Digest Archives Vol 1 Issue 70
Desmarais, John 
From:	owner-champ-l-digest@sysabend.org 
Sent:	Friday, December 04, 1998 10:14 PM 
To:	champ-l-digest@sysabend.org 
Subject:	champ-l-digest V1 #70 
 
champ-l-digest        Friday, December 4 1998        Volume 01 : Number 070 
 
 
 
In this issue: 
 
    Re: CHAR: Piccolo 
    Re: Independent non-Focused powers... 
    Re: Fantasy Hero armor 
    Re: CAPTURING SOMEONE 
    Re: Independent Limitation 
    Re: Fantasy Hero armor 
    Re: FH armor deux 
    Re: some dumb questions for the list.  
    Re: Perfect Cell vs Devourer of Worlds 
    RE: Independent Limitation 
    Re: Independent Limitation 
    Re: Independent Limitation 
    Re: CAPTURING SOMEONE 
    Re: Independent Limitation 
    Re: Independent Limitation 
    Re: Independent Limitation 
    Re: Independent Limitation 
    Re: Independent Limitation 
    AP/Penetrating question 
    Re: some dumb questions for the list.  
    Re: some dumb questions for the list. 
    Hm..just saw first book of new marvel superheroes game 
    Re: Perfect Cell vs Devourer of Worlds 
    Re: CAPTURING SOMEONE 
    Re: some dumb questions for the list.  
    Re: NEED IDEAS: FUN WITH NAZIS 
 
---------------------------------------------------------------------- 
 
Date: Fri, 4 Dec 1998 17:01:36 -0500 (EST) 
From: Michael Surbrook <susano@otd.com> 
Subject: Re: CHAR: Piccolo 
 
On Fri, 4 Dec 1998, Bob Greenwade wrote: 
 
> At 12:00 AM 12/4/98 -0500, Michael Surbrook wrote: 
> >As a side note, Piccolo's name is obviously derived from the musical 
> >instrument.  At one point, the Evil Demon King Piccolo had a host of 
> >flunkies, with such names as Tamborine, Cymbal, Piano and Drum. 
>  
>    I guess one would have to be a non-musician (or, at least, one not very 
> intensely into the variety of instruments) for this to be obvious before 
> seeing the names of the flunkies -- though I don't really see any clear 
> logic the other two possibilities for the name's origin that I'm aware of. 
 
Actually, I always identified his name with the piccolo flute, which I 
have always known as the 'piccolo'.  I didn't know there were multiple 
varieties. 
 
>    See, the instrument familiarly known as a piccolo is technically a 
> piccolo flute.  There are also piccolo trumpets, piccolo saxophones, 
> piccolo recorders, piccolo banjos, and other instruments which are smaller 
> than their normal (soprano) counterparts, and play an octave higher.  After 
> all, the word piccolo derives from the Italian word for small. 
 
Uhm... okay.  Well, in this case, Akira Toriyama was pretty obviously 
shooting for the musicl instrucment angle. 
 
>    Neither of these seem like an appropriate term for a guy 7' tall with 
> aspirations of godhood; but then again, who knows? 
 
Right. 
 
>    On the whole, an interesting character.  On my own perusal, I certainly 
> didn't see anything wrong (except for maybe a few misplaced homophones). 
> I'll probably take a closer look a little later on today.  :-] 
 
Sure.  I hope to start getting these guys up onthe website soon. 
 
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: Fri, 4 Dec 1998 14:09:29 -0800 
From: "James Jandebeur" <james@javaman.to> 
Subject: Re: Independent non-Focused powers... 
 
>>I don't know about the Darkness, but the Witchblade seems more like a 
>>character origin idea than an actual Independent focus. 
> 
>*blink* Independent Focus? 
>I must have been unclear. It's my position that it'd be an "Independent 
>non-Focused power," as I put in the subject line. 
 
 
Sorry, mental hiccup. You weren't unclear. Whether it's Independent or not 
would depend on other things in the campaign that used something similar to 
it. If any power, focused or not, that you were going to pass on to another 
character in a campaign that spanned generations had to be Independent, then 
it would be Independent and some idea would need to exist for the transfer, 
for example. Normally, I'd allow it to be transferred from character to 
character without it being Independent in such a game, and avoid the 
possibility of the family line (or whatever) losing it. But it depends. 
 
 
JAJ, GP 
 
------------------------------ 
 
Date: Fri, 4 Dec 1998 15:28:08 -0800 
From: "James Jandebeur" <james@javaman.to> 
Subject: Re: Fantasy Hero armor 
 
Well, obviously the writer needs or enjoyed the complication... 
 
(-; 
JAJ, GP 
 
>>ARMOR AND SHIELDS FOR JOLRHOS FANTASY HERO 
> 
>Not bad but who needs the complication?  
>qts 
> 
>Home: qts@nildram.co.uk. 
> 
> 
 
------------------------------ 
 
Date: Fri, 04 Dec 1998 14:30:04 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: CAPTURING SOMEONE 
 
At 12:31 PM 12/4/98 -0600, Guy Hoyle wrote: 
>Here's another puzzler: I need to be able to capture a player character 
>without hurting him.  He's too strong just to be jumped by goons, and he's 
>a savvy-enough hunter that he could probably see any snares I set for him.  
>Any neat tricks or favorite tactics come to mind? The campaign is a pulp 
>type adventure, set in 1936.  The villains are Nazis. 
 
   My idea: kidnap his DNPC (or, lacking that, someone else important), 
leave clues to a particular location, lure him in, and gas him.  Sure, it's 
a cliche, but sometimes those work best (and they had to start 
*somewhere*).  :-] 
- --- 
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: Fri, 4 Dec 1998 05:59:28 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Independent Limitation 
 
>----- Original Message ----- 
>From: Wayne Shaw <shaw@caprica.com> 
>To: <champ-l@sysabend.org> 
>Sent: Thursday, December 03, 1998 12:50 PM 
>Subject: Re: Independent Limitation 
> 
> 
>> 
>>>   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 
>> 
>>But how is this different from an Indestructible focus, which also can't be 
>>replaced except by getting the original back?  This is the problem, it 
>looks 
>>like some people are proposing giving an extra -2 Limitation for situations 
>>that would occur with one of the two standard kind of Foci without 
>Independent. 
> 
>Unbreakable Foci, not only can be gotten back, they will be.  If not a 
>similar item will be made accessible, as per description of Unbreakable 
>Foci.  You can play it different but that is modifying/making a house rule. 
> 
>Alan 
 
At which point we're right back to the original point: either you're going 
to actually take the focus away, or you aren't.  If you aren't really going 
to do it, it's the same as the unbreakable one.  If you are, they're 
permanantly out the points.  At no point in the Unbreakable Focus rules do I 
see where it says they aren't going to have to work to get it back.  So 
again, how is the Independent Focus different in any way that is meaningful 
to the character, or the player?  The vague threat that you're permitted by 
the rules contract to keep it away from them?  I suspec this only works 
until they notice it's only being used as a plot device. 
 
------------------------------ 
 
Date: Fri, 04 Dec 1998 15:31:35 -0800 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: Re: Fantasy Hero armor 
 
>>ARMOR AND SHIELDS FOR JOLRHOS FANTASY HERO 
> 
>Not bad but who needs the complication?  
 
it honestly doesnt end up being all that complicated.  Once you have your 
suit of armor, you write the info down, its set.  Then if you get damaged, 
its not that tough to keep track of, and it feels more ... believable? 
Instead of having indestructable equipment, you need to do repairs, spend 
time, money, and effort finding and obtaining new armor, etc. 
 
 
- ---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
- ----------------------------------------------------------- 
 
------------------------------ 
 
Date: Fri, 04 Dec 1998 15:33:03 -0800 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: Re: FH armor deux 
 
>> Forgot the final section with the optional rule I use for most Fantasy 
Games. 
>>  
>> PARTIAL PROTECTION 
> 
>I would like to point out that there are some suits, specificially late 
>period suits of full plate, that *do not* have gaps or weak spots that 
>would fall under these rules.  Henry VIII's suit for the Field of Cloth of 
>Gold tourney is one such suit.  It is so well made and fully covering that 
>NASA took a look at it while working on ideas for hard space & 
>pressure suits. 
 
exactly, and that is why the rules give the ability to have someone (for an 
extraordinary expense and extra weight) make armor that doesnt have the 
gaps.  I rule all magic armor is of superior construction, and lacks this 
as well (why enchant crap?) 
 
- ---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
- ----------------------------------------------------------- 
 
------------------------------ 
 
Date: Fri, 4 Dec 1998 16:54:51 -0800 (PST) 
From: Michael Hayden <mhayden@tsoft.com> 
Subject: Re: some dumb questions for the list.  
 
On Fri, 4 Dec 1998, Tim Gilberg wrote: 
 
> 	Try PC Pine.  Nice and consistant font for everything. 
 
Or be a real man and telnet into a Unix shell account where you can use 
the -original- Pine. ^_^ 
 
~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 
    Michael "Doc" Hayden -- mhayden@tsoft.com -- http://tsoft.com/~mhayden/ 
         Hey, I use Procmail (with Spam Bouncer), so spam away!  (^_^) 
 "What you are about to see is real. These are not actors; they're directors." 
 
------------------------------ 
 
Date: Fri, 4 Dec 1998 17:09:31 -0500 (EST) 
From: Michael Surbrook <susano@otd.com> 
Subject: Re: Perfect Cell vs Devourer of Worlds 
 
On Fri, 4 Dec 1998, Bob Greenwade wrote: 
 
> >Right.  Okay.  Well, I'm hoping my "Perfect Cell" will beat your "Devourer 
> >of Worlds"  (1297 to... 1500?  2000?  Dunno, but he's got 430 points in 
> >Characteristics alone...). 
>  
>    OK, so The Devourer only has 241 in Characteristics.  OTOH it's written 
> up as a self-aware Vehicle, so it has fewer Characteristics to worry about 
> (like, it doesn't have any STUN). 
 
Darn... got me there. 
  
> >But you do have 998 meters on him...  OTOH: Perfect Cell can blow up 
> >planets too...  (90  BODY, right?) 
>  
>    Something like that.  I'm not sure; perhaps it'll be in Hero5.  ;-] 
 
Yeah.  Under 'breaking things'. 
 
>    Of course, we may be getting into something like Jackie Chan vs Godzilla 
> here (and frankly I don't think Jackie'd do much better than Bambi did). 
 
Dunno, Cell's got 50 PD and can toss around some pretty big attacks. 
 
Besides, we all know that jackie would snag a ladder or something, and 
swat Godzilla into the ground. 
 
>    Perhaps at some point along here I'll post the Devourer of Worlds just 
> to see what kind of reaction comes around. 
 
Oh yeah, that would be amusing. 
 
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: Fri, 4 Dec 1998 07:27:51 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: RE: Independent Limitation 
 
>Since we've been talking about independent powers, let's talk about 
>making that -2 count. Any power that's independent can be used by 
>anyone. So anyone who can control/acquire this power will want to do so 
 
So can any Universal focus whether Independent or not.  That's not just a 
feature of Independent Foci. 
 
> 
>Which brings me around to this whole limitation conversation about 
>whether a disad will occur or may occur. I don't understand the 
>confusion. If your powers don't work in a vacuum, they don't work in a 
>vacuum. If you're just neurotic about being in a vacuum, then it's a 
>psych lim, right? Taking an activation roll doesn't mean you eventually 
>fail your roll, it means you check the activation roll each and every 
>time. I think that being arbitrary about enforcing disads is a huge 
>mistake. It's okay to be rough on your characters but you can't be 
>arbitrary about it. 
 
However, in this case the _only_ real distinguishing trait about Independent 
Foci over others is that it can be permanantly, irrevocably taken away.  The 
issue isn't whether it will ever actually happen; the issue is whether the 
GM will let it happen if it makes sense.  If he won't, then he's handing out 
the limitation for free.  If he will, given the nature of the Independent 
Foci at least, it probably will happen sooner or later...and at that point 
the character, if wrapped around the Focus, is pretty much hosed for good. 
 
------------------------------ 
 
Date: Fri, 04 Dec 1998 11:29:29 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Independent Limitation 
 
At 08:41 AM 12/4/98 -0800, James Jandebeur wrote: 
>> Unbreakable Foci, not only can be gotten back, they will be.  If not a 
>> similar item will be made accessible, as per description of Unbreakable 
>> Foci.  You can play it different but that is modifying/making a house rule. 
> 
> 
>And if you always get the Independent item back, it is the same thing. 
>If you can rely on getting it back, you don't modify your behavior. 
>That's what it sounds like people are describing: purposely avoiding, as 
>a GM (not talking about player precautions), taking the item away 
>permanently. Therefore, it would be worth no additional limitation. If 
>you always get it back, it is Unbreakable, not Independent. This has the 
>side benefit of letting you re-spend the points if ever you DON'T get it 
>back. But not immediately. 
 
   The larger an Independent item is, the less likely I am to take it away 
on a truly permanent basis. 
   On the other hand, the larger an Independent item is, the more crippling 
it is to do without for four months. 
   Bowl of Daily Cereal?  No problem.  Ring of Invisibility?  A problem, 
but not a major one.  Suit of powered armor?  You might as well retire. 
- --- 
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: Fri, 04 Dec 1998 14:49:04 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Independent Limitation 
 
At 08:24 AM 12/4/98 -0800, James Jandebeur wrote: 
>So, are you saying that it is inappropriate to take away someone's focus 
>for a few games? That's the kind of thing I'm talking about. And it does 
>not require that the item be Independent, or even Unbreakable: in the 
>course of the adventure, logically run, the character might not be able 
>to get the spare suit. If clever, and the item wasn't Independent, then 
>he might be able to jury rig something in the villains lab and use the 
>points to buy something new and temporary. I would prefer this, in fact, 
>to not being able (within the rules) to jury-rig up a replacement. The 
>point was: this kind of plot-line does not require Independent 
>limitation. The difference is that the Independent item can be lost. 
 
   Technically speaking, the difference is that the *points* from the 
Independent item can be lost.  With just plain Focus, the points aren't 
tied up in the Power itself; if it's lost, the points can be re-spent.  You 
even give an example yourself in the paragraph above of how a character 
sans his non-Indepedent Focus can use his points to jury-rig something in 
the villain's lab.  If it's Independent, then he can't do that. 
- --- 
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: 04 Dec 1998 17:44:39 -0500 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: CAPTURING SOMEONE 
 
- -----BEGIN PGP SIGNED MESSAGE----- 
Hash: SHA1 
 
"BW" == Brian Wawrow <bwawrow@mondello.toronto.fmco.com> writes: 
 
BW> Paralysis 1:Entangle vs. CON [I'm not sure if there's an advantage for 
BW> this] 
 
It's called "Energy Blast". 
 
BW> Paralysis 2:Mind Control vs. CON -only to issue paralysis command 
 
Yer basic "don't move" schtick.  The SFX for it are innumerable. 
 
BW> Subdual 1:Drain vs. DEX (continuous) [makes for a nice couple of phases 
BW> while the hero freaks out and tries to run while cursing his feet for 
BW> failing him. As his SPD goes down, he's forced to just wait around for 
BW> phase 12 while the assassins kick him into unconsciousness] 
 
Point 1: You don't want Continuous on this.  You want Uncontrolled 
Continuous or Gradual Effect. 
 
Point 2: Adjusting a primary characteristic does *NOT* affect secondary 
characteristics. 
 
Point 3: Defensive maneuvers remain in effect until the start of one's next 
action phase, so even if you did reduce his Speed, he is *not* going to 
just "wait around" while being kicked into unconsciousness. 
 
BW> Subdual 2:Drain vs. REC [then the assassins have to chase him to tire 
BW> him out] 
 
A soporific. 
 
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- --  
Rat <ratinox@peorth.gweep.net>    \ When not in use, Happy Fun Ball should be 
PGP Key: at a key server near you! \ returned to its special container and 
                                    \ kept under refrigeration. 
 
------------------------------ 
 
Date: Fri, 4 Dec 1998 07:39:22 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Independent Limitation 
 
>At 10:50 AM 12/3/98 -0800, Wayne Shaw wrote: 
>> 
>>>   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 
>> 
>>But how is this different from an Indestructible focus, which also can't be 
>>replaced except by getting the original back?  This is the problem, it looks 
 
>>like some people are proposing giving an extra -2 Limitation for situations 
>>that would occur with one of the two standard kind of Foci without 
>Independent. 
> 
>   If an Unbreakable Focus is stolen or destroyed, it *can* be replaced 
>with an expenditure of the same character points.  See BBB, p. 106, fifth 
>paragraph, fourth sentence: 
>   "The GM should be careful with an Unbreakable Focus; if he destroys it, 
>the character should have some way (a quest, prehaps?) to get it remade." 
 
So in practice, if you _aren't_ going to actually destroy or hide the focus 
indefinitely, then it's no different at all. 
 
>   This *cannot* be done with an Independent Focus; when it's gone, so are 
>the points it was made from. 
 
See above. 
 
 
>   If an Independent Focus is gone, so are the character points; none of 
>the above options are available, except for the last (trying to get it 
>back). 
 
And the point is, unless the GM is actually willing to take away 
permantantly the focus, none of this means a thing.  And if he is willing, 
he cripples the character.  This is what I've said from the start of this 
discussion. 
 
------------------------------ 
 
Date: Fri, 4 Dec 1998 15:16:37 -0800 
From: "James Jandebeur" <james@javaman.to> 
Subject: Re: Independent Limitation 
 
>   If an Unbreakable Focus is stolen or destroyed, it *can* be replaced 
>with an expenditure of the same character points.  See BBB, p. 106, fifth 
>paragraph, fourth sentence: 
>   "The GM should be careful with an Unbreakable Focus; if he destroys it, 
>the character should have some way (a quest, prehaps?) to get it remade." 
>   This *cannot* be done with an Independent Focus; when it's gone, so are 
>the points it was made from. 
 
 
However, what is being said here is that IF you are just going to give it 
back anyway, it should not get the Independent limitation. The GM knows 
whether he is willing to take the focus away or not: if he is not, the 
limitation must be disallowed. Note I said "willing": the willingness is 
necessary, not the actual act. 
 
There are other possibilities that have been gone over to also make it worth 
the -2, but then it is almost a different limitation, really. Still, why 
have a bunch of different limitations when the one will do it? 
 
>   If an Independent Focus is gone, so are the character points; none of 
>the above options are available, except for the last (trying to get it 
>back). 
 
 
If the focus is taken, adventures to get it back are common enough. I have 
not seen anyone sit down and just decide immediately, "I don't like that 
hammer I got off of that broken rainbow. I think I'll just move on". The 
idea here is that while the Independent would indeed force the character to 
try if he wanted it back, it is not necessary: Focus is sufficient, and in 
fact appropriate in certain circumstances. No one is arguing that a regular 
focus won't give the refund of points if lost, merely that if what you want 
is an adventure that it is taken and returned, it is not necessary and may 
even be innappropriate. 
 
JAJ, GP 
 
------------------------------ 
 
Date: Fri, 04 Dec 1998 12:00:29 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Independent Limitation 
 
At 08:44 AM 12/4/98 -0800, James Jandebeur wrote: 
>> Gold Kryptonite was used against Superman several times.  He didn't take 
>> actions which would have exposed him to its effects.  In other words, he 
>> altered his normal actions to prevent himself from being exposed and 
>> stripped of his powers. 
> 
>Then it's a Psych Lim, not a limitation on the powers or other disad. If 
>it is never going to really be used, and he just avoids it, it is not 
>worth the limitation on all of his powers. It might be another type of 
>Disad, though. Same thing with Independent: if you want the character to 
>behave a certain way, but are never going to lose the Focus, or if the 
>GM doesn't want to really have the chance of you losing it, take a Psych 
>Lim, not Independent. 
 
   Whatever Gold K is for the Silver Age Supes, it was *not* a 
Psychological Limitation.  If he had to take special steps to avoid its 
effects, then he was still subject to those effects and is affected by its 
presence even if he never lost his powers because of exposure to it.  It 
may have been a Susceptibility for Kryptonians, or a free-floating Power on 
its own, or something else, but its effects were as real as bullets are for 
anyone else. 
   A Psychological Limitation is fine for an effect which is imagined, but 
not real.  If a character believes himself to be Hunted by VIPER and takes 
ridiculous steps to avoid them, when in fact the organization has scarcely 
even heard of him, then it's a Psychological Limitation.  If that same 
character believes it and it's true, then it's a Hunted even if he goes to 
such great lengths to avoid VIPER that the organization never actually 
finds him. 
 
>That said, I can see it if you will be without it a lot of the time: it 
>is locked up in a safe 90% of the time, or it is taken from you and you 
>go on a year-long quest to get it back. Then it's worth a -2. But if you 
>get it back quickly, within a few games, it is not (unless you also lose 
>it very frequently). 
 
   Well, isn't that basically what we were talking about?  The character 
either loses it and then gets it back after a reasonable period of time 
(the more vital the item is to the character, the shorter this time needs 
to be for its absence to be effective), or he goes to such great lengths to 
avoid losing it that he ends up being nearly as crippled. 
   Going around to the magnetic field example from earlier in the 
discussion, "Power doesn't work in magnetic field" is functionally the same 
as "Must avoid magnetic field or loses Power." 
   If a character takes extra steps to avoid the effects of a Limitation or 
Disadvantage, then that Limitation or Disadvantage is still affecting the 
character.  True, the specifics of the effect is different from what's 
written; but still, if the character lets his guard down for long enough, 
the written effect will take place. 
- --- 
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: Fri, 4 Dec 1998 14:32:36 -0800 
From: "James Jandebeur" <james@javaman.to> 
Subject: Re: Independent Limitation 
 
>>It is called Unbreakable. Sorry. Which means that it is unique and 
>>irreplacable. 
> 
>   No, Unbreakable means that it is unbreakable -- it cannot be broken, 
>except by some unique and special means.  It may or may not be unique, but 
>according to the BBB (as I quote elsewhere) it *is* replaceable. 
 
 
It's replacable as far as using the points are concerned, but the item 
itself is unique. The fact that it is unique is the drawback to having it be 
indestructable. I'll be sure to look it up later to be sure. What I am 
saying is that Independent is not necessary to make the item a unique thing 
that you have to hunt down after it's taking, and you just agreed with that 
premise, since you said it could be defined as unique. The difference is all 
point accounting. 
 
>   Obviously points can be reduced by the GM for an adventure.  This 
>doesn't require the mechanics of Independent, Focus, Drain, or even any 
>game mechanic at all; the GM can do it by fiat.  The mechanics are there as 
>tools for the GM (and players) to use. 
 
Of course this is true: it is also true that you don't need fiat to do this 
most of the time. And, yes, it is also true that you need to do this type of 
thing with great caution: players need to have fun. But nevermind that... 
 
>   Besides that, what you apparently meant as a rebuttal didn't refute what 
>I said in any way.  Take away a non-Indepedent Focus, and the points can be 
>respent; take away an Independent Focus, and they cannot. 
 
 
You are wrong about what I was rebutting, which was that Independent was 
necessary on the power to be able to run an adventure where the character 
lost a focus or other power and needed to get it back. You mentioned that 
you would use Independent in that way. This implies that if it didn't have 
Independent on it that it couldn't happen, so I argued that it could. I also 
believe it is reasonable, as long as it isn't too long term. If it is, 
Independent becomes more attractive. Take away a non-Independent Focus, or 
anything else for that matter, and the points can be re-spent when the GM 
and the situation and the fun factor allow them to be; take away an 
Independent Focus, and they cannot. 
 
JAJ, GP 
 
------------------------------ 
 
Date: Fri, 4 Dec 1998 14:53:21 -0800 
From: "James Jandebeur" <james@javaman.to> 
Subject: Re: Independent Limitation 
 
>If you're the sort of GM who insists on creating a situation 
>specifically to exploit each disad that every character takes, yes this 
>will begin to look contrived. 
 
 
"Insists"? No. However, if the villains learn a weakness in your character 
that she could exploit and does not, that itself is contrived. If the 
problem would otherwise logically come up, that also is contrived. However, 
as I said earlier, the villain who exploits it by creating situations that 
take advantage of this (a maze you need to avoid your problem in, your DNPC 
in the middle of a magnetic field you need to get him out of, and so on) is 
interesting, and any number of situations can come up that work without 
seeming contrived. In other words, I've already mostly changed my mind on 
this point: but this kind of thing does not work in all cases. 
 
>Since we've been talking about independent powers, let's talk about 
>making that -2 count. Any power that's independent can be used by 
>anyone. So anyone who can control/acquire this power will want to do so 
>if it meets their needs, right? For example, a suit of power armour that 
>can make a two-bit hood into Iron Man would be a pretty hot ticket. Any 
>criminal element who knows this thing exists is going to want it for 
>themselves and may come up with complex plans and hire on specialists to 
>steal it and use it for their own dire purposes. Likewise, if you've got 
>an independent END battery or something based on location, wouldn't you 
>expect someone to take control of that area and build a bunker around 
>it? 
 
 
All of this is covered by taking the power as Universal, and does not 
require the Independent to get either the drawback of bad guys using it nor 
the advantage of friends using it. The difference is is that when the bad 
guys steal the Independent item, you have to get that item back: you can't 
replace it. 
 
I would also argue that if the bad guys take a non-Independent item that is 
Breakable and Universal, you can then replace it AND they have it as an 
Independent item. THEY, of course, can't replace it, but can use it against 
you in the next fight. The alternative is to have the armor magically 
disappear when you rebuild it at home (which might be within special effect, 
as well :) 
 
>To me, taking any -2 limitation on a power is like taking a 25pt. Disad. 
>They should be prepared for serious hassle because of it. 
 
I won't dispute that. There are times, though, where a limitation that is a 
"boogeyman" is better bought as a disadvantage, such as the Gold Kryptonite 
example, rather than limitations, since it gives you so many more points if 
you buy it on a significant amount of your equipment. 
 
>Which brings me around to this whole limitation conversation about 
>whether a disad will occur or may occur. I don't understand the 
>confusion. If your powers don't work in a vacuum, they don't work in a 
>vacuum. If you're just neurotic about being in a vacuum, then it's a 
>psych lim, right? Taking an activation roll doesn't mean you eventually 
>fail your roll, it means you check the activation roll each and every 
>time. I think that being arbitrary about enforcing disads is a huge 
>mistake. It's okay to be rough on your characters but you can't be 
>arbitrary about it. 
 
 
Part of this was the idea that if your powers don't work in a vacuum, but a 
vacuum never comes up or you can avoid it completely with reasonable ease, 
that this is better represented as a Psych Lim or nothing at all. You have 
the Psych Lim because if you ever entered it, you would have no powers, but 
since you will never enter it, it isn't a limitation. That, however, is 
something that is difficult to predict. 
 
Again, as I said before, I don't recall saying anything about being 
arbitrary. The threats to the Independent focus, while I firmly believe they 
must exist (save if you do something to almost completely eliminate them, 
which will limit its effectiveness in and of itself, so that's okay) must 
fit into the campaign. Logically and reasonably. If they won't fit without 
creating arbitrary threats, the Independent limitation should not be 
allowed. If there is no situation that the Magnetic Field will logically 
effect you during the campaign for whatever reason, whether it's by causing 
you trouble by getting in your way or by shutting down your powers, without 
forcing the situation, it should likewise not be allowed. 
 
Of course, it's hard to predict the future: the GM might end up being wrong 
about what will come up during the game. So, you might get away with having 
limitations that never affect you, or getting less for the limitation than 
you should have. Ah, well. 
 
JAJ, RP 
 
------------------------------ 
 
Date: Fri, 4 Dec 1998 20:38:17 -0500 
From: "Geoff Depew" <mephron@idt.net> 
Subject: AP/Penetrating question 
 
General question for the list: 
 
Can you stack AP and Penetrating?  As in, can you buy an AP Penetrating EB? 
There's nothing that says you CAN'T... but it would appear hideously 
twinktastic on the face of it. 
 
Opinions? 
 
------------------------------ 
 
Date: Fri, 4 Dec 1998 20:43:54 -0500 (EST) 
From: Michael Surbrook <susano@otd.com> 
Subject: Re: some dumb questions for the list.  
 
On Fri, 4 Dec 1998, Michael Hayden wrote: 
 
> On Fri, 4 Dec 1998, Tim Gilberg wrote: 
>  
> > 	Try PC Pine.  Nice and consistant font for everything. 
>  
> Or be a real man and telnet into a Unix shell account where you can use 
> the -original- Pine. ^_^ 
 
Heh, that's what I do...   
 
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: Fri, 4 Dec 1998 17:37:36 -0800 (PST) 
From: "Steven J. Owens" <puff@netcom.com> 
Subject: Re: some dumb questions for the list. 
 
Michael Hayden writes: 
> On Fri, 4 Dec 1998, Tim Gilberg wrote: 
> > 	Try PC Pine.  Nice and consistant font for everything. 
>  
> Or be a real man and telnet into a Unix shell account where you can use 
> the -original- Pine. ^_^ 
 
     Pine, hell, if you're gonna be a *real* man, why not use mail? :-). 
 
     (Actually, I use elm, I find the interface "cleaner" than pine's 
and very easy to use; though I could wish for reverse searches and 
better multiple mailbox management) 
 
     "Mail is barbaric." - The guy who introduced me to Elm and later 
became my boss at my *second* computer job (working at a college 
computer lab for the CS department - my *first* computer job I got in 
part because at the job interview I noticed the interviewer using mail 
and I taught her how to use elm :-). 
 
Steven J. Owens 
puff@netcom.com 
 
------------------------------ 
 
Date: Fri, 4 Dec 1998 17:25:14 -0800 (PST) 
From: Anthony Jackson <ajackson@molly.iii.com> 
Subject: Hm..just saw first book of new marvel superheroes game 
 
Didn't actually see a copy of the _game_ system (nor did I very much care), but 
as a resource for the characters it's perfectly useful anyway... 
 
Has four base stats (strength, agility, intelligence, willpower); for all of 
them the 'human' range tends to be 1-10, beyond that gets superhuman fairly 
quickly.  Of course, that's comic-book human, not human human, but ;).  Then 
adds a bunch of abilities, which are either at a flat level or a +level (in 
which case, at a guess, it adds to some stat).  A lot of the abilities seem to 
basically be multipower equivalents (things like 'energy control').  In most 
cases the effects of powers are reasonably obvious from the power description, 
and the active point level of the power can be inferred from the power level 
(rule of thumb looks to be about (power-3) dc, though that breaks down for 
midrange strength.  Of course, there appears to be about a 20X difference 
between a 10 str and a 12, so...).  Figure raw CV is equal to agility, ECV 
equal to willpower, etc. 
 
Fairly usable resource, even if you don't want to use the game system. 
 
------------------------------ 
 
Date: Fri, 4 Dec 1998 18:03:33 -0800 
From: "James Jandebeur" <james@javaman.to> 
Subject: Re: Perfect Cell vs Devourer of Worlds 
 
>> >But you do have 998 meters on him...  OTOH: Perfect Cell can blow up 
>> >planets too...  (90  BODY, right?) 
>> 
>>    Something like that.  I'm not sure; perhaps it'll be in Hero5.  ;-] 
> 
>Yeah.  Under 'breaking things'. 
 
 
Uhm, guys? Do we really want our planet to have a single body score so it 
can be blown out from under us easily? 
 
Oh, wait: game rules do not affect reality. Must keep that in mind. 
 
JAJ, GP 
 
------------------------------ 
 
Date: Fri, 4 Dec 1998 17:55:25 -0800 (PST) 
From: "Steven J. Owens" <puff@netcom.com> 
Subject: Re: CAPTURING SOMEONE 
 
Guy Hoyle writes: 
> Here's another puzzler: I need to be able to capture a player character 
> without hurting him.  He's too strong just to be jumped by goons, and he's 
> a savvy-enough hunter that he could probably see any snares I set for him.  
> Any neat tricks or favorite tactics come to mind? The campaign is a pulp 
> type adventure, set in 1936.  The villains are Nazis. 
 
     It's always easy for the GM to stack the deck against a player, 
the trick is to do it believably. 
 
The Old Sherlock Holmes Approach 
 
     If you need to do it for plot purposes and it's not going to do 
the player irreparable harm, I'd say just have him wake up in a locked 
room somewhere.   
 
     The name comes from a story that the author got tired of Holmes 
(the stories were being published a chunk at a time in a magazine) and 
decided to leave him in an inescapable trap (walls closing in, water 
rising above their necks, etc) at the end of the final episode.  The 
magazine got a flood of reader letters and the author reconsidered.  
But how to get him out of the inescapable trap?  He started the next 
episode with: 
 
     "After I got out of the trap..." 
 
     You're not trying to "get away" with anything here, it's just the 
setup necessary for the next scenario.  Establish, preferably by 
quietly mentioning it to the player a little ahead of time, that he'll 
have a chance to get out of the trap as soon as the scenario gets into 
full play.  Heck, maybe even offer him an extra experience point if he 
role-plays it well. 
 
The Magician's Force 
 
     This is something of a misnomer, but in principle it's the same. 
The magician's force is a showman's technique where you seem to give a 
person a choice, but in fact no matter which answer they give, it 
works out the same.   
 
     The classic example is having two cards face down and asking the 
sucker to "pick a card".  He picks the one you want, great!  He picks 
the other one, you just remove it and turn over the remaining one - 
note that your phrasing of the question is noncomittal and that you 
just suavely and assuredly assume you actually asked him to pick a 
card to _remove_. 
 
     As a GM this is even easier.  You set up a couple of possible 
choices and simply decide that they're *all* wrong.  No matter which 
door the player chooses, it's the one with the knockout gas behind it. 
Of course, it's better not to make it as obvious as two doors.  For 
example, setting up a "new love interest" that may be a Nazi spy, 
while at the same time setting up a ploy to sucker the player into 
venturing into a dark warehouse at night.  If the character suspects 
the love interest, make her innocent.  If he suspects the dark 
warehouse to be a trap, it's not, but when he gets home his love 
interest puts knockout drops in his drink. 
 
 
Steven J. Owens 
puff@netcom.com 
 
      
 
------------------------------ 
 
Date: Fri, 4 Dec 1998 20:59:51 -0600 (Central Standard Time) 
From: Tim Gilberg <gilberg@ou.edu> 
Subject: Re: some dumb questions for the list.  
 
> > 	Try PC Pine.  Nice and consistant font for everything. 
>  
> Or be a real man and telnet into a Unix shell account where you can use 
> the -original- Pine. ^_^ 
 
	I'd love to, but they don't give shell access to students here at 
OU.  I'd had it for a few years at Illinois College before this, and for a 
year at Northwestern before that.  But PC Pine is much better than any of 
the other Win e-mail programs. 
 
 
					-Tim Gilberg 
			-"English Majors of the World!  Untie!" 
 
------------------------------ 
 
Date: Fri, 4 Dec 1998 16:38:48 -0800 
From: "Filksinger" <filksinger@usa.net> 
Subject: Re: NEED IDEAS: FUN WITH NAZIS 
 
Thank you. I figured that it would be true. Nobody _would_ expect the 
Spanish Inquisition. 
 
Filksinger 
- -----Original Message----- 
From: Lockie <jonesl@cqnet.com.au> 
To: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Friday, December 04, 1998 3:13 PM 
Subject: Re: NEED IDEAS: FUN WITH NAZIS 
 
 
>*bows* The perfect response *L* 
> 
>-----Original Message----- 
>From: Filksinger <filkhero@usa.net> 
>To: champ-l@sysabend.org <champ-l@sysabend.org> 
>Date: Saturday, December 05, 1998 7:22 AM 
>Subject: Re: NEED IDEAS: FUN WITH NAZIS 
> 
> 
>>From: Lockie <jonesl@cqnet.com.au> 
>> 
>>> 
>>>-----Original Message----- 
>>>From: Filksinger <filkhero@usa.net> 
>>>To: champ-l@sysabend.org <champ-l@sysabend.org> 
>>>Date: Friday, December 04, 1998 9:32 AM 
>>>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 
>>>> 
>>> 
>>>and then the french resistance turns up. 
>> 
>> 
>>Followed by the Spanish Inquisition. 
>> 
>>"Nobody expects the Spanish Inquisition!" 
>> 
>>Filksinger 
>> 
> 
 
------------------------------ 
 
End of champ-l-digest V1 #70 
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