Digest Archives Vol 1 Issue 76

From: owner-champ-l-digest@sysabend.org 
Sent: Sunday, December 06, 1998 11:12 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #76 
 
 
champ-l-digest        Sunday, December 6 1998        Volume 01 : Number 076 
 
 
 
In this issue: 
 
    Re: An Array Type Question 
    Re: CAPTURING SOMEONE 
    Re: Arctic Fox 
    Re: CHAR: Piccolo 
    Re: Double messages 
    Re: Perfect Cell vs Devourer of Worlds 
    Re: Perfect Cell vs Devourer of Worlds 
    Re: Independent Limitation 
    Re: Magic Lock 
    Re: Perfect Cell vs Devourer of Worlds 
    Re: Blake/Thor 
    Re: AP/Penetrating question 
    Re: Magic Lock 
    Re: AP/Penetrating question 
    RE: Perfect Cell vs Devourer of Worlds 
    Re: Magic Lock 
    RE: some dumb questions for the list.  
    RE: Article on Canada (fwd) 
    RE: Magic Lock 
    Character Comparisons 
    Re: Magic Lock 
    Re: Double messages 
    RE: Article on Canada (fwd) 
    Re: Perfect Cell vs Devourer of Worlds 
    Re: Living Shadows... 
    Re: Magic Lock 
    Re: Magic Lock 
    How do you define 'mutant' 
    Re: An Array Type Question 
    Re: How do you define 'mutant' 
    Re: CAPTURING SOMEONE 
    Re: How do you define 'mutant' 
    Re: Fun w/Nazis 
    Re: The Mountie 
    Re: How do you define 'mutant' 
 
---------------------------------------------------------------------- 
 
Date: Sat, 5 Dec 1998 23:36:04 -0400 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: An Array Type Question 
 
On Sat, Dec 05, 1998 at 01:11:13AM -0800, Eric Chaves wrote: 
 
> I'm planning on developing a group of high-tec hocky-like villans 
 
You know, I love this genre. 
 
------------------------------ 
 
Date: Sat, 5 Dec 1998 23:41:12 -0400 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: CAPTURING SOMEONE 
 
On Fri, Dec 04, 1998 at 05:55:25PM -0800, Steven J. Owens wrote: 
> 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..." 
 
I reread the Complete Sherlock Holmes a while back, and I don't recall 
anything like that. Can you provide a story name? 
 
Incidentally, somebody remind to write a character sheet for Holmes 
when I have a chance. 
 
------------------------------ 
 
Date: Mon, 7 Dec 1998 03:02:49 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Arctic Fox 
 
<<-----Original Message----- 
From: Glen Sprigg <borealis@cois.on.ca> 
 
**************************** 
 
Constructive criticism will be appreciated.  Flames will be snuffed. 
 
Glen>> 
 
question: why do these people keep comind third?  
 
------------------------------ 
 
Date: Sun, 6 Dec 1998 11:44:08 -0500 (EST) 
From: Michael Surbrook <susano@otd.com> 
Subject: Re: CHAR: Piccolo 
 
On Sat, 5 Dec 1998, Dr. Nuncheon 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. 
>  
> Wow.  I never knew it was 'Piccolo' like the musical instrument. 
> Considering the amount of food/vegetable puns present in Dragonball names 
> (Kakaroto = carrot, Vegita = vegetable, etc) I always figured it was based 
> off of 'pickle', as in 'pickled cucumber'. 
 
Actually, it works like this: 
 
All Saiyajin characters have vegitable names (Kakaroto = carrot, Vegita = 
vegetable, Brolly = broccoli, Raditz = radish etc.) 
 
Many of the original cast have food pun names.  This includes Yamcha, 
Oolong, Pilaf, Garlic, Ranchi (lunch) etc. 
 
Bulma's familiy is clothing puns.  Bulma (bloomers), Trunks, Dr. Briefs, 
Bra. 
 
Piccolo and his flunkies were all musical instruments. 
 
The Red Ribbon army were almost all colors (Blue Shogun, Red Shogun, 
Black... etc.) 
 
Due to the multiple ways of writing a name (and thus, having the same 
sound but a totally different meaning), pun names are *very* common in 
many Japanese comics. 
 
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: Mon, 7 Dec 1998 02:58:36 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Double messages 
 
yup. i just figured it was some evil plot to get me *lol* 
 
- -----Original Message----- 
From: James Jandebeur <james@javaman.to> 
To: HERO System List <champ-l@sysabend.org> 
Date: Sunday, December 06, 1998 6:53 AM 
Subject: Double messages 
 
 
>Is anyone else getting double messages? 
> 
>James 
 
------------------------------ 
 
Date: Mon, 7 Dec 1998 03:24:13 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Perfect Cell vs Devourer of Worlds 
 
- -----Original Message----- 
From: Wayne Shaw <shaw@caprica.com> 
To: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Sunday, December 06, 1998 8:23 PM 
Subject: Re: Perfect Cell vs Devourer of Worlds 
 
 
>>> As long as you look the other way and don't let the damage accumulate, 
it's 
>>> not that big a deal.  After all, anything that can do 90 Body is an 
>>> incredibly powerful attack. 
>> 
>>Hmm, I like it. Simple, elegant, allows the Death Star. I will consider 
>>it. 
>> 
>>However, the write-ups for nuclear bombs that I have seen are 20 dice 
>>and such, and could conceivably blow up a planet with only 90 body. Not 
>>that I use them that way, mind you. "I am become Death..." 
> 
>That's the problem with a ruddy doubling scale.  it is a problem, just like 
>the ability to take out a car with one .50 caliber bullet. 
> 
 
well, check out TUSV when it's out, plus 
i may place a link to my 3da system on the list 
if i get it onto a page before christmas. In it, each *hex* 
has a body score. .. 
 
------------------------------ 
 
Date: Mon, 7 Dec 1998 03:07:57 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Perfect Cell vs Devourer of Worlds 
 
- -----Original Message----- 
From: Tim Gilberg <gilberg@ou.edu> 
Cc: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Sunday, December 06, 1998 10:04 AM 
Subject: Re: Perfect Cell vs Devourer of Worlds 
 
 
> 
>> > As long as you look the other way and don't let the damage accumulate, 
it's 
>> > not that big a deal.  After all, anything that can do 90 Body is an 
>> > incredibly powerful attack. 
>> 
>> Hmm, I like it. Simple, elegant, allows the Death Star. I will consider 
>> it. 
>> 
>> However, the write-ups for nuclear bombs that I have seen are 20 dice 
>> and such, and could conceivably blow up a planet with only 90 body. Not 
>> that I use them that way, mind you. "I am become Death..." 
> 
> Personally, I'd like to see some sort of scale rules, like in the 
>Star Wars RPG, in use in Hero for such things as planet destroyers. 
> 
 
Well myself, i figure, if your going to blow up a planet, you're going to 
have to spend a 
lot of points. Spend enough points and you'll get there, if you don't you 
don't deserve to destroy planets. 
(or be indestructable or whatever) 
 
 
> 
> -Tim Gilberg 
> -"English Majors of the World!  Untie!" 
> 
 
------------------------------ 
 
Date: Sun, 06 Dec 1998 10:41:43 -0800 
From: James Jandebeur <james@javaman.to> 
Subject: Re: Independent Limitation 
 
> In my campaign, I don't let PCs buy Independent.  It is a limitation on things 
> introduced into play by me, the GM.  It is my license to take away whenever I 
> want, not my notice that I'm going to do so. 
 
 
This, of course, is always a reasonable use of it. 
 
As I said before: not that you need my approval (-; 
 
JAJ, GP 
 
------------------------------ 
 
Date: Sun, 06 Dec 1998 10:53:28 -0800 
From: James Jandebeur <james@javaman.to> 
Subject: Re: Magic Lock 
 
> Possibly Transform the doors into solid parts of the wall that just look 
> like doors and windows.  If that doesn't work for you try thinking about how 
> you could do it with Force Wall.  Be creative with special effects.  Don't 
> limit the special effects of a power to what you see most of the time. 
> Force Wall doesn't necessarily have to be a big glowing wall. 
 
Only problem is that the official rules on Force Wall make it extremely 
expensive to surround an entire castle or other large building. Good 
other than that, though. 
 
I still like Entangle. 
 
JAJ, GP 
 
------------------------------ 
 
Date: Sun, 6 Dec 1998 12:46:16 -0600 (Central Standard Time) 
From: Tim Gilberg <gilberg@ou.edu> 
Subject: Re: Perfect Cell vs Devourer of Worlds 
 
> > Personally, I'd like to see some sort of scale rules, like in the 
> >Star Wars RPG, in use in Hero for such things as planet destroyers. 
> > 
> Well myself, i figure, if your going to blow up a planet, you're going to 
> have to spend a 
> lot of points. Spend enough points and you'll get there, if you don't you 
> don't deserve to destroy planets. 
> (or be indestructable or whatever) 
 
	True, but a scaling system would help to handle many possible 
problems with SciFi issues, IMO. 
 
 
					-Tim Gilberg 
			-"English Majors of the World!  Untie!" 
 
------------------------------ 
 
Date: Sun, 06 Dec 1998 10:50:30 -0800 
From: James Jandebeur <james@javaman.to> 
Subject: Re: Blake/Thor 
 
> >bought OIHID, depending on the SFX. (Back when Thor was turning into the 
> >wimpy doctor, didn't his cane [the disguised Mjollnir] get lost/stolen at 
> >least once?) 
>  
> Wouldn't that be Multiform with an OAF or IAF? 
 
Or, OIHID for the powers, and Instant Change with the Focus: IAF, Cane. 
He also has Accidental Change, automatically, to Dr. Blake when he's 
seperated from the hammer for more than a minute. 
 
But that's strange... 
 
I don't think of it as Multiform, at least in later stories, because 
Thor has the skills of Dr. Blake, though his beefier hands find it 
harder to do the delicate work (which is mainly role-playing, or could 
be). But it certainly could be. 
 
JAJ, GP 
 
------------------------------ 
 
Date: 06 Dec 1998 14:14:42 -0500 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: AP/Penetrating question 
 
- -----BEGIN PGP SIGNED MESSAGE----- 
Hash: SHA1 
 
"BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
BG> (My own interpretation is that, under Hero4, one level of Hardened 
BG> would take care of one AP *and* one Pen -- but that's *just* my own 
BG> interpretation.) 
 
That is the official ruling from Steve Peterson (check the FAQ). 
 
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Version: PGPfreeware 5.0i for non-commercial use 
Charset: noconv 
 
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- --  
Rat <ratinox@peorth.gweep.net>    \ Do not taunt Happy Fun Ball. 
PGP Key: at a key server near you! \  
                                    \  
 
------------------------------ 
 
Date: Mon, 7 Dec 1998 05:58:18 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Magic Lock 
 
- -----Original Message----- 
From: James Jandebeur <james@javaman.to> 
To: HERO System List <champ-l@sysabend.org> 
Date: Monday, December 07, 1998 5:23 AM 
Subject: Re: Magic Lock 
 
 
>> Possibly Transform the doors into solid parts of the wall that just look 
>> like doors and windows.  If that doesn't work for you try thinking about 
how 
>> you could do it with Force Wall.  Be creative with special effects. 
Don't 
>> limit the special effects of a power to what you see most of the time. 
>> Force Wall doesn't necessarily have to be a big glowing wall. 
> 
>Only problem is that the official rules on Force Wall make it extremely 
>expensive to surround an entire castle or other large building. Good 
>other than that, though. 
> 
>I still like Entangle. 
> 
>JAJ, GP 
 
ok, what if we think of the building as a base? What does one use when 
securing a base's doors, str? 
The def of the walls? just place an aid on that. . ? 
 
------------------------------ 
 
Date: Sun, 06 Dec 1998 12:26:14 -0800 
From: James Jandebeur <james@javaman.to> 
Subject: Re: AP/Penetrating question 
 
> BG> (My own interpretation is that, under Hero4, one level of Hardened 
> BG> would take care of one AP *and* one Pen -- but that's *just* my own 
> BG> interpretation.) 
>  
> That is the official ruling from Steve Peterson (check the FAQ). 
 
Really? Interesting. So you'd take multiple levels of Pen to get the 
effect I was describing? I find that acceptable. 
 
JAJ, GP 
 
------------------------------ 
 
Date: Sun, 6 Dec 1998 12:17:37 -0800 
From: "Filksinger" <filkhero@usa.net> 
Subject: RE: Perfect Cell vs Devourer of Worlds 
 
From: owner-champ-l@sysabend.org 
 
> As long as you look the other way and don't let the damage 
> accumulate, it's 
> not that big a deal.  After all, anything that can do 90 Body is an 
> incredibly powerful attack. 
 
Personally, I've always hated the "90 BODY rule". It is utterly 
ridiculous. By now, people digging basements would have destroyed the 
world 1000x over. And even if basements didn't count, how many 500 
pound bombs hit the ground during WWII? A single bad bombing run would 
destroy the world. 
 
Filksinger 
 
------------------------------ 
 
Date: Sun, 06 Dec 1998 12:53:02 -0800 
From: James Jandebeur <james@javaman.to> 
Subject: Re: Magic Lock 
 
> ok, what if we think of the building as a base? What does one use when 
> securing a base's doors, str? 
> The def of the walls? just place an aid on that. . ? 
 
If you built the base, it could just be that a locked door has slightly 
less Body and the same Def as a full-blown wall (or even the same for a 
very thick door). Otherwise, though, it's a bit odd: if it's not your 
base, you can't lock the doors (unless you have the key or whatever to 
do it with, of course). 
 
JAJ, GP 
 
------------------------------ 
 
Date: Sun, 6 Dec 1998 12:17:39 -0800 
From: "Filksinger" <filkhero@usa.net> 
Subject: RE: some dumb questions for the list.  
 
From: Bob Greenwade 
> 
> 
> At 04:54 PM 12/4/98 -0800, 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. ^_^ 
> 
>    Or just stick to the USPS, and use the *original,* 
> original pine.  ;-] 
 
On paper made from actual pine trees! 
 
Additionally, its Rich Text Formatting and inline images are so 
superior that even people using Pine or PC Pine can read them. And 
nobody will complain that "mail is for text only!" 
 
Filksinger 
 
------------------------------ 
 
Date: Sun, 6 Dec 1998 12:17:42 -0800 
From: "Filksinger" <filkhero@usa.net> 
Subject: RE: Article on Canada (fwd) 
 
From: geoff heald 
<snip> 
> 
> >Do you realize that I can drive from Toronto to Miami 
> [24hours] in less 
> >time than it takes to drive across Ontario [about 30hours]. Now I'm 
> >flexing like Hans & Franz. 
> > 
> > 
> Geez.  Are you sure it isn't just those lousy Canadian 
> roads?  Car and 
> driver took two Ford Expeditions from Point Barrow, Alaska 
> (furthest north 
> in US) to Key West, Florida (furthest south Continental US, 
> not sure about 
> Hawaii) in about 30 hours. 
> Wait, I probably remembered that wrong.  It was just a day 
> or two, but I 
> think it's like 9,000 miles. 
 
 
If they did it in 2 days, then they were travelling 24 hours a day, in 
a straight line,  at about 190 miles per hour. 
 
It takes nearly 24 hours, at legal speeds, to travel from Seattle to 
Los Angeles. Much shorter, and much closer to a straight line. 
 
Filksinger 
 
Filksinger 
 
------------------------------ 
 
Date: Sun, 6 Dec 1998 12:17:41 -0800 
From: "Filksinger" <filkhero@usa.net> 
Subject: RE: Magic Lock 
 
From: Bob Greenwade 
> 
> 
> At 04:46 AM 12/5/98 -0500, Scott Nolan wrote: 
> >I'm trying to create a Fantasy Hero power that will 
> magically lock and secure 
> >all the openings into a building (windows, doors, etc.). 
> > 
> >I've built it this way: 
> > 
> >40 STR Telekinesis, Area Effect , x2 area , uncontrolled, 
> > only to lock and secure doors and windows, 1 continuing 
> > 1-day charge. 
> > 
> >Problem is, this is mighty expensive for such a low-level power. 
> >Is there a better way to do this?  Transform might lock the doors, 
> >but what keeps them magically held? 
> 
>    You don't need 40 STR to do this.  The basic 10 STR 
> should be fine, 
> unless those are some pretty honkin' big and heavy doors, 
> windows, and 
> locks. 
 
Uh, I think he wants the 40 STR to hold the doors shut. 
 
Why don't you try an AE: Entangle, NND, only on doors, windows, and 
similar access points? The NND means that it isn't stopped by the 
walls and doors of the building itself. Alternately, if it only works 
on the outside doors, cast it outside (maybe through an 
about-to-be-sealed window), and let the AE cover the building. 
 
Filksinger 
 
------------------------------ 
 
Date: Sun, 6 Dec 1998 15:25:42 -0600 
From: "J. Alan Easley" <alaneasley@email.com> 
Subject: Character Comparisons 
 
I'm looking for a good method of ranking characters in overall power and 
effectiveness in combat.  I have seen some on the net and am having trouble 
finding them again.  If anyone has some could you please send me the URL or 
the formulae either off list or on if you feel anyone else would be 
interested.  Thanks in advance. 
 
Alan 
 
------------------------------ 
 
Date: Sun, 6 Dec 1998 15:20:21 -0600 
From: "J. Alan Easley" <alaneasley@email.com> 
Subject: Re: Magic Lock 
 
>>> Possibly Transform the doors into solid parts of the wall that just look 
>>> like doors and windows.  If that doesn't work for you try thinking about 
>how 
>>> you could do it with Force Wall.  Be creative with special effects. 
>Don't 
>>> limit the special effects of a power to what you see most of the time. 
>>> Force Wall doesn't necessarily have to be a big glowing wall. 
>> 
>>Only problem is that the official rules on Force Wall make it extremely 
>>expensive to surround an entire castle or other large building. Good 
>>other than that, though. 
 
Sure, I was thinking more along the lines of small Force Walls just at the 
entrances.  Just how to get them there I don't know how, without using a lot 
of autofire and possibly indirect the problem is you are still right no 
matter what, still expensive.  I can't figure out how to do this cheaply. 
 
>> 
>>I still like Entangle. 
>> 
>>JAJ, GP 
> 
>ok, what if we think of the building as a base? What does one use when 
>securing a base's doors, str? 
>The def of the walls? just place an aid on that. . ? 
> 
 
My guess is the DEF of the walls/doors.  An AID on that may be better than 
anything I have heard so far, at least based on how much it will cost. 
 
Alan 
 
------------------------------ 
 
Date: Sun, 06 Dec 1998 07:16:23 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Double messages 
 
At 12:30 PM 12/5/98 -0800, James Jandebeur wrote: 
>Is anyone else getting double messages? 
 
   I've been getting a lot of them, but mostly because US West cuts off my 
connection partway through my mail download and I end up downloading the 
same stuff all over again.  (They've really been going downhill the past 
couple of years, but especially since this summer's strike.) 
- --- 
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: Sun, 6 Dec 1998 15:05:22 -0800 
From: "Nick Laurent" <elkabong@earthlink.net> 
Subject: RE: Article on Canada (fwd) 
 
> -----Original Message----- 
> From: owner-champ-l@sysabend.org [mailto:owner-champ-l@sysabend.org]On 
> Behalf Of Filksinger 
> Sent: Sunday, December 06, 1998 12:18 PM 
> To: champ-l@sysabend.org 
> Subject: RE: Article on Canada (fwd) 
> 
> 
> From: geoff heald 
> <snip> 
> > 
> > >Do you realize that I can drive from Toronto to Miami 
> > [24hours] in less 
> > >time than it takes to drive across Ontario [about 30hours]. Now I'm 
> > >flexing like Hans & Franz. 
> > > 
> > > 
> > Geez.  Are you sure it isn't just those lousy Canadian 
> > roads?  Car and 
> > driver took two Ford Expeditions from Point Barrow, Alaska 
> > (furthest north 
> > in US) to Key West, Florida (furthest south Continental US, 
> > not sure about 
> > Hawaii) in about 30 hours. 
> > Wait, I probably remembered that wrong.  It was just a day 
> > or two, but I 
> > think it's like 9,000 miles. 
> 
> 
> If they did it in 2 days, then they were travelling 24 hours a day, in 
> a straight line,  at about 190 miles per hour. 
> 
> It takes nearly 24 hours, at legal speeds, to travel from Seattle to 
> Los Angeles. Much shorter, and much closer to a straight line. 
> 
> Filksinger 
> 
> Filksinger 
> 
> 
 
Using MSN Expedia Maps, its 4880 miles from Fairbanks, Alaska to Miami, 
Florida. And it would take 3 days, 11 hours, and 38 minutes to get there 
(83:38). For some reason it couldn't calculate from Point Barrow to Key 
West, because you have to take a ferry at one end or the other (Point 
Barrow, probably). But that should be close enough. It's pretty far, and of 
course, that distance is calculated without stops. 
 
------------------------------ 
 
Date: Mon, 07 Dec 1998 10:46:48 +1100 
From: Hamish Laws <h_laws@postoffice.utas.edu.au> 
Subject: Re: Perfect Cell vs Devourer of Worlds 
 
At 06:06 PM 12/5/98 -0800, Wayne Shaw wrote: 
>>> As long as you look the other way and don't let the damage accumulate, 
it's 
>>> not that big a deal.  After all, anything that can do 90 Body is an 
>>> incredibly powerful attack. 
>> 
>>Hmm, I like it. Simple, elegant, allows the Death Star. I will consider 
>>it. 
>> 
>>However, the write-ups for nuclear bombs that I have seen are 20 dice 
>>and such, and could conceivably blow up a planet with only 90 body. Not 
>>that I use them that way, mind you. "I am become Death..." 
> 
>That's the problem with a ruddy doubling scale.  it is a problem, just like 
>the ability to take out a car with one .50 caliber bullet. 
> 
As I understand things, and I'm a _long_ way from being an expert a .50 
bullet can easily make a car undrivable if you shoot into the engine... 
 
**************************************************************************** 
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: Sun, 06 Dec 1998 07:49:31 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Living Shadows... 
 
At 10:36 AM 12/5/98 -0800, lizard@mrlizard.com wrote: 
>I have a villain in my current campaign who has, among her other 
>powers, the ability to animate your shadow and have it attack you. 
>Since I was pressed for time when writing her up, I took the simplest 
>route and made it mental illusions, one image only, with enough dice 
>to make it likely the target would be at the 'takes stun' level. 
>However, this really isn't as optimal as I'd like. Other ideas? 
> 
>The other things I've considered are: 
>a)Adding an Images power, linked, so that other people see the 
>shadows, but the target still takes Stun due to the mental half. 
> 
>b)Summoning:The problem is, defining what is being summoned. Do I 
>define a generic 'shadow beast', or do I come up with the stats for 
>the shadows of each individual target? 
 
   I'd go with the Summoning route.  Define a generic "shadow beast" with a 
VPP to emulate certain abilities of the target. 
 
>(The other issue is combat itself...if you're battling a mental 
>illusion, do you run into normal combat time, with rolls to hit based 
>on ECV, or can I just say that since it's all in your mind, the 
>illusionist is running the show? Certainly, at the 'no longer 
>interacts with reality' level, that's what it should be, but that's 
>not the case here) 
> 
>Time to dig out UM... 
 
   I tend to agree (with the last statement, that is).  While I'd run this 
in normal combat time, how it's run is up to the GM.  TUM has some good 
points on this.  :-] 
- --- 
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: Sun, 06 Dec 1998 08:17:50 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Magic Lock 
 
At 01:23 PM 12/5/98 -0500, Scott Nolan wrote: 
>At 08:26 AM 12/5/98 -0800, Bob Greenwade wrote: 
>>At 04:46 AM 12/5/98 -0500, Scott Nolan wrote: 
>>>I'm trying to create a Fantasy Hero power that will magically lock and 
>secure 
>>>all the openings into a building (windows, doors, etc.).   
>>> 
>>>I've built it this way: 
>>> 
>>>40 STR Telekinesis, Area Effect , x2 area , uncontrolled, 
>>> only to lock and secure doors and windows, 1 continuing 
>>> 1-day charge. 
>>> 
>>>Problem is, this is mighty expensive for such a low-level power.   
>>>Is there a better way to do this?  Transform might lock the doors, 
>>>but what keeps them magically held? 
>> 
>>   You don't need 40 STR to do this.  The basic 10 STR should be fine, 
>>unless those are some pretty honkin' big and heavy doors, windows, and 
>>locks. 
> 
>The large STR was not to close the doors but to keep them closed 
>when a 20 STR warrior decides he wants in.  That's the 'secure' 
>part. 
 
   Okay, I'd gotten the impression that all you wanted was to close and 
lock the doors (which, actually, could arguably done with Change Environment). 
   For additional power in keeping others out, I'd suggest adding an 
Entangle to the mix.  Modifiers that I'd see as appropriate (besides 
wehatever flavor of  Linked you deem appropriate) would include Entangle 
Takes No Damage, Entangle with 1 BODY, and possibly Invisible Power Effects. 
   The combination of the low-STR TK and the Entangle will give it the sort 
of "fire-and-forget" nature that I think you were looking for with the 
continuing Charge, without actually limiting the number of times the spell 
can be cast (unless you *want* that limit). 
 
>I wonder if this might not be bought as simple STR, rather than  
>as TK?  
 
   I would avoid that kind of construct if at all possible.  Complex power 
constructs are bad enough when not applied to Primary Characteristics. 
- --- 
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: Sun, 06 Dec 1998 16:41:43 -0800 
From: James Jandebeur <james@javaman.to> 
Subject: Re: Magic Lock 
 
> Why don't you try an AE: Entangle, NND, only on doors, windows, and 
> similar access points? The NND means that it isn't stopped by the 
> walls and doors of the building itself. Alternately, if it only works 
> on the outside doors, cast it outside (maybe through an 
> about-to-be-sealed window), and let the AE cover the building. 
 
That was close to my suggestion, but I didn't use the NND. It does need 
something more than how I designed it, but it's probably better as 
Inderect than NND. Lower advantage, and that's what Inderect normally 
does, or close to it. And you'd need seperately targetable, so that you 
could break it without potentially doing damage to the building. 
 
JAJ, GP 
 
------------------------------ 
 
Date: Mon, 7 Dec 1998 17:47:01 -0800 
From: "Eric Wylie" <erk@halcyon.com> 
Subject: How do you define 'mutant' 
 
This is a multi-part message in MIME format. 
 
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I'd like to hear how many of you define a mutant in your Champions = 
campaigns.  At what point does a norm become a mutant?  I have a player = 
who insists his character is not a mutant and I don't agree.  The = 
character in question is a mini-superman; flight, super strength, speed, = 
n-ray, etc... The character is not an alien.  The (limited) background = 
given is that he is a longshoreman that gained super powers one day.  I = 
cannot get the player to explain this 'defining moment.'  The way I see = 
it, if the character exceeds NHCM and/or can fly, see through buildings, = 
etc..., he has mutated beyond an ordinary person as is a mutant.  Do = 
agree/disagree? 
 
In addition, if a character is a mutant in some way, have you ever let a = 
character have a perk of 'does not show up on mutant detectors.'  If so, = 
how many points would this cost? 
 
Regards, 
Eric 
 
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD W3 HTML//EN"> 
<HTML> 
<HEAD> 
 
<META content=3Dtext/html;charset=3Diso-8859-1 = 
http-equiv=3DContent-Type> 
<META content=3D'"MSHTML 4.72.3110.7"' name=3DGENERATOR> 
</HEAD> 
<BODY bgColor=3D#ffffff> 
<DIV>&nbsp;</DIV> 
<DIV><FONT color=3D#000000 size=3D2>I'd like to hear how many of you = 
define a mutant=20 
in your Champions campaigns.&nbsp; At what point does a norm become a=20 
mutant?&nbsp; I have a player who insists his character is not a mutant = 
and I=20 
don't agree.&nbsp; The character in question is a mini-superman; flight, = 
super=20 
strength, speed, n-ray, etc... The character is not an alien.&nbsp; The=20 
(limited) background given is that he is a longshoreman that gained = 
super powers=20 
one day.&nbsp; I cannot get the player to explain this 'defining = 
moment.'&nbsp;=20 
The way I see it, if the character exceeds NHCM and/or can fly, see = 
through=20 
buildings, etc..., he has mutated beyond an ordinary person as is a=20 
mutant.&nbsp; Do agree/disagree?</FONT></DIV> 
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV> 
<DIV><FONT color=3D#000000 size=3D2>In addition, if a character is a = 
mutant in some=20 
way, have you ever let a character have a perk of 'does not show up on = 
mutant=20 
detectors.'&nbsp; If so, how many points would this cost?</FONT></DIV> 
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV> 
<DIV><FONT color=3D#000000 size=3D2>Regards,</FONT></DIV> 
<DIV><FONT color=3D#000000 size=3D2>Eric</FONT></DIV></BODY></HTML> 
 
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------------------------------ 
 
Date: Sun, 6 Dec 1998 18:13:09 -0800 
From: Eric Chaves <rambler@sowest.net> 
Subject: Re: An Array Type Question 
 
>At 01:11 AM 12/5/98 -0800, Eric Chaves wrote: 
>> 
>>I'm planning on developing a group of high-tec hocky-like villans and I had 
>>a question on the mechanics of a power.  The SFX would be that any of the 
>>"hockey team" could pick up the "puck" and shoot it towards the heroes. 
>>There would only be one puck between the group.  I'm planning to base it on 
>>a EB vs. PD but how would I mechanically base it on the whole group? 
>> 
>>Thanks in advance. 
> 
>   I'm not 100% clear on what you're after here.  Do you mean that there's 
>just one puck, and any one of the team can fire it?  Or that any number of 
>team members can participate in the firing of a single puck, and the more 
>participants the more powerful the puck? 
 
 
Yes, there is one puck that can be passed between each of team.  Each of 
the team members could "shoot" the puck at someone. 
 
 
 
Geek Code 
**************************************************************************** 
GCS d++ H s:+ !g !p au+ a- w++ v++ C++++ UL+ P? L+ 3- E? N+++ K- W--- M++ !V 
po--- Y+ t++ 5 j R++ G'' tv++ b++ D++ B--- e- u** h+ f+ r n+ y** 
**************************************************************************** 
 
------------------------------ 
 
Date: Sun, 6 Dec 1998 18:44:20 -0800 
From: "lizard@mrlizard.com" <lizard@mrlizard.com> 
Subject: Re: How do you define 'mutant' 
 
Well, first off, you're running the world, and, as 'God', you need to 
know what the characters real origins are, so you can make sure they 
fit in your conception of the universe. (There is no law saying there 
HAVE to be mutants in a superhero universe, nor, if there are, do they 
have to be angst-filled whiners alone in a world they never made TM) 
 
I define a 'mutant' as 'someone born with latent superpowers, to 
parents who had no such powers'. (That is, that's my definition in a 
comic-book sense.) This person always had 'power genes' or whatnot, 
from conception, and they probably activate spontaneously at some 
point in life, usually early teens. (Following the standard comic book 
pattern) This diffrentiates from people who fall into vats of 
radioactive sludge, build suits of power armor, get magic amulets, 
etc. (Why anyone would care if you were born with the power to toss 
lightning or somehow gained the power after being hit by lightning is 
beyond me...) 
 
So tell the player that either he comes up with a decent origin 
explaining how his character aquired his powers, or you'll assume he's 
a mutant, with whatever that means to your game world. 
 
(BTW, if mutants are actively hunted/hated, you might let them buy 
'Distinctive Features:Mutant, Easily Concealable' or, perhaps, 
'Physical Limitation:Mutant, infrequent, slightly'. Whether or not 
they're hunted depends on if they're known to the inevitable Evil 
Anti-Mutant organizations.) 
 
------------------------------ 
 
Date: Sat, 5 Dec 1998 19:24:21 -0800 
From: jayphailey@juno.com (Jay P Hailey) 
Subject: Re: CAPTURING SOMEONE 
 
>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. 
> 
>Thanks, 
> 
>Guy 
 
Well the usual method is to have an engeue (beautiful woman of loose 
morals) slip him a mickey. 
 
Another idea is a dart gun, slip sleeping gas under the door. 
 
But if the game is a Heroic level game, then enough goons, *should* be 
able to get him. 
 
Also this might be an excuse to establish a "boss" villian who will take 
the combine effort of the group to defeat... 
 
 
Jay P. Hailey <Meow!> 
 
"A B C D E-F-G.  Eric the half a bee......" 
 
___________________________________________________________________ 
You don't need to buy Internet access to use free Internet e-mail. 
Get completely free e-mail from Juno at http://www.juno.com/getjuno.html 
or call Juno at (800) 654-JUNO [654-5866] 
 
------------------------------ 
 
Date: Sun, 06 Dec 1998 22:01:47 -0500 
From: Mike Christodoulou <Cypriot@concentric.net> 
Subject: Re: How do you define 'mutant' 
 
At 05:47 PM 12/7/98 -0800, Eric Wylie wrote:  
> 
> I'd like to hear how many of you define a mutant in your Champions 
> campaigns.  At what point does a norm become a mutant? 
 
 
 
Well, hopefully a biologist can check in on this, but for now, maybe this 
will do.  A mutant is a creature whose DNA has been changed in some manner. 
Mutations actually occur periodically in any species, which is the basis 
of the whole Darwin thing.  The mutation can be as subtle as a slightly  
elongated ear, or as dramatic as an extra limb.   
 
If the character in question receives his powers as the result of a 
change to his DNA, then he's a mutant.  (Though what a "mutant detector" 
might be, I can't guess.)  Spiderman often swears that he is not a mutant, 
but in fact, I think he is. 
 
Just having high stats may not be a sign of a mutation.  However, if not, 
then the power comes from some outside source (like Superman and the yellow 
sun -- bad example maybe, because he's an alien) or a focus (Iron Man) or 
a spell (Capt. Marvel).   
 
> 
>   
> In addition, if a character is a mutant in some way, have you ever let a 
> character have a perk of 'does not show up on mutant detectors.'  If so, how 
> many points would this cost? 
 
 
 
I wouldn't call that a perk.  You first have to figure out what this  
detector is actually detecting.  If it doesn't detect what he is, then  
he just doesn't show up. 
 
 
 
======================  ================================================= 
Mike Christodoulou      "Never doubt that a small group of committed  
Cypriot@Concentric.Net   citizens can change the world.  In fact, it is  
(770) 662-5605           the only thing that ever has."  -- Margaret Mead 
======================  ================================================= 
 
------------------------------ 
 
Date: Sun, 6 Dec 1998 16:59:35 -0800 
From: jayphailey@juno.com (Jay P Hailey) 
Subject: Re: Fun w/Nazis 
 
Howdy! you missed a couple of bits in your lyrics post- 
 
>~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
> Der Fuehrer's Face 
>~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
>  
> When Der Fuehrer says, "We ist der master race" 
>  We HEIL! HEIL! Right in Der Fuehrer's face 
 
After each "HEIL!" there is a wet, derisive raspberry. 
 
> Not to love Der Fuehrer is a great disgrace 
>  So we HEIL! HEIL! Right in Der Fuehrer's face 
> When Herr Goebbels says, "We own der world und space" 
>  We HEIL! HEIL! Right in Herr Goering's face 
> When Herr Goering says they'll never bomb this place 
>  We HEIL! HEIL! Right in Herr Goering's face 
>  
> Are we not the supermen  Aryan pure supermen 
> Ja we ist der supermen  Super-duper supermen 
 
"Super-duper supermen!" Is done in a swishy hairdresser's voice, no doubt 
a reference to the notoriously gay Brownshirt sqads early on in nazi 
History 
 
No Wonder the other guys square jawed hero doesn't want anything to do 
with 'em! 
 
> Ist this Natzi land not good? 
>  Would you leave it if you could? 
> Ja this Natzi land is good! 
>  Vee would leave it if we could 
>  
> We bring the world to order 
>  Heil Hitler's world New Order 
> Everyone of foreign race will love Der Fuehrer's face 
>  When we bring to der world disorder 
>  
> When Der Fuehrer says, "We ist der master race" 
>  We HEIL! HEIL! Right in Der Fuehrer's face 
> When Der Fuehrer says, "We ist der master race" 
>  We HEIL! HEIL! Right in Der...Fuhrer's...face! 
> 
>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
 
As Americans, one of our best moments, IMHO... 
 
Jay P. Hailey <Meow!> 
 
"A B C D E-F-G.  Eric the half a bee......" 
 
___________________________________________________________________ 
You don't need to buy Internet access to use free Internet e-mail. 
Get completely free e-mail from Juno at http://www.juno.com/getjuno.html 
or call Juno at (800) 654-JUNO [654-5866] 
 
------------------------------ 
 
Date: Sun, 6 Dec 1998 22:58:22 -0500 
From: "Dave Mattingly" <dave@haymaker.win.net> 
Subject: Re: The Mountie 
 
Mostly off-topic, but there's a Dudley Dooright live-action movie in the 
works (starring Brendan Frazer as teh mountie). 
 
Dave Mattingly 
http://haymaker.org 
 
------------------------------ 
 
Date: Sun, 6 Dec 1998 19:21:22 -0800 (PST) 
From: "Steven J. Owens" <puff@netcom.com> 
Subject: Re: How do you define 'mutant' 
 
lizard@mrlizard.com writes: 
> Well, first off, you're running the world, and, as 'God', you need to 
> know what the characters real origins are, so you can make sure they 
> fit in your conception of the universe. 
 
     I get the feeling that the GM and player involved here are having 
trouble thinking outside of preconceptions based on the Marvel comic 
book series. 
 
> (There is no law saying there HAVE to be mutants in a superhero 
> universe, nor, if there are, do they have to be angst-filled whiners 
> alone in a world they never made TM) 
 
     Sure, he could, for example, just tell him "Okay, you're a 
paranormal human, not a mutant.  But you show up the same as mutants 
on mutant-detectors." 
  
> I define a 'mutant' as 'someone born with latent superpowers, to 
> parents who had no such powers'. (That is, that's my definition in a 
> comic-book sense.)  
 
     The strict definition of a mutant is something like, "somebody 
with a different gene than the parents."  In real life, most radical 
mutations die; the remainder are trivial.  Ask a biologist, or 
somebody who really understands this stuff.  In the comic books, 
mutant powers mean being able to fly, shoot beams from your eyes, 
etc. 
 
> This person always had 'power genes' or whatnot, from conception, 
> and they probably activate spontaneously at some point in life, 
> usually early teens. (Following the standard comic book pattern). 
 
     In the comic books, mutants typically are born with latent powers 
that don't become active until puberty. Puberty can happen over a wide 
range of years, although it's slightly earlier in women than in men, 
and generally tends to be somewhere in early to mid teens.  I think 
the general comic book theory (It's been a while since I read the 
X-men) is that the stress of puberty brings out the latent mutant 
powers. 
 
> This diffrentiates from people who fall into vats of 
> radioactive sludge, build suits of power armor, get magic amulets, 
> etc. (Why anyone would care if you were born with the power to toss 
> lightning or somehow gained the power after being hit by lightning is 
> beyond me...) 
 
     People in general like to minimize risks.  As a result, they feel 
threatened by new or unusual things.  What you don't know may be good 
or bad, but most people worry about the unknown being bad.  Hence, 
*any* weirdo with the ability to toss lightning around is going to be 
found scary and intimidating by the normal public.   
  
> So tell the player that either he comes up with a decent origin 
> explaining how his character aquired his powers, or you'll assume he's 
> a mutant, with whatever that means to your game world. 
 
     I agree here; if the player's really dry for ideas, give him four 
or five possible origins and tell him to choose or you'll choose for 
him.  I.e. : 
 
     You fell into a vat of radioactive sludge. 
     You were given these powers by a mystical being.  
     You're actually the long-lost son of superman but you didn't know it. 
 
     etc. 
  
> (BTW, if mutants are actively hunted/hated, you might let them buy 
> 'Distinctive Features:Mutant, Easily Concealable' or, perhaps, 
> 'Physical Limitation:Mutant, infrequent, slightly'. Whether or not 
> they're hunted depends on if they're known to the inevitable Evil 
> Anti-Mutant organizations.) 
 
     I agree here; unless it's a fundamental part of the campaign, 
players should get points for being "mutant-detectable".  And if it's 
a fundamental part of the campaign, then all players have that 
distinctive feature, or the players who don't have to pay points not 
to (some sort of equivalent of the GURPS "unusual background"). 
Although it would seem the conventional Hero approach is simply for 
the GM to decree "campaign disadvantages" and say that all the players 
have it. 
 
Steven J. Owens 
puff@netcom.com 
 
------------------------------ 
 
End of champ-l-digest V1 #76 
**************************** 


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