Digest Archives Vol 1 Issue 87

From: owner-champ-l-digest@sysabend.org 
Sent: Friday, December 11, 1998 2:34 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #87 
 
 
champ-l-digest        Friday, December 11 1998        Volume 01 : Number 087 
 
 
 
In this issue: 
 
    Re: Special Effects 
    Re:  'mutant' (long cosmological argument) 
    Fireman Skills 
    Re: Question on END... enhancements and limitations 
    Re: T-Port and Floating locations 
    Re: Real World Physics Speedster 
    Re: Special Effects 
    Vehicle question 
    Re: T-Port and Floating locations 
    Re: Real World Physics Speedster 
    Re: Fireman Skills 
    Re: Vehicle question 
    Re: Looking For Printable Hex Maps 
    Re: Fireman Skills 
    Re: Looking For Printable Hex Maps 
    Re: Fireman Skills 
    Re: Looking For Printable Hex Maps 
    RE: New superhero name 
    RE: Jay Ward movies 
    Re: New superhero name 
    Re: Vehicle question 
    RE: New superhero name 
    RE: New superhero name 
    Re: New superhero name 
    RE: Vehicle question 
    Re: Real World Physics Speedster 
    RE: New superhero name 
    Re: How do you define 'mutant' 
    Re: Jay Ward movies 
    I finally decided on... 
    Re: Special Effects 
    Re: Fireman Skills 
    Re: Real World Physics Speedster (long & preachy) 
    Re: Vehicle question 
 
---------------------------------------------------------------------- 
 
Date: Thu, 10 Dec 1998 18:58:45 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Special Effects 
 
At 05:21 PM 12/10/1998 -0600, bobby farris wrote: 
>Timelord has a 6d6 drain vs Speed defined as the ability to slow the 
>time of others. Battlesuit Guy has 25 pts worth of Power Defense defined 
>as magnetic shielding to his electrical circuits (he got hit once by an 
>EMP suppress). 
>    Does Battlesuit Guy get to use his Power Defense against the 
>Timelord's Drain? If so, considering that his Special Effect is so 
>different than what is needed to stop the Timelord's drain how do you 
>explain it. 
 
First, nothing in the description of Power Defense requires that it be 
"defined as" anything, so I assume you're just talking Special Effects 
here.  Special Effects can include *minor* advantages and limitations (note 
lowercase) of insufficient impact to justify actual Power Advantages or 
Limitations.  Anything along the lines of "Only vs. electromagnetic 
attacks" should be a Limitation (probably worth -1/2) and if the Power 
Defense works "Only to protect electronic circuits" that should also be a 
Limitation.   So: 
 
Case #1 - Battlesuit Guy's 25 points worth of Power Defense has the SFX of 
being magnetic shielding for the suit's onboard electronics, but there are 
no actual Power Advantages or Limitations along these lines.  Since SFX 
will not account for anything as significant as outlined above, the Power 
Defense does count against the Drain.  How does it work, given the 
apparently different SFX?  That's a question for the comic book physicists. 
 Perhaps some component of the carrier wave for the transmission of the 
Drain is electromagnetic?  Bottom line:  it works because nothing 
[significant] in the Power description says otherwise. 
 
Case #2 - Battlesuit Guy's 25 points worth of Power Defense are really only 
designed to protect the onboard electronics against an EMP.  That being the 
case, he's saved himself some points by taking appropriate Limitations such 
as those listed above.  So, no, it probably won't protect him against the 
Drain.  Note that it still *could* if, for example, the Limitation used was 
"Only vs. Drains/Transfers/Transforms with electromagnetic SFX" *and* 
Timelord has defined his Drain attack has having such SFX. 
 
Damon 
 
|-----------------------------------------------------------| 
|************* Beware of geeks bearing .GIFs ***************| 
|-----------------------------------------------------------| 
|Damon & Peni's homepages: http://www.txdirect.net/~griffin | 
|   Children's Books -- Dolls -- X-Files -- Pulp Magazines  | 
|       Computers -- Gaming -- All Human Knowledge          | 
|-----------------------------------------------------------| 
 
------------------------------ 
 
Date: Thu, 10 Dec 1998 17:06:01 -0800 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: Re:  'mutant' (long cosmological argument) 
 
>>And that's the line that HOHO (the Honorable Order of Humans Only)  
>>plays in my campaigns. They exalt the Batmen and Iron Men and other  
>>training/tech humans of the world, and seek to keep the human race pure, 
>>but advanced. 
> 
>At least until Batman or Iron Man beats the hell out of their recruiters. 
>Then he's "sadly misguided" or a "Psychopathic Vigilante" 
> 
>In my head I can hear unhappy Genocide people wondering why these people 
>don't *get* it? 
 
The Genocide in my world is more along the lines of Josef Goebbels, racial 
pure science, no aliens, no intelligent robots, no human genetic pool 
tampering, no clouding of the gene pool by radiation etc.  To understand 
this more fully, you have to understand the campaign's cosmology.   
 
The universe is postulated by some cosmologists to be fluctuating between a 
big bang and a collapse every so often (in years beyond numbering each 
cycle).  However, they run into a small snag when it is found that about 
99% of the matter needed for this kind of gravitational flux is missing. 
They call this 'dark matter' and say it must exist, or their pet theory is 
useless. 
 
In my campaign, the 'dark matter' is a form of radiation of sorts, called 
Marlon Rays by the press (Josef Marlon was a nazi scientist brought over to 
the US after the war, and expert on radiation who first postulated and 
demonstrated their existence).  In space it is exceptionally prevalent, 
created by nuclear reactions and spun by stellar winds, and it is kept off 
the planet by the layers of atmosphere.  However, nuclear weapons and 
energy devices such as power plants also generate this in small degrees. 
Radioactive material also lets tiny trace levels of this off. 
 
The Marlon Rays affect human genetic material and rarely had effect until 
this last century (a few, such as Hercules, Merlin, and Doc Samson were 
affected).  This typically does not take effect until the children of the 
so exposed persons are born, and they are sometimes 'mutants', more often 
'psychics' and even more commonly 'enhanced' (common being one in 500,000 
of the population).  This rarely ends up being a useful ability like flying 
and flinging cars around, usually just something odd like fur. 
 
Genocide sees this Marlon radiation genetic alteration as pollution to the 
gene pool, corruption of God's highest creation, and likely a source of 
evil (if no the work of something evil).  While not religious, Genocide is 
very... moral and pious, they consider themselves the zenith of men, 
strong, loyal, good looking aryan types, usually protestant and tall.  They 
follow no one strong leader and almost all are military stock. 
 
 
- ---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
- ----------------------------------------------------------- 
 
------------------------------ 
 
Date: Thu, 10 Dec 1998 19:36:57 -0600 
From: Tim Statler <tstatler@igateway.net> 
Subject: Fireman Skills 
 
I'm creating a superhero that was a fireman (still works with them.) 
 
What skills should a fireman have? 
 
I already have figured PS:Firefighter, and Paramedic, but what other 
skills would a firefighter (especially Fire Rescue personnel) have? 
 
Thanks in advance 
 
Tim Statler 
tstatler@igateway.net 
 
------------------------------ 
 
Date: Thu, 10 Dec 1998 19:56:30 -0500 
From: geoff heald <gheald@worldnet.att.net> 
Subject: Re: Question on END... enhancements and limitations 
 
At 03:40 PM 12/9/98 -0500, you wrote: 
> 
>I have this character concept of a super who gets his powers from the sun, 
>or at least they're solar-based.  
>The powers cost normal END in overcast or indoor conditions, less END in 
>pure sunlight, and more END when, say, underground. (Night would be normal.) 
> 
>How do I model this?  
> 
> 
>Thanks for the help. 
> 
> 
I'd just buy REC, limited:only in sunlight. 
But that may be a different concept. 
 
------------------------------ 
 
Date: 10 Dec 1998 20:41:16 -0500 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: T-Port and Floating locations 
 
- -----BEGIN PGP SIGNED MESSAGE----- 
Hash: SHA1 
 
"BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
BG>    I don't think that a small object such as the coins or disks you 
BG> mention could actually *be* a location. 
 
That is why for my initial interpretation of not being able to memorize an 
aeroplane seat.  I suppose one way to look at it is that the seat is a 
location if you happen to be somewhere on said craft, but not a location if 
you happen to be somewhere else. 
- -----BEGIN PGP SIGNATURE----- 
Version: GnuPG v0.4.5 (GNU/Linux) 
Comment: For info finger gcrypt@ftp.guug.de 
 
iD8DBQE2cHgwgl+vIlSVSNkRAh/8AJ9W37nd6dfe7CpfuOBIlNbnilrL0wCfXMZo 
tcXAKEwcV7IfQZBEkQgacLw= 
=IB77 
- -----END PGP SIGNATURE----- 
 
- --  
Rat <ratinox@peorth.gweep.net>    \ Do not use Happy Fun Ball on concrete. 
PGP Key: at a key server near you! \  
GPG Key: same as my PGP 5 (DH) key  \  
 
------------------------------ 
 
Date: Thu, 10 Dec 1998 21:27:06 -0500 
From: Mathieu Roy <matroy@abacom.com> 
Subject: Re: Real World Physics Speedster 
 
Jason Sullivan wrote: 
 
> What laws of reality prevent a 'speedster' from actually coming into 
> being? 
> 
> I don't know an awful lot about physics, but I would probally lean towards 
> the fact the human body can not withstand the stress of running at super 
> high speeds and could not utilize the proper ammounts of energy required 
> to maintain such a high speed. 
> 
> However, the more specific the answer, the better position I'll be in to 
> create a certain NPC speedster. 
> 
> Comments welcome.  Hope to hear from you soon. 
 
A few ideas, dependant on your speed: 
 
1) Air friction (which also tends to slow you down) will burn you to a cinder. 
2) At very high speeds, you'll compress air to such a degree that it'll become 
solid relative to you, and you'll crash into thin air. 
3) At high enough speeds, the human body won't be able to breathe normally. 
 
Mathieu 
 
------------------------------ 
 
Date: Thu, 10 Dec 1998 10:49:59 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Special Effects 
 
>        I have a generic situation that I need an answer for. 
> 
>    Two characters are battleing it out. Timelord, controls time, is 
>fighting Battlesuit Guy. 
>Timelord has a 6d6 drain vs Speed defined as the ability to slow the 
>time of others. Battlesuit Guy has 25 pts worth of Power Defense defined 
>as magnetic shielding to his electrical circuits (he got hit once by an 
>EMP suppress). 
>    Does Battlesuit Guy get to use his Power Defense against the 
>Timelord's Drain? If so, considering that his Special Effect is so 
>different than what is needed to stop the Timelord's drain how do you 
>explain it. 
> 
 
Power Defense is  a pain in the tush.  Enough so that some people only allow 
Power Defense to be bought in limited forms, since the generic one rarely 
makes sense.  My own answer, gamist that I am, is that if you didn't give 
Battlesuit Guy some kind of limitation, he gets to use it.  The rational, as 
always with Power Defense, is an exercise for the student. 
 
------------------------------ 
 
Date: Thu, 10 Dec 1998 21:53:53 EST 
From: llwatts@juno.com (Leah L Watts) 
Subject: Vehicle question 
 
I'm writing up a vehicle that is *very* hard to handle.  Basically, if 
the pilot wants to do anything other than sit in the cockpit and go 
straight ahead, he has to make a skill roll -- fail and he can't 
accomplish the maneuver. 
 
It's already getting Limited Maneuverability, but that's not enough.  
Physical Limitation sounds like the best way to handle this (I know 
that's not listed under Vehicle Limitations).  I'm not sure how many 
points to give this, though.  The handling problems are inherent to the 
vehicle, which would justify 25 points for all the time/fully, but the 
pilots are specifically chosen for that job and have a decent roll to 
control it. 
 
Should I write up a package for the pilots, and then base the limitation 
value on the required skill roll?  i.e. if the pilots are required to 
have an 11- roll, call it greatly limiting; if they have a 14- roll, call 
it slightly limiting?  Or is there a simpler way? 
 
Leah 
 
___________________________________________________________________ 
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: Thu, 10 Dec 1998 21:48:14 -0500 
From: Gypsy <klgeorge@mindspring.com> 
Subject: Re: T-Port and Floating locations 
 
David W. Salmon wrote: 
>  
> Hi ya all ... 
>  
> Quick question about the use of Teleport and floating locations. I don't 
> have my book handy (here at work  ) so I can't look up specifics to answer 
> my question. 
>  
> Q: If I have spent a turn to memorize a floating location, and then that 
> location moves, can I still teleport to it? 
 
 
Yes. The BBB says "The location need not be physical, it could, for 
example, be a living creature, an airplane seat, or whatever." 
 
>  
> Two examples ... Ex1) I am in Airplane A and memorize a location. Airplane A 
> then takes off without me. I then board Airplane B and catch up to Airplane 
> A so that I am within my Teleport distance. Can I Teleport to my floating 
> location inside Airplane A from inside Airplane B?  Ex2) (more practical I 
> think) If I step inside an elevator on the 1st floor and memorize that 
> location and then step off the elevator. The elevator then goes to the 4th 
> floor. Can I teleport from the 1st floor up to the floating location inside 
> the elevator on the 4th floor? 
>  
 
Since one of the examples in the BBB is a living creature I don't see 
any reason why your two examples wouldn't work. 
 
- --  
Imagination is the seed of intelligence. Nourish it and watch it grow. 
ICQ #3788510 
 
------------------------------ 
 
Date: Thu, 10 Dec 1998 18:44:23 -0800 (PST) 
From: "Steven J. Owens" <puff@netcom.com> 
Subject: Re: Real World Physics Speedster 
 
> Jason Sullivan writes: 
> > What laws of reality prevent a 'speedster' from actually coming into 
> > being? 
 
Anthony Jackson writes: 
> (a)  Friction. [...] 
  
> Strength: in general, if you double your rate of movement, you 
> increase the magnitude of the forces involved by a factor of 4. 
> Changes to shape and stride can modify this somewhat, but while 
> someone 10x faster than a normal human (but still human-shaped) 
> might be able to get away with less than 100x the strength, 32x is 
> probably the lower limit (strength around 35). 
 
     Yes, in the "real world" strength is not a single quantity, nor 
is speed.  Muscles can be long or striated - slow twitch or fast 
twitch.  Speed is comprised of many factors, starting with nervous 
system (from the brain to the muscles), fast-twitch muscle (how fast 
can the muscles physically contract), perception/reaction speed 
(i.e. how fast can the brain interpret input from the senses and send 
out signals to the muscles) and most of all training.  Training is 
relevant not only in building muscle memory, but in building a reflex 
arc, and in improving your mind's ability to recognize perceptual 
patterns. 
 
> Endurance: the power requirements for running at high speeds are 
> extremely high, so that a normal cardiovascular system can't deal 
> with it.   
 
     In a few of the running books I've skimmed, the preoccupation 
seems to be with "VO2-MAX", an abbreviation for the maximum volume of 
oxygen the runner's system can convey to the muscles, etc.  So 
apparently even in normal human running, oxygen is considered the most 
important factor.   
 
> I'm not sure exactly how fast you would need to be before it became 
> impossible to power your body with air-breathing lungs,  
 
     I'm not sure I understand what this sentence refers to, unless 
you're talking about the sheer physical ability to breath at high 
speeds, i.e.  air is going by too fast for your lungs to work 
(presumably the problem would be in breathing *out* against the 
pressure of incoming air).  This would be *fairly* simple to deal with 
via some simple mask & rebreather system. 
 
> but super-speed requires superhuman endurance. 
 
     This makes complete sense :-). 
 
Steven J. Owens 
puff@netcom.com 
 
------------------------------ 
 
Date: Thu, 10 Dec 1998 22:18:06 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Fireman Skills 
 
At 07:36 PM 12/10/1998 -0600, Tim Statler wrote: 
>I'm creating a superhero that was a fireman (still works with them.) 
> 
>What skills should a fireman have? 
> 
>I already have figured PS:Firefighter, and Paramedic, but what other 
>skills would a firefighter (especially Fire Rescue personnel) have? 
 
We had a discussion on the "200 pt." (non-super) policeman a few months 
ago.  Opinons varied quite a bit.  I think most people wound up agreeing 
that it depended pretty heavily on whether you were playing a heroic or 
superheroic campaign and how detailed character backgrounds and professions 
typically were. 
 
Climbing (above the 8- roll everyone gets) wouldn't hurt. 
TF: Firefighting vehicles 
TF: Scuba, or the equivalent, to cover his breathing gear. 
KS: Hazardous materials. 
KS: Building codes (as they relate to fire safety) 
KS: Heat & smoke related injuries (use as a complementary roll to Paramedic) 
SCI: Pyrochemistry (understanding how some chemical reactions are affected 
by heat) 
 
Damon 
 
------------------------------ 
 
Date: Thu, 10 Dec 1998 21:03:23 -0800 (PST) 
From: Dale Ward <daleaward@rocketmail.com> 
Subject: Re: Vehicle question 
 
Greetings! 
 
- ---Leah L Watts  wrote: 
> 
> I'm writing up a vehicle that is *very* hard to handle.  Basically, if 
> the pilot wants to do anything other than sit in the cockpit and go 
> straight ahead, he has to make a skill roll -- fail and he can't 
> accomplish the maneuver. 
<SNIP> 
 
      I wondered how long it would take before someone tried to write up 
"Project: BACKSTEP" from SEVEN DAYS.  ;> 
 
Dale A. Ward 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
------------------------------ 
 
Date: Thu, 10 Dec 1998 21:41:36 -0800 (PST) 
From: Dale Ward <daleaward@rocketmail.com> 
Subject: Re: Looking For Printable Hex Maps 
 
Greetings! 
 
      To Mr. Bennie and Mr. Nolan - Your .BMP files will be in your email 
shortly.  Unfortunately, I can't seem to attach files to email using 
Rocketmail, so I'll have to change over to my other email program. 
 
      To Everyone - I've located a freeware program called GraphPaper v2.1.  
It does exactly what you might assume from the name... prints graph paper of 
various sizes and styles.  It's not HEX paper, but some folks might get some 
use out of it. 
 
      I will post the URL for the download site as soon as I can locate it 
again... it's somewhere on my computer desk... under several feet of other 
papers and stuff. 
 
      I will, of course, understand if nobody decides to hold their breaths 
waiting for it. 
 
Dale A. Ward 
<Still Looking For Hex Paper Files> 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 00:12:26 -0500 
From: "Dave Mattingly" <dave@haymaker.win.net> 
Subject: Re: Fireman Skills 
 
>What skills should a fireman have? 
 
Here's my take on it, at three different levels of skills, even: 
 
Fair Rescue Worker 
5  Skills 
3 Paramedic 
1 CK: City 
1 P: Paramedic 
1 Rescue Worker's License 
- -1 Rescue Worker Package 
 
Good Rescue Worker 
15  Skills 
3 Paramedic 
2 CK: City 
2 P: Paramedic 
1 Rescue Worker's License 
3 Combat Driving 
2  Pharmacology 
1  Survival 
1  Forensics 
1  Medicine 
1  Bureaucratics 
- -3 Rescue Worker Package 
 
Great Rescue Worker 
25  Skills 
5 Paramedic 
2 CK: City 
2 P: Paramedic 
1 Rescue Worker's License 
3 Combat Driving 
2  Pharmacology 
3  Survival 
3  Forensics 
2  Medicine 
1  Bureaucratics 
3   Mechanics 
3   Bump of Direction 
1   Criminology 
1   Systems Operation 
- -4 Rescue Worker Package 
 
Rescue workers are trained to survive in hazardous conditions (fires, 
floods, earthquakes, radiation leaks, etc.) and to save lives. 
 
And you can check out lots of other skill packages at 
http://www.haymaker.org/haym16r.html. 
 
Dave Mattingly 
http://haymaker.org 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 01:14:28 -0500 
From: Scott Nolan <nolan@erols.com> 
Subject: Re: Looking For Printable Hex Maps 
 
At 09:41 PM 12/10/98 -0800, Dale Ward wrote: 
>Greetings! 
> 
>      To Mr. Bennie and Mr. Nolan - Your .BMP files will be in your email 
>shortly.  Unfortunately, I can't seem to attach files to email using 
>Rocketmail, so I'll have to change over to my other email program. 
> 
>      To Everyone - I've located a freeware program called GraphPaper v2.1.  
>It does exactly what you might assume from the name... prints graph paper of 
>various sizes and styles.  It's not HEX paper, but some folks might get some 
>use out of it. 
> 
>      I will post the URL for the download site as soon as I can locate it 
>again... it's somewhere on my computer desk... under several feet of other 
>papers and stuff. 
> 
>      I will, of course, understand if nobody decides to hold their breaths 
>waiting for it. 
> 
>Dale A. Ward 
><Still Looking For Hex Paper Files> 
 
 
Sorry.  I must not have been paying attention.  I've got a great little  
program I downloaded years ago called "Hexmap 4.5".  It does just 
about everything.  For an example, See my Stellar Conquest maps at: 
 
http://www.erols.com/nolan/stellar/index.html 
 
I'm fairly sure you could find this shareware program by doing a search 
for "Hexmap 4.5".  
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
"Hold it the greatest wrong to prefer life to honor 
and for the sake of life to lose the reason for living." 
        Juvenal, Satires 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Scott C. Nolan 
 
------------------------------ 
 
Date: Thu, 10 Dec 1998 23:01:49 -0800 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: Re: Fireman Skills 
 
At 07:36 PM 12/10/98 -0600, you wrote: 
>I'm creating a superhero that was a fireman (still works with them.) 
> 
>What skills should a fireman have? 
> 
>I already have figured PS:Firefighter, and Paramedic, but what other 
>skills would a firefighter (especially Fire Rescue personnel) have? 
 
Electronics, Mechanics, and Demolitions at least at familiarity level, 
probably even familiar with Metallurgy and Hydraulics could be justified, 
especially an inspector.  KS: construction and such is also useful, give 
him extra END and CON too, those guys are buff. 
 
- ---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
- ----------------------------------------------------------- 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 03:31:10 -0500 
From: Scott von Berg <scottobear@geocities.com> 
Subject: Re: Looking For Printable Hex Maps 
 
http://www.hut.fi/~vesanto/link.maps/maps.html 
 
has a link to hexmap 4.5 and *many* other mapping utilities. I hope this is a 
help to you. 
 
Scott Nolan wrote: 
 
> 
> ><Still Looking For Hex Paper Files> 
> 
> Sorry.  I must not have been paying attention.  I've got a great little 
> program I downloaded years ago called "Hexmap 4.5".  It does just 
> about everything.  For an example, See my Stellar Conquest maps at: 
> 
> http://www.erols.com/nolan/stellar/index.html 
> 
> I'm fairly sure you could find this shareware program by doing a search 
> for "Hexmap 4.5". 
> 
 
- -- 
... ... ... ... ... ... ... ... ... ... ... ... ... ... ... 
scottobear@geocities.com   "Insert witty comment here." 
http://www.scottobear.com 
... ... ... ... ... ... ... ... ... ... ... ... ... ... ... 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 08:30:34 -0500 
From: "Johnson, Adam" <AJohnson@clariion.com> 
Subject: RE: New superhero name 
 
Great... he can team up with a villain (or at least, he's on the FBI's Most 
Dangerous list, in the top four) in our Champions campaign, named Dr. 
Lithium. They should get along like a house on fire. 
 
- ---------------------------------------------------------- 
Adam Johnson 
Product Support -- Head Lab Resident Area Tech (RAT) 
ajohnson@clariion.com 
	Life's a long song... but the tune ends too soon for us all 
Jethro Tull, "Life's a Long Song," Living in the Past 
- ---------------------------------------------------------- 
 
> -----Original Message----- 
> From:	geoff heald [SMTP:gheald@worldnet.att.net] 
> Sent:	Thursday, 10 December, 1998 13:47 
> To:	champ-l@sysabend.org 
> Subject:	New superhero name 
>  
> This might fit into the Lame Villians file: 
>  
> Bipolarbear. 
>  
> I see this as a (probably Rissian) manic depressive, maybe with multiform. 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 09:31:30 -0500 
From: Brian Wawrow <bwawrow@mondello.toronto.fmco.com> 
Subject: RE: Jay Ward movies 
 
Nope. For sure, it's Noodles. Noodles Romanoff and his band of No-goods. 
 
] >Nitpicking Central here: Noodles Romanoff. 
]  
] Hey, *I* believe you.  But my reference, the ENCYCLOPEDIA OF ANIMATED 
] CARTOONS, says 'Noodle', so that's what I used.  ;) 
]  
] Damon 
]  
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 08:39:04 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: New superhero name 
 
At 01:46 PM 12/10/1998 -0500, geoff heald wrote: 
>This might fit into the Lame Villians file: 
> 
>Bipolarbear. 
> 
>I see this as a (probably Rissian) manic depressive, maybe with multiform. 
 
The name has in fact been used.  Bipolarbear is a character in the Tick's 
cartoon universe.  In his case, an American manic-depressive in a bear 
suit; no multiform or shapechange. 
 
Damon 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 09:59:15 EST 
From: llwatts@juno.com (Leah L Watts) 
Subject: Re: Vehicle question 
 
>> I'm writing up a vehicle that is *very* hard to handle.  Basically, if 
>> the pilot wants to do anything other than sit in the cockpit and go 
>> straight ahead, he has to make a skill roll -- fail and he can't 
>> accomplish the maneuver. 
><SNIP> 
> 
>      I wondered how long it would take before someone tried to write up 
>"Project: BACKSTEP" from SEVEN DAYS.  ;> 
 
Never seen it, is it any good? 
 
Actually, I'm working from descriptions of the "Gigant" assault glider, 
built for Operation Sealion.  180 foot wingspan, 40 tons, could have 
carried tanks or artillery across the English Channel, and all the 
controls were manual -- no hydraulic assistance.  (I may yet change from 
RSR to Requires a STR Roll to control the thing, though takeoffs 
definitely required skill.) 
 
Though I should probably pick up a copy of Unknown Eagles and see if 
someone beat me to this :) . 
 
Leah 
 
___________________________________________________________________ 
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: Fri, 11 Dec 1998 10:47:30 -0500 
From: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
Subject: RE: New superhero name 
 
Adam Johnson wrote: 
 
>>>>> 
Great... he can team up with a villain (or at least, he's on the FBI's Most 
Dangerous list, in the top four) in our Champions campaign, named Dr. 
Lithium. They should get along like a house on fire. 
<<<<<< 
 
Say, does Dr. Lithium have an evil twin named Dr. Dilithium? 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 10:47:52 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: RE: New superhero name 
 
At 10:47 AM 12/11/1998 -0500, BILL SVITAVSKY wrote: 
>Adam Johnson wrote: 
> 
>>>>>> 
>Great... he can team up with a villain (or at least, he's on the FBI's Most 
>Dangerous list, in the top four) in our Champions campaign, named Dr. 
>Lithium. They should get along like a house on fire. 
><<<<<< 
> 
>Say, does Dr. Lithium have an evil twin named Dr. Dilithium? 
 
An evil *female* twin...named Crystal? 
 
Damon 
 
------------------------------ 
 
Date: Sat, 12 Dec 1998 01:37:47 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: New superhero name 
 
- -----Original Message----- 
From: geoff heald <gheald@worldnet.att.net> 
To: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Friday, December 11, 1998 8:24 AM 
Subject: New superhero name 
 
 
>This might fit into the Lame Villians file: 
> 
>Bipolarbear. 
> 
>I see this as a (probably Rissian) manic depressive, maybe with multiform. 
 
or just a really mad white bear monster with two heads. . .  
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 10:46:56 -0600 
From: "Hudson, Robert" <x2rhudso@southernco.com> 
Subject: RE: Vehicle question 
 
At 8:59 AM Dec 11 Leah Watts wrote: 
 
	>Actually, I'm working from descriptions of the "Gigant" assault 
glider, built for Operation Sealion.  180 foot wingspan, 40 tons, could have 
carried tanks or artillery across the English Channel, and all the controls 
were manual -- no hydraulic assistance.  (I may yet change from RSR to 
Requires a STR Roll to control the thing, though takeoffs definitely 
required skill.) 
 
	>Though I should probably pick up a copy of Unknown Eagles and see 
if someone beat me to this :) . 
 
 
	Not in my copy anyway, Leah - sorry. You might try Bob Greenwade 
though! 
 
	Rob Hudson 
 
------------------------------ 
 
Date: Sat, 12 Dec 1998 03:24:50 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Real World Physics Speedster 
 
- -----Original Message----- 
From: Steven J. Owens <puff@netcom.com> 
To: ajackson@molly.iii.com <ajackson@molly.iii.com> 
>> I'm not sure exactly how fast you would need to be before it became 
>> impossible to power your body with air-breathing lungs, 
> 
>     I'm not sure I understand what this sentence refers to, unless 
>you're talking about the sheer physical ability to breath at high 
>speeds, i.e.  air is going by too fast for your lungs to work 
>(presumably the problem would be in breathing *out* against the 
>pressure of incoming air).  This would be *fairly* simple to deal with 
>via some simple mask & rebreather system. 
> 
 
nope- air breathing via lungs has a low maximum threshold- after all it 
depends on there being more co2 in the blood than in the lung, and vice 
cersa. So this process quickly becomes inefficient, you can only use like 
half the o2 in your lungs or something. . 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 09:16:55 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: New superhero name 
 
At 10:47 AM 12/11/98 -0500, BILL SVITAVSKY wrote: 
>Adam Johnson wrote: 
> 
>>>>>> 
>Great... he can team up with a villain (or at least, he's on the FBI's Most 
>Dangerous list, in the top four) in our Champions campaign, named Dr. 
>Lithium. They should get along like a house on fire. 
><<<<<< 
> 
>Say, does Dr. Lithium have an evil twin named Dr. Dilithium? 
 
   Oh, yes, right... and the latter has a daughter named Crystal...  ;-] 
- --- 
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: Sat, 12 Dec 1998 01:40:38 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: How do you define 'mutant' 
 
- -----Original Message----- 
From: Wayne Shaw <shaw@caprica.com> 
To: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Friday, December 11, 1998 9:34 AM 
Subject: Re: How do you define 'mutant' 
 
 
> 
>>This is also a very succinct way of phrasing the basic point.  Gaming is 
>>a hobby activity done for fun. If strict adherence to Biology, genetics 
>>and physics is your bag then by all means, run with it. And if being too 
>>picky about the science stuff gets in the way of having fun, then don't 
>>sweat the science. 
>> 
>>It *is* possible to have fun games in either manner, it's just a matter 
>>of finding the one that works for you. 
>> 
> 
>It's a particular fool's errand to pursue real world science to much in a 
>superhero game.  It just doesn't work. 
> 
 
Well, technically anything is 'scientifically' possible, especially 
if you insert an 'out concept' like hyperspace. Actual contradictions  
with specific science are common in all areas, including the real world.  
As it is, science can also be an aid to concept formation- just look 
at the 'orbital generator' idea posted recently. .  
 
------------------------------ 
 
Date: Sat, 12 Dec 1998 01:41:22 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Jay Ward movies 
 
- -----Original Message----- 
From: geoff heald <gheald@worldnet.att.net> 
To: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Friday, December 11, 1998 9:40 AM 
Subject: RE: Jay Ward movies 
 
 
>At 10:24 PM 12/8/98 -0600, you wrote: 
>>At 05:23 PM 12/8/1998 -0800, Bob Greenwade wrote: 
>>>   I was about to confirm with my belief that Roger *Ramjet* was a 
product 
>>>of Jay Ward's fertile imagination (since it had a similar pace and look) 
>>>when I saw Damon's post. 
>>>   However, I do think that Roger Ramjet would be fertile ground for a 
Hero 
>>>System supplement! 
>> 
>>Agreed.  I'm not going to attempt this myself, but for anyone with way too 
>>much time on his hands:  Roger is a jet pilot, as are his junior sidekicks 
>>the American Eagles (Yank, Doodle, Dan and Dee).  When Roger downs his 
>>proton pill, he gains "the power of 20 atom bombs" for 20 seconds. 
Doesn't 
>>sound like much time, but these were only five minute cartoons.  Some of 
>>the villains in the show were Jacqueline Hyde, Noodle Romanoff from 
>>N.A.S.T.Y., Lotta Love, General G.I. Brassbottom, and the Height Brothers 
>>(Cronk, Horse and Gezundt).  Gary Owens provided Roger's voice.  Roger and 
>>the gang were based in Lompoc, CA. 
>> 
>>Damon 
>> 
>Nitpicking Central here: Noodles Romanoff. 
> 
 
and the general wuz a good-guy althought he did get rather upset often. . 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 12:59:47 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: I finally decided on... 
 
I'd like to ask a small favor of those players and GM's among us who post 
"How would you..." type questions to the list.  
 
After the flurry of different suggestions, variations on variations, and 
interpretation of applicable rules has died down, let us know how you 
decided to handle it in the end. 
 
Recent queries have covered magic locks, living shadows, an EMP-protected 
battlesuit, fireman skills, mountain survival, battle drones, a separate 
recovery rate for psi powers and probably a few others I'm not remembering 
right now.  I don't know how most of those were finally resolved (in the 
mind and campaign of the person who first asked).  Some, like the fireman 
skills, may still be ongoing, of course. 
 
Thanks! 
 
Damon 
 
------------------------------ 
 
Date: Sat, 12 Dec 1998 01:50:23 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Special Effects 
 
- -----Original Message----- 
From: bobby farris <redbf@ldd.net> 
To: Champions <champ-l@sysabend.org> 
Date: Friday, December 11, 1998 10:28 AM 
Subject: Special Effects 
 
 
>        I have a generic situation that I need an answer for. 
> 
>    Two characters are battleing it out. Timelord, controls time, is 
>fighting Battlesuit Guy. 
>Timelord has a 6d6 drain vs Speed defined as the ability to slow the 
>time of others. Battlesuit Guy has 25 pts worth of Power Defense defined 
>as magnetic shielding to his electrical circuits (he got hit once by an 
>EMP suppress). 
>    Does Battlesuit Guy get to use his Power Defense against the 
>Timelord's Drain? If so, considering that his Special Effect is so 
>different than what is needed to stop the Timelord's drain how do you 
>explain it. 
> 
 
how does the time effect become targeted? via a beam? then the 
em warps the beam somewhat, same as a wall or other impedement could. 
By a discreet ae with no origin? The EM 
displaces a degree of the power effect by it's high-frequency presence. 
Wierd effect? Fine place another in- with time slowed, the EM field's 
interaction with the earth's gravitational and magnetic fields is altered 
(in a way possibly defying the laws of physics) hence causing a temporal 
backlash 
- - gravity=time. just time? fine, the balance effect- whereby any alteration 
to the 
timestream is met with an opposing force of probability. Against the odds, 
armorman fights off the effect, as it would otherwise warp the timeline. 
Are timelords powers tech? in which case the power def might be 
effecting timelord equipment. As always, minor changes are fine, but they 
have to work both ways- if timeguy can slow this guy better maybe an 
magically ageless guy will have greater resistance to the same degree. 
or something. 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 09:46:59 -0800 (PST) 
From: Ell Egyptoid <egyptoid@yahoo.com> 
Subject: Re: Fireman Skills 
 
I'd suggest Climbing, also some kind of INT, PRE, or Perception  
levels to represent common sense and coolness during stress, 
Breakfall, Bureaucracy (fire depts are govt, usually) 
Fire Detection or Preventions Systems Ops? (Bldg Alarms) 
Forensics or Arson Analysis? 
 
Can he drive and/or operate the big-rig fire-trucks? 
Is he charismatic? good with kids and fire-safety PR stuff? 
 
Does he know about bombs? defusing them? The chemistry and 
problems behind different kinds of fires? Hazardous waste? 
Where did he learn fire-fighting?  
      County/Volunteer, City Dept, Federal, Navy shipboard? 
 
Contacts with Emergency Officials, FEMA, etc. 
Inspector Licenses and other Perks. 
 
Suggestions on possible psych lims from his firefighting career: 
   drops everything to save little kids 
   shell-shock, traumatic stress disorder (think Oklahoma City) 
   lost a brother/wife in a fire once, driven to fight fires 
   despise fire using paranormals 
   secretly phobic of (or fascinated by) fire 
 
yes, my cousin is a fireman, and he's seen it all... 
== 
Laissez le bon pim roulez!            Elliott  aka  Egyptoid 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 09:05:13 -0800 (PST) 
From: Ell Egyptoid <egyptoid@yahoo.com> 
Subject: Re: Real World Physics Speedster (long & preachy) 
 
In books like Who's Who and Ohotmu it talks about  
Quicksilver and the Flash, and gives them little 
miscellaneous "powers" that help them be speedsters. 
 
Like OHOTMU mentions Quicksilver's tears (and probably any 
other membraneous tissues of his) are thicker and resistant 
to drying, thus protecting his eyes from the wind. 
 
In DC Who's Who, it gives every speedster a limited form of 
"Air Control" to reduce friction on their body from wind 
resistance. To me this means that their "speedster" concept 
implies a little bit of Telekinesis, Only for aiding their 
own body under stress. 
 
Let's ask a few questions: 
At what air speed does unaided skin start to chafe off? 
At what ground speed do the unaided ankle joints start to crush? 
At what strides-per-minute rate do the unaided hip-joints abrade? 
At what rate of Hexes to Running to Speed to REC do I exhaust? 
At what point do I care what the science says?  
At what point can't I just be happy that my guy is Real Real Fast? 
 
  :) 
 
Should every speedster have to buy Cosmetic Transform to 
keep his body looking normal? Should they have to buy 1 pip 
of Aid per minute to repair stresses? Should exceptionally  
unrealistic powers like Swimming, Super-Leap, and SPD 12 have 
to pay a 1/4 "Reality Surcharge" advantage because physix or 
genetix precludes them? 
 
Isn't your question really: As a speedster, what are my special FX? 
 
;) (this ain't a flame, I'm just flabbergasted why people  
can accept Gypsi-Roze the Clairvoyant but choke up their Pepsi 
on Mutacia the WonderGal. Comix are sci-fi, not sci-fact.) 
Why is an Uru-Hammer okay but a Flite-Pack is ridiculous? 
DC always claimed that Mr.Myxylplyx was using super-science  
on Superman, but it sure smelled like magic to me. 
 
If you're game is Justice Inc., James Bond Hero, Pulp Hero, 
Colonial Marines Hero, etc. I understand the questions. 
But if we're talking 4-Color (or even Dark) Champions/Hero... 
a willing suspension of disbelief is called for.  
== 
Laissez le bon pim roulez!            Elliott  aka  Egyptoid 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 09:39:47 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Vehicle question 
 
At 09:53 PM 12/10/98 EST, Leah L Watts wrote: 
>I'm writing up a vehicle that is *very* hard to handle.  Basically, if 
>the pilot wants to do anything other than sit in the cockpit and go 
>straight ahead, he has to make a skill roll -- fail and he can't 
>accomplish the maneuver. 
> 
>It's already getting Limited Maneuverability, but that's not enough.  
>Physical Limitation sounds like the best way to handle this (I know 
>that's not listed under Vehicle Limitations).  I'm not sure how many 
>points to give this, though.  The handling problems are inherent to the 
>vehicle, which would justify 25 points for all the time/fully, but the 
>pilots are specifically chosen for that job and have a decent roll to 
>control it. 
> 
>Should I write up a package for the pilots, and then base the limitation 
>value on the required skill roll?  i.e. if the pilots are required to 
>have an 11- roll, call it greatly limiting; if they have a 14- roll, call 
>it slightly limiting?  Or is there a simpler way? 
 
   Simply call it by what the normal expectation is.  Personally I'd call 
this Greatly Limiting; even though the expected roll is reasonably high, 
the consequences of failure can be pretty high as well. 
   Something else that may be helpful in your case is a new Vehicular 
Disadvantage I'm introducing in TUV: Crew.  It's designed to represent a 
situation where a Vehicle needs something more than just one operator with 
a one-point Transport Familiarity.  For every 2X the number of necessary 
crew, the Vehicle gets +5 points, and for every 3X the number of points 
that must be spent in Skills to operate the Vehicle it also gets +5 points. 
 This doesn't help your specific problem as described above, since the Crew 
Disadvantage doesn't call for any rolls (the Skills only have to be there), 
but it's something to consider. 
- --- 
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 
 
------------------------------ 
 
End of champ-l-digest V1 #87 
**************************** 


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