Week Ending February 28, 1998

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From: "Warren E Henderson III" <warren@newenglandpc.net>
Date: Sun, 22 Feb 98 01:08:55
Reply-To: "Warren E Henderson III" <warren@newenglandpc.net>
Priority: Normal
Subject: Re: Mitch's Dilemma
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On Fri, 20 Feb 1998 18:12:00 +0000, Theala Sildorian
wrote:

>Make Vampire: 3d6 Major Transform, culmulative, must
force victim to
>drink vampire blood (this is drawn from White Wolf'f
Vampire: TM),

Or Bram Stoker even ;).


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From: "Warren E Henderson III" <warren@newenglandpc.net>
Date: Sun, 22 Feb 98 01:38:03
Reply-To: "Warren E Henderson III" <warren@newenglandpc.net>
Priority: Normal
Subject: Re: Mitch's Dilemma
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On Fri, 20 Feb 1998 22:06:06 -0500 (EST), THE MAD HARLEQUIN wrote:

> A certain paradigm must exist in order for the person to become a
>'creature of the darkness.' It's not so much a physical transformation as
>it is a psychological one.

There is a pretty good book called <cringe> "Those who stalk the
night", maybe, at least I think thats right, by <grimace> Brian Lumley,
or Humbly. I hate lending someone a book and then needing it for
something :). This is the premise of Vamparism in the book.

Warren


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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: CAK and the undead
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>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes:

BG> Actually, to agree with someone else's point, the situation in
BG> question is not "people," but "opportunities to kill people," or
BG> (probably even more accurately) "cases where killing a person or people
BG> would be tactically advantageous."

Regardless of what you call it, two characters in the same campaign are,
for the most part, going to be in the same situations, such as "cases where
killing a person or people would be tactically advantageous". As such, if
both have disadvantages based on such a condition, the bonuses they get
should be the same, and they should be treated equally (though not
necessarily identically).

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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: CAK and the undead
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>>>>> "R" == Remnant <easleyap@mobis.com> writes:

R> A terrorist who kills with a disad, "Believes in the Sanctity of Life."
R> I don't think so Rat.

Like I said, look at the average anti-abortion terrorist, the kind of
person that murders people at planned parenting centers because he so
strongly believes that abortion is murder. I did not say that it was sane
(for whatever definition of "sane" you like), only that the belief is not
the same as a CAK.

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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: CAK and the undead
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes:

TRG> Fine, but I'll have to disagree. IMC, People can quite ably
TRG> constitute "very common" for heroes who will be almost exclusively
TRG> fighting against fellow humans. I'll give VC.

I agree with another wording, that CAK applies to "cases where killing
people would be tactically advantageous". In a combat-oriented campaign,
as most supers games are, that is "common", not "very common".

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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Entangle BOECV (was Re: In support of 'Advantaged' advantage!)
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>>>>> "q" == qts <qts@nildram.co.uk> writes:

q> The manner in which the BODY is applied is important. Unless the GM
q> decides something different

The attacker makes an OCV-based attack roll. If he hits, he does Body
damage to the Entangle. Subtract the Entangle's DEF; subtract any
remaining damage from the Entangle's current Body total.

There is nothing for the GM to "decide" as this is clearly spelled out.

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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Hello and Question
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>>>>> "BS" == BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> writes:

BS> Jack has had the Cosmic Rod taken away on at least one occasion. [...]

He did? Damn... I must have missed it. There is a serious hole in my
collection of Starman issues.

The point is that you have to ask yourself, "are the character's items ever
taken away from him?" If the answer is "never" or "rarely" then the items
in question are probably not Foci. In Jack's case, especially now that he
can handle the Cosmic Rod at a distance, I think that whatever Focus
limitation he may have had has been bought off.

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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Pepper in the Face
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes:

TRG> Yes, but weren't you one who hated things like Flash, doesn't
TRG> actually affect sense?

But it *DOES* affect a sense. The victim's sight, the targeting sense that
most humans have, has been seriously affected. He cannot see a damn thing
because his eyes are full of grit and tears. The sneezing jag is just a
special effect at that point.

[...]

TRG> Not really. This is a situation without a gradual breakout, which
TRG> is modeled quite well with Entangle.

Um... no. You see, with an Entangle there is no "gradual" lessening of the
effect: it either holds the victim or it does not. The same thing occours
with Mind Control. Over time, both lose "strength". The mechanics are
different, but the effects are quite similar.

TRG> As Mental Entangles have been re-introduced, they seem a much better
TRG> "base" mechanic than the Mind Control, which is a simple Ego roll to
TRG> get out,

5 points of CON = 1d6 = +1 to the CON roll. With the Entangle he wears
away at the BODY; with the Mind Control he gets bonuses to the CON roll
based on time as his body attempts to rid itself of the grit. The results
are largely the same.

TRG> and which will have a difficulty level modified by situation.

Well, yeah, it makes sense. Someone that knows he is about to be pasted if
he doesn't clear his face quickly will struggle more. That clawing at his
face will cause his eyes to water all the more, clearing the grit that much
faster.

That makes a lot more sense to me than making nonsensical exceptions, like
CON costing Endurance and being able to push characteristics other than
Strength, because if one can push Ego to break a "mental entangle", why not
push to resist other mental powers or gain bonuses to Ego rolls. Even
better, pushing your Ego will add +2 to your ECV. And if you can do that,
why not push Dexterity and get +1 to CV?

I don't think so.

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From: Firelynx16@aol.com
Date: Sat, 21 Feb 1998 23:34:30 EST
Subject: Re: CAK and the undead
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In a message dated 98-02-21 10:03:22 EST, you write:

> BBB, Psychological Limitation, pg 124:
>
> "A Psychological Limitation must have some application to the campaign,
> otherwise it's not worth any bonus."
>
> I do not disagree that different charcters may have different values for
> what would be considered the same thing. But by the same token, a beat cop
> and a shut-in are *NOT* in the same campaign as two PCs in the same
> campaign would be. To the shut-in, "people" are as uncommon to him as orcs
> are to the cop; for him, a CAK is a nigh-frivolous Disadavantage.
>
> To wit, Batman and Superman exist in the same universe, but they are not
> characters in the same campaign. What might be common for Batman might be
> uncommon for Superman. Batman and Robin are characters in the same
> campaign. With a few possible exceptions, what is common for Batman is
> common for Robin.
>
> And by the by, the BBB defines the standard total commitment against
> killing at 20 points: Common, Total, with the implication that "people" is
> a "common" category.
>

I agree with a good portion of what you're saying. The major problem I have
is when you said earlier that a 25 point CAK would include *everything*
(humans, animals, ants, etc), infering that CAK is solely based on what the
set includes, and not on the most important factor; how often the character
will be faced with the situation.

By showing that two characters can have a different value for basically the
same thing, I was showing that it would follow that someone could have a 25
point CAK and *not* have it include all life. This would be possible if he
enters into situations where deadly force would be more frequent with humans,
for example, at a much higher rate than the 'standard'.

In any event, this debate has helped me because it's made me look at Psych
Lims more from the standpoint of how often the situation will occur, rather
than the cookie cutter point assignments that I had been doing previously.

'Lynx

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From: Firelynx16@aol.com
Date: Sat, 21 Feb 1998 23:46:50 EST
Subject: Re: CAK and the undead
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In a message dated 98-02-21 20:50:08 EST, you write:

> TRG> Fine, but I'll have to disagree. IMC, People can quite ably
> TRG> constitute "very common" for heroes who will be almost exclusively
> TRG> fighting against fellow humans. I'll give VC.
>
> I agree with another wording, that CAK applies to "cases where killing
> people would be tactically advantageous". In a combat-oriented campaign,
> as most supers games are, that is "common", not "very common"

You know, this makes a lot of sense for the base model. There could still be
individual cases even in four color games where it would consititute very
common, or campaign settings that would do likewise, but for most superhero
games, this works very well.

'Lynx

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From: "Remnant" <easleyap@mobis.com>
Subject: Re: CAK and the undead
Date: Sat, 21 Feb 1998 22:56:06 -0600
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>"Remnant" <easleyap@mobis.com> wrote,
>>Rat wrote:
>>>A "believes in the sanctity of life" disad has a different focus. The
>>>average anti-abortion terrorist has this disad at a particularly extreme
>>>level, but he does not have a CAK.
>>
>>A terrorist who kills with a disad, "Believes in the Sanctity of Life." I
>>don't think so Rat.
>
> It's possible that he has PsL: Believes in the Sanctity of Life at a
>Moderate level, and PsL: Hates Abortions at the Total level.
>
> Joe Claffey

Good point, but not the situation as originally presented.

Alan

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From: Firelynx16@aol.com
Date: Sat, 21 Feb 1998 23:59:56 EST
Subject: Re: CAK and the undead
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In a message dated 98-02-21 20:49:17 EST, you write:

> >>>>> "R" == Remnant <easleyap@mobis.com> writes:
>
> R> A terrorist who kills with a disad, "Believes in the Sanctity of Life."
> R> I don't think so Rat.
>
> Like I said, look at the average anti-abortion terrorist, the kind of
> person that murders people at planned parenting centers because he so
> strongly believes that abortion is murder. I did not say that it was sane
> (for whatever definition of "sane" you like), only that the belief is not
> the same as a CAK.

I agree with what Rat is saying here, but "Sanctity of Life" should probably
have an asterisk with it to denote that to the pro-life terrorist, their
"Sanctity of Life" Disad is waived if the victim is deemed 'evil'. Something
like a twisted version of murder by reason of self defense, where a person can
belief that murder is wrong, but will waive their desire not to kill for self
preservation or to save someone else.

'Lynx

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From: "Remnant" <easleyap@mobis.com>
Subject: Re: CAK and the undead
Date: Sat, 21 Feb 1998 23:02:07 -0600
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>> >A "believes in the sanctity of life" disad has a different focus. The
>> >average anti-abortion terrorist has this disad at a particularly extreme
>> >level, but he does not have a CAK.
>>
>> A terrorist who kills with a disad, "Believes in the Sanctity of Life."
I
>> don't think so Rat.
>
> Why not? To protect that life he thinks is sacred, he will kill.
>It might be a bit hypocritical, but it works fine w/o a CAK.
>
>
> -Tim Gilberg


A bit??? It is very hypocritical and begs to either be worded differently
or balanced by another disad that allows for the hypocrisy. Like Joe
Claffey's response or "Insane" as Rat seems to be suggesting.

Alan

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From: "Remnant" <easleyap@mobis.com>
Subject: Re: CAK and the undead
Date: Sat, 21 Feb 1998 23:17:18 -0600
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>R> A terrorist who kills with a disad, "Believes in the Sanctity of Life."
>R> I don't think so Rat.
>
>Like I said, look at the average anti-abortion terrorist, the kind of
>person that murders people at planned parenting centers because he so
>strongly believes that abortion is murder. I did not say that it was sane
>(for whatever definition of "sane" you like), only that the belief is not
>the same as a CAK.


Oh, well I can see it now that the terrorist has a Psy Lim "Insane" that
fights against the "BSL" Psy Lim.

Just out of curiosity, how would a person with this disad at an extreme
level act differently if s/he weren't insane, or didn't have another disad
to fight against it?

Alan

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Reply-To: "Filksinger" <filkhero@usa.net>
From: "Filksinger" <filkhero@usa.net>
Subject: Re: Modify Deflection? (was Re: a question about deflection)
Date: Sat, 21 Feb 1998 23:03:24 -0800
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On Saturday, February 21, 1998 12:35 AM, qts wrote:


>On Tue, 17 Feb 1998 23:16:12 -0800, Filksinger wrote:
<snip>
>>Keep in mind that a Missile Deflection in a crowded place could be a
>>horrible thing, as innocent bystanders get mowed down by attacks you
>>deflected.
>
>That's exactly my reasoning.


That would make a fair reason for making it somewhat more expensive,
but why would it have to be a different power entirely? The power
Missile Deflection fits what we are describing _exactly_, except for
this one point. Why not create a new ability that can be added on to
Missile Deflection like Reflection already is, rather than try to make
powers that don't fit the described power well at all do the job
instead?

<snip>

>>
>>Not necessarily. I very well might, but any number of concepts I
might
>>allow would bypass that option. It could be a pocket dimension
created
>>for each attack individually. It could go directly into deep space,
or
>>a one-way gate could lead to the surface of a star. It could be a
>>dimension carefully selected in advance as completely empty by a
>>competent dimension traveller. It could even be a dimension
carefully
>>selected for each attack, so that bullets go to a universe where
>>everyone is ameboid and likes to eat lead and other metals, while
>>lasers are transfered to light-based beings who consider coherent
>>light "candy".
>
>If the PC hasn't purchased Transdimensional, it's a no-no.


Transdimensional on Missile Deflection would allow a character to
Missile Deflect attacks in another dimension. For this power it is
merely a SFX. If I have a Teleportation which is described as "takes
shortcut via another dimension", I don't need Transdimensional.
Neither do I need it here.

<snip>
>>
>>Why? I don't see why Dispel is necessarily superior. In fact, for
some
>>of these SFX, it is enormously _inferior_.


Note: Error in my last post. The power should have been 51 pts. effect
of Dispel, not 21. The equivallent of 17 dice, not 7. Otherwise I
believe it is correct.

><snip>
>
>I agree - sometimes even Force Wall or Force Field might be better.
>


Neither one of which do a much better job. All have upper limits, and
all cost too much for what is typically only a moderate advantage. The
GM would still have to put an upper limit on every attack, or else
overwhelm a power that is supposed to be unaffected by the power of
the attack being deflected and both cost more in Active Points by so
much I cannot believe they are worth it.

>> Are you really going to more than triple the
>>cost of my Missile Deflection, just because the attacks disappear?
>
>Yes, because having the attack go *nowhere* is a significant
advantage.
>
>>Additionally, your entire argument is based upon the assumption that
>>the incoming attack can be deflected somewhere.
>
>No! I see that you've completely misunderstood me. It's not 'can be
>deflected' but 'does get deflected'. The former is a form of
>*reflection*. It is an inbuilt disadbantage of MD that the attack
goes
>somewhere.

I'm sorry, I meant to say "always gets deflected", but I said it
wrong. I understand you.

>> Cap's shield bounces
>>some things, but many energy attacks are absorbed.
>
>If an attack is absorbed, it's not being deflected; ergo we use
>something else, like FF.


Some attacks against Cap bounce, some don't. In fact, I have never
seen a power in comics or elsewhere that reflected _everything_ it
could stop.

>> A laser should not bounce, for example.
>
>Why not? Point a torch at any shiny object: some of the light
bounces.
>Ever noticed how you can help illuminate something by putting a sheet
>of white paper nearby?


Of course. I am referring to a laser hitting Cap's shield, which
should at most scatter the attack. It is not reflective. Even if Cap's
shield were so shiny that it reflected lasers instead of destroying
them, it would still make them not dangerous, as its curved surface
would spread them. This goes double for Wonder Woman's bracelets. In
fact, a Missile Deflection that could bounce a laser is a hard one, as
it would require a flat silvered surface. Are all people with Missile
Deflection against energy attacks required to use flat silvered
surfaces?

Missile Deflection that sends attacks "nowhere" is perfectly valid. A
dimensional gate described as a "hole in space" cannot be properly
bought without it, Force Fields and Force Walls not withstanding. If I
can buy Missile Deflection that sends attacks directly back at a
target, I should be able to buy it where attacks go nowhere. The
second is considerably less advantageous than the first.

Filksinger

Return-Path: <daemon@omg.org>
Date: Sat, 21 Feb 1998 23:18:54 -0800 (PST)
From: Daniel R Palacio <dandan@cats.ucsc.edu>
X-Sender: dandan@si.UCSC.EDU
cc: champ-l@omg.org
Subject: Re: Hello and Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org

On 21 Feb 1998, Stainless Steel Rat wrote:

>
> DRP> be holding the rod in order to use his powers. How would I reflect
> DRP> this in game terms? Would it be an OAF (Personal, probably breakable)
> DRP> with the indirect (+3/4) advantage put on the multipower? Would it be
> DRP> an OIF with indirect? or would it just be a special effect?
>
> A Focus can and will sometimes be taken away from the character that owns
> it. This never happens with the Cosmic Rod, so it is probably not a Focus.
>

Thst's not true. At the ends of "Sins of the Child", thre is a
scene where Jack has to go through a maze where he gets beaten by thugs
in order to get his rod back.


Return-Path: <daemon@omg.org>
Date: Sat, 21 Feb 1998 23:22:24 -0800 (PST)
From: Daniel R Palacio <dandan@cats.ucsc.edu>
X-Sender: dandan@si.UCSC.EDU
cc: champ-l@omg.org
Subject: Re: Hello and Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org

On 21 Feb 1998, Stainless Steel Rat wrote:

>
> He did? Damn... I must have missed it. There is a serious hole in my
> collection of Starman issues.
>

Don't sweat it; I'm a neophyte myself.

> The point is that you have to ask yourself, "are the character's items ever
> taken away from him?" If the answer is "never" or "rarely" then the items
> in question are probably not Foci. In Jack's case, especially now that he
> can handle the Cosmic Rod at a distance, I think that whatever Focus
> limitation he may have had has been bought off.

I've been wondering: Would OHID work in this situation?


Return-Path: <daemon@omg.org>
X-Sender: nolan@pop.erols.com
Date: Sun, 22 Feb 1998 02:43:02 -0500
From: Scott Nolan <nolan@pop.erols.com>
Subject: Starman and OIHID (was: Hello and Question)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org

<x-rich>>> The point is that you have to ask yourself, "are the character's items ever

>> taken away from him?" If the answer is "never" or "rarely" then the items

>> in question are probably not Foci. In Jack's case, especially now that he

>> can handle the Cosmic Rod at a distance, I think that whatever Focus

>> limitation he may have had has been bought off.

>

> I've been wondering: Would OHID work in this situation?



Definately not. Starman specifically has no Secret ID. If anything, he's got a Public ID. Jack is always Starman, even when he's at home in his jammies.


Scott



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"The house of every one is to him as his castle and fortress, as well for
his defence

against injury and violence as for his repose."

<bold> Sir Edward Coke, English Jurist 1549-1634</bold>,
<italic>Semayne's Case, 5 Rep. 91
</italic>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

<bold>Scott C. Nolan

nolan@erols.com</bold>

</x-rich>
Return-Path: <daemon@omg.org>
From: "\"qts\" <qts@nildram.co.uk>
\"Stainless Steel Rat\"" <qts@nildram.co.uk>
Date: Sun, 22 Feb 98 08:20:46
Reply-To: "qts" <qts@nildram.co.uk>
Priority: Normal
Subject: Re: Entangle BOECV (was Re: In support of 'Advantaged' advantage!)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org

On 21 Feb 1998 20:50:44 -0500, Stainless Steel Rat wrote:

>-----BEGIN PGP SIGNED MESSAGE-----
>
>>>>>> "q" == qts <qts@nildram.co.uk> writes:
>
>q> The manner in which the BODY is applied is important. Unless the GM
>q> decides something different
>
>The attacker makes an OCV-based attack roll. If he hits, he does Body
>damage to the Entangle. Subtract the Entangle's DEF; subtract any
>remaining damage from the Entangle's current Body total.
>
>There is nothing for the GM to "decide" as this is clearly spelled out.

You're being deliberately obtuse: I wasn't talking about game
mechanics. Welcome to my killfile.
qts

Home: qts@nildram.co.uk.

Return-Path: <daemon@omg.org>
X-Sender: h_laws@postoffice.utas.edu.au
Date: Sun, 22 Feb 1998 20:11:05 +1100
From: Mad Hamish <h_laws@postoffice.utas.edu.au>
Subject: Re: Redefining the Action sequence by adding variety.
Cc: "champ-l@omg.org" <champ-l@omg.org>
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org

At 08:42 AM 2/21/98, qts wrote:
>On Fri, 20 Feb 1998 13:44:03 -0600 (CST), Dataweaver wrote:
>
>>On Fri, 20 Feb 1998, qts wrote:
>>
>>> Instead of using the SPD chart, how about rolling 2d6, then subtracting
>>> the character's SPD? The result (min 1 ie next segment) is the number
>>> of segments/seconds before they have another action. If an active
>>> participant has SPD 13-18 everyone rolls 3d6, 19-24 4d6 etc.
>>
>>...and if everyone has a SPD of 6 or less, roll 1d.
>
>I thought about this, and didn't really come to a conclusion either
>way.
>
>> It could work, except for the amount of die-rolling it would introduce...
>
>It's not so different to AD&D's initiative system.
>qts
>
You say that like it's a _good_ thing. <g>

****************************************************************************
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

Return-Path: <daemon@omg.org>
X-Sender: h_laws@postoffice.utas.edu.au
Date: Sun, 22 Feb 1998 20:25:43 +1100
From: Mad Hamish <h_laws@postoffice.utas.edu.au>
Subject: Re: Hello and Question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
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To: champ-l@omg.org

At 10:28 AM 2/21/98 -0500, Stainless Steel Rat wrote:
>-----BEGIN PGP SIGNED MESSAGE-----
>
>>>>>> "DRP" == Daniel R Palacio <dandan@cats.ucsc.edu> writes:
>
>DRP> Well, about two issues ago, we discovered that he doesn't need to
>DRP> be holding the rod in order to use his powers. How would I reflect
>DRP> this in game terms? Would it be an OAF (Personal, probably breakable)
>DRP> with the indirect (+3/4) advantage put on the multipower? Would it be
>DRP> an OIF with indirect? or would it just be a special effect?
>
>A Focus can and will sometimes be taken away from the character that owns
>it. This never happens with the Cosmic Rod, so it is probably not a Focus.

I believe it has happened a couple of times. Under the old JSA when they
were an alternate earth during the war the entire JSA was captured and the
Cosmic Rod was not with Starman.

I think the modern Starman lost it once as well, when he was captured by
the daughter of his father's enemy (and no, I don't remember who they are)
>
>It is, however, a slick way to acquire a high level of Indirect on many of
>its powers. An expensive ability, but what do you expect from one of the
>most powerful artifacts in the DC universe? :)


It not to affect yellow things? <g>

****************************************************************************
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

Return-Path: <daemon@omg.org>
From: "qts" <qts@nildram.co.uk>
Date: Sun, 22 Feb 98 09:45:31
Reply-To: "qts" <qts@nildram.co.uk>
Priority: Normal
Subject: Re: Modify Deflection? (was Re: a question about deflection)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org

On Sat, 21 Feb 1998 23:03:24 -0800, Filksinger wrote:

>On Saturday, February 21, 1998 12:35 AM, qts wrote:
>
>
>>On Tue, 17 Feb 1998 23:16:12 -0800, Filksinger wrote:
><snip>
>>>Keep in mind that a Missile Deflection in a crowded place could be a
>>>horrible thing, as innocent bystanders get mowed down by attacks you
>>>deflected.
>>
>>That's exactly my reasoning.
>
>
>That would make a fair reason for making it somewhat more expensive,
>but why would it have to be a different power entirely? The power
>Missile Deflection fits what we are describing _exactly_, except for
>this one point.

<megasnip>

I do see what you're getting at; I just don't agree with it. Look at
the arrow-cutting graphic on p 81 - those arrows are going in random
directions - at least two in the picture could go and hit others.

Anyway, if we assume that Missile Deflection is the correct mechanic
for all the effects we've discussed, I would suggest we need an
advantage for attacks going *nowhere*. Since basic Reflection is +20
pts, +10 pts seems quite reasonable to me.

qts

Home: qts@nildram.co.uk.

Return-Path: <daemon@omg.org>
X-Sender: griffin@mail.txdirect.net
Date: Sun, 22 Feb 1998 08:00:30 -0600
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net>
Subject: Re: Mitch's Dilemma
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org

>There is a pretty good book called <cringe> "Those who stalk the
>night", maybe, at least I think thats right, by <grimace> Brian Lumley,
>or Humbly. I hate lending someone a book and then needing it for
>something :). This is the premise of Vamparism in the book.
>
>Warren

You are thinking of "Those Who Hunt the Night" (and its sequel, "Traveling
With the Dead") by Barbara Hambly. Brian Lumley's vampires, as portrayed
in his 'Necroscope' series, are entirely different.

Damon


---------------------
Every act of creation is first of all an act of destruction.
-- Pablo Picasso

Return-Path: <daemon@omg.org>
X-Sender: bob.greenwade@klock.com
Date: Sun, 22 Feb 1998 07:20:17 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: CAK and the undead
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org

At 11:59 PM 2/21/1998 EST, Firelynx16@aol.com wrote:
>In a message dated 98-02-21 20:49:17 EST, you write:
>
>> >>>>> "R" == Remnant <easleyap@mobis.com> writes:
>>
>> R> A terrorist who kills with a disad, "Believes in the Sanctity of Life."
>> R> I don't think so Rat.
>>
>> Like I said, look at the average anti-abortion terrorist, the kind of
>> person that murders people at planned parenting centers because he so
>> strongly believes that abortion is murder. I did not say that it was sane
>> (for whatever definition of "sane" you like), only that the belief is not
>> the same as a CAK.
>
>I agree with what Rat is saying here, but "Sanctity of Life" should probably
>have an asterisk with it to denote that to the pro-life terrorist, their
>"Sanctity of Life" Disad is waived if the victim is deemed 'evil'. Something
>like a twisted version of murder by reason of self defense, where a person
can
>belief that murder is wrong, but will waive their desire not to kill for self
>preservation or to save someone else.

Focus on that last part. From what I've read, they're willing to kill a
few dozen to save several thousand.
Basically, the anti-abortion terrorist combines "Believes in Sanctity of
Life" (Very Common, Strong) with "Vigilante Mentality" (Common, Strong).
At least, in my own view.
---
Bob's Original Hero Stuff Page! [Circle of HEROs member]
http://www.klock.com/public/users/bobg/original.htm
Homepage of the Merry-Go-Round Webring! (Wanna join?)
http://www.klock.com/public/users/bobg/merrhome.htm

Return-Path: <daemon@omg.org>
From: "John Desmarais" <John.Desmarais@ibm.net>
Date: Sun, 22 Feb 98 17:06:46
Reply-To: "John Desmarais" <John.Desmarais@ibm.net>
Priority: Normal
Subject: Re: Yet another question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org

On Sun, 22 Feb 1998 11:51:42 -0800 (PST), Daniel R Palacio wrote:

>
> Having just been introduced to the list, and not having seen an
>FAQ about the list itself, I am wondering: Is it against the rules to
>post writeups here? Is it simply frowned upon? Or is it just inadvisable,
>since there are dozens of you HERO mavens out there just waiting to pick
>the writeup apart and tell you how they would have done it?

Several of us have been willing to suffer the slings and arrows of our fellow readers,
posting both original characters as well as write-ups of published characters.
Personally, I like seeing how other people do things, so I enjoy reading posted
characters. As for the "dozens of you HERO mavens out there just waiting to pick the
writeup apart and tell you how they would have done it" - it also has it's uses. How thick
is your skin? Some people are polite in their criticisms, some aren't.

-=>John D.

Return-Path: <daemon@omg.org>
From: "\"qts\" <qts@nildram.co.uk>
\"Mad Hamish\"" <qts@nildram.co.uk>
Cc: "champ-l@omg.org" <champ-l@omg.org>
Date: Sun, 22 Feb 98 17:23:25
Reply-To: "qts" <qts@nildram.co.uk>
Priority: Normal
Subject: Re: Redefining the Action sequence by adding variety.
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org

On Sun, 22 Feb 1998 20:11:05 +1100, Mad Hamish wrote:

>At 08:42 AM 2/21/98, qts wrote:
>>On Fri, 20 Feb 1998 13:44:03 -0600 (CST), Dataweaver wrote:
>>
>>>On Fri, 20 Feb 1998, qts wrote:
>>>
>>>> Instead of using the SPD chart, how about rolling 2d6, then subtracting
>>>> the character's SPD? The result (min 1 ie next segment) is the number
>>>> of segments/seconds before they have another action. If an active
>>>> participant has SPD 13-18 everyone rolls 3d6, 19-24 4d6 etc.
>>>
>>>...and if everyone has a SPD of 6 or less, roll 1d.
>>
>>I thought about this, and didn't really come to a conclusion either
>>way.
>>
>>> It could work, except for the amount of die-rolling it would introduce...
>>
>>It's not so different to AD&D's initiative system.
>>
>You say that like it's a _good_ thing. <g>

It's what most FRPers are used to.
qts

Home: qts@nildram.co.uk.

Return-Path: <daemon@omg.org>
Date: Sun, 22 Feb 1998 14:02:35 -0500 (EST)
From: THE MAD HARLEQUIN <ravanos@jcs1.jcstate.edu>
Subject: Grant Morrison's "The Invisibles"
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org

Hi.
Well, the time has come where I must ask of the eternal fount of
wisdom (...that's you guys); I must acquire the statistics for a group of
individuals... so please, step up, take a stab or two, and keep the bloody
knife.

They are... <<fanfare> *ta-da!*>> ~~THE INVISIBLES~~

Well, if you haven't heard of them, they were spawned from Grant
Morrison's noggin' in the early ninties as part of DC's Vertigo line...
and they have yet to stop plauging their readers with interesting
pseudo-psycho mysticism and obscure references to the occult. Along with
some interesting symbolism and facinating plot twists, the comic plays
like a 60's british sci-fi series with 90's hyperkinetic sensability.
The cast is as follows:
King Mob, Lord Fanny, Jack Frost, Ragged Robin, and Boy.

Of course, the universe has pegged me as the only idiot savant
(emphasis on the idiot) who reads (and tries to understand) this comic
book, but can't for the life of me find suitable HERO statistics.

If anyone has heard of this comic book, read it, or is intersted
at a possible write-up, e-mail me...
...and if you've tried and succeded, than the fates are on your
side (or, more likely, mine if your share your knowledge).

-Jason

"This is going to be a _classic_. This _will_ be James Bond...
I'll kill `em all. They won't even _see_ me. Give us a kiss, love."
---King Mob, 'The Invisibles' vol. 2, issue no. 3 (Grant Morrison)




Return-Path: <daemon@omg.org>
X-Sender: why@mail.superlink.net
Date: Sun, 22 Feb 1998 14:36:39 -0500
From: Joe Mucchiello <why@superlink.net>
Subject: Re: Modify Deflection? (was Re: a question about deflection)
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org

At 09:45 AM 2/22/98, qts wrote:
<even bigger snip>
>I do see what you're getting at; I just don't agree with it. Look at
>the arrow-cutting graphic on p 81 - those arrows are going in random
>directions - at least two in the picture could go and hit others.
>
>Anyway, if we assume that Missile Deflection is the correct mechanic
>for all the effects we've discussed, I would suggest we need an
>advantage for attacks going *nowhere*. Since basic Reflection is +20
>pts, +10 pts seems quite reasonable to me.

Going nowhere on a Deflected attack could be the exact opposite effect the
character wants just as often as it could be good for the character. Suppose
Evil Arrow Man has been terrorizing the bank when Deflection Goes Nowhere Lad
pops into the scene and causes all of EAM's arrows to "go nowhere". Later
the police arrive and have no evidence that EAM ever fired the arrows since
they went away. (The survailance cameras had been destroyed before EAM
revealed his presence and all the normals ran when a smoke bomb went off.
They did not see that EAM fired the smoke bomb arrow into the bank.)
Deflected attacks which go nowhere, as opposed to a random direction, is a
+0 pts cost.

Do we also need to make an advantage for knockback: Can Hit Other Combatants?
No, we don't because that is SFX. Just like Deflection has a SFX. When you
run knockback in a game, if the character is knocked into someone else, do
you apply the KB damage to both people? That's what I do. The same thing
applies to Deflection. Likewise, you can KB someone into the ground making
sure they don't hit anyone else. Should that be cost extra points?
Remember, an advantage which is not an advantage has no cost. I don't feel
deflected nowhere is worth 10 points of STR or 3 points of DEX or anything
else you can spend 10 points on.

Joe


Return-Path: <daemon@omg.org>
Date: Sun, 22 Feb 1998 11:51:42 -0800 (PST)
From: Daniel R Palacio <dandan@cats.ucsc.edu>
X-Sender: dandan@ese.UCSC.EDU
Subject: Yet another question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org


Having just been introduced to the list, and not having seen an
FAQ about the list itself, I am wondering: Is it against the rules to
post writeups here? Is it simply frowned upon? Or is it just inadvisable,
since there are dozens of you HERO mavens out there just waiting to pick
the writeup apart and tell you how they would have done it?

Return-Path: <daemon@omg.org>
Date: Sun, 22 Feb 1998 14:26:13 -0600 (CST)
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu>
Cc: champ-l@omg.org
Subject: Re: CAK and the undead
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org


> TRG> Fine, but I'll have to disagree. IMC, People can quite ably
> TRG> constitute "very common" for heroes who will be almost exclusively
> TRG> fighting against fellow humans. I'll give VC.
>
> I agree with another wording, that CAK applies to "cases where killing
> people would be tactically advantageous". In a combat-oriented campaign,
> as most supers games are, that is "common", not "very common".

Actually, the way I run it, it would almost always be "uncommon"
for situations where killing is advantageous. But I'll play it the way
the book suggests the way these lims work, and thats where
killing-potential combat situations come up. Those are VC. As a GM, I
always bring in a lot of complications if killing occurs, so . . .


-Tim Gilberg

-"Friends help you move. Real friends help you move bodies."

Return-Path: <daemon@omg.org>
Date: Sun, 22 Feb 1998 14:29:51 -0600 (CST)
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu>
Cc: champ-l@omg.org
Subject: Re: CAK and the undead
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org


> > Why not? To protect that life he thinks is sacred, he will kill.
> >It might be a bit hypocritical, but it works fine w/o a CAK.

> A bit??? It is very hypocritical and begs to either be worded differently
> or balanced by another disad that allows for the hypocrisy. Like Joe
> Claffey's response or "Insane" as Rat seems to be suggesting.

Hey, I didn't create the world. I'm just trying to describe it.


-Tim Gilberg

-"Friends help you move. Real friends help you move bodies."

Return-Path: <daemon@omg.org>
From: "Warren E Henderson III" <warren@newenglandpc.net>
Date: Sun, 22 Feb 98 21:03:45
Reply-To: "Warren E Henderson III" <warren@newenglandpc.net>
Priority: Normal
Subject: Re: Mitch's Dilemma
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org

On Sun, 22 Feb 1998 08:00:30 -0600, Michael (Damon) or Peni R. Griffin
wrote:

>
>You are thinking of "Those Who Hunt the Night" (and its sequel, "Traveling
>With the Dead") by Barbara Hambly. Brian Lumley's vampires, as portrayed
>in his 'Necroscope' series, are entirely different.

You are completely correct. I have read both but don't know I confused
the authors. Barbara Hambly's books describe Vamparism being
transmitted much like the premise of the original post. Was the Sequel
as good as the first book?

Warren


Return-Path: <daemon@omg.org>
X-Sender: bob.greenwade@klock.com (Unverified)
Date: Sun, 22 Feb 1998 14:26:48 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Yet another question
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org

At 11:51 AM 2/22/1998 -0800, Daniel R Palacio wrote:
>
> Having just been introduced to the list, and not having seen an
>FAQ about the list itself, I am wondering: Is it against the rules to
>post writeups here? Is it simply frowned upon? Or is it just inadvisable,
>since there are dozens of you HERO mavens out there just waiting to pick
>the writeup apart and tell you how they would have done it?

We used to get them on a regular basis, and a lot of us miss them. I,
for one, would welcome nice, full write-ups for generic-universe villains
under the Fourth Edition rules. Others here like Hero System write-ups for
published heroes and villains, or movie characters. It's just a matter of
taste.
Of course, that doesn't mean that we *won't* pick apart your write-up.
But it will certainly be welcome, and we'll be glad to see it.
---
Bob's Original Hero Stuff Page! [Circle of HEROs member]
http://www.klock.com/public/users/bobg/original.htm
Homepage of the Merry-Go-Round Webring! (Wanna join?)
http://www.klock.com/public/users/bobg/merrhome.htm

Return-Path: <daemon@omg.org>
Date: Sun, 22 Feb 1998 16:09:51 -0800
From: Redraven <wingers@home.com>
Organization: Redraven Productions
Subject: Bring your Characters to Life with Custom Artwork by Redraven Productions
Errors-To: owner-champ-l@omg.org
Sender: owner-champ-l@omg.org
X-Hero: champ-l
To: champ-l@omg.org

See the latest in Custom Character Art at the Redraven Productions site
at Http://members.home.net/wingers/redraven.htm in the New Picture
Gallery.

Your characters too can step off the page and into the real world, by
contacting Redraven Productions about commissioning Custom Character
art.

--
Redraven Productions
Http://members.home.net/wingers/redraven.htm


Return-Path: <daemon@omg.org>
Date: Sun, 22 Feb 1998 19:28:03 -0500 (EST)
From: Michael Surbrook <susano@access.digex.net>
cc: champ-l@omg.org
Subject: Re: Yet another question
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On Sun, 22 Feb 1998, Bob Greenwade wrote:

> At 11:51 AM 2/22/1998 -0800, Daniel R Palacio wrote:
> >
> > Having just been introduced to the list, and not having seen an
> >FAQ about the list itself, I am wondering: Is it against the rules to
> >post writeups here? Is it simply frowned upon? Or is it just inadvisable,
> >since there are dozens of you HERO mavens out there just waiting to pick
> >the writeup apart and tell you how they would have done it?
>
> We used to get them on a regular basis, and a lot of us miss them.

Yeah, I know. I talked about getting out stuff for "Big Trouble in Little
China". However, I am/was working on some art projects and all that (as
well have a healthy dose of real life) so let me see what I can do.

> for one, would welcome nice, full write-ups for generic-universe villains
> under the Fourth Edition rules. Others here like Hero System write-ups for
> published heroes and villains, or movie characters. It's just a matter of
> taste.

True. I usually post adaptions of anime/magna/movie characters.

> Of course, that doesn't mean that we *won't* pick apart your write-up.
> But it will certainly be welcome, and we'll be glad to see it.

Well, yeah. And often, I will incorporate C&C into a second edition
version of the character. Although I have been suprised at the characters
that I've posted that people never said 'boo' about. The 1050 point
version of Tetsuo ("Akira") comes to mind.

***************************************************************************
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *
* Michael Surbrook / susano@access.digex.net *
* Visit "Surbrook's Stuff' the Hero Games resource site at: *
* http://www.access.digex.net/~susano/index.html *
* Attacked Mystification Police / AD Police / ESWAT *
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark *
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From: Jim Dickinson <champion@cyberhighway.net>
Subject: REVIEW: WebRPG
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Since many of you have asked me to report back on my WebRPG exploits here
is my official review, to appear soon on my website as well:

WebRPG -- Online Gaming

I don't remember how I found it, but one day about a month ago, I found
myself surfing the WebRPG website at <http://www.webrpg.com>. What follows
are my unbiased views (but I would be willing to entertain the notion of
bribery...) of the website and software.

The Website:
Though not particularly remarkable in aesthetics (though not
unattractive), I found it to be easily navigable, and full of interesting
information. WebRPG publishes a regular online newsletter and emails the
headlines out to WebRPG members. Membership is free, but you get stuck
with an AOL-like login, mine "sd27605", that you have to write down,
remember, and use frequently. I found myself renaming the Win95 shortcuts
to the webpages and software that would call for me to enter the username,
just so I'd have it handy.
Articles in the webzine were often interesting, and generally non-game
specific, and they have interesting "Top 10" like articles assembled from
member responses to surveys. WebRPG seems to welcome feedback regularly,
and every article has a feedback form at the end. I am assuming since they
are asking so often, that they plan to implement worthy suggestions in the
future. I think that is a good idea.
But the most interesting part of the website to me was the Game Scheduler.
Only available to members for the purpose of announcing upcoming game
sessions using their software, I found this to be a very cool utility.
When logging into the Scheduler CGI, you are asked to give the present time
where you are. The Scheduler will then present to you in chronological
order, the games that are ahead. The best part is the way it presents this
information to you in terms of YOUR TIME ZONE, so there is no confusion
about when you should show up for the game! That has been a large part of
the confusion, in my experience, in getting people together from all over.
That blasted time zone thing is always getting in the way.
On the Game Signup page, you are given the GM's name and email address,
when the game is scheduled for, number of players (both currently signed up
and max number of slots), and then the game system. Then you can read the
game description as written by the GM. Next to the game is a button to
click if you want to sign up for the game. If the game is full, there will
be no button.
If you are a GM, you will have additional buttons to click to "remove"
someone from the signup, or to cancel the game. As a player, if you are
already signed up for a game, a button will allow you to cancel out of the
game and free up the slot for someone else to grab. When you sign up or
cancel, you are sent a confirmation email by the Scheduler, and the GM is
notified by email as well.
Again, I think the game scheduler is brilliant, and is the true highlight
of the website.

The WebRPG Software:
Now in version 1.4.1, there are many components to download and
install...even more than were let on at first. WebRPG is written in Java,
so it is generally cross-platform. This is good, because I have seen far
too many other chat programs that are platform specific, leaving people out
of the fun (like ICQ and Powwow). So I downloaded the Java Environment,
and then downloaded the WebRPG software. Then after installing Java first,
then the WebRPG software, I had to spend another 15 minutes or so while the
program compared itself to 1.4.1 and downloaded other components to install
as well. But after that, I was ready to Rumble! Good thing, too, because
after all that anticipation, I was ready to go!
The first screen I was met with was my login screen, again asking me to
provide that login id. I wish it would remember some of that. Oh well.
After logging in, WebRPG takes a few minutes to compare itself again to the
latest version, and then presents you with a list of games currently
running (like a chat room listing). By the way, I think the overall look
the of the program is very nice, but is not generally designed for screens
smaller than 600x800 (like my 640x480 screen at home).
An important side note: WebRPG requires tremendous system resources. At
home, I have a decrepit 486 DX2-66 with 12MB RAM. This is probably the
very least you would want to run this on, as I found myself generally
plagued with crashes and lock-ups. However, the system I use at work, a
Pentium 200MMX with 64MB RAM was no problem at all. Also WebRPG recommends
that you allow Java to install a newer version of winsock. I am not sure
this has been such a good thing, as now other applications occasionally
crash, when they had worked just fine before. But I can't say for sure, so
I will just leave it at that.
The software interface is pretty clean, allowing for you click on any of
the listed game/chat rooms to see more details, like the players' names and
a description of the game. Games can also be password protected by the
game room host to keep out unwanted visitors. Players with the password
will be able to get in. You can also choose to host your own game, and are
then asked to provide a Game Name, password if desired, and a game
description.
After joining or hosting a game, the program AGAIN loads elements it needs
to bring you to the game room screen. I would rather be able to pick and
choose what is loaded, rather than endure having to load up Earthdawn (an
obvious sponsor) stuff every time.
The game room interface is also pretty easy to get a handle on, and is
also customizable to a degree. The game room is supposed to provide you
with all the elements you need to simulate a "virtual game table" that you
and your players would be seated around. There are dice available (typical
polyhedral gaming options, 1d3 through d%), as well as a box that you can
enter more complex dice combinations or even simple mathematical
expressions (e.g. 5d6+1d8+10 or (3d6*100)/5, etc.). Results of dice rolls
can be publicly viewed, or only between the player and GM.
There is also a chat area, where players and GM can converse, and there is
a whisper function as well as an emote command (e.g. typing /he or /she at
the beginning of the line substitutes your name in its place so you could
type "/he smiles" and it would type "Sharky smiles"). You can customize
your name, so you can use your character's name for instance, and you can
change the color of your messages. This makes for a pretty nice chat
interface. There have been times with ICQ and Powwow that I wish I could
emote, and times in IRC I wish everyone could type in a different color to
keep it clear who is talking.
WebRPG comes with a toolbox players and GMs can use to build custom
character sheets, note pads, preset dice mechanics, etc. There is also a
Map area, with miniatures included, so you can literally move pieces around
the map and see where things are. Again, this is way ahead of other chat
programs.

Running a Game in WebRPG -- My experience:
OK. After playing with the built-in tutorial for a while, I decided I
would try to run a game on WebRPG. By the game room list, and scheduled
games, AD&D seemed to be the most popular choice. So, not being a fan of
AD&D, and having chucked all my books so many years ago, I decided to stick
to something Fantasy oriented. My favorite game at the present are:
Fantasy Hero and FUDGE. I thought it would be fun to try FUDGE, seeing as
it was so easy to play, but I couldn't figure out a decent way to roll dF
(FUDGE Dice, two sides are "+" two sides are "-" and two sides are blank;
like a d3 but using d3 would be very confusing) so I gave up on that.
Maybe if there is enough interest, the WebRPG programmers would add dF
mechanics to the list of other dice. ;-)
Fantasy Hero would be a little too involved for new players, and after
playing around with the character sheets, I decided that especially for my
first game, I wouldn't try to make something as complex as a Fantasy Hero
character sheet.
So I decided to pull out and dust off my old Tunnels & Trolls rules, and
use them instead. I grew up on T&T, having wasted away weekend nights in
Phoenix, AZ hanging out at Flying Buffalo, so it has always been an old
favorite. It was fun to find an excuse to bring it back out and revisit
lots of good memories. Building the character sheet was a small challenge,
but it was fun to play with how the Java elements work and interact with
each other. Don't get me wrong, building a character sheet is as simple as
Drag and Drop, but I am picky and wanted the sheets to look good and be
functional.
I scheduled a game on the Scheduler (and mistakenly set it for the wrong
night) and found that T&T isn't all that popular, or well-known (not that I
expected it to be). However, every time I was online building character
sheets, or working on saving "pre-written blocks of narrative text" for the
game, I found that there were always people willing to drop in and look at
what I was doing and ask questions. This was actually a better tool in
getting players than posting my game, but I think that this is mostly
because I chose to run a game that was basically unknown. I suspect that
if the game was more popular, I would have had people sign up pretty quick,
as evidenced by the full AD&D games on the scheduler.
(Having to work on all my stuff online was inconvenient, though, since I
would have preferred to work offline and get everything done without
interruption. I understand that WebRPG programmers are already working on
a GM's Utility that will allow them to build all their stuff off-line.)
One thing that really bothered me was that I had to act like I was on a
very unstable system (because on my home computer, it was) so I had to
implement the "save early, save often" mentality in order to make any
progress preparing for my game. I can't tell you how frustrating it was to
spend 20 minutes writing up some great narratives, only to have the Java
crash, and having to start all over again. For the most part, I decided to
write narratives offline in .txt format, then copy and paste them into not
pads in WebRPG -- and then save them quickly!
The night of my game, I realized that I was a day off on scheduling my
game, so I contacted the two who signed up and explained my error.
I got online about an hour early to make sure there was time to get set up
and to help anyone who needed it make a character. One of the scheduled
players showed up and three others asked to play as well. So the five of
us got through character creation and were getting ready to roll, when my
machine crashed. After rebooting and logging back in, we tried again, only
to be met with a few more problems with my computer and so on. This was
very frustrating.
And then there was lag. It's apparently not enough that words must be
typed, but that there is (at times) an additional few second delay between
people talking...but that wasn't nearly as bad as locking up...
Overall the game went well, we only accomplished a fraction of what might
have been done in an hour of face-to-face gaming, but if you don't have a
gaming group to meet with, or you are so busy you can only game late at
night, then this may very well be a great program for you.
After the game, the two players that stuck with me after being
disconnected multiple times had a great time making their way into the
Cellar of the Bronze Griffon Tavern chasing a goblin thief. They fought
their first fight against some Giant Rats the goblin set after them, and
took a good licking before killing them...and that was about as far as we
got. The role-playing of the character intros in the tavern, and their
exploring the Cellar took up over an hour, and the combat took about 45
minutes (but that was probably mostly because I was explaining the game
mechanics as we went). We didn't use the Map features. I didn't want to
push it from my home computer.

So overall, I'd say that WebRPG is the best thing that has happened to
online live Role-Playing Games in a long time. If you have a computer
that's better than mine, and you don't have a game group to get together
with, or are too busy to meet up with your group at their time, you are in
for a good time. I think this setup has some really great features, and
even better potential!

Jim Dickinson
"The Game Knight"

Return-Path: <daemon@omg.org>
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: CAK and the undead
Mail-Copies-To: never
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Organization: The Happy Fun Ball Brigade
Date: 22 Feb 1998 20:10:43 -0500
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-----BEGIN PGP SIGNED MESSAGE-----

>>>>> "F" == Firelynx16 <Firelynx16@aol.com> writes:

F> I agree with a good portion of what you're saying. The major problem I
F> have is when you said earlier that a 25 point CAK would include
F> *everything* (humans, animals, ants, etc),

Considering that a 20-point CAK applies only to people, according to the
BBB, a 25-point CAK would be a much larger group of things the character
will not kill.

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From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Entangle BOECV (was Re: In support of 'Advantaged' advantage!)
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Date: 22 Feb 1998 20:14:19 -0500
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-----BEGIN PGP SIGNED MESSAGE-----

>>>>> "q" == qts <qts@nildram.co.uk> writes:

q> You're being deliberately obtuse: I wasn't talking about game
q> mechanics.

It is a pity that you take that attitude about what was a discussion about
game mechanics and has been from the beginning.

It is also a pity that you decided to plonk me for your own
misunderstanding. But you won't be reading this. Your loss. Maybe
someone else will point this out to you.

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X-Sender: griffin@mail.txdirect.net
Date: Sun, 22 Feb 1998 21:19:20 -0600
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net>
Subject: Re: Mitch's Dilemma
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>>You are thinking of "Those Who Hunt the Night" (and its sequel, "Traveling
>>With the Dead") by Barbara Hambly. Brian Lumley's vampires, as portrayed
>>in his 'Necroscope' series, are entirely different.
>
>You are completely correct. I have read both but don't know I confused
>the authors. Barbara Hambly's books describe Vamparism being
>transmitted much like the premise of the original post. Was the Sequel
>as good as the first book?

I wonder if sequels ever get a fair shot at being as good as the first
book, especially in a case like this. Given that part of what makes a book
like this (by which I mean, a vampire novel) enjoyable is doing an old
story with a new twist...well, a sequel doesn't have a chance to do that
very often. By definition, it's going to continue something started in a
previous book.

However, I would recommend "Traveling With the Dead" to anyone who enjoyed
"Those Who Hunt the Night". In addition to the change of venue -- about
half the book takes place in Constantinople -- we get a lot more background
and insight into Don Ysidro and James and Lydia Asher. The characters are
therefore familiar without being just the same personalities they were the
first time around.

Damon


========================
Where there is sorrow, there is holy ground.
-- Oscar Wilde

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From: Firelynx16@aol.com
Date: Mon, 23 Feb 1998 00:13:37 EST
Subject: Re: CAK and the undead
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In a message dated 98-02-22 20:15:55 EST, you write:

> F> I agree with a good portion of what you're saying. The major problem I
> F> have is when you said earlier that a 25 point CAK would include
> F> *everything* (humans, animals, ants, etc),
>
> Considering that a 20-point CAK applies only to people, according to the
> BBB, a 25-point CAK would be a much larger group of things the character
> will not kill.

Or it could be that the particular character in question will come across more
people than the benchmark 'average campaign' that was suggested in BBB, which
would make just people alone Very Common. I just think that it's dangerous to
try to establish any kind of 'standard' that has to be applied to each
character. In other words, no cookie cutter disads. It should, IMHO, be a
case by case basis. The Examples in the BBB are just that, Examples. They
are not meant to be used as the only possibilities for a given Psych Lim.

Each character is going to have a different reason(s) for coming to the
decision that killing or deadly force is a horrible thing that should be
avoided at all costs. Each character is also going to experience situations
different from any other character. Therefore, each CAK Disad is going to be,
by definition, unique.

They will probably gravitate to a "norm", much like the 20 pt CAK given in the
book, but it's not a *rule*.

That's all I'm saying...

'Lynx

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Date: Mon, 23 Feb 1998 00:59:51 -0800
From: Captain Spith <cptspith@teleport.com>
Reply-To: cptspith@teleport.com
Organization: Satan's Children
Subject: Re: CAK and the undead
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Firelynx16@aol.com wrote:
>
> In a message dated 98-02-22 20:15:55 EST, you write:
>
> > F> I agree with a good portion of what you're saying. The major problem I
> > F> have is when you said earlier that a 25 point CAK would include
> > F> *everything* (humans, animals, ants, etc),
> >
> > Considering that a 20-point CAK applies only to people, according to the
> > BBB, a 25-point CAK would be a much larger group of things the character
> > will not kill.
>
> Or it could be that the particular character in question will come across more
> people than the benchmark 'average campaign' that was suggested in BBB, which
> would make just people alone Very Common. I just think that it's dangerous to
> try to establish any kind of 'standard' that has to be applied to each
> character. In other words, no cookie cutter disads. It should, IMHO, be a
> case by case basis. The Examples in the BBB are just that, Examples. They
> are not meant to be used as the only possibilities for a given Psych Lim.

Right. The determining factors in Psych Lims (and Phys Lims, for that
matter) are Frequency of Limitation and Severity of Limitation. A VERY
COMMON limitation may simply be that the character must try to prevent
all of his/her TEAMMATES from killing as well (that would be Very Common
and Fanatic), OR apply his/her disad to trees and plants ("ALL life is
sacred"), OR all mammals, OR etc. The frequency of occurance can be
defined in a myriad of ways, so a 25-point CAK can easily allow a
character to have mosquito zappers and kick dogs at a whim, depending on
how it is defined.

I had a character (Captain Spith, in fact) with a 20-point CAK, who -
at one point during a game - ended up screaming and fighting for the
death of a particular villian. The villian was an immortal paid
assasin, and was not willing to voluntarily give up his 'profession'.
So in Cap'n Spith;s mind, the death of this one assasin would be serving
the greater good and was the only answer to the problem. I felt (as did
the GM) that this was consistent with the basis for Cap'n Spith's CAK,
and was a fun twist on his usual long arguements with the team's
terrorist ninja-type against killing one's foes. Also, this partuicular
situation only came up once in a four-year long game.

---
-Capt. Spith
Savior of Humanity
Secular Messiah

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Date: Mon, 23 Feb 1998 02:11:07 -0800
From: Captain Spith <cptspith@teleport.com>
Reply-To: saxmaker@teleport.com
Organization: Satan's Children
Subject: Re: Redefining the Action sequence by adding variety.
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Dave Mattingly wrote:
>
> > Instead of using the SPD chart, how about rolling 2d6, then subtracting
> > the character's SPD? The result (min 1 ie next segment) is the number
> > of segments/seconds before they have another action. If an active
> > participant has SPD 13-18 everyone rolls 3d6, 19-24 4d6 etc.

> Instead, try using poker chips in a bag. Each character takes a
> particular color, and puts a number of chips equal to his speed in the
> bag. As chips are pulled out, characters get actions. And when the bags
> are empty, the round is over, since everyone has had their speed number
> of actions.

My last game session, I tried a method rather similar. I gave
everyone Chips (not poker chips, but identifiable, distinct Chips of a
similar ilk) equal to their SPD score, then when combat began, I would
count down DEX --- ONCE. Everyone could act on their DEX, and then
every 3 dex below that. Thus a SPD 5 with 23 DEX would be able to act
at DEX 23, 20, 17, 14, and 11.
However; one could also delay one's action, thus the aforementioned
character COULD act on 23, 20, then delay ('save his/her phase) until
DEX 11 for their next action. But thereafter could not act again until
DEX 8.
Every action, the player would 'spend' one Chip to keep track of
his/her SPD. If anyone had chips left after DEX 1 (delaying phases too
long) those 'phases were lost, and a new turn started. I found this to
work VERY well in my last game, though I have more research on this
method to do before I can fully recommend it for all applications. The
only real limitation is that SPD must be no less than 1/3 of a
character's DEX score. But this is rarely a problem, and in those cases
where it may be, accomodations can be made. I.E., a SPD 6, DEX 14
character could act every 2 DEX, on DEX 14, 12, 10, 8, 6, and 4.
I've found that this really lends itself to a more action/reaction
exchange between the characters and NPCs. And you don't have so many
'phases' where one person acts, but everyone else has to wait for next
phase; or the High SPD character doesn;t get to act when all the low SPD
characters do.


--
-Capt. Spith
Savior of Humanity
Secular Messiah

Return-Path: <daemon@omg.org>
Date: Mon, 23 Feb 1998 10:49:17 -0800 (PST)
From: Sean Daniel <nerfduck@rocketmail.com>
Subject: mulit-genre support
Errors-To: owner-champ-l@omg.org
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X-Hero: champ-l
To: champ-l@omg.org

I'm a big fan of multi-genre games where you mix high tech, magic, or
whatever together and try to make a game of it. Although the game
mechanics are a mess at times, one of my favorite to role play in is
TORG by WESTEND. One of the main ways TORG balances the diffrent
genres is to suppress things that aren't supported by the dimension
your PC is in (like using a high tech item in low tech or magic
setting) even to the point it just plain doesn't work.

My friends and I have tried to to simulate this in Champs/hero but
mostly has been "GM says it doens't work" and rolling some skill rolls
to make it work.

Anyone have any ideas of how to create a set of world laws (as they
are called in TORG) for the Hero system? something where if world is
of tech-a but the gun is of higher world-b then the gun often won't
work for various reasons.

The best idea we've had is to set arbitrary values similar to TORG's
for tech/magic/spirit/social levels for a given world onto everything
a charator has and treat it like a speical effect. then have set of
rules for each world that target that special effect/value if it is
exceeded.

if anyone has played TORG and knows the Hero system I;d like to hear
some idea.

>From the land beyond, beyond...
Sean D



===



The best things in life are free.



_________________________________________________________
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From: "qts" <qts@nildram.co.uk>
Date: Mon, 23 Feb 98 21:12:56
Reply-To: "qts" <qts@nildram.co.uk>
Priority: Normal
Subject: Re: Modify Deflection? (was Re: a question about deflection)
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On Sun, 22 Feb 1998 14:36:39 -0500, Joe Mucchiello wrote:

>At 09:45 AM 2/22/98, qts wrote:
><even bigger snip>
>>I do see what you're getting at; I just don't agree with it. Look at
>>the arrow-cutting graphic on p 81 - those arrows are going in random
>>directions - at least two in the picture could go and hit others.
>>
>>Anyway, if we assume that Missile Deflection is the correct mechanic
>>for all the effects we've discussed, I would suggest we need an
>>advantage for attacks going *nowhere*. Since basic Reflection is +20
>>pts, +10 pts seems quite reasonable to me.
>
>Going nowhere on a Deflected attack could be the exact opposite effect the
>character wants just as often as it could be good for the character.

As a combat effect, it is very powerful.

>Do we also need to make an advantage for knockback: Can Hit Other Combatants?
>No, we don't because that is SFX. Just like Deflection has a SFX. When you
>run knockback in a game, if the character is knocked into someone else, do
>you apply the KB damage to both people?

I've never used knockback - I GM Fantasy Hero.

>Remember, an advantage which is not an advantage has no cost. I don't feel
>deflected nowhere is worth 10 points of STR or 3 points of DEX or anything
>else you can spend 10 points on.

OK, it's your game, but how else do you prevent innocents getting
accidently hurt?


qts

Home: qts@nildram.co.uk.

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From: "Chris Lea" <cdlea@hotmail.com>
Subject: [HERO] Re: multi-genre support
Date: Mon, 23 Feb 1998 13:23:44 PST
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>From: Sean Daniel <nerfduck@rocketmail.com>
>
>I'm a big fan of multi-genre games where you mix high tech,
>magic, or whatever together and try to make a game of it.

I'd suggest something along the lines of giving every such
artifact (Activation 11-, Burnout) to be applied the first
time that something is used in a particular world, (I
wouldn't actually calculate the points for this.) If the
object works, then it will always work in this world,
although a magical sword would still work as an ordinary
sword.

Every world gets a Tech or Magic rating of -5 to +5, which
affects the above Activation roll.

If a character was an actual wizard, then the Magic rating
would affect his/her Magic skill.

For Mental powers, add another rating and have all Mental
powers take Requires a Skill Roll.

Chris

______________________________________________________
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From: JJP3337@aol.com
Date: Mon, 23 Feb 1998 17:10:41 EST
Subject: Re: [HERO] Re: multi-genre support
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>I'm a big fan of multi-genre games where you mix high tech,
>magic, or whatever together and try to make a game of it.

I'd suggest something along the lines of giving every such
artifact (Activation 11-, Burnout) to be applied the first
time that something is used in a particular world, (I
wouldn't actually calculate the points for this.) If the
object works, then it will always work in this world,
although a magical sword would still work as an ordinary
sword.

Every world gets a Tech or Magic rating of -5 to +5, which
affects the above Activation roll.

If a character was an actual wizard, then the Magic rating
would affect his/her Magic skill.

For Mental powers, add another rating and have all Mental
powers take Requires a Skill Roll.

Chris

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From: "Chris Lea" <cdlea@hotmail.com>
Subject: [HERO] Re: multi-genre support
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That isn't a bad idea but 14 or less would make it less penalizing for the
players, and make them more likely to take the jump into another world or
setting...conversly you could alter the bonus or negative based on the
availability of items in the new world...I.E. are the components or idea of
such items common or uncommon on the new world...another thing to take into
account is the laws of physics on a given world...magic and tech sometimes
don't mix at all in that regard and technological devices simply don't
function regardless of Activation ect. In such a case having the player role
would be pointless.

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Date: Mon, 23 Feb 1998 18:26:20 -0600 (CST)
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu>
Cc: champ-l@omg.org
Subject: Re: Modify Deflection? (was Re: a question about deflection)
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> >Going nowhere on a Deflected attack could be the exact opposite effect the
> >character wants just as often as it could be good for the character.
>
> As a combat effect, it is very powerful.

Could be very powerful. Could be exactly what you don't want.

> OK, it's your game, but how else do you prevent innocents getting
> accidently hurt?

Define the SFX of the MD to work in that way. No prob.



-Tim Gilberg

-"Friends help you move. Real friends help you move bodies."

Return-Path: <daemon@omg.org>
Date: Mon, 23 Feb 1998 17:09:59 -0800
From: Rook <rook@infinex.com>
Organization: Sujin & Brian
Subject: Re: REVIEW: WebRPG
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My favorite aspect of the webRPG has always been the townhall forums:
General Index:
http://www.webrpg.com/?link=townhall/index.html

Champions Forum:
http://www.webrpg.com/?link=townhall/43/index.html

General SuperHero:
http://www.webrpg.com/?link=townhall/42/index.html

and now they have also added a links section:
General:
http://www.webrpg.com/jquery/jquery.cgi?query=rpglib

And Super Hero:
http://www.webrpg.com/jquery/jquery.cgi?query=rpglib&CatID=1&SubCatID=22

I've been reading the WebRPG since mid last year.

--
Rook : a common Old World gregarious bird related to the American crow.
__
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\(@/ My Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/


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Date: Mon, 23 Feb 1998 21:01:10 -0500
From: Joe Mucchiello <why@superlink.net>
Subject: Re: Modify Deflection? (was Re: a question about deflection)
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At 09:12 PM 2/23/98, qts wrote:
>On Sun, 22 Feb 1998 14:36:39 -0500, Joe Mucchiello wrote:
>
>>At 09:45 AM 2/22/98, qts wrote:
>><even bigger snip>
>>>I do see what you're getting at; I just don't agree with it. Look at
>>>the arrow-cutting graphic on p 81 - those arrows are going in random
>>>directions - at least two in the picture could go and hit others.
>>>
>>>Anyway, if we assume that Missile Deflection is the correct mechanic
>>>for all the effects we've discussed, I would suggest we need an
>>>advantage for attacks going *nowhere*. Since basic Reflection is +20
>>>pts, +10 pts seems quite reasonable to me.
>>
>>Going nowhere on a Deflected attack could be the exact opposite effect the
>>character wants just as often as it could be good for the character.
>
>As a combat effect, it is very powerful.

No, it isn't. As I said: It is equally powerful to have the effect not
disappear. If I'm surrounded by orcs and someone throws a dagger at me. I
can rely on the fact that, in your world, the dagger will hit one of the
orcs if I deflect it. If I had defined my magic deflection as "goes
nowhere", there wouldn't be one less orc to whump me.

>>Do we also need to make an advantage for knockback: Can Hit Other
Combatants?
>>No, we don't because that is SFX. Just like Deflection has a SFX. When you
>>run knockback in a game, if the character is knocked into someone else, do
>>you apply the KB damage to both people?
>
>I've never used knockback - I GM Fantasy Hero.

So I guess you don't do Hercules/Xena FH? :-) That would be a fun source
book.

>>Remember, an advantage which is not an advantage has no cost. I don't feel
>>deflected nowhere is worth 10 points of STR or 3 points of DEX or anything
>>else you can spend 10 points on.
>
>OK, it's your game, but how else do you prevent innocents getting
>accidently hurt?

You declare that you are deflecting and the choose to fail the attack roll.
The dagger automatically hits you instead. That's the problem of the
person with the deflection. Since he did not take, goes nowhere, he has to
worry about that. But really, how often are there innocents in a battle?
It is not worth 10 points. It is not worth 5 points.

Joe

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Date: Mon, 23 Feb 1998 21:11:20 -0500
From: Joe Mucchiello <why@superlink.net>
Subject: Re: mulit-genre support
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At 10:49 AM 2/23/98 -0800, Sean Daniel wrote:
>I'm a big fan of multi-genre games where you mix high tech, magic, or
>whatever together and try to make a game of it. Although the game
>mechanics are a mess at times, one of my favorite to role play in is
>TORG by WESTEND. One of the main ways TORG balances the diffrent
>genres is to suppress things that aren't supported by the dimension
>your PC is in (like using a high tech item in low tech or magic
>setting) even to the point it just plain doesn't work.

I don't know TORG, but: If you are dimension hopping a lot. Just make it a
game effect. As a limitation it is worth 0 points since all powers will
have the same problem. If the game takes place on a specific dimension,
then use Activation, as appropriate, to model the frequency that the stuff
will work.

>Anyone have any ideas of how to create a set of world laws (as they
>are called in TORG) for the Hero system? something where if world is
>of tech-a but the gun is of higher world-b then the gun often won't
>work for various reasons.

Add "world of origin" to the SFX of the focus. Then create a chart of
Activations for each pairing:
Current --------- Origin World ----------
World Tech-a Tech-b Magic-a Magic-b
Tech-a auto 14- 14- 11-
Tech-b 14- auto 8- 12-
Magic-a 11- 12- auto auto
Magic-b 8- 10- 14- auto

Note that the values don't have to be the same for each pairing. (Of
course, with this sample chart you might require that all Magic-b foci take
a +1/4 advantage since they are the most compatible.)

>The best idea we've had is to set arbitrary values similar to TORG's
>for tech/magic/spirit/social levels for a given world onto everything
>a charator has and treat it like a speical effect. then have set of
>rules for each world that target that special effect/value if it is
>exceeded.

Oh, yeah, what you said. Hope this helped.

Joe

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Reply-To: "Filksinger" <filkhero@usa.net>
From: "Filksinger" <filkhero@usa.net>
Subject: Re: Mitch's Dilemma
Date: Tue, 24 Feb 1998 00:01:31 -0800
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On Saturday, February 21, 1998 11:46 PM, Warren E. Henderson III
wrote:


>On Fri, 20 Feb 1998 18:12:00 +0000, Theala Sildorian
>wrote:
>
>>Make Vampire: 3d6 Major Transform, culmulative, must
>force victim to
>>drink vampire blood (this is drawn from White Wolf'f
>Vampire: TM),
>
>Or Bram Stoker even ;).

Or legends before him. Bram Stoker took all of Dracula's abilities
from legends of the area surrounding Transylvania, Carpathia, and
Walachia (sp?), which was Dracula's actual home.

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Reply-To: "Filksinger" <filkhero@usa.net>
From: "Filksinger" <filkhero@usa.net>
Subject: Re: Mitch's Dilemma
Date: Tue, 24 Feb 1998 00:03:15 -0800
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On Saturday, February 21, 1998 11:46 PM, Warren E. Henderson III
wrote:


>On Fri, 20 Feb 1998 22:06:06 -0500 (EST), THE MAD HARLEQUIN wrote:
>
>> A certain paradigm must exist in order for the person to become a
>>'creature of the darkness.' It's not so much a physical
transformation as
>>it is a psychological one.
>
>There is a pretty good book called <cringe> "Those who stalk the
>night", maybe, at least I think thats right, by <grimace> Brian
Lumley,
>or Humbly. I hate lending someone a book and then needing it for
>something :). This is the premise of Vamparism in the book.
>
The book is "Those Who Hunt the Night", by Barbara Hambly. There is a
sequel, "Travelling with the Dead". Both are good reads, as is most of
her
work. These two books are two of my favorite vampire novels, the best
being "The Dracula Tapes", by Fred Saberhagen. It is the story of
Dracula, told by Dracula himself. It is the same story as the original
book, save that a) Dracula is not a monster, and b) his version makes
more sense than the original.

Filksinger

"The crept through the blackest shadows, where only God and Dracula
could see them."
The Dracula Tapes, by Fred Saberhagen


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Reply-To: "Filksinger" <filkhero@usa.net>
From: "Filksinger" <filkhero@usa.net>
Subject: Re: Modify Deflection? (was Re: a question about deflection)
Date: Tue, 24 Feb 1998 00:05:28 -0800
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On Sunday, February 22, 1998 9:16 AM, qts wrote:


>On Sat, 21 Feb 1998 23:03:24 -0800, Filksinger wrote:
>
>>On Saturday, February 21, 1998 12:35 AM, qts wrote:
>>
>>
>>>On Tue, 17 Feb 1998 23:16:12 -0800, Filksinger wrote:
>><snip>
>>>>Keep in mind that a Missile Deflection in a crowded place could be
a
>>>>horrible thing, as innocent bystanders get mowed down by attacks
you
>>>>deflected.
>>>
>>>That's exactly my reasoning.
>>
>>
>>That would make a fair reason for making it somewhat more expensive,
>>but why would it have to be a different power entirely? The power
>>Missile Deflection fits what we are describing _exactly_, except for
>>this one point.
>
><megasnip>
>
>I do see what you're getting at; I just don't agree with it. Look at
>the arrow-cutting graphic on p 81 - those arrows are going in random
>directions - at least two in the picture could go and hit others.
>
>Anyway, if we assume that Missile Deflection is the correct mechanic
>for all the effects we've discussed, I would suggest we need an
>advantage for attacks going *nowhere*. Since basic Reflection is +20
>pts, +10 pts seems quite reasonable to me.


Perfect. I agree that it should be paid for, as it is definitely
better than the default of random directions.

Filksinger

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From: DocWeird@aol.com
Date: Tue, 24 Feb 1998 03:44:04 EST
Subject: WebRPG-add FREE RPG IN INQUEST
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OK I know this isn't champs, HERO, or anything like that, but a free game
is a free game........................

Inquest magazine's Feb. issue, has the entire players guide to the
EARTHDAWN game

Also---all the nedded webRPG software


----------------------------------thought you'd like to know--------Doc

Return-Path: <daemon@omg.org>
Date: Tue, 24 Feb 1998 06:27:38 -0600
From: Mike Whitney <mwhitney@swbell.net>
Subject: Re: REVIEW: WebRPG
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Jim Dickinson wrote:

> So overall, I'd say that WebRPG is the best thing that has happened to
> online live Role-Playing Games in a long time. If you have a computer
> that's better than mine, and you don't have a game group to get together
> with, or are too busy to meet up with your group at their time, you are in
> for a good time. I think this setup has some really great features, and
> even better potential!

I could not disagree more with you. WebRPG is an interesting TOY, and that's about
it. I've been trying to use it since last August, and while it's a nice concept, it
isn't implemented very well at all. While using it, you will experience numerous
screen freezes, system crashes, and lockups. There there is the problem with being
somewhat disconnected...YOU can still type and do things in the screen, but no one can
see you. And guess what? You can't reconnect to it...you've been effectively locked
out of the game by the software.

And interesting concept, but it's not ready for prime time. You're in for a VERY
frustrating time if you try this software. It's slow, it's extremely buggy, and
should never have been released. I'd be ashamed to have my name associated with it in
it's current state.

Mike

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From: Brian Wong <rook@shell.infinex.com>
Subject: Re: REVIEW: WebRPG
Date: Tue, 24 Feb 1998 06:05:43 -0800 (PST)
Cc: champ-l@omg.org
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> > So overall, I'd say that WebRPG is the best thing that has happened to
> > online live Role-Playing Games in a long time. If you have a computer
> > that's better than mine, and you don't have a game group to get together
> > with, or are too busy to meet up with your group at their time, you are in
> > for a good time. I think this setup has some really great features, and
> > even better potential!
>
> I could not disagree more with you. WebRPG is an interesting TOY, and that's about
>
[assorted rant snipped]

> And interesting concept, but it's not ready for prime time. You're in for a VERY
> frustrating time if you try this software. It's slow, it's extremely buggy, and
> should never have been released. I'd be ashamed to have my name associated with it in
> it's current state.

Well, it is free.

If they charged for it, the bugs would be valid things to complain about. But
at this point I'd say as long as it stays free until they've worked everything
out; look at yourself as a playtester.
Have you been telling them about the bugs you get?

Rook
__
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html Super Hero Links Page
\(@/ http://www.infinex.com/~rook/SH/ Super Hero Role Playing

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X-Sender: nbymail11@mln.lib.ma.us
Date: Tue, 24 Feb 1998 11:37:30 -0500
From: Bill Svitavsky <nbymail11@mln.lib.ma.us>
Subject: Re: CAK and the Undead
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At 09:52 AM 2/24/98 -0500, you wrote:
Firelynx16@aol.com wrote:

>
>I agree with what Rat is