM: Peter Criss.

MN> Marvel did two Kiss comics, one had DR Doom trying to get the Talisman
MN> which made Kiss the who they were. I can't remember who was in the
MN> other one.

And, as has been previously mentioned, the recent Psycho Circus.

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- --
Rat <ratinox@peorth.gweep.net> \ Warning: pregnant women, the elderly, and
PGP Key: at a key server near you! \ children under 10 should avoid prolonged
\ exposure to Happy Fun Ball.

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Date: Thu, 3 Dec 1998 12:17:00 -0800
From: "Filksinger" <filkhero@usa.net>
Subject: Re: Independent Limitation

From: J. Alan Easley <alaneasley@email.com>


<snip>
>No, the only mention under Dispel refers to Independent powers placed in
>items or objects. This does not necessarily include Independent powers
>placed on people or places unless you interpret that to be the same thing.
>Which you shouldn't because item and object only comprises one-third of the
>noun possibilities. "A noun is a person, place or thing." :-)


I agree about the wording, but disagree about the interpretation. You _must_
include people and places. Otherwise, how do you ever take away an
Independent power on a person or place? It may not be necessary to do this
for a place, but it seems a requirement for a person. If not, then the
player gets a -2 Limitation (because the points in the power can be lost
permanently) on a power that can't be lost.

Filksinger

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

Date: Thu, 3 Dec 1998 15:38:22 -0500 (EST)
From: Michael Surbrook <susano@otd.com>
Subject: Upcoming CHAR

I case people are wondering, here is what I'm tinkering with at the
moment:

The rest of the cast of Dragonball Z (this includes all the big-name
characters [Son Goku, Vegita, Future Trunks etc], as well as a few
villians [Freezer & Perfect Cell] and all the Artifical Humans [16, 17, 18
etc]. Once I again I state that I fully expect 4-digit totals for these
guys, so flames about their power-levels will be ignored. This is DBZ,
the dudes blow up planets in this series...

Major Motoko Kusanagi - She's been unfinished for sometime and I hope to
get her done real soon! Oh, the Major is found in the anime/manga "Ghost
in the Shell" and is well-suited for Cyberhero games.

Darth Vader - No, not the Star Wars RPG version (since I don't own it),
but a Darth based on what I can remember from the films.

The Heroic Trio - from the HK film of the same name.

The Bride with White Hair - also from the film of the same name.

Jet Li - a cinematic write-up of HK's biggest wuxia film star.

And, when I get the time, I hope to present characters from
Appleseed, Adam Warren's Dirty Pair, Drakunn, Outlanders, Usagi Yojimbo
as well as Friday, the Iczers, Largo and Randall Flag (among others).

If you want to see what I've written up already, visit the URL in my .sig.

Michael Surbrook / susano@otd.com
http://www.otd.com/~susano/index.html
"'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion

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

Date: Thu, 3 Dec 1998 13:06:41 -0800
From: "James Jandebeur" <james@javaman.to>
Subject: Re: Independent Limitation

>Could someone give me an example of an independant power that's NOT a
>focus?


One of the examples given somewhere was basically an enchanted "tatoo" or
ritual scar that granted power to the possessor. It could be destroyed by
cutting the flesh, breaking the magical design.

JAJ, GP

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Date: 03 Dec 1998 15:57:27 -0500
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: squeezing damage

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"BW" == Brian Wawrow <bwawrow@mondello.toronto.fmco.com> writes:

BW> I'm back with a question actually related to Game. If a PC's armour is
BW> 'soft' by special effect or GM decree, how do we deal with squeezing
BW> damage.

Doesn't matter. If it has 10 PD it has 10 PD, unless it has a limitation
that states otherwise.

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\ not be touched, inhaled, or looked at.

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

Date: Thu, 3 Dec 1998 14:35:30 -0800 (PST)
From: Ell Egyptoid <egyptoid@yahoo.com>
Subject: Re: NEED IDEAS: FUN WITH NAZIS

> So, Germany didn't have enough helium to lift a zeppelin.

Umm, he said "Fun with Nazis", not "Historical Germany"

YMMV :)

When Herr Goehring says, "we own the world and space,"
we heil, heil, right in Herr Goehring's face.

==
Laissez le bon pim roulez! Elliott aka Egyptoid
_________________________________________________________
DO YOU YAHOO!?
Get your free @yahoo.com address at http://mail.yahoo.com

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

Date: Thu, 3 Dec 1998 13:14:31 -0800 (PST)
From: Ell Egyptoid <egyptoid@yahoo.com>

Subject: Re: Unfinished Power Set!

> 12 Armor (10 PD, 10 ED) requires DEX roll (-1/2) ,
> Not vs. Surprise, Invisible, or "Tracking" Attacks (-1/4),
> Must have room to move , Costs END, "Enhanced Reaction Time"
Armor here? I woulda thought of levels with DCV...

> 23 Missile Deflection for all attacks, Reflection,
> only back at attacker (20 points); Only for thrown objects
> (-1/2), Costs END (-1/2) "Enhanced Reaction Time"
At what OCV level is this?

Other than that I thought it was a tight concept,
sorta half Quicksilver, half Captn.America.
==
Laissez le bon pim roulez! Elliott aka Egyptoid
_________________________________________________________
DO YOU YAHOO!?
Get your free @yahoo.com address at http://mail.yahoo.com

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

Date: Thu, 3 Dec 1998 13:08:04 -0800
From: "James Jandebeur" <james@javaman.to>
Subject: Re: Independent Limitation

>Nah, he's saving up points from all his adventures. He's been around
>how many years now? If he has an average GM, he's sure to have a
>*ton* of points and he can't have spent them all or he'd be defeating
>Galactus single-handedly...


Heh. Well, there is that. "Watch out, Tribunal, I'm the INVINCIBLE Iron Man!
And I MEAN that!"

JAJ, GP

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

Date: Thu, 3 Dec 1998 12:45:21 -0800
From: "Filksinger" <filkhero@usa.net>
Subject: Re: NEED IDEAS: FUN WITH NAZIS

From: Ell Egyptoid <egyptoid@yahoo.com>


>Definitely use a Zeppelin, but: Don't fill the Zeppelin with
>hydrogen, use helium, sure its more expensive, but its worth it.
>Remember: good zeppelins have compartmentalized envelopes and
>can't be "popped" with one shot. Also the Nazis will have a supply
>of patch kits.


Alternately, _do_ fill it with hydrogen. Have it blow up. Have the heroes
cheer. Then, when they turn around, they discover the SS, weapons leveled,
grinning at them.

Filksinger

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

Date: Thu, 3 Dec 1998 12:14:01 -0800
From: "James Jandebeur" <james@javaman.to>
Subject: Re: Independent Limitation

>>>Powers bought with the Independent(-2) limitation go away when Dispelled,
>>>Drained, or Suppressed to zero (or below the powers' minimum costs,
>>>depending on GM), and don't come back.
>
> I'd say it's more of an interpretation of the printed rule (and one that
>I might follow, depending on the specifics of how the Dispel/Drain/Suppress
>is applied).


But it does say it specifically for Dispel against Independent Items under
the Dispel power. Not for the others, and not for places or people with
Independent powers on them (I think this is an oversight), but it does say
it for those.

JAJ, GP

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

Date: Thu, 3 Dec 1998 14:03:46 -0800
From: "James Jandebeur" <james@javaman.to>
Subject: Re: Unfinished Power Set!

>> +20 STUN, Only to aid in recoveries when unconcious (-1/2)
>> Is this legal? And if so, in what order does it recover?
>
>I would just buy more REC. Not sure what that extra STUN would be good
>for when unconcious...


Simple: If you are at -30 Stun, with this power, you are at -10 Stun and can
recover normally. Under standard 4th Edition, you couldn't do this: some use
multiples of REC, which would mean you would indeed just buy that.

JAJ, GP

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

Date: Thu, 3 Dec 1998 12:49:59 -0800
From: "James Jandebeur" <james@javaman.to>
Subject: Re: Independent Limitation

> I have to go along with Guy here. Just because something *can* happen,
>doesn't mean that it *must* happen.


How about this: If I take "Does not work in magnetic field", that only means
that my power *can* be shut off by a magnetic field. It doesn't mean it
*must* happen in the run of the game. Does anyone actually accept that?

When the something that *can* happen is the only reason that it is worth the
limitation, it follows that it *must* happen for both game balance and
drama. Otherwise, it is not worth a limitation: you know the rule on that.
Independent is a limitation because you can lose the points. If you don't
lose the points, it does not limit the character. Because of this, I see no
reason to assume that you are NOT going to lose it. The assumption that you
will seems perfectly natural: you are effectively requesting that the GM
takes it away at some point by saying he can.

Note that above I said it doesn't limit the character if it is not lost.
Independent does nothing more from the character's viewpoint from what an
Irreplacable Focus does: the character is no more protective of the
Independent item than the Irreplacable item, unless the Independent item is
some trinket. The difference is that the player is saddled with that anxiety
as well. So, maybe it is worth the bonus, without losing it, but it's still
not something I am interested in taking.

> My own tendency would be to let the character have the Independent Focus
>for a while, then take it away for a period, and then have an opportunity
>to get it back. It would be during the absent period that the Limitation
>of its being Independent would be underscored; a normal Focus could be
>rebuilt or replaced with the same character points, but an Independent one
>cannot. The character would just have to do without it for a while.

This, however, is in no way different from the character losing an
Irreplacable Focus for a time. They have to make due, but the focus will be
back or will be replaced by an item or power of equivalent points. Or it
won't, and the character has just gone through a dramatic change, but not
one that should cause a loss of points and a disparity with the other
characters in the same game. Cap's shield is at the bottom of the ocean, but
he came up with a reasonable replacement eventually. And will probably get
the shield back eventually. He is not reduced in points in the meantime,
however. Independent is not required for this plot idea: in fact, if you
want the character to be able to make due in the interem and go in for
strict cost accounting, it can get in the way. And if you don't go in for
cost accounting, it just doesn't matter (and the Limitation should, again,
not be worth that much, since the points are the only thing it affects and
points don't matter as much in your game).

Now, in a Fantasy game and to some extent in others, if you lose your mystic
blade you can slug someone for a normal sword. Still, would you buy
Excalibur this way? No, because it's a part of the character conception: as
the destined wielder of the blade, it comes back to me (well, if I'm, you
know...). Which you did say (BobG).

Independent should be taken on items (or other powers) that are not central
to the character, and you should expect to lose them. Say, for example, some
trinket you have as part of your background which is not important to you.
If you don't lose it, well, you just got lucky and didn't get penalized for
your -2 limitation any more than the person who buys the regular focus.
Great! I've left characters with Independent items for entire the entire run
of a fantasy game, myself. But don't count on it.


JAJ, GP

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