Week Ending April 18, 1998

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From: "John Desmarais" <John.Desmarais@ibm.net> 
To: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Date: Sun, 12 Apr 98 00:17:35  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Subject: Re: The REPLY-TO thing 
Sender: owner-champ-l@sysabend.org 
 
On Sat, 11 Apr 1998 10:52:26 -0700, Robert A. West wrote: 
 
>Ron Cole wrote: 
>>  
>> >Well, sometime this weekend (maybe even today) you can expect to see 
>> >the REPLY-TO field cease to be populated.  There are two reasons for 
>> >this: 
> 
>IMHO the one who does the work gets to make the rules.  This is true  
>whether that is a GM or a List Administrator. 
 
True I suppose, but there's no reason for me to be an ogre about it. 
 
 
>> Bleh... I don't suppose there's an option in there to set this by subscriber? 
>> Or if there is other list software that we could switch to that does allow it? 
> 
>I suspect that Mr. Desmarais may have a life not connected with this  
>list. 
 
An ugly rumor. 
 
 
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Date: Sun, 12 Apr 1998 00:23:35 -0700 (PDT) 
From: Dale Ward <daleaward@rocketmail.com> 
Subject: Re: Knights 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
 
 
 
 
 
 
 
---Sakura  wrote: 
>  
> Well, actually, dancing was one of the bigger social activities of the 
> time.  /Everybody/ danced, peasant and noble, because that's what people 
> did when they got together.  It gave an excuse for meeting, flirting, etc.  
[snip] 
> Anyway, from all the information I've heard, knights should definitely be 
> able to dance - but so should everyone else in a medieval society.  If I 
> were running a middle ages game, I'd definitely make it an Everyman skill. 
>  
> J 
 
     Finally, someone who understands... different culture, different Everyman 
skills!  Any person brought up in a culture where dancing was as common as 
watching TV is for us would have as little trouble on the dance floor as the 
average 8-year old has setting the VCR clock! 
     The same can be said for many knightly skills.  Just because WE consider 
such things to be esoteric knowledge doesn't mean THEY had any trouble with it. 
     And, vice versa for such things as literacy... that was more a priestly 
thing.  In fact, it was not uncommon for a landed knight, or even higher 
nobility, to place all the responsibility for reading and writing on his local 
clergy (mainly because he was totally illiterate himself). 
     One thing you may want to consider, though... since they could never be 
sure if their prospective message recipients could read, most messages were 
conveyed by word of mouth.  Thus, there was a cultural need for strong, 
perhaps even EIDETIC, memory. 
     For more detail on medieval life, I strongly recommend Gordon R. 
Dickson's series of excellent fantasy novels The Dragon And The (fill in the 
blank).  Even though they are fantasy, the depiction of medieval culture is 
amazingly accurate. 
 
     That's all from me... for now.  Take care! 
 
Dale A. Ward 
($.02 Paid In Full) 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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From: Rog <uraeus@mail3.bunt.com> 
To: "'Champions Mail List'" <CHAMP-L@sysabend.org> 
Subject: "Buying" off  -0 limitations 
Date: Sun, 12 Apr 1998 15:38:28 +0200 
Sender: owner-champ-l@sysabend.org 
 
I was wondering how GMs handle characters who 
want to remove -0 limitations from their powers. 
 
Do you just roleplay the character working to 
remove the limitation until it is gone; require them 
to spend points to remove the limitation, even tho' 
it doesn't save points to begin with; etc? 
 
-Roger 
 
 
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From: Rog <uraeus@mail3.bunt.com> 
To: "'Champions Mail List'" <CHAMP-L@sysabend.org> 
Subject: Miss Direction  
Date: Sun, 12 Apr 1998 16:06:47 +0200 
Sender: owner-champ-l@sysabend.org 
 
Got some questions, but let me expain the problem first. 
 
Miss Direction has the mystical ability to reorient any moving 
physical object from its original path to move in another 
direction.   
 
Ex: Rhino is charging Miss D at a velocity of 12", she 
does her thing and Rhino suddenly finds himself heading 
back the way he came; into the wall to his right; into his 
buddy Mr. OhShitI'mGonnaBeCreamedByMyOwnPartner; 
straight up into the air; etc. 
 
I am thinking of constructing this power as: 
XDM(change orientation), UAO(+1), Ranged(+1/2), 
only vs physical objects/beings(-?),  
only vs moving objects/beings(-?) 
 
So, 
 
1)  What, if anything, are the two limitations worth? 
Note: I listed them separately so that the lims would have to 
be bought off independently. 
 
2)  Is the minimum amount of XDM [20 pts; one dimension] 
enough to construct this power?  Or should it be [30 pts; 
one related group of dimensions] to simulate the shunting to 
*any* direction? 
 
3)  If she buys the x2 mass option on XDM, does she have 
to purchase it for UAO as well? 
 
4)  Using the example above:  If Rhino (velocity 12") is 
suddenly going straight up into the air (and he has no flight) 
how far up will his momentum carry him?   
I ask because how far up he travels will determine how far he 
will fall back to the ground and how much damage that he will 
take from this. 
 
5)  What would be a "reasonably common set of defenses" 
vs this attack?   
 
 
Thanks, 
-Roger 
 
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Date: Sun, 12 Apr 1998 09:37:05 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: "Buying" off  -0 limitations 
Sender: owner-champ-l@sysabend.org 
 
On Sun, 12 Apr 1998, Rog wrote: 
 
> I was wondering how GMs handle characters who 
> want to remove -0 limitations from their powers. 
 
That depends heavily on the power and the limitation.  If the limitation 
is due to their SFX (sonic powers not working in a vacuum) then I probably 
wouldn't let them buy it off at all. 
 
If it were due to a fine point of control or some such that the character 
could conceivably change - roleplay, definitely. The player was nice 
enough to provide you with this 'hook', so use it. People taking a 0-pt 
limitation willingly certainly aren't doing it because they're 
pointmongers (the pointmongers would be busy trying to convince you it's 
worth -1/4).  
 
J 
 
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will              jeffj@io.com 
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
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Date: Sun, 12 Apr 1998 09:12:55 -0700 
From: Rook <rook@infinex.com> 
To: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
> >I generally assume that to be included under the PS if the profession is 
> >one that requires licensing, bonding or other certification to practice. 
> >Not much point in being qualified for the job if you can't prove that you 
> are. 
>  
>    Don't assume that.  There have been a handful of cases in fiction, and 
> of course several in real life, where an individual has been perfectly 
> qualified to practice a profession but not licensed to do so. 
>    So it's not too unreasonable to assume that there are a few people 
> running around with the qualifications and training to be a police officer, 
> but who don't have the POST certificate. 
 
	Such as your typical SP/MP military veteran. These guys are cops for 
the military. When they get out, some become police officers, but not 
all. Yet they all have all the police knowledge; just for a somewhat 
diferent legal system. 
 
--  
Rook			¿Õ ¿ë ±â  
 __ 
/.)\ 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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Date: Sun, 12 Apr 1998 12:24:16 -0400 (EDT) 
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To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Miss Direction  
Sender: owner-champ-l@sysabend.org 
 
>Got some questions, but let me expain the problem first. 
> 
>Miss Direction has the mystical ability to reorient any moving 
>physical object from its original path to move in another 
>direction.   
 
>I am thinking of constructing this power as: 
>XDM(change orientation), UAO(+1), Ranged(+1/2), 
>only vs physical objects/beings(-?),  
>only vs moving objects/beings(-?) 
 
Hrm. I'd personally use Telekinesis, Fully Invisible, Only to Change the 
Path of A Moving Object (-1). Then just use a STR vs. STR roll to 'control' 
the poor sap you're moving. You win the STR roll, he has to go your way! 
That, or you just ignore a STR vs STR contest and use the TK to 'throw' the 
target with the TK; it's just the SFX look as if you're controlling his 
direction. Probably best used as a held phase... 
 
----------------------------------------------------------------------------- 
"Now, we get bigger guns." 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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Date: Sun, 12 Apr 1998 10:50:14 -0700 
From: "Robert A. West" <robtwest@erols.com> 
To: champ-l@sysabend.org 
Subject: Re: Knights 
Sender: owner-champ-l@sysabend.org 
 
John and Ron Prins wrote: 
>  
> >>High Society 
> ><< Hrm...maybe. >> 
> > 
> >  A Knight was expected to know how to behave and understand (and extoll) the 
> >virtues of chivalry. I think High Society is very approrpiate for true 
> >Knights. Now knaives... they could get away without having it. ;) 
>  
> Knights of the court, perhaps. But most knights didn't hang around the 
> court; they were too busy governing lands and such. And knowledge of 
> Chivalry would definitely be part of PS: Knight. 
 
Knowledge of the conventions of Chivalric conduct would be common to all  
knights, but they would vary greatly in their ability to put it into  
practice.  From the days of Richard III onward, there was a strong  
distinction, as you point out, between carpet and battlefield knights. 
 
As such, I would want the ability to distinguish the abilities, and High  
Society would be a recommended purchase for Knights, but not an Everyman  
nor a part of the package.  
 
>  
> >>KS: Dance 
> ><< Any idiot should be able to dance without requiring a KS. And not all 
> >nights were courtiers. >> 
 
KS: Dance should be knowledge of the history of dance, regional  
variations, etc. 
 
Dancing (DEX) is a physical skill, requiring much practice over time.   
The earliest dances that I have experience with dances are the Minuet  
(1650) and the Waltz (1770).  The earliest courtly dances were modified  
versions of traditional dating from the 15th century.  If you want an  
historical medieval setting, then the knights and ladies dance the same  
traditional dances as the peasants and this is an everyman skill.  If you  
want courtly dances, then this is a separate skill, and rustic nobles  
from the provinces might lack it. 
 
PS: Dancer should IMHO be restricted to professional teachers and  
performers. 
 
> > 
> >  Do you know how to Waltz? Two-step? Does everyone you know know how? Just 
> >wondering. I certainly don't. ;) 
>  
> I'll bet I could fake a waltz with three minutes of instruction.  
 
I wouldn't put money on that if I were you!  I have assisted with  
beginning ballroom classes, and it takes at least a full hour to get to  
the "fake it" level, unless the person is already a professional-level  
dancer, and longer than five minutes even if he or she is a professional. 
 
And...you can't really fake it anyway.  You either know what you are  
doing and do it right, or you stick out like a sore thumb to everyone in  
the place. 
 
>                                                                   My point 
> being that your average individual can go to a nightclub and not look like a 
> total doofus on the dance floor without having to buy PS: or KS: Dance.  
 
Well, your typical club dancer *does* look like a total doofus.  The  
reason that this is not remarked on is that all his friends also look  
like total doofuses. 
 
I had hundreds of hours of training in ballroom dance, and did well in  
competitions, but I do not flatter myself that I could get out on a  
hip-hop floor and look like I know what I am doing without spending a  
*lot* more than three minutes.  I can, however, tell the difference  
between competent and incompetent dancers, even in an unfamiliar field. 
 
 
>  
> >>KS: Poetry 
> ><< 'Any Idiot' skill. Only if you want _quality_ poetry should you have this 
> >skill. >> 
> > 
> >  I think that was the intent. 
>  
> But this, and the Heraldry skill, assumes a high degree of literacy on the 
> part of knights; this was not necessarily so. Plenty of them were barely 
> literate or even illiterate - being able to read was a very big deal and not 
> every knight could afford it (especially after all the other costs involved 
> in being a knight) or practice it to a degree where they became truly 
> proficient. 
 
What makes you think that Heraldry was a skill for the literate.  The  
escutcheons were developed precisely as identifiers that could be created  
and used by the non-literate.  It doesn't require reading to learn the  
rules of heraldry, or the names of the elements, etc. 
 
What makes you think that poetry has anything to do with literacy?  The  
composer of Beowulf as we have it was almost certainly not literate.  It  
was written down by a monk who was interested in preserving it for some  
reason -- possibly a nationalistic Saxon after the conquest. 
 
As for being an "Any Idiot" skill, a knight was expected to extemporize  
poetry that would, if not impress others, at least not embarrass himself.  
This is not a universal skill, and it requires considerable training and  
practice.  Are you forgetting about Caedmon?  He was a Saxon knight who  
could not extemporize poetry at the mead-table, and who was humiliated  
for it. According to his own account, he prayed for deliverance, and  
produced the beautiful old-english hymn known ever after as Caedmon's  
hymn. 
 
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
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Date: Sun, 12 Apr 1998 11:29:56 -0700 
From: "Robert A. West" <robtwest@erols.com> 
To: champ-l@sysabend.org 
Subject: Re: Knights 
Sender: owner-champ-l@sysabend.org 
 
Dale Ward wrote: 
>  
> ---Sakura  wrote: 
> > 
> > Well, actually, dancing was one of the bigger social activities of the 
> > time.  /Everybody/ danced, peasant and noble, because that's what people 
> > did when they got together.  It gave an excuse for meeting, flirting, etc. 
 
And, dances such as the Carol and the May Day dances had earlier  
ritual/magical/religious significance.  IIRC, the Morris dances were  
probably derived from such a source as well. 
 
 
> > were running a middle ages game, I'd definitely make it an Everyman skill. 
> > 
> > J 
>  
>      Finally, someone who understands... different culture, different Everyman 
> skills!  Any person brought up in a culture where dancing was as common as 
> watching TV is for us would have as little trouble on the dance floor as the 
> average 8-year old has setting the VCR clock! 
 
This is why it is vital whether the GM wants a society in which courtly  
dances are distinct from the traditional dances of the countryside. 
 
>      The same can be said for many knightly skills.  Just because WE consider 
> such things to be esoteric knowledge doesn't mean THEY had any trouble with it. 
 
Are all PCs going to be knights?  If so, then I agree they should be  
Everyman skills.  If not, then those skills should be included with the  
Package Deal: Knight. 
 
 
>      For more detail on medieval life, I strongly recommend Gordon R. 
> Dickson's series of excellent fantasy novels The Dragon And The (fill in the 
> blank).  Even though they are fantasy, the depiction of medieval culture is 
> amazingly accurate. 
 
Well, de gustibus non est disputandem, but you seem to have a higher  
opinion of GRD than do I.  Then again, I came to him via the Dorsai  
books, which may have poisoned the well. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
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Date: Sun, 12 Apr 1998 13:32:06 -0700 
From: "Robert A. West" <robtwest@erols.com> 
To: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
Rook wrote: 
>  
> > >I generally assume that to be included under the PS if the profession is 
> > >one that requires licensing, bonding or other certification to practice. 
> > >Not much point in being qualified for the job if you can't prove that you 
> > are. 
> > 
> >    Don't assume that.  There have been a handful of cases in fiction, and 
> > of course several in real life, where an individual has been perfectly 
> > qualified to practice a profession but not licensed to do so. 
 
And, the license to practice may be suspended or revoked, which does not  
reduce the Professional Skill any -- although it might deteriorate over  
time.  In a supers campaign where mutants were illegal, a mutant  
physician might lack the requisite license. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
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From: Rog <uraeus@mail3.bunt.com> 
To: "'Champions Mail List'" <CHAMP-L@sysabend.org> 
Subject: RE: Miss Direction  
Date: Sun, 12 Apr 1998 23:13:25 +0200 
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---------- 
From:  Robert A. West [SMTP:robtwest@erols.com] 
Sent:  Sunday, April 12, 1998 11:42 PM 
Rog wrote: 
> Miss Direction has the mystical ability to reorient any moving 
> physical object from its original path to move in another 
> direction. 
Many SFX questions: Why can't she rotate an object that is stationary with respect to the local reference frame?  Can she rotate an object's motion with respect to some other reference frame?  Can she only rotate motion relative to her own reference frame? 
She can rotate objects in motion>  relative to the Earth.  She may 
learn to affect stationary objects in the future, but hey she's only 
16, give her a chance, she's still testing her abilities and she  
can currently only affect with objects that already have a momentum 
 
> I am thinking of constructing this power as: 
> XDM(change orientation), UAO(+1), Ranged(+1/2), 
> only vs physical objects/beings(-?), 
> only vs moving objects/beings(-?) 
Why XDM?  The target is not leaving normal space-time.  This is an  
extremely powerful effect, that can deal out significant amounts of  
damage.  I would point it as 
40	12" Teleport UAO(+1) Ranged(+1/2) Rotate only(-1/2) 
		Defense = having teleport or moving > the teleport. 
 
The special effect is that the object is rotated and now has its velocity in the new direction.  It requires more END to rotate a faster moving object, which strikes me as reasonable, and buying enough of this power to really hurt someone will be comparable to buying the requisite amount of Energy Blast. 
Why 12" of Teleport> ?  She is not moving the target any distance, 
only changing its bearing.  And how do you see this costing more 
END the faster an object is moving?  [That's not a bad idea but 
I don't see how this reflects that, unless you mean that different 
levels of Teleport are used for different speeds] 
 
<snip> 
Assume that Rhino is running at 12", and he has a SPD of 4.  He is travelling 48"/turn = 4"/segment.  This means that he comes to a stop in less than a segment.  According to the BBB, he will travel 4" upwards and take 4D6 damage on falling.  According to my table, he will travel 2" upwards and take 2D6 damage on falling.  My guess is that neither will bother Rhino one whit, except that he probably lacks Breakfall. 
	It may not bother Rhino, but what about Mr Speed, a physically weak 
	character who can move up to 20"/6 SPD (only along the ground). 
	Weeeee......way up!   Long way down!  Can you say Scrunch!! ? 
	<evil HM grin> 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
	Thanks, for the comments, 
	-Roger 
 
 
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From: Rog <uraeus@mail3.bunt.com> 
To: "'champ-l@sysabend.org'" <champ-l@sysabend.org> 
Subject: RE: Miss Direction  
Date: Sun, 12 Apr 1998 23:24:51 +0200 
Sender: owner-champ-l@sysabend.org 
 
---------- 
From:  John and Ron Prins [SMTP:jprins@interhop.net] 
Sent:  Sunday, April 12, 1998 6:24 PM 
 
>Got some questions, but let me expain the problem first. 
> 
>Miss Direction has the mystical ability to reorient any moving 
>physical object from its original path to move in another 
>direction.   
 
>I am thinking of constructing this power as: 
>XDM(change orientation), UAO(+1), Ranged(+1/2), 
>only vs physical objects/beings(-?),  
>only vs moving objects/beings(-?) 
 
Hrm. I'd personally use Telekinesis, Fully Invisible, Only to Change the 
Path of A Moving Object (-1). Then just use a STR vs. STR roll to 'control' 
the poor sap you're moving. You win the STR roll, he has to go your way! 
That, or you just ignore a STR vs STR contest and use the TK to 'throw' the 
target with the TK; it's just the SFX look as if you're controlling his 
direction. Probably best used as a held phase... 
 
	I don't see this ability as a STR vs STR contest.  She should be 
	able to affect a kid on a bike as easily as Mr Muscular with his 
	80 STR, as long as the target is with in the mass range she can 
	handle (probably only man-sized or maybe 2xman-sized, to start) 
 
	Although, doing without STR vs STR contest might work.  would 
	Need to buy TK STR at about 25-30 so that the casual STR  
	(12-15) would be enough to affect a man(or 2) massed object. 
----------------------------------------------------------------------------- 
"Now, we get bigger guns." 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
	Thanks for the comments, 
	Roger 
 
 
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Date: Sun, 12 Apr 1998 14:41:42 -0700 
From: "Robert A. West" <robtwest@erols.com> 
To: "'Champions Mail List'" <CHAMP-L@sysabend.org> 
Subject: Re: Miss Direction  
Sender: owner-champ-l@sysabend.org 
 
Rog wrote: 
>  
> Miss Direction has the mystical ability to reorient any moving 
> physical object from its original path to move in another 
> direction. 
 
Many SFX questions: Why can't she rotate an object that is stationary  
with respect to the local reference frame?  Can she rotate an object's  
motion with respect to some other reference frame?  Can she only rotate  
motion relative to her own reference frame? 
 
>  
> I am thinking of constructing this power as: 
> XDM(change orientation), UAO(+1), Ranged(+1/2), 
> only vs physical objects/beings(-?), 
> only vs moving objects/beings(-?) 
 
Why XDM?  The target is not leaving normal space-time.  This is an  
extremely powerful effect, that can deal out significant amounts of  
damage.  I would point it as 
 
40	12" Teleport UAO(+1) Ranged(+1/2) Rotate only(-1/2) 
		Defense = having teleport or moving > the teleport. 
 
The special effect is that the object is rotated and now has its velocity  
in the new direction.  It requires more END to rotate a faster moving  
object, which strikes me as reasonable, and buying enough of this power  
to really hurt someone will be comparable to buying the requisite amount  
of Energy Blast. 
 
>  
> So, 
>  
> 1)  What, if anything, are the two limitations worth? 
> Note: I listed them separately so that the lims would have to 
> be bought off independently. 
 
Nothing. 
 
Something that is defined by SFX as non-physical is usually bought  
desolid, so you are taking a limitation for not affecting desolid. If you  
mean that you cannot affect Energy Blasts or RKAs that are going off, I  
would not allow any power except Dispel or Suppress to be used that way  
in the first place. 
 
Since there is no reason to use this power against non-moving objects,  
the restriction is trivial. 
 
>  
> 2)  Is the minimum amount of XDM [20 pts; one dimension] 
> enough to construct this power?  Or should it be [30 pts; 
> one related group of dimensions] to simulate the shunting to 
> *any* direction? 
 
Since this is not the way that "Dimension" is being used for XDM, I would  
not use that power.  See above. 
 
>  
> 3)  If she buys the x2 mass option on XDM, does she have 
> to purchase it for UAO as well? 
 
I assume that you mean to ask, "If she buys the x2 mass option on XDM,  
does she have to pay the +1 UAO for it as well?"  The answer is, of  
course, yes.  Advantages always apply to the entire power.  A power and a  
power with an advantage are distinct powers.  This rule comes from 3rd  
ed., but the lack of any discussion about "partially advantaged" powers  
convinces me that it was intended to be carried over to 4th ed. 
 
>  
> 4)  Using the example above:  If Rhino (velocity 12") is 
> suddenly going straight up into the air (and he has no flight) 
> how far up will his momentum carry him? 
 
To determine how far or how long an object moves when thrown upward,  
simply convert the velocity to "/segment look in the velocity column  
of the falling table backwards.  You can use the distance column to find  
the distance fallen, but the distances in the BBB are a bit too high.   
The physically accurate distances, assuming g=5"/segment are: 
 
	Segment		Velocity after	Correct Distance 	BBB 
	1		5"			2.5"		5" 
	2		10"			10"		15" 
	3		15"			22.5"		30" 
	4		20"			40"		50" 
	5		25"			62.5"		75" 
	6		30"			90"		105" 
 
The formula for the correct distance is 0.5*g*t^2, where g is the  
acceleration due to gravity and t is the time fallen. 
 
Assume that Rhino is running at 12", and he has a SPD of 4.  He is  
travelling 48"/turn = 4"/segment.  This means that he comes to a stop in  
less than a segment.  According to the BBB, he will travel 4" upwards and  
take 4D6 damage on falling.  According to my table, he will travel 2"  
upwards and take 2D6 damage on falling.  My guess is that neither will  
bother Rhino one whit, except that he probably lacks Breakfall. 
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
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From: "John Desmarais" <John.Desmarais@ibm.net> 
To: "Champions Mailing List" <champ-l@sysabend.org> 
Date: Mon, 13 Apr 98 00:25:21  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Subject: Re: Gadget Question 
Sender: owner-champ-l@sysabend.org 
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On Mon, 13 Apr 1998 00:18:00 -0400 (EDT), Michael Surbrook wrote: 
 
>How would people write up a line gun?  For firing of climbing lines, not 
>swing lines. 
> 
>Would one use Swinging? 
>Stretching? 
>I know that Ninja Hero talks about using Entangle, but I seems a bit odd 
>to create a climbing line with that exact power. 
> 
>Suggestions? 
 
Is this the Batman style of fire the gun into the air anywhere in the city and magically  
catch hold of some structure above you, or a semi-realistic device to help you climb up  
the side of a building (or similar object)?   
 
For the semi-realistic device I'd actually suggest Clinging. 
For the Bat-thing I'd go with limited Flight ("must have stucture over head") 
 
 
 
 
      John Desmarais <champ-l-owner@sysanbend,org> 
================================================= 
Gotta question about the list? Just ask. Or, you can go look  
over at www.sysabend.org/champions.  I've been slowly 
posting information about the list there. 
 
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Date: Sun, 12 Apr 1998 19:08:25 -0700 
From: "Robert A. West" <robtwest@erols.com> 
To: "'Champions Mail List'" <CHAMP-L@sysabend.org> 
Subject: Re: Miss Direction  
Sender: owner-champ-l@sysabend.org 
 
Ron Ablitz wrote, responding to my response to Rog: 
 
> > > 3)  If she buys the x2 mass option on XDM, does she have 
> > > to purchase it for UAO as well? 
> > 
> > I assume that you mean to ask, "If she buys the x2 mass option on XDM, 
> > does she have to pay the +1 UAO for it as well?"  The answer is, of 
> > course, yes.  Advantages always apply to the entire power.   
> > 
> The question was refering to the effect *2 mass for +1/4 that UAO has in 
its desripition. 
 
OIC.  Since the mass option on UAO is not relevant for characters, then  
so long as the power is only used against sentient beings, the answer is  
"no."  If the power is later on to be used against vehicles, then the  
answer would become, "yes," IMHO, of course. 
 
Rog wrote: 
 
>  
> ---------- 
> From:  Robert A. West [SMTP:robtwest@erols.com] 
> Sent:  Sunday, April 12, 1998 11:42 PM 
> Rog wrote: 
> > Miss Direction has the mystical ability to reorient any moving 
> > physical object from its original path to move in another 
> > direction. 
> Many SFX questions: Why can't she rotate an object that is stationary with respect to the local reference frame?  Can she rotate an object's  
motion with respec 
> She can rotate objects in motion>  relative to the Earth.  She may 
> learn to affect stationary objects in the future, but hey she's only 
> 16, give her a chance, she's still testing her abilities and she 
> can currently only affect with objects that already have a momentum 
>  
> > I am thinking of constructing this power as: 
> > XDM(change orientation), UAO(+1), Ranged(+1/2), 
> > only vs physical objects/beings(-?), 
> > only vs moving objects/beings(-?) 
> Why XDM?  The target is not leaving normal space-time.  This is an 
> extremely powerful effect, that can deal out significant amounts of 
> damage.  I would point it as 
> 40      12" Teleport UAO(+1) Ranged(+1/2) Rotate only(-1/2) 
>                 Defense = having teleport or moving > the teleport. 
>  
> The special effect is that the object is rotated and now has its velocity in the new direction.  It requires more END to rotate a faster  
moving object, which s 
> Why 12" of Teleport> ?  She is not moving the target any distance, 
> only changing its bearing.  And how do you see this costing more 
> END the faster an object is moving?  [That's not a bad idea but 
> I don't see how this reflects that, unless you mean that different 
> levels of Teleport are used for different speeds] 
 
Exactly.  The idea is that the teleport substitutes its own move in the  
indicated direction for the original movement, so you need at least  
enough teleport to match the movement rate of the victim.  If there is  
not some limit on this power, it simply becomes a way to deal out huge  
amounts of damage on the cheap. 
>  
> <snip> 
> Assume that Rhino is running at 12", and he has a SPD of 4.  He is travelling 48"/turn = 4"/segment.  This means that he comes to a stop in  
less than a segment 
>         It may not bother Rhino, but what about Mr Speed, a physically weak 
>         character who can move up to 20"/6 SPD (only along the ground). 
>         Weeeee......way up!   Long way down!  Can you say Scrunch!! ? 
>         <evil HM grin> 
 
Lessee....20"x6/12=10"/segment.  This gives 2 segments up, 2 down and  
10" vertical (using my chart) for 10D6 damage.  Using the BBB table, Mr.  
Speed goes up and comes down 15", so we use the LONG FALLS formula, with  
1D6 for every 1"/segment: 10D6 -- whatta coinkidink! 
 
BTW, this is why I suggest strongly that there be some underlying  
movement power underneath this.  If we allow your construct 
 
35	XDM UAO(+1) At Range(+1/2) 
 
we are dealing out damage on the cheap, and forcing Mr. Speed to lose a  
couple of phases.  If we use my construct, 
 
67	20" Teleport UAO(+1) At Range(+1/2) Not through solid(-1/2) 
 
you are paying a bit more than for a 10D6 energy blast, but getting more  
mileage (so to speak) out of it. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
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Date: Sun, 12 Apr 1998 19:26:18 -0700 
From: "Robert A. West" <robtwest@erols.com> 
To: Champions Listserver <champ-l@sysabend.org> 
Subject: Precog Gadgeteer 
Sender: owner-champ-l@sysabend.org 
 
OK, my turn.  I have a gadgeteer who must, by special effect, select his  
weapons in advance.  He also has a limited precognition that allows him  
to coincidentally select exactly the right things for what he will need.  
 "I get this odd feeling that I should take a proton depolarizer  
tonight." 
 
My representation is: 
 
50	50 point VPP, based on Gadgeteering Skill 
37	Control 0 Phase(+1) No Skill Roll(+1) 
	Not reconfigurable (-1 to advantages) Restricted Powers(-1/2) 
 
The SFX is that, during play, any uncommitted points may suddenly become  
anything, but a reconfiguration requires a normal gadgeteering roll. 
 
Any comments or better suggestions? 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
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Date: Sun, 12 Apr 1998 20:12:41 -0700 
From: "Robert A. West" <robtwest@erols.com> 
To: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
GoldRushG wrote: 
>  
>  
>   Btw, I have written a new Perk: Fringe benefit -- Local/State Police Powers. 
 
Neww?  My copy of the Hero System Rules contains the perk "Local Police  
Powers" on page 44, three entries above "Federal/National Police Powers." 
 
 
>  
>   Well, that's a total of 54 Pts for just the bare bones basic Skills and 
> Perks, and does not include Stats, other specialty Packages or any equipment 
> (if you have the character pay for those; some campaigns/genres don't require 
> it) 
 
I see that you like the style of character creation that demands a  
Photography skill to use a camera!  Seriously, to assert that a  
reasonable treatment of police is not possible under 200 points is to  
assert that all games involving superpowers *must* reduce police to  
characatures that have no function other than to call the supers.  It  
makes the job of running a low-power campaign more difficult, not less. 
 
<putting on my asbestos suit> ;-) 
I also see that you have left out some vital real-world police skills:   
 
Acting.		This skill is essential when lying on the witness stand. 
Bribery.  	This skill covers soliciting as well as making bribes. 
Interrogation.	The third degree, using modern techniques. 
Inventor.	Useful to manufacture evidence. 
Sleight of Hand	Used to plant evidence during traffic stops. 
AK: Donut Shops. 
 
Be sure to include these, and others, in "Dark Humor Champions." ;-) 
 
<checking my Life Support: Flame a second time...> 
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 12 Apr 1998 23:15:22 EDT 
To: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
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<< New?  My copy of the Hero System Rules contains the perk "Local Police  
Powers" on page 44, three entries above "Federal/National Police Powers." >> 
 
  If you reread my post, you will see that I listed it as Local/State, and 
that it is defined to include (Concealed) Weapon Permit. That is essentially a 
new description of an existing Perk. 
 
<< I see that you like the style of character creation that demands a 
Photography skill to use a camera! >> 
 
  The use of sarcasm disguised as humor do nothing to endear yourself to me. I 
take the time to post information in order to share our ideas and give a 
glimpse to works in progress. I can appreciate your opinions about the way we 
are suggesting designing peace officers for Law & Order, but you and several 
others seem to be missing the point of it all... 
 
  The way we suggested is not the ONLY way to design cops. We are portraying a 
simulation of a "realistic" cop in Hero System terms. It is not appropriate 
for use in all genres nor even in all campaigns within a single genre. Nor 
will it be the only suggested method in the book. 
 
  However, for those who have ever wondered "What are *all* the Hero System 
skills the are appropriate for a cop?" or "What should my character have if I 
want him to be just like a real cop?" we are providing a very detailed 
example. If you disagree with the way we've designed it, that's fine. However, 
everyone has a different style of gaming with the Hero System, and to 
criticize one method of portraying what is a very complex character archetype 
(believ it or not) seems a bit shortsighted. 
 
<< Seriously, to assert that a reasonable treatment of police is not possible 
under 200 points... >> 
 
  I NEVER asserted that a reasonable treatment of police is not possible under 
200 points. You have inferred that, and incorrectly so. I will refer again to 
my comments above. 
 
<< ...is to assert that all games involving superpowers *must* reduce police 
to  
characatures that have no function other than to call the supers. >> 
 
  That is, for the most part, a very important aspect of the genre. For if law 
enforcement (as a whole) were as capable in the comics as it is in real life, 
many times there would be no need to call the superheroes. Period. But that 
certainly wouldn't be much fun for a superhero PC in such a campaign. 
 
<< It makes the job of running a low-power campaign more difficult, not 
less.>> 
 
  What does? Our detailed write-up of a cop? How so? No one is forcing you to 
use our detailed cop write-up. You still have the free will to use whatever 
kind of write-ups you think are appropriate to your game. Please do not 
mistake our intention of providing the "ultimate cop" as being the end-all be 
all of copdom in the Hero System. 
 
  As I said, the full, detailed write-up is not appropriate to all genres. But 
I am of the opinion that it is easier to present something meaty and let 
people pick off what they don't like than it is to present something emaciated 
and leave people hungry for more. 
 
<< I also see that you have left out some vital real-world police skills: >> 
<< Acting.		This skill is essential when lying on the witness stand. >> 
<< Bribery.  	This skill covers soliciting as well as making bribes. >> 
<< Interrogation.	The third degree, using modern techniques. >> 
<< Inventor.	 Useful to manufacture evidence. >> 
<< Sleight of Hand	Used to plant evidence during traffic stops. >> 
<< AK: Donut Shops. >> 
 
  We will, in fact, be addressing some of these items in our section on 
corruption. 
 
  Once again, I put forth a plea to all readers... don't make the mistake of 
assuming that just because I have posted one page of info from a work in 
progress that you understand the totality of the project. Many of your 
concerns have already been addressed in the book, I assure you. 
 
  Mark @ GRG 
 
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Date: Mon, 13 Apr 1998 00:18:00 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Gadget Question 
Sender: owner-champ-l@sysabend.org 
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How would people write up a line gun?  For firing of climbing lines, not 
swing lines. 
 
Would one use Swinging? 
Stretching? 
I know that Ninja Hero talks about using Entangle, but I seems a bit odd 
to create a climbing line with that exact power. 
 
Suggestions? 
 
*************************************************************************** 
* "'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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Date: Sun, 12 Apr 1998 23:58:30 -0500 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: GM's R US 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Gadget Question 
Sender: owner-champ-l@sysabend.org 
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> >For the semi-realistic device I'd actually suggest Clinging. 
> >For the Bat-thing I'd go with limited Flight ("must have stucture over head") 
> 
> 
 
    I agree with these two things. If all  the gun does is allows you to climb better I 
would think of making it a simple plus to the climbing skill. This it the most realistic way 
and how I would do it in a Heroic level campaign.    However, if I was doing it for Super 
Heroes and Batman I would definantly go with Flight or even a multipower for all the 
different possible effects the player could use with the gun. 
 
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Date: Sun, 12 Apr 1998 22:39:06 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Organization: Satan's Children 
To: champ-l@sysabend.org 
Subject: Re: Gadget Question 
Sender: owner-champ-l@sysabend.org 
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Michael Surbrook wrote: 
>  
> How would people write up a line gun?  For firing of climbing lines, not 
> swing lines. 
>  
> Would one use Swinging? 
> Stretching? 
> I know that Ninja Hero talks about using Entangle, but I seems a bit odd 
> to create a climbing line with that exact power. 
 
   I have always done this as stretching, with a small limitation.  In 
fact, a line gun is much more limiting than full stretching, since 
basically, it only acts to grab things at a distance (traversing the 
intervening distance is a seperate matter; either a linked movement 
power if the linegun 'auto-retracts', or any existing movement used 
along a path not available without the linegun), and probably can't do 
damage, or perhaps not equivalent damage.  The advantages are that 
attacking the line doesn't damage the character and the linegun 
character couldn't be grabbed while 'grabbing' the target. 
   Anyhow, there are - of course - varying levels of this device, but 
all of them should be some form of stretching, limited to whatever 
degree the sfx dictate.  The primary limitation/advantage to take into 
account is that a targte 'grabbed' with a linegun can only be pulled 
toward the attacker/no actual part of the attacker is grabbable when 
linegun 'stretching' is used.  For convenience's sake, I generally 
consider these two things to cancel out, and concentrate on other 
limitations and sfx of the device. 
 
--  
   "SPOOOOOOOONN!!" 
 
 
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Date: Sun, 12 Apr 1998 23:53:35 -0600 
From: Curtis Gibson <mhoram@relia.net> 
To: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
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Robert A. West wrote: 
 
> I also see that you have left out some vital real-world police skills: 
 
> AK: Donut Shops. 
>  
> Be sure to include these, and others, in "Dark Humor Champions." ;-) 
>  
> <checking my Life Support: Flame a second time...> 
 
Just a comment. I'v been a 7-11 employee- Night Shift for over 4 years. 
The police around here just don't buy donuts...and anytime one does the 
rest of the night shift gives them a really bad time. 
 
And no, I am not of arabic descent. 
 
Aren't stereotypes wonderful.  8) 
 
--  
 
Not only does the English Language borrow words from other languages, 
it sometimes chases them down dark alleys, hits them over the head, and 
goes through their pockets.    -- Eddy Peters 
 
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From: Pat10355 <Pat10355@aol.com> 
Date: Mon, 13 Apr 1998 02:06:47 EDT 
To: champ-l@sysabend.org 
Subject: Re: Gadget Question 
Sender: owner-champ-l@sysabend.org 
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<<How would people write up a line gun?  For firing of climbing lines, not 
swing lines.>> 
 
Try Superleap, with the limitation of only going straight up. As per Steve 
Long somewhere in Dark Champions. That's what I used for one of my archer PC's 
gadget arrows. 
 
Patrick Sweeney 
 
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Date: Mon, 13 Apr 1998 03:13:14 -0700 
From: "Robert A. West" <robtwest@erols.com> 
To: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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GoldRushG wrote: 
>  
> << New?  My copy of the Hero System Rules contains the perk "Local Police 
> Powers" on page 44, three entries above "Federal/National Police Powers." >> 
>  
>   If you reread my post, you will see that I listed it as Local/State, and 
> that it is defined to include (Concealed) Weapon Permit. That is essentially a 
> new description of an existing Perk. 
 
I *did* read your post carefully, and still don't understand what has  
changed.  Maybe I have been running the perks differently from everyone  
else all this time.  Nevertheless, clarity is good: a detailed discussion  
of police powers is appropriate to the book under discussion. 
 
 
>  
> << I see that you like the style of character creation that demands a 
> Photography skill to use a camera! >> 
>  
>   The use of sarcasm disguised as humor do nothing to endear yourself to me. I 
 
I did not mean to give offense, but was trying to make a point.  One is  
supposed to be able to build a skilled normal (which should IMHO include  
most local police) on 50 points or so and a competent normal (a SWAT team  
member, FBI agent, or an officer who is a cut above the rest) on 100 pts. 
 
Now, out comes a statement from you that this cannot be done.  I quote  
you *exactly*: 
 
>   Oh ye of little experience as a cop... ;)  I'm telling you, there is no way 
> to build a realistically portrayed street cop in the Hero System with so few 
> points, unless you are willing to simply group a bunch of unrelated skills 
> under "PS: Cop."  
 
This means that Hero is now introducing a new type of campaign: one in  
which normals are built on Heroic or Superheroic points.  If cops are  
going to be 200 pts, so are doctors, scientists, etc.  Such character  
designs are going to be inappropriate to a supers campaign, unless it is  
very high powered.  This would be fine if there were good guidance on  
building realistic cops for less, but you have just disclaimed that. 
 
 
> Nor will it be the only suggested method in the book. 
 
If there are good suggestions for building realistic cops on 50 points or  
so, that is a Good Thing(tm).   For one thing, it would be a nice  
guide on how to build the non-super side of a superhero.  Your statement  
that I cited above seemed to deride the possibility. 
 
>  
> << Seriously, to assert that a reasonable treatment of police is not possible 
> under 200 points... >> 
>  
>   I NEVER asserted that a reasonable treatment of police is not possible under 
> 200 points. You have inferred that, and incorrectly so. I will refer again to 
> my comments above. 
 
Your statement that I quote above says, to me, exactly and precisely what  
you deny it says.  Since it requires effort to compress a reasonable  
treatment of a skills-based character into 25 or 50 points, help there  
would be of far more interest to me. 
 
And, as you may have guessed, I prefer that my Normals be competent and  
interesting.  That's why I bought Normals Unbound in the first place. 
 
> But that 
> certainly wouldn't be much fun for a superhero PC in such a campaign. 
 
I disagree that real-world police could handle mentalists, teleporting  
thieves, super-bricks, and so on very well. 
 
>  
> << I also see that you have left out some vital real-world police skills: >> 
<snip> 
>  
>   We will, in fact, be addressing some of these items in our section on 
> corruption. 
 
And here I thought I was being funny, with my suggestion for "Dark Humor  
Champions."   
 
> << AK: Donut Shops. >> 
 
Various departments in the Philadelphia area recently inaugurated a  
program of setting up all-night substations in convenience stores and  
donut shops.  Although this was a perfectly sensible suggestion that  
gives those establishments increased security at night and provides  
numerous substations at little cost to the community, the commentators  
and headlines were merciless.  
 
I have frequently had arguments with players who thought that the police  
showed up too quickly (when they didn't want them) and too slowly (when  
they did want them), and were too efficient (when the PCs were doing  
something suspicious).  Will L&O contain suggestions for typical ranges  
of response times, standard procedures, and so on?  I have, I believe, a  
fair grasp of such things, but backup is always nice in more ways than  
one. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
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Date: Mon, 13 Apr 1998 07:32:06 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Gadget Question 
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On Mon, 13 Apr 1998, John Desmarais wrote: 
 
> On Mon, 13 Apr 1998 00:18:00 -0400 (EDT), Michael Surbrook wrote: 
>  
> >How would people write up a line gun?  For firing of climbing lines, not 
> >swing lines. 
> > 
> >Would one use Swinging? 
> >Stretching? 
> >I know that Ninja Hero talks about using Entangle, but I seems a bit odd 
> >to create a climbing line with that exact power. 
> > 
> >Suggestions? 
>  
> Is this the Batman style of fire the gun into the air anywhere in the city and magically  
> catch hold of some structure above you, or a semi-realistic device to help you climb up  
> the side of a building (or similar object)?   
 
The ability to launch a line up a side of a builiding and then climb the 
line. 
 
*************************************************************************** 
* "'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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Date: Mon, 13 Apr 1998 07:35:36 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@sysabend.org 
Subject: Re: Gadget Question 
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On Sun, 12 Apr 1998, Captain Spith wrote: 
 
> Michael Surbrook wrote: 
> >  
> > How would people write up a line gun?  For firing of climbing lines, not 
> > swing lines. 
> >  
> > Would one use Swinging? 
> > Stretching? 
> > I know that Ninja Hero talks about using Entangle, but I seems a bit odd 
> > to create a climbing line with that exact power. 
>  
>    I have always done this as stretching, with a small limitation.  In 
> fact, a line gun is much more limiting than full stretching, since 
> basically, it only acts to grab things at a distance (traversing the 
> intervening distance is a seperate matter; either a linked movement 
> power if the linegun 'auto-retracts', or any existing movement used 
> along a path not available without the linegun), and probably can't do 
> damage, or perhaps not equivalent damage.  The advantages are that 
> attacking the line doesn't damage the character and the linegun 
> character couldn't be grabbed while 'grabbing' the target. 
 
Any idea was to what sort of values are approprite for these limitations? 
 
 
*************************************************************************** 
* "'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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Date: Mon, 13 Apr 1998 07:07:15 -0500 
To: Champions Mailing List <champ-l@sysabend.org> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Gadget Question 
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At 12:18 AM 4/13/98 -0400, Michael Surbrook wrote: 
>How would people write up a line gun?  For firing of climbing lines, not 
>swing lines. 
> 
>Would one use Swinging? 
>Stretching? 
>I know that Ninja Hero talks about using Entangle, but I seems a bit odd 
>to create a climbing line with that exact power. 
> 
>Suggestions? 
 
Super Agents wrote this up as Stretching: 
 
<QUOTE> 
Grapnel Launcher & Retractor - Stretching 4" (That is, 4" line with grapnel 
and retractor motor:  Throw it with a Grab manuever and if it hits the 
retractor hauls the user at 10 STR up the line) 
</QUOTE> 
 
Damon 
 
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From: "qts" <qts@nildram.co.uk> 
To: "Champions Mailing List" <champ-l@sysabend.org&> 
        "Michael Surbrook" <susano@access.digex.net> 
Date: Mon, 13 Apr 98 13:35:07  
Reply-To: "qts" <qts@nildram.co.uk> 
Subject: Re: Gadget Question 
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On Mon, 13 Apr 1998 00:18:00 -0400 (EDT), Michael Surbrook wrote: 
 
>How would people write up a line gun?  For firing of climbing lines, not 
>swing lines. 
> 
>Would one use Swinging? 
>Stretching? 
>I know that Ninja Hero talks about using Entangle, but I seems a bit odd 
>to create a climbing line with that exact power. 
 
How about Stretching or Flight? I'd go for the former, having used it 
for magic grappling hooks. 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: RE: SPD Rules [Long] 
Date: Mon, 13 Apr 1998 09:10:48 -0500 
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	>Have any players in Puma's game ever bought a Speed higher than 
12? 
 
Occasionally. It meant for speedster characters.  
Think one had a 15 in one of last games ran. 
 
^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
	"No flames please, once burnt at the stake, twice shy!"  
					- Joan of Arc's .sig 
     Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
 
 
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Date: Mon, 13 Apr 1998 07:12:51 -0700 
To: Champions Mailing List <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Gadget Question 
Sender: owner-champ-l@sysabend.org 
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At 12:18 AM 4/13/1998 -0400, Michael Surbrook wrote: 
>How would people write up a line gun?  For firing of climbing lines, not 
>swing lines. 
> 
>Would one use Swinging? 
>Stretching? 
>I know that Ninja Hero talks about using Entangle, but I seems a bit odd 
>to create a climbing line with that exact power. 
> 
>Suggestions? 
 
   For my own part, I'd recommend a limited form of Flight.  It's also 
possible to build it with limited Stretching as well, but I'd probably lean 
toward Flight. 
 
   My Stretching model: 
 
10" Stretching, Grabs & Pulls Only (-1), Range Penalties (-1/2), OAF (14) 
 
   My Flight model: 
 
10" Flight, Requires Attack Roll (-1/2), Fragile Climbing Line (-1/2), 
Vertical Only (-1), OAF (5) 
 
   The Flight model is not only cheaper, but arguably closer to the actual 
effect of what happens. 
   (Aside to Dave Mattingly: take these down for me, would ya?) 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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From: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: I need a name (oh no, not again! :) 
Date: Mon, 13 Apr 1998 09:20:10 -0500 
Sender: owner-champ-l@sysabend.org 
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Made a character. She has plasma based powers. 
EB, FF, Flight. Don't want a cliche name like Nova 
or Plasma Girl. Any ideas from the peanut gallery? 
 
^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
	"No flames please, once burnt at the stake, twice shy!"  
					- Joan of Arc's .sig 
     Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
 
 
 
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Date: Mon, 13 Apr 1998 07:30:10 -0700 
To: Champions Listserver <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Precog Gadgeteer 
Sender: owner-champ-l@sysabend.org 
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At 07:26 PM 4/12/1998 -0700, Robert A. West wrote: 
>OK, my turn.  I have a gadgeteer who must, by special effect, select his  
>weapons in advance.  He also has a limited precognition that allows him  
>to coincidentally select exactly the right things for what he will need.  
> "I get this odd feeling that I should take a proton depolarizer  
>tonight." 
> 
>My representation is: 
> 
>50 50 point VPP, based on Gadgeteering Skill 
>37 Control 0 Phase(+1) No Skill Roll(+1) 
> Not reconfigurable (-1 to advantages) Restricted Powers(-1/2) 
> 
>The SFX is that, during play, any uncommitted points may suddenly become  
>anything, but a reconfiguration requires a normal gadgeteering roll. 
> 
>Any comments or better suggestions? 
 
   1. Take out the No Skill Roll Advantage, and have the character control 
the Pool with Resourcefulness, a new INT-based Skill (which can also be 
useful for pulling MacGyver style stunts).  (Alternately, if he actually 
has Precognition, you could just require a Precog PER Roll, using -1 per 
step down the Time Chart as a Range Modifier.) 
   2. Being able to reset the VPP only at base is a -1/4 Limitation to the 
entire Control Cost (half the value of only being able to allocate the 
points at base, since they can be allocated in the field and only then get 
stuck that way). 
   3. Consider adding Change as Half Phase Action for +1/2 (as opposed to 
+1 for changing as a 0 Phase Action). 
   4. He could probably still use Gadgeteering and related Skills to change 
the devices that he's already pulled out of the Pool, in a normal time 
frame. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Mon, 13 Apr 1998 07:43:54 -0700 
To: "'Champions'" <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: SPD Rules [Long] 
Sender: owner-champ-l@sysabend.org 
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At 09:10 AM 4/13/1998 -0500, Andreano, Keith         HIM,VA wrote: 
> 
> >Have any players in Puma's game ever bought a Speed higher than 
>12? 
> 
>Occasionally. It meant for speedster characters.  
>Think one had a 15 in one of last games ran. 
 
   In my long history (nearly two decades) of Champions gaming, I've had 
two entities with SPD above 12.  One was an alien supercomputer, and the 
other a mega-powerful wizard designed to give a challenge to a very 
high-powered group. 
   To handle this, I used a rule similar to yours, Keith.  I simply gave a 
Phase on each Segment, and then at the Phases appropriate to SPD-12.  For 
DEX location, I ran the first Phases on full DEX, and then the extras on 
half DEX.  The computer, with its SPD of 30, also had Phases on one-quarter 
DEX (which was 48, so its other Phases were on 24 and 12). 
   The reason I prefer one-quarter and one-half to one-third and two-thirds 
is that it reduces the number of entries on the combat chart.  With this 
system, the computer had entries at 48, 24, and 12; if thirds were used 
instead, it would be at 48, 32, 24 (for the odd-numbered segments), and 16. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Mon, 13 Apr 1998 11:09:54 -0400 
From: Justin Calvaneso <jcalvaneso@raptor.com> 
Organization: Raptor Systems 
To: Champions <champ-l@sysabend.org> 
Subject: Re: I need a name (oh no, not again! :) 
Sender: owner-champ-l@sysabend.org 
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Andreano, Keith HIM,VA wrote: 
 
> Made a character. She has plasma based powers. 
> EB, FF, Flight. Don't want a cliche name like Nova 
> or Plasma Girl. Any ideas from the peanut gallery? 
 
    Hemoglobin, Blood Bank, Red Cross... =P 
 
--- 
Justin Calvaneso                  Raptor Systems, Inc. 
Test Lab Technician               a division of Axent Technologies 
jcalvaneso@raptor.com             266 Second Avenue 
(781) 530-2362                    Waltham, MA 02154 
--- 
 
 
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Date: Mon, 13 Apr 1998 08:12:36 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: I need a name (oh no, not again! :) 
To: champ-l@sysabend.org 
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---"Andreano, Keith         HIM,VA"  wrote: 
> 
> Made a character. She has plasma based powers. 
> EB, FF, Flight. Don't want a cliche name like Nova 
> or Plasma Girl. Any ideas from the peanut gallery? 
 
 
Afterglow   {Definition: Recombination radiation emitted from a cooling 
plasma when the source of ionization (heating, etc) is removed.} 
 
 
Don't like it?  Here a good source of ideas for other names: 
 
Glossary of Frequently Used Terms in Plasma Physics and Fusion Energy 
Research  <http://www.pppl.gov/~rfheeter/fusion-faq/glossary.html> 
 
or 
 
Frequently Asked Questions about Fusion Research 
<http://fusedweb.pppl.gov/FAQ/fusion-faq.html> 
 
 
 
== 
 
     John Desmarais <champ-l-owner@sysabend.org> 
============================================ 
Got a question about the list?  Just ask.  Or, you can go 
look over at www.sysabend.org/champions.  I've been 
slowly posting information about the list there. 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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Date: Mon, 13 Apr 1998 08:22:09 -0700 
To: "'Champions'" <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: I need a name (oh no, not again! :) 
Sender: owner-champ-l@sysabend.org 
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At 09:20 AM 4/13/1998 -0500, Andreano, Keith         HIM,VA wrote: 
>Made a character. She has plasma based powers. 
>EB, FF, Flight. Don't want a cliche name like Nova 
>or Plasma Girl. Any ideas from the peanut gallery? 
 
   Sunburn? 
   Solar Flare? 
   Hot Stuff? 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Mon, 13 Apr 1998 12:04:11 -0400 
From: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
To: CHAMP-L@sysabend.org 
Subject: Re: I need a name (oh no, not again! :) 
Sender: owner-champ-l@sysabend.org 
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>Made a character. She has plasma based powers. 
>EB, FF, Flight. Don't want a cliche name like Nova 
>or Plasma Girl. Any ideas from the peanut gallery? 
 
In memory of Wendy O. Williams, who died last week, how about  
"Plasmatic"?  
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: I need a name (oh no, not again! :) 
To: andreak@vapo1.him.unisys.com (Andreano, Keith         HIM, VA) 
Date: Mon, 13 Apr 1998 09:18:15 -0700 (PDT) 
Cc: champ-l@sysabend.org 
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<sigh> looks like we're back to the old method on the reply to thing... oh 
	well... 
 
> Made a character. She has plasma based powers. 
> EB, FF, Flight. Don't want a cliche name like Nova 
> or Plasma Girl. Any ideas from the peanut gallery? 
> 
	What's the character's personality? History? 
Culture? Favorite Ice Cream? Favorite Author? Favorite Book? 
Etc...  
 
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Date: Mon, 13 Apr 1998 09:21:40 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Power Question: Gas Cloud 
To: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Cc: Champions <champ-l@sysabend.org> 
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Stainless Steel Rat writes: 
> > not to mention being redundant with continuous. 
>  
> That is an interesting point... if Continuing Charges requires that an 
> instant power be made Continuous, should Damage Shield have the same 
> requirement?  Or is this subsumed as part of the trade-off with the "free" 
> No Range limitation? 
 
This would seem to be taken as part of the 'free' no range limitation.  
Actually, a 'continuous uncontrolled' power bought with damage shield would 
presumably hit anyone attacking the person with the damage shield with an 
uncontrolled cumulative attack. 
>  
> A Continuous power used offensively requires a half-phase action (I would 
> want to double-check the BBB to be sure whether or not it counts as an 
> attack action) to maintain it, and it requires line of sight to the target 
> of the power (moot for this particular power).  If you wish to "detach" the 
> power, you also need Uncontrolled. 
 
While that may have been errata'd, at least my version of the BBB doesn't 
mention any requirements beyond remaining within the normal range limits of the 
power. 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: RE: I need a name (oh no, not again! :) 
Date: Mon, 13 Apr 1998 12:43:45 -0400 
Sender: owner-champ-l@sysabend.org 
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Her name need not correspond with her powers.  There are tons of comic book 
examples for characters whose names have no direct correlation with their 
powers.  What is her personality like?  (arguably Apocalypse)  What are her 
likes and interests?  (Thanos)  Her goals?  (the Leader)  Her purpose? 
(C:NM's Guard organization or even the Sentinel robots)  Is there a word or 
phrase that she uses often? (Ultra Girl used the word 'Ultra' in practically 
every sentence)  Is her ID public?  If so, she might play off of her birth 
name and/or occupation. (Doc Sampson)   If it lends itself, she might even 
simply use her first name. (Jesus, Madonna) ;) 
 
Jason Goode  
 
> -----Original Message----- 
> From:	Bob Greenwade [SMTP:bob.greenwade@klock.com] 
> Sent:	Monday, April 13, 1998 11:22 AM 
> To:	'Champions' 
> Subject:	Re: I need a name (oh no, not again! :) 
>  
> At 09:20 AM 4/13/1998 -0500, Andreano, Keith         HIM,VA wrote: 
> >Made a character. She has plasma based powers. 
> >EB, FF, Flight. Don't want a cliche name like Nova 
> >or Plasma Girl. Any ideas from the peanut gallery? 
>  
>    Sunburn? 
>    Solar Flare? 
>    Hot Stuff? 
> --- 
> Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
>    http://www.klock.com/public/users/bob.greenwade/original.htm 
> Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
>    http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Mon, 13 Apr 1998 09:50:35 -0700 
To: Brian Wong <rook@shell.infinex.com&> 
        andreak@vapo1.him.unisys.com (Andreano, Keith         HIM, VA) 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: I need a name (oh no, not again! :) 
Cc: champ-l@sysabend.org 
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At 09:18 AM 4/13/98 -0700, Brian Wong wrote: 
><sigh> looks like we're back to the old method on the reply to thing... oh 
>	well... 
> 
>> Made a character. She has plasma based powers. 
>> EB, FF, Flight. Don't want a cliche name like Nova 
>> or Plasma Girl. Any ideas from the peanut gallery? 
>> 
>	What's the character's personality? History? 
>Culture? Favorite Ice Cream? Favorite Author? Favorite Book? 
>Etc...  
> 
Good point. A hero doesn't need a power-related name. Motive is a good 
source -- Avenger, Defender, Justicar, etc. Are there any unique or 
interesting special effect to the power which could inspire a name? Is 
there an older hero/ine the character admires, perhaps with totally 
different powers, that she could 'take up the mantle of'? "I am...the NEW 
Golden Fury!" Etc. 
 
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Date: Mon, 13 Apr 1998 13:09:16 -0400 (EDT) 
X-Sender: jprins@interhop.net 
To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: I need a name (oh no, not again! :) 
Sender: owner-champ-l@sysabend.org 
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>> Made a character. She has plasma based powers. 
>> EB, FF, Flight. Don't want a cliche name like Nova 
>> or Plasma Girl. Any ideas from the peanut gallery? 
>> 
>	What's the character's personality? History? 
>Culture? Favorite Ice Cream?  
 
I can just see it: The superheroine Strawberry Ripple... 
 
----------------------------------------------------------------------------- 
"Now, we get bigger guns." 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 13 Apr 1998 13:40:55 EDT 
To: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
<< Maybe I have been running the perks differently from everyone else all this 
time.  Nevertheless, clarity is good: a detailed discussion of police powers 
is appropriate to the book under discussion. >> 
 
  And that is what we are trying to do. The reason I have clearly defined it 
as including the (Concealed) Weapon Permits is because several Hero products 
have included cops which had both Police Powers and Weapons Permit. That's a 
redundancy that I am simply trying to eliminate. 
 
<< One is supposed to be able to build a skilled normal... on 50 points or so 
and a competent normal... on 100 pts. >> 
 
  For the superhero genre and limited others, yes. But that's not what I am 
discussing. 
 
<< Now, out comes a statement from you that this cannot be done.  I quote  
you *exactly*: >> 
 
>   Oh ye of little experience as a cop... ;)  I'm telling you, there is no 
way 
> to build a realistically portrayed street cop in the Hero System with so few 
points 
 
  Thank you for making my point for me. I stand by that statement, but you 
obviously misunderstand what I've said. Allow me to restate it with added 
emphasis (my own): 
 
  There is no way to build a REALISTICALLY PORTRAYED street cop in the Hero 
System with so few points. <LOL> 
 
  Now, I fully understand what you're saying, but please acknowledge this -- I 
never said that this was the only way to portray cops in the Hero System. 
Indeed, for some genres you certainly don't want the full-blown "realistic 
cop" write-up. Why is there so much confusion about this? 
 
<< This means that Hero is now introducing a new type of campaign: >> 
 
  This is something that you have stated based on incorrect interpretation of 
my comments and postings. I never said that there was a new campaign (other 
than the San Angelo campaign setting, of course <G>). 
 
<< ...one in which normals are built on Heroic or Superheroic points. If cops 
are  
going to be 200 pts, so are doctors, scientists, etc. >> 
 
  If that's what it took for a full, accurate "real world" write-up then I 
wouldn't be opposed to it at all. But I think you're overreacting to this 
whole thing. 
 
<< Such character designs are going to be inappropriate to a supers campaign, 
unless it is very high powered. >> 
 
  Not true. Contrary to your apparent opinion, sheer point totals are not the 
only way to guage the relative "power level" of a character. But on the other 
hand, I have already stated several times on this list that this "cop" write- 
up would not be appropriate to all campaigns. So I'm glad to see we both agree 
on that. 
 
<< This would be fine if there were good guidance on building realistic cops 
for less, but you have just disclaimed that. >> 
 
  No I have not. Certainly you can build a functional, though patently 
"unrealistic" cop on less than 100 points, or even 50 points if you want to. I 
am simply saying that these low-point cops will not be accurate portrayals of 
real-world cops. But on the other hand, not every campaign *needs* accurate 
portrayals of real-world cops. 
 
  In Law & Order we're trying to cover a lot of ground and a lot of campaign 
styles. This whole thread is amusing, because it is discussing only one part 
of a great big book! :D 
 
<< I disagree that real-world police could handle mentalists, teleporting 
thieves, super-bricks, and so on very well. >> 
 
  I never claimed that they could. Once again you are making inferences that 
are incorrect, and trying to attribute "claims" to me that I have never made. 
Perhaps I am being too general in my comments? 
 
>   We will, in fact, be addressing some of these items in our section on 
corruption. 
<< And here I thought I was being funny, with my suggestion for "Dark Humor  
Champions."  >> 
 
  Just another example of the fact that there is a lot more to the Law & ORder 
book than just 200 Pt. cops. ;) 
 
<< Will L&O contain suggestions for typical ranges of response times, standard 
procedures, and so on? >> 
 
  Yes, of course. You could use L&O to generate characters for a cop campaign 
if you wanted to. There will be a lot of info, for GMs of nearly every 
campaign style and type. (Note: I said *nearly* every...<G>) 
 
<< I have, I believe, a fair grasp of such things, but backup is always nice 
in more ways than one.>> 
 
  You're telling me? Boy do I have some stories about backup. Whew! <LOL> 
 
  Mark @ GRG 
 
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Date: Mon, 13 Apr 1998 10:47:21 -0700 
To: jprins@interhop.net (John and Ron Prins), champ-l@sysabend.org 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: I need a name (oh no, not again! :) 
Sender: owner-champ-l@sysabend.org 
 
At 01:09 PM 4/13/98 -0400, John and Ron Prins wrote: 
>>> Made a character. She has plasma based powers. 
>>> EB, FF, Flight. Don't want a cliche name like Nova 
>>> or Plasma Girl. Any ideas from the peanut gallery? 
>>> 
>>	What's the character's personality? History? 
>>Culture? Favorite Ice Cream?  
> 
>I can just see it: The superheroine Strawberry Ripple... 
 
I dunno, that's actually a cool name. I can see it for a late 60s/early 70s 
character, actually... 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Strawberry Ripple (Was: I need a name) 
To: lizard@mrlizard.com (Lizard) 
Date: Mon, 13 Apr 1998 11:20:22 -0700 (PDT) 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
> >>> Made a character. 
> >>> 
> >>	What's the character's personality? History? 
> >>Culture? Favorite Ice Cream?  
> > 
> >I can just see it: The superheroine Strawberry Ripple... 
>  
> I dunno, that's actually a cool name. I can see it for a late 60s/early 70s 
> character, actually... 
 
	Right, there's my next character. :) Maybe I'll use that when GMing of 
the game passes from me to one of the other players. :) 
 
	Now I've got to figure out just what a character with a name like that 
would be like. 
	Why is it I can't get that 'Strawberry Fields' Beattles song out of my 
head? :) 
	This'll be fun. :) A perfect compliment to 'Angel Dust', 'Rasta Man', 
and some of my other such characters. :) 
 
 
Rook ?U ?k 1b  'no giga pets were harmed in the production of this message'. 
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html	Super Hero Links 
\(@/ http://www.infinex.com/~rook/SH/			Super Hero Roleplay 
 
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From: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: RE: I need a name (oh no, not again! :) 
Date: Mon, 13 Apr 1998 13:24:52 -0500 
Sender: owner-champ-l@sysabend.org 
 
	>	What's the character's personality? History? 
	>Culture? Favorite Ice Cream? Favorite Author? Favorite Book? 
	>Etc...  
 
Personality: 
	Aggressive and tough, but this is to conceal the fact 
	that she is very insecure and unsure of herself and 
	her abilities. She is only 18 and big nasty people 
	are trying to kill her (Viper, Genocide). 
 
History:  
	(Very abbreviated version) Powers manifested 1st year 
	in college. Got involved with "plot" on campus. Starts 
	out small and snowballs quick with Viper being involved. 
	Genocide shows up (She is a Mutant) and all hell breaks 
	loose. The bad guys mostly kill each other (^_^) and when 
	the smoke clears she is left standing and gets the credit! 
	She looks good on TV (COM 20) so the press eat it up! 
	She thinks she didn't do much, but she actually did well, 
	especially considering how young/inexperienced/out 
	classed she was. There's more, but that's all for now... 
 
Culture: 
	American middle class suburban. 
 
Favorite Ice Cream: 
	Just about anything with chocolate. 
 
Favorite Author/Favorite Book: 
	Just about anything on her hero, Joan of Arc. 
 
Motivation: 
	Stop injustice/evil. 
 
^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
	"No flames please, once burnt at the stake, twice shy!"  
					- Joan of Arc's .sig 
     Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
 
 
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Date: Mon, 13 Apr 1998 14:30:57 -0400 (EDT) 
X-Sender: jprins@interhop.net 
To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
><< Maybe I have been running the perks differently from everyone else all this 
>time.  Nevertheless, clarity is good: a detailed discussion of police powers 
>is appropriate to the book under discussion. >> 
> 
>  And that is what we are trying to do. The reason I have clearly defined it 
>as including the (Concealed) Weapon Permits is because several Hero products 
>have included cops which had both Police Powers and Weapons Permit. That's a 
>redundancy that I am simply trying to eliminate. 
 
I hope you're going to cover more than just the US Police forces (I think 
you will, but I want to be clear on this). A good paragraph on how forces 
differ in powers/restrictions/operational procedure for European nations, 
Asian countries, etc. would be _greatly_ appreciated, I'll tell you! 
 
>  Thank you for making my point for me. I stand by that statement, but you 
>obviously misunderstand what I've said. Allow me to restate it with added 
>emphasis (my own): 
> 
>  There is no way to build a REALISTICALLY PORTRAYED street cop in the Hero 
>System with so few points. <LOL> 
> 
>  Now, I fully understand what you're saying, but please acknowledge this -- I 
>never said that this was the only way to portray cops in the Hero System. 
>Indeed, for some genres you certainly don't want the full-blown "realistic 
>cop" write-up. Why is there so much confusion about this? 
 
Perhaps because the HERO system (not just Champions) encourages you to build 
a Medical Doctor on 6 points (Paramedic, KS: Medicine 11-, License). My 
brother's a MD; a 'realistically portrayed' MD would cost as much or more 
than a 'realistically portrayed' Police Officer. But that's neither here nor 
there. Way back when _I_ originally got outraged at the concept of a 200 
point cop; _I_ was talking about overpriced agents (from Genocide). A flip 
remark (which you corrected and explained later to my total satisfaction) on 
your part made it seem like you were proposing 200 point agent-level cops in 
superhero games.  
 
>  Not true. Contrary to your apparent opinion, sheer point totals are not the 
>only way to guage the relative "power level" of a character. But on the other 
>hand, I have already stated several times on this list that this "cop" write- 
>up would not be appropriate to all campaigns. So I'm glad to see we both agree 
>on that. 
 
Right. 
 
><< This would be fine if there were good guidance on building realistic cops 
>for less, but you have just disclaimed that. >> 
> 
>  No I have not. Certainly you can build a functional, though patently 
>"unrealistic" cop on less than 100 points, or even 50 points if you want to. I 
>am simply saying that these low-point cops will not be accurate portrayals of 
>real-world cops. But on the other hand, not every campaign *needs* accurate 
>portrayals of real-world cops. 
 
Well, it depends on your definition of 'accurate' and how broad you allow 
PS: Police Officer to be. Remember, this is the system of 6 point doctors! 
 
>  In Law & Order we're trying to cover a lot of ground and a lot of campaign 
>styles. This whole thread is amusing, because it is discussing only one part 
>of a great big book! :D 
 
Which I look forward to. I'm a Canadian, and the number of police groups in 
the United States amazes me: County Sheriffs (elected! <boggle!!>), FBI 
Special Agents, Bureau of Alcohol, Firearms and Tobacco, Secret Service, 
Treasury Department, US Marshals, Texas Rangers, etcetera. I'm sure you 
Yankees are wondering about our RCMP (and Ontario and Quebec provincial 
police). I expect this book to give the skinny on all these organizations. 
 
----------------------------------------------------------------------------- 
"Now, we get bigger guns." 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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Date: Mon, 13 Apr 1998 11:41:23 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: I need a name (oh no, not again! :) 
To: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
Cc: "'Champions'" <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
 
Andreano, Keith         HIM,VA writes: 
> Favorite Author/Favorite Book: 
>      Just about anything on her hero, Joan of Arc. 
 
Oh my.  Hm...I don't know an awful lot about Joan of Arc, but I'd be surprised 
if you can't find some idea for a name here ;). 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Gadget Question 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 13 Apr 1998 14:53:58 -0400 
Lines: 28 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Michael Surbrook writes: 
 
> How would people write up a line gun?  For firing of climbing lines, not 
> swing lines. 
 
For a simple climbing line, I would use a few skill levels with the 
Climbing skill. 
 
For a winch, I would use Stretching with a lot of non-combat multiples.  A 
realistic winch would have its own Strength, which would determine how much 
it can lift. 
 
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Version: PGPfreeware 5.0 for non-commercial use 
Charset: noconv 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Ingredients of Happy Fun Ball include an 
PGP Key: at a key server near you! \ unknown glowing substance which fell to 
                                    \ Earth, presumably from outer space. 
 
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Date: Mon, 13 Apr 1998 15:02:15 -0400 
From: Justin Calvaneso <jcalvaneso@raptor.com> 
Organization: Raptor Systems 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
 
 
GoldRushG wrote: 
 
>   No I have not. Certainly you can build a functional, though patently 
>   "unrealistic" cop on less than 100 points, or even 50 points if you want to. I 
>   am simply saying that these low-point cops will not be accurate portrayals of 
>   real-world cops. But on the other hand, not every campaign *needs* accurate 
>   portrayals of real-world cops. 
> 
    Yupyup. I completely agree. While, IMHO, most of the skills you've chosen for 
your COP *are* appropriate, they're just not necessary for an NPC. If I were 
running the game, I wouldn't bother with so much detail for some Cop NPC's unless 
she/he was a DNPC, teammate,  or something similar. A player, on the other hand, 
should definately go to this level of detail if they plan on playing a Cop PC. I 
guess it's a question of resolution. I prefer my NPC's to occupy fewer pixels than 
the PC's, so the extra attention to minscule detail would never see in game use. 
 
--- 
Justin Calvaneso                  Raptor Systems, Inc. 
Test Lab Technician               a division of Axent Technologies 
jcalvaneso@raptor.com             266 Second Avenue 
(781) 530-2362                    Waltham, MA 02154 
--- 
 
 
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Date: Mon, 13 Apr 1998 12:10:26 -0700 
To: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com&> 
        "'Champions'" <champ-l@sysabend.org> 
From: Lizard <lizard@mrlizard.com> 
Subject: RE: I need a name (oh no, not again! :) 
Sender: owner-champ-l@sysabend.org 
 
At 01:24 PM 4/13/98 -0500, Andreano, Keith         HIM,VA wrote: 
>Favorite Author/Favorite Book: 
>	Just about anything on her hero, Joan of Arc. 
> 
This is a good hook. Crusader? Arcfire? (Bad pun...) Firesword? 
 
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Date: Mon, 13 Apr 1998 15:11:33 -0400 (EDT) 
X-Sender: jprins@interhop.net 
To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Strawberry Ripple (Was: I need a name) 
Sender: owner-champ-l@sysabend.org 
 
>> >>	What's the character's personality? History? 
>> >>Culture? Favorite Ice Cream?  
>> > 
>> >I can just see it: The superheroine Strawberry Ripple... 
>>  
>> I dunno, that's actually a cool name. I can see it for a late 60s/early 70s 
>> character, actually... 
> 
>Right, there's my next character. :) Maybe I'll use that when GMing of 
>the game passes from me to one of the other players. :) 
> 
>Now I've got to figure out just what a character with a name like that 
>would be like. 
>Why is it I can't get that 'Strawberry Fields' Beattles song out of my 
>head? :) 
>This'll be fun. :) A perfect compliment to 'Angel Dust', 'Rasta Man', 
>and some of my other such characters. :) 
 
Aagh, I've created a monster...I just wonder what sort of propositions such 
a character would have to endure...^_^ 
----------------------------------------------------------------------------- 
"Now, we get bigger guns." 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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Date: Mon, 13 Apr 1998 14:15:13 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
To: champ-l@sysabend.org 
Subject: Re: Hero Universe 
Sender: owner-champ-l@sysabend.org 
 
 
> > It's 20 meters tall, covered with ultrahardium armor, carriers enough 
> > missiles to destroy a city...and it's sentient and casts spells. How many 
> > smegging points is THAT worth? 
> > 
> > (Hmmm...excpet for the spells, that would pretty much describe a 
> > Transformer, so maybe it isn't so Munchkin...) 
> 
> well if i pay heaps of points for it, it isn't munchkinny at all, yes? 
 
	Well, I think I'd allow it only as a GM-controlled construct to 
give the players hell, but that's me. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Mon, 13 Apr 1998 12:17:43 -0700 
To: "'Champions'" <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: I need a name (oh no, not again! :) 
Sender: owner-champ-l@sysabend.org 
 
At 01:24 PM 4/13/1998 -0500, Andreano, Keith         HIM,VA wrote: 
>Favorite Author/Favorite Book: 
> Just about anything on her hero, Joan of Arc. 
 
   For me, regarding this character, the name Immolatrix is suggested here. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Mon, 13 Apr 1998 12:23:03 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
At 02:30 PM 4/13/1998 -0400, John and Ron Prins wrote: 
>>  In Law & Order we're trying to cover a lot of ground and a lot of campaign 
>>styles. This whole thread is amusing, because it is discussing only one part 
>>of a great big book! :D 
> 
>Which I look forward to. I'm a Canadian, and the number of police groups in 
>the United States amazes me: County Sheriffs (elected! <boggle!!>), FBI 
>Special Agents, Bureau of Alcohol, Firearms and Tobacco, Secret Service, 
>Treasury Department, US Marshals, Texas Rangers, etcetera. I'm sure you 
>Yankees are wondering about our RCMP (and Ontario and Quebec provincial 
>police). I expect this book to give the skinny on all these organizations. 
 
   Just on three quick points here: 
   1. Elected county Sheriffs are mostly just administrators.  Some in 
particularly rural areas are actually active in the field, but they're the 
exception rather than the rule. 
   2. That's Alcohol, Tobacco, and Firearms (ATF). 
   3. Texas Rangers are basically just the state police; someone who's 
actually from Texas could probably clarify further.  (Most other states use 
the term State Police, though California and I think a couple of others 
call it Highway Patrol.) 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Joe Cop on 200 points?!?!? 
Mail-Copies-To: never 
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Date: 13 Apr 1998 15:23:38 -0400 
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Justin Calvaneso writes: 
 
>     Yupyup. I completely agree. While, IMHO, most of the skills you've 
> chosen for your COP *are* appropriate, they're just not necessary for an 
> NPC. 
 
Not to mention being unnecessary in general. :) 
 
For instance, a cop's knowledge of "law" is extremely narrow and limited. 
If he already has a skill that includes "standard procedures", which I 
would subsume under "Professional Skill: Police Officer", he does not need 
a separate "KS: Law" skill.  He is a cop, not a lawyer.  His job is to 
enforce certain laws (procedures), not interpret them (lawyer). 
 
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Date: Mon, 13 Apr 1998 14:28:32 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
To: champ-l@sysabend.org 
Subject: Re: More book reviews, please 
Sender: owner-champ-l@sysabend.org 
 
 
>   I came up with a total even higher than that. And let's not talk about given 
> them a separate Martial Arts Style package for each appropriate weapon (as per 
> UMA)! <LOL> 
 
	Eh?  They don't need to rebuy maneuvers if they are the same 
mechanically as another, though skills would have to be purchased for 
each.  That's what I remember from NH and UMA, anyway. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Mon, 13 Apr 1998 15:30:14 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Strawberry Ripple 
Cc: "'Champions'" <champ-l@sysabend.org> 
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Strawberry Ripple sounds to me like a red-headed female super who has 
seismic/earth control powers, maybe creating "ripples" along the ground to 
knock people off their feet. 
 
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From: Rog <uraeus@mail3.bunt.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: RE: I need a name (oh no, not again! :) 
Date: Mon, 13 Apr 1998 21:54:34 +0200 
Sender: owner-champ-l@sysabend.org 
 
How about d'Arc?  (plasma "Arc";  Joan d'Arc; get it?) 
Or the Radio City Music Hall Arc-ette? heh heh 
 
-Roger 
---------- 
From:  Andreano, Keith         HIM,VA [SMTP:andreak@vapo1.him.unisys.com] 
Sent:  Monday, April 13, 1998 8:25 PM 
 
<snip> 
Favorite Author/Favorite Book: 
	Just about anything on her hero, Joan of Arc. 
<snip> 
 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Strawberry Ripple 
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Date: 13 Apr 1998 16:04:12 -0400 
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David B Stallard writes: 
 
> Strawberry Ripple sounds to me like a red-headed female super who has 
> seismic/earth control powers, maybe creating "ripples" along the ground to 
> knock people off their feet. 
 
Nah... she's a mentalist with a somewhat nutty sense of humor.  Rocky 
Road... now that is a brick :). 
 
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Date: Mon, 13 Apr 1998 13:05:29 -0700 (PDT) 
From: Dennis C Hwang <dchwang@itsa.ucsf.edu> 
To: Lizard <lizard@mrlizard.com> 
cc: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com&> 
        "'Champions'" <champ-l@sysabend.org> 
Subject: RE: I need a name (oh no, not again! :) 
Sender: owner-champ-l@sysabend.org 
 
On Mon, 13 Apr 1998, Lizard wrote: 
 
> At 01:24 PM 4/13/98 -0500, Andreano, Keith         HIM,VA wrote: 
> >Favorite Author/Favorite Book: 
> >	Just about anything on her hero, Joan of Arc. 
> > 
> This is a good hook. Crusader? Arcfire? (Bad pun...) Firesword? 
 
How about Lightning Sword of Justice? 
 
--Dennis 
************************************************************* 
*   dchwang@itsa.ucsf.edu   *   xenopathologist at large!   * 
************************************************************* 
*   So...you're keeping me alive because you don't know     * 
*   DOS.                                                    * 
*                                                           * 
*                       --Izzy to Gabriel                   * 
*                         THE PROPHECY II                   * 
************************************************************* 
 
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Date: Mon, 13 Apr 1998 13:52:20 -0700 
To: Dennis C Hwang <dchwang@itsa.ucsf.edu> 
From: Lizard <lizard@mrlizard.com> 
Subject: RE: I need a name (oh no, not again! :) 
Cc: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com&> 
        "'Champions'" <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
 
At 01:05 PM 4/13/98 -0700, Dennis C Hwang wrote: 
>On Mon, 13 Apr 1998, Lizard wrote: 
> 
>> At 01:24 PM 4/13/98 -0500, Andreano, Keith         HIM,VA wrote: 
>> >Favorite Author/Favorite Book: 
>> >	Just about anything on her hero, Joan of Arc. 
>> > 
>> This is a good hook. Crusader? Arcfire? (Bad pun...) Firesword? 
> 
>How about Lightning Sword of Justice? 
> 
Nah, that's a goofy name. :) 
 
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Date: Mon, 13 Apr 1998 16:02:46 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: Re: COM rules [Really Long!] 
Sender: owner-champ-l@sysabend.org 
 
 
> > Also, PRE attacks can be used to inspire, lead, cause fear, etc - they're 
> > a lot more versatile than a COM attack, which can basically be used to 
> > seduce. 
> 
> Perhaps it would be better simply to change Seduction to a COM-based 
> skill, and be done with it... 
 
	The problem is that Seduction is a whole lot more than COM.  I'd 
perhaps allow a Com roll as a supplimentary skill roll. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Mon, 13 Apr 1998 16:04:08 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Strawberry Ripple 
Sender: owner-champ-l@sysabend.org 
 
On 13 Apr 1998, Stainless Steel Rat wrote: 
 
> David B Stallard writes: 
>  
> > Strawberry Ripple sounds to me like a red-headed female super who has 
> > seismic/earth control powers, maybe creating "ripples" along the ground to 
> > knock people off their feet. 
>  
> Nah... she's a mentalist with a somewhat nutty sense of humor.  Rocky 
> Road... now that is a brick :). 
 
Supers based off of ice cream...gah... 
 
Well, here's some based off of Ben & Jerry's flavors... 
 
Cool Brittania - Young, long-haired English guy with Cosmic Rollerblades 
     and a high-fashion wardrobe. 
 
Chunky Monkey - This simian was rocketed into space in an effort to 
     reproduce the accident that gave the Fantastic Four their powers. 
     Amazingly, it worked, granting the orangutan (Ook!) both a rocky 
     exterior and an incredible intellect. (Note that the press gave him 
     the name - he hates it and will thrash anyone that refers to him as 
     a 'monkey'.) 
 
Chubby Hubby - Famous villain the Blob gets married, settles down, and 
     straightens out, eventually using his super-weight and 
     immobility powers as a force for good. 
 
Holy Cannoli - A defrocked and irreverant Italian priest, he specializes 
     in fighting vampires, ghosts and other supernatural creatures. 
 
J 
 
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will              jeffj@io.com 
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
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From: "John Desmarais" <John.Desmarais@ibm.net> 
To: "champ-l@sysabend.org" <champ-l@sysabend.org&> 
        "Lizard" <lizard@mrlizard.com> 
Date: Mon, 13 Apr 98 21:06:18  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Subject: Re: The Ultimate Strawberry Ripple 
Sender: owner-champ-l@sysabend.org 
 
On Mon, 13 Apr 1998 16:08:15 -0700, Lizard wrote: 
 
>Does anyone want to host a web site containing all the characters built 
>around the name 'Strawberry Ripple'? It would be an interesting look at how 
>to go from name to concept to character sheet, and how many different paths 
>there are to get there... 
> 
 
There are, in the world, people in need of intense psychological help... 
 
 
 
 
 
 
      John Desmarais <champ-l-owner@sysanbend,org> 
================================================= 
Gotta question about the list? Just ask. Or, you can go look  
over at www.sysabend.org/champions.  I've been slowly 
posting information about the list there. 
 
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Date: Mon, 13 Apr 1998 16:12:08 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
To: "INTERNET:champ-l@sysabend.org" <champ-l@sysabend.org> 
Subject: Re: Hero Plus printed versions 
Sender: owner-champ-l@sysabend.org 
 
 
> I noticed that you can buy printed, 3-hole punched versions of the Hero 
> Plus stuff, but these are really expensive.  Are the prices this high 
> because they are bigger than your average sourcebook, or because of color 
> art, or some other reason?  I know that the first Hero Plus book (Ultimate 
> Super Mage?) was supposed to be huge, but I don't know if that has been 
> true for later supplements.  Certainly it isn't true for the old books that 
> have been "reprinted" in electronic format. 
 
	I'd say it's probably because they aren't preprinted so Hero is 
forced to have each order printed.  That means no bulk discounts.  These 
are things that would be huge losses were they to be actually reprinted. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Mon, 13 Apr 1998 16:13:53 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
 
> > points are in skills, but once you've bought PS: Police Officer and KS: 
> > Police Procedures and mayyyybe KS: Law, a couple weapon FAMs and Combat 
> > Driving, what have you got left to buy? 
> 
> A few Combat Skill Levels with handguns or firearms in general.  A street 
> cop should be a normal person built on 25 base plus 25 in disadvantages, 
> plus whatever experience he may have earned. 
 
	And considering they're out having what a game would call 
"adventure sessions" about every day or so, they'll build up a lot of XP 
really quickly. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Joe Cop on 200 points?!?!? 
Mail-Copies-To: never 
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Date: 13 Apr 1998 17:30:20 -0400 
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Tim R Gilberg writes: 
 
> 	And considering they're out having what a game would call 
> "adventure sessions" about every day or so, they'll build up a lot of XP 
> really quickly. 
 
No, they are doing their jobs, same as teachers, librarians, constructon 
workers, hacks, and Unix sysmonsters. 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 13 Apr 1998 17:46:40 EDT 
To: champ-l@sysabend.org 
Subject: Law& Order (was Re: Joe Cop...) 
Sender: owner-champ-l@sysabend.org 
 
<< I hope you're going to cover more than just the US Police forces (I think 
you will, but I want to be clear on this). A good paragraph on how forces 
differ in powers/restrictions/operational procedure for European nations, 
Asian countries, etc. would be _greatly_ appreciated, I'll tell you! >> 
 
  We certainly intend to provide an overview of some police forces from around 
the world, including Interpol (which is not a govt law enforcement agency, per 
se', but is still very cool <G>). The foreign (non-US) agencies will not be 
covered in as much detail as the US agencies, but there will still be a good 
amount of info. 
 
<< Perhaps because the HERO system (not just Champions) encourages you to 
build a Medical Doctor on 6 points (Paramedic, KS: Medicine 11-, License). My 
brother's a MD; a 'realistically portrayed' MD would cost as much or more than 
a 'realistically portrayed' Police Officer. >> 
 
  I would like to see the write-up. 
 
<< But that's neither here nor there. >> 
 
  Yes it most certainly is. That is exactly what we are discussing here. 
 
<< Way back when _I_ originally got outraged at the concept of a 200 point 
cop; _I_ was talking about overpriced agents (from Genocide). A flip remark 
(which you corrected and explained later to my total satisfaction) on your 
part made it seem like you were proposing 200 point agent-level cops in 
superhero games. >> 
 
  They can certainly be used in superhero campaigns. There is nothing 
unbalancing about them at all. In fact, they perform the same in combat as 50 
Pt cops. :/ 
 
<< Well, it depends on your definition of 'accurate' and how broad you allow 
PS: Police Officer to be. >> 
 
  I would think you now know what my definition of realistic is in regards to 
cops: listing all of the Hero System skills they would realistically possess. 
As for PS: Police Officer, I have also declared what I think it is good for 
and what its shortcomings are. 
 
<< Remember, this is the system of 6 point doctors! >> 
 
  This is a system that allows 6 point doctors *and* 200 point cops. Hero 
System is flexible and allows you to customize it quite a bit. Do not rule out 
the full blown "PCs are Cops in an Action Film" campaign, which would 
certainly benefit from the detailed write-ups I suggest. 
 
<< I'm sure you Yankees are wondering about our RCMP (and Ontario and Quebec 
provincial police). >> 
 
  Careful. ;) "Yankees" is a term generally reserved for those of "Northern" 
descent. Them's is fightin' words to a proper red-blodded South'ner! <LOL> 
 
<< I expect this book to give the skinny on all these organizations. >> 
 
  Aye, aye! ;)  And we will be presenting info on the RCMP, as well. 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 13 Apr 1998 17:48:39 EDT 
To: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
<< If I were running the game, I wouldn't bother with so much detail for some 
Cop NPC's unless she/he was a DNPC, teammate,  or something similar. >> 
 
  Well, you've just provided another argument in support of our presenting the 
detailed write-up in the book. Thank you. ;) 
 
<< A player, on the other hand, should definately go to this level of detail 
if they plan on playing a Cop PC. >> 
 
  That's another good reason. :) 
 
  Mark @ GRG 
 
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Date: Mon, 13 Apr 1998 14:55:40 -0700 
To: Sakura <jeffj@io.com&> Champions Mailing List <champ-l@sysabend.org> 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: Strawberry Ripple 
Sender: owner-champ-l@sysabend.org 
 
At 04:04 PM 4/13/98 -0500, Sakura wrote: 
>On 13 Apr 1998, Stainless Steel Rat wrote: 
> 
>> David B Stallard writes: 
>>  
>> > Strawberry Ripple sounds to me like a red-headed female super who has 
>> > seismic/earth control powers, maybe creating "ripples" along the 
ground to 
>> > knock people off their feet. 
>>  
>> Nah... she's a mentalist with a somewhat nutty sense of humor.  Rocky 
>> Road... now that is a brick :). 
> 
>Supers based off of ice cream...gah... 
> 
>Well, here's some based off of Ben & Jerry's flavors... 
> 
>Cool Brittania - Young, long-haired English guy with Cosmic Rollerblades 
>     and a high-fashion wardrobe. 
 
You know, I *really* like this one, for some reason. Possibly because I can 
actually envision him as a real PC or NPC... 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 13 Apr 1998 18:05:06 EDT 
To: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
<< Not to mention being unnecessary in general. :) >> 
 
  Oh boy, here we go again... :D 
 
<< ...a cop's knowledge of "law" is extremely narrow and limited. If he 
already has a skill that includes "standard procedures", which I would subsume 
under "Professional Skill: Police Officer", he does not need a separate "KS: 
Law" skill.  He is a cop, not a lawyer.  His job is to enforce certain laws 
(procedures), not interpret them (lawyer).>> 
 
  I disagree completely (big surprise, eh). A peace officer must understand 
the law in several areas. An officer must understand the elements of crimes as 
defined in the penal code. Why? Because the cop will prosecute the accused? 
No. Because the cop must determine if a crime has been committed at all! 
Sometimes a person does something that the lay person would think was a crime, 
only to find out that no crime is committed. That requires not a simple 
procedure to follow, but a judgement call on the officer's part that results 
from interpreting the law and making factual comparisons. 
 
  What are the exceptions to the search & seizure rules? What are the elements 
of a battery? Of a kidnapping? What about a public disturbance? Who must be 
disturbed for it to be a crime? What is the "reasonable person" theory and how 
does it apply to law enforcement? Under what circumstances can you arrest a 
person on a misdemeanor warrant at night? If a 4 year child says his daddy 
touched his private parts can you arrest the dad on that statement alone? A 
landlord has locked a tenant out of their apartment for being 2 days late on 
the rent. Is that legal? If it is a vilation of the law, is it a violation of 
civil law or criminal law? If your 17 year old son takes the family car 
without permission is that auto theft? 
 
  There are dozens situations a cop deals with every day that require a very 
good knowledge of the law, becuase the cop must make judgement calls (it's 
called "officer's discretion"). The officer must interpret the law to a degree 
to determine if what he/she is dealing with fits into one of the thousands of 
definitions. The law gives the peace officer not just the authority to enforce 
the law and to make arrests, but to some degree the authority to NOT make 
arrests, too. 
 
  I would argue that a cop does, indeed, need KS: Law at the very least. I 
broke it down into KS: Criminal Law 11- and KS: Civil Law 8- because most 
officers are far less familiar with Civil law, though one plain "KS: Law" 
could cover it, I suppose. 
 
  As for PS: Police Officer... it doesn't cut it. I understand PS: Police 
Officer to be primarily procedural, rather than theoretical. 
 
  Peace. :) 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 13 Apr 1998 18:08:12 EDT 
To: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
<< 3. Texas Rangers are basically just the state police; someone who's 
actually from Texas could probably clarify further.  (Most other states use 
the term State Police, though California and I think a couple of others call 
it Highway Patrol.) >> 
 
  The Texas Department of Public Safety handles the typical "state trooper" 
functions, and are the "Highway Patrol" of TX. 
 
  If memory serves, the Texas Rangers started as a paramilitary "national 
police" of sorts in the Republic of Texas. Since their inception, the Rangers 
have been disbanded and reinstated several times. Their most recent 
incarnation is essentially in the role of a state police force, yes. Just a 
trivial FYI. :) 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 13 Apr 1998 18:09:29 EDT 
To: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
<< And considering they're out having what a game would call "adventure 
sessions" about every day or so, they'll build up a lot of XP really quickly. 
>> 
 
  Daily. Absolutely, without question, those officers working the larger urban 
population areas have them daily. ;) 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 13 Apr 1998 18:14:33 EDT 
To: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
<< No, they are doing their jobs, same as teachers, librarians, constructon 
workers, hacks, and Unix sysmonsters. >> 
 
  Well, so are superheroes. Thus, superhero PCs deserve no experience points 
for their adventrues... ever. Hey, I like that! Prevents the need to revamp 
the villains from time to time. ;) 
 
  Mark @ GRG 
 
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X-SMTP: helo emerald from michael.adams@october.com server @emerald.omg.org ip 192.67.184.65 
From: Michael.Adams@october.com (Michael Adams) 
Date: 13 Apr 98 14:58:04 -0800 
Subject: Test.. 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
To: hero-l@omg.org 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 6 
 
So how is things? Anyone place any Star Trek related games in HERO? 
 
Laters.. 
 
Mike 
 
... Backup not found: (A)bort (R)etry (S)lap nearest innocent bystander. 
___ Blue Wave/DOS v2.30 [NR] 
 
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From: Michael.Adams@october.com (Michael Adams) 
Date: 13 Apr 98 15:00:10 -0800 
Subject: Alaska UAF Con - April 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
To: hero-l@omg.org 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 7 
 
Gaming con at UAF (university of alaska fairbanks). April 18-19 all day. 
 
Email me for more info. Looking for GMs.. 
 
Mike 
 
... "Transporter chief , beam the landing party to the bridge" 
___ Blue Wave/DOS v2.30 [NR] 
 
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Date: Mon, 13 Apr 1998 16:02:05 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
At 06:05 PM 4/13/1998 EDT, GoldRushG wrote: 
>  As for PS: Police Officer... it doesn't cut it. I understand PS: Police 
>Officer to be primarily procedural, rather than theoretical. 
 
   I'd tend to argue that PS: Police Officer would cover all of those Skill 
that a police officer would need no more than Familiarity with, like KS: 
Civil Law and Weaponsmith, just as part of the "package."  If a 
full-fledged Skill is needed, then that would probably need to be taken 
separately. 
 
>  Peace. :) 
 
   "Peace, Officer."  ;-] 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Mon, 13 Apr 1998 16:04:03 -0700 
To: Champions Mailing List <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Strawberry Ripple 
Sender: owner-champ-l@sysabend.org 
 
At 04:04 PM 4/13/1998 -0500, Sakura wrote: 
>> > Strawberry Ripple sounds to me like a red-headed female super who has 
>> > seismic/earth control powers, maybe creating "ripples" along the 
ground to 
>> > knock people off their feet. 
>>  
>> Nah... she's a mentalist with a somewhat nutty sense of humor.  Rocky 
>> Road... now that is a brick :). 
> 
>Supers based off of ice cream...gah... 
> 
>Well, here's some based off of Ben & Jerry's flavors... 
> 
>Cool Brittania - Young, long-haired English guy with Cosmic Rollerblades 
>     and a high-fashion wardrobe. 
> 
>Chunky Monkey - This simian was rocketed into space in an effort to 
>     reproduce the accident that gave the Fantastic Four their powers. 
>     Amazingly, it worked, granting the orangutan (Ook!) both a rocky 
>     exterior and an incredible intellect. (Note that the press gave him 
>     the name - he hates it and will thrash anyone that refers to him as 
>     a 'monkey'.) 
> 
>Chubby Hubby - Famous villain the Blob gets married, settles down, and 
>     straightens out, eventually using his super-weight and 
>     immobility powers as a force for good. 
> 
>Holy Cannoli - A defrocked and irreverant Italian priest, he specializes 
>     in fighting vampires, ghosts and other supernatural creatures. 
 
   Don't forget the African-American killer vigilante, Death By Chocolate. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Mon, 13 Apr 1998 16:08:15 -0700 
To: Jason Sullivan <ravanos@jcs1.jcstate.edu&> champ-l@sysabend.org 
From: Lizard <lizard@mrlizard.com> 
Subject: The Ultimate Strawberry Ripple 
Cc: Ravanos <Ravanos@jcs1.jcstate.edu> 
Sender: owner-champ-l@sysabend.org 
 
Does anyone want to host a web site containing all the characters built 
around the name 'Strawberry Ripple'? It would be an interesting look at how 
to go from name to concept to character sheet, and how many different paths 
there are to get there... 
 
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Date: Mon, 13 Apr 1998 19:15:29 -0400 (EDT) 
X-Sender: jprins@interhop.net 
To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Law& Order (was Re: Joe Cop...) 
Sender: owner-champ-l@sysabend.org 
 
><< I hope you're going to cover more than just the US Police forces (I think 
>you will, but I want to be clear on this). A good paragraph on how forces 
>differ in powers/restrictions/operational procedure for European nations, 
>Asian countries, etc. would be _greatly_ appreciated, I'll tell you! >> 
> 
>  We certainly intend to provide an overview of some police forces from around 
>the world, including Interpol (which is not a govt law enforcement agency, per 
>se', but is still very cool <G>). The foreign (non-US) agencies will not be 
>covered in as much detail as the US agencies, but there will still be a good 
>amount of info. 
 
<waves placard> "EQUAL SPACE FOR EVERY NATION!!" :-) 
 
Seriously, though, there are some major differences between various 
countries. Another good point to deal with is the varying attitudes towards 
police in various nations. Will you also address the criminal justice system 
for the various nations? What you can expect if you commit a crime, 
conditions in prison, what punishment for what crime, special punishments 
found in various nations (flogging in Singapore, etc.), etc. 
  
><< Perhaps because the HERO system (not just Champions) encourages you to 
>build a Medical Doctor on 6 points (Paramedic, KS: Medicine 11-, License). My 
>brother's a MD; a 'realistically portrayed' MD would cost as much or more than 
>a 'realistically portrayed' Police Officer. >> 
> 
>  I would like to see the write-up. 
 
Well, my brother did St.John's training before university, that's Paramedic 
to start. Bachelor's Degree in Biochemistry before hitting medschool. That's 
SC: Biochemistry and probably SC: Biology and SC: Math and SC: Physics and 
SC: Chemistry (the first at INT, the rest at 11-). Medschool itself would 
give you SC: Anatomy, SC: Pathology, KS: Medicine (all WELL above 11-). Then 
internship would get you PS: Medical Doctor, SC: Surgery (probably at 11- 
unless you specialize in surgery) as well as bumping up Paramedic to around 
14-. Not to mention that my brother did triathalons well into medschool, so 
you can give him an above average STR, DEX, CON, BODY, PD, ED, REC and END, 
plus bumped up Running and Swimming. Of course, don't forget the higher than 
average INT and EGO (you try dissecting a human corpse!) it takes to be a 
doctor, plus Conversation to deal with patients. And this is for a _general_ 
practitioner - family medicine! Okay, without the Triathalon stuff: 
 
3  Scientist (keeps costs down) 
3  +3 INT (at least) 
6  +3 EGO (at least) 
2  SC: Pre-Med Subject 12- 
1  SC: Peripheral Pre-Med Subject* 11- 
1  SC: Peripheral Pre-Med Subject* 11- 
2  SC: Biology 12- 
4  SC: Anatomy** 14- 
4  SC: Pathology** 14- 
4  KS: Medicine** 14- 
7  Paramedic** 14- 
1  SC: Surgery 11- 
3  PS: Medical Doctor 12- 
3  Conversation 
1  Perk: License to Practice Medicine 
5  Perk: Wealth*** 
-- 
50 points. And that's for a General Practitioner. Specialists would go 
higher. as time went on, I'd expect the PS: MD to go higher, with small 
increases in KS: Medicine, SC: Surgery and Paramedic.  
 
* Generally Math, Physics, Chemistry, Materials Science, etc. 
** Bare minimum to qualify for a Medical Doctorate, IMHO. 
*** Optional, but most make a lot of money unless they're doing foreign aid 
work. Part of the cost probably also covers the prestige a doctor gets in 
society. 
 
><< Way back when _I_ originally got outraged at the concept of a 200 point 
>cop; _I_ was talking about overpriced agents (from Genocide). A flip remark 
>(which you corrected and explained later to my total satisfaction) on your 
>part made it seem like you were proposing 200 point agent-level cops in 
>superhero games. >> 
> 
>  They can certainly be used in superhero campaigns. There is nothing 
>unbalancing about them at all. In fact, they perform the same in combat as 50 
>Pt cops. :/ 
 
Well, yes, but they aren't _agents_, they're special NPCs. The average cop 
is not a walking criminology lab. That's why they call the lab boys to go 
over a crime scene, or homicide detectives to investigate a murder - the 
_average_ cop is not _properly_ equipped or trained to deal with such 
situations. A 200 point cop would be. 
 
><< Remember, this is the system of 6 point doctors! >> 
> 
>  This is a system that allows 6 point doctors *and* 200 point cops. Hero 
>System is flexible and allows you to customize it quite a bit. Do not rule out 
>the full blown "PCs are Cops in an Action Film" campaign, which would 
>certainly benefit from the detailed write-ups I suggest. 
 
I'm not. But I do advocate, unless you _have_ to detail everything, that 
NPCs be built on a 'rock-bottom' basis - it minimises the work a GM has to 
do when running the character. I really hope you have a short bit on "If you 
want cheap, low detail cops, here's the absolute minimum they should be 
built with". 
  
><< I'm sure you Yankees are wondering about our RCMP (and Ontario and Quebec 
>provincial police). >> 
> 
>  Careful. ;) "Yankees" is a term generally reserved for those of "Northern" 
>descent. Them's is fightin' words to a proper red-blodded South'ner! <LOL> 
 
Okay. Yankees and Rednecks it is :-). 
 
----------------------------------------------------------------------------- 
"Now, we get bigger guns." 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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Date: Mon, 13 Apr 1998 16:31:59 -0700 (PDT) 
X-Sender: nexus@uky.campus.mci.net 
To: GoldRushG <GoldRushG@aol.com> 
From: Kim Foster <nexus@uky.campus.mci.net> 
Subject: Re: Joe Cop on 200 points?!?!? 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
At 06:14 PM 4/13/98 EDT, GoldRushG wrote: 
><< No, they are doing their jobs, same as teachers, librarians, constructon 
>workers, hacks, and Unix sysmonsters. >> 
> 
>  Well, so are superheroes. Thus, superhero PCs deserve no experience points 
>for their adventrues... ever. Hey, I like that! Prevents the need to revamp 
>the villains from time to time. ;) 
 
As I've seen Superhero PCs have alot of "downtime" such as standard patrols, 
day to day activites that they don't get experience for or its lumped into 
"roleplaying" bonuses. I'd dare say the same things applies to police 
officers, firefighters and others with dangerous professions. Gamewise, they 
wouldn't rack up XP everytime they went to work, perhaps not even every time 
something "exciting" happened.  
 
I know violence doesn't solve all problems... 
	But it sure feels good! 
		Felicia:DS3:Vampire Savior 
 
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Date: Mon, 13 Apr 1998 18:44:14 -0500 (EST) 
From: Jason Sullivan <ravanos@jcs1.jcstate.edu> 
Subject: Strawberry Ripple 
To: champ-l@sysabend.org 
Cc: Ravanos <Ravanos@jcs1.jcstate.edu> 
Sender: owner-champ-l@sysabend.org 
 
	Here's my take on the groovy babe Strawberry Ripple. 
	 
	She's a far out, man...  She was once a square geek-child, but 
after an accident with some chemical substances, she gained the ability to 
change into S.R.  Now she fights 'the man' sand speaks out for the rights 
of hip and happening young people everywhere.  An activist, the fuzz don't 
appreciate her much... but she tunes them in with her 'strawberry love 
wave', (AoE Radius Mental Illusions, based on CON, illusions based on 
target's subconcious perceptions of the world). 
 
	Other powers I would suggest are Aura Perception, Change 
Environment (just for funked out lighting and lava lamp effects), Mind 
Control (as above, to instill feelings of serenity, peace, and love for 
your fellow man), and even gliding or flight (with bad blue screen special 
effects in the background). 
 
-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+- 
"Fools are my theme, let satire be my song."  
	-Lord Byron; English Bards and Scotch Reviewers.  Line 6.  
-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_- 
 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 13 Apr 1998 20:57:13 EDT 
To: champ-l@sysabend.org 
Subject: Re: Law& Order (was Re: Joe Cop...) 
Sender: owner-champ-l@sysabend.org 
 
<< Seriously, though, there are some major differences between various 
countries.>> 
 
  Why, yes, there are. 
 
<< Will you also address the criminal justice system for the various nations? 
>> 
 
  To a limited extent, yes. basically we may make some comparisons of the 
basic stuff, but we can't go into too much detail about each country's justice 
system, not even our own (we're limiting it to the part that law enforcement 
officers play in the justice system). 
 
  The book is primarily focused on law enforcement officers in the US, 
obviously. However, if there wqere sufficient demand, I guess we could look at 
doing an "International Law and Order" book if we had some authros for it. ;) 
  
<< 50 points. And that's for a General Practitioner. >> 
 
  I think someone sees exactly what it is I've been talking about. ;) 
 
<< Well, yes, but they aren't _agents_, they're special NPCs. >> 
 
  Semantics. You're comparing a label attached to a point total (re: "Agent") 
to my suggestion for a fully fleshed out simulation of a real-world type 
character. If you want to consider it a "Major NPC," then by all means do so. 
It makes no difference. There is absolutely nbothing that says a cop cannot be 
a "major" character as far as points go. By the same token, I never said you 
couldn't make due with 25 Point cops in a campaign if that's all it needs. 
 
<< The average cop is not a walking criminology lab. That's why they call the 
lab boys to go over a crime scene, or homicide detectives to investigate a 
murder - the 
_average_ cop is not _properly_ equipped or trained to deal with such 
situations. A 200 point cop would be. >> 
 
  I find it interesting that you are telling an average law enforcement 
officer what an average law enforcement officer is capable of doing in the 
real world. I never claimed cops were "walking crime labs." I think you need 
to re-read my specific comments about the Forensic Medicine skill in an 
earlier post. 
 
<< I'm not. But I do advocate, unless you _have_ to detail everything, that 
NPCs be built on a 'rock-bottom' basis - it minimises the work a GM has to do 
when running the character. >> 
 
  Some GMs *like* to have detailed write-ups. Some GMs aren't bothered by a 
little more work when running characters. Nobody is twisting your arms and 
saying that you must accept this write-up as the *only* valid write-up for a 
cop in all games. Good golly, you can do whatever you want. We're not 
mandating anything. 
 
<<I really hope you have a short bit on "If you want cheap, low detail cops, 
here's the absolute minimum they should be built with". >> 
 
  I get the sneaking feeling that some people are just not reading my posts. 
 
  Yes, we are planning to include a section on developing low-cost cops. 
However, it will not be a large portion of the book. That would be like simply 
listing one single generic "Martial Arts" style in The Ultimate Martial 
Artist. <LOL> 
 
  The book is called "Law and Order," folks. We are delving into the genre and 
the topic in order to provide a lot of good, deailed info about law enfocement 
in general, for use in any modern genre game. You don't have to use the 
material at all if you don't want. But all of the criticism is just mind 
boggling to me given that nop one has read the book yet (obviously), nor even 
seen the outline. 
 
  For months I have received nothing but positive comments from Hero fans 
telling me they are eagerly awaiting the book, can't wait to see what kind of 
Hero System stats we list for things (including police vehicles, weapons, 
armor, characters, etc.), the campaign info and tips, character archetypes, 
and so on. 
 
  Then I post one teeny tiny portion of the info that will be in the book 
and.. BANG! You'd think we were responsible for WWIII! <LOL> Give it a chance, 
folks. There's a lot more to it than a single 200 point write-up of a cop. 
  
  mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 13 Apr 1998 21:08:55 EDT 
To: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
<< As I've seen Superhero PCs have alot of "downtime" such as standard 
patrols>> 
 
  Okay, I am going to clarify the following comment right now -- I am talking 
about big city patrol cops. The comment itself is: 
 
  How much downtime do you think there is on patrol in a city? If you think 
that the average swing shift patrol has hours of dead time, you are woefully 
mistaken. On any given weeknight swing shift patrol, I responded to no less 
than 20 calls in an 8 hour period. Before you start using averagetimes (let's 
see, that's 24 minutes per call) keep in mind travel time. 
 
  Driving to a call can take up most of the time spent "assigned" to a call. 
The average response time when I worked was about 10-15 minutes. That's a busy 
night! Granted, I worked the county and not the city (city cops tend to have 
more cops per capita and smaller patrol districts resulting in a lower 
response time to calls and a lower response time for backup). 
 
  It's hard to put into words the chaos that goes on on patrol. But we're 
going to do our best in Law and Order. ;) 
 
<< I'd dare say the same things applies to police officers, firefighters and 
others with dangerous professions. Gamewise, they wouldn't rack up XP 
everytime they went to work, perhaps not even every time something "exciting" 
happened. >> 
 
  An average night may have something like: two or more silent burglary alarms 
(usually false), one or two silent robbery alarms (usually employee error or a 
disturbance only, but not always), several domestic violence calls, a missing 
child (11 yrs or younger), a suicidal subject, a major traffic accident, two 
or more traffic stops, a shoplifting or beer run, drive-by shooting, loud 
music complaint, a felony warrant arrest or two, a high speed chase...  PER 
PATROL UNIT. 
 
  This is no joke. We're talking an average night in a city. 
 
  Fights, shootings, investigations, consoling, counseling work, arrests and 
booking, car and foot chases are all pretty "exciting," usually. While in game 
terms probably not worth 1 EP each, they could certainly add up quickly.  ;) 
 
  My veteran cop NPCs are not typically slouches by any stretch. But again, in 
a superhero campaign, even my 200-250 Point cops are no match for one 200 
point hero PC (or supervillain NPC). That's what the heroes are for. ;) 
 
  Mark @ GRG 
 
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Date: Mon, 13 Apr 1998 20:14:35 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Reply-To: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: More book reviews, please 
Sender: owner-champ-l@sysabend.org 
 
 
 
> really planning to print that anyway.)  Of course, I'm also running 
> Windows 3.11, which might be part of the difference -- I would go into 
> some of the comments I've heard about Windows 95, but I believe this is a 
> G-rated list :) . 
 
	Well, I, like many, was totally Anti-Win95 up until last summer. 
I was then forced to deal with it, Win 3.1, Win for Workgroups, and Novel 
on a regular basis as part of my Computer Tech job. 
 
	I must say that was enough to convince me to switch from 3.1 to 95 
when I upgraded my hardware.  It was much easier to do anything involving 
networking of any type, as well as being a little less eclectic.  Win 95 
is just not as bad as Win 3.1, which doesn't say much, but does say 
something.  I still get a lot of crashes, but got many more from 3.1.  I'm 
still looking forward to an eventual switch to a Sun OS. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
 
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Date: Mon, 13 Apr 1998 20:18:29 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
 
> I won't strongly contest the presence of this Skill, but since you said 
> "over time, it gradually adds", doesn't that imply that the baseline cop 
> will *not* have CSLs, placing this into in the category of things that 
> should be added on later? 
 
	But the baseline cop is _not_ a rookie.  That would be a special 
toned-down package, IMO.  Most cops aren't rookies. 
 
> Acquired during his time on the beat, yes.  Not on his first day out of the 
> academy. 
 
	Again, the base cop will have at least a few years of experience. 
 
> Personally, in many cases I'd be happy to play using the PS: Cop and not 
> much else, but only if the GM agreed that the PS covers 95% of what you've 
> listed above.  I think most GMs would balk at the PS coverage being that 
> extensive, in which case I'd have to go with something much like what 
> you've described above. 
 
	Right.  That was a damn incredible list, making me absolutely 
convinced that I must pick up the book when it is released.  Many other 
jobs could recive this sort of fleshing out, especially military. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 13 Apr 1998 21:20:39 EDT 
To: trgilber@hilltop.ic.edu 
Cc: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
<< That was a damn incredible list, making me absolutely convinced that I must 
pick up the book when it is released. >> 
 
  Thanks, Tim. ;) 
 
<< Many other jobs could recive this sort of fleshing out, especially 
military. >> 
 
  Well, now that you mention it, we are covering Military Police in the book 
as well... ;) 
 
  Mark @ GRG 
 
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Date: Mon, 13 Apr 1998 20:22:48 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: COM rules [Really Long!] 
Sender: owner-champ-l@sysabend.org 
 
 
>    Actually, I don't think *any* psychologically-based attack would have 
> much effect on dead people. 
 
	But, perhaps, a dead person could make a Com-based attack.  We 
probably don't want to think about it. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Mon, 13 Apr 1998 20:25:34 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
 
> << I'd argue the police sergeant who showed up had the full skill, not just 
> familiarity, but by the time someone is ready for the sergeant's exam they've 
> racked up some XPs.>> 
> 
>   Being eligible for the Sgt.'s exam is based almost entirely on years of 
> service in our department. Just FYI. 
 
	That is XP, isn't it?  Just plain experience in the field? 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Mon, 13 Apr 1998 20:44:04 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: Knights 
Sender: owner-champ-l@sysabend.org 
 
 
 
> ><< And knowledge of Chivalry would definitely be part of PS: Knight. >> 
> > 
> >  Is that so? 
> 
> Of course! That's part of what differentiates it from PS: Mercinary Soldier. 
> Chivalry was (supposed to be) part of the professional etiquette of the 
> knight, neh? 
 
	You seem really willing to give an awful lot just with the PS.  By 
this estimation, PS: Doctor will be enough to do any and all medical 
procedures and PS: Translator will allow you to speak whatever languages 
you are translating. 
 
> Exactly. If a knight wants to 'impress' the ladies with how well he dances, 
> it's time for him to buy PS: Dancing (KS: Dancing would be theoretical and 
> historical knowledge...IOW, Dance Masters only). 
 
	This is a huge part of the chivalric practice, especially with 
fictional knights.  Courtly abilities and reputations were as large as 
battlefield abilities and reputations.  If the latter requires separate 
skill purchases, the former should as well.  Adding musical skills would 
be a big plus.  You might also think about conversation and seduction. 
 
> I can't help but wonder if the 'Everyman' skills in a campaign shouldn't 
> depend on the background of the individual - namely, the social class they 
> come from, as bought as a Perk/Disad. Nobles (Perk:Nobility) and Peasants 
> (Phys.Lim.:Serf) should in theory have broadly different 'Everyman' skills, 
> should they not? 
 
	Nope.  At that point, they aren't held by "everyman".  As the 
medieval English play, this applies to absolutely everyone, in theory. 
You'll have some that won't even take the baseline level, but that's 
because we allow for what the majority will have.  In this case, there's 
not a whole lot that is going to go into the Medieval everyman.  A 
language, possibly an AK, possibly a KS on local personages. 
 
> But those that _do_ know are either club dwellers (who do little else but 
> work at day and club at night) or trained dancers. And I wasn't talking 
> about improvising per se, but simply getting by with a few basic dance steps. 
 
	That won't help your rep at all in a highly sophisticated court. 
 
> The problem is that when you get to 'picky' about who has what skills, 
> almost _any_ human being needs 100+ points to be properly represented. Even 
> the stuff from your student work days would provide a half dozen PS's, if 
> only at the FAM level. 
 
	Not really.  Most have been forgotten already.  However, the base 
person for the Everyman has definately _not_ gone to college.  We're 
talking a High School education with a simple profession.  Someone who has 
gone through a 4-year degree should be at least a 25 point character. 
 
> After all, you can recognize the flags of your state, city and township, 
> right? Same thing; area knowledge. Knights applying for a 'new' coat of arms 
 
	Um, no.  I can get the Federal, that's about it.  I may have 
learned the others, but I've moved and stuff.  At the same time, I 
definately have an 8- AK with Jacksonville, IL, an 8- AK with the Joliet 
IL area, and a 14- or 15- AK with the Channahon and Minooka, IL area.  I 
probably also have an 8- with Chicago proper and an 8- with IL in general. 
Heck, as I can name and place all the states, most of the capitols, and 
many of the major cities, I probably have an 8- or 11- AK, The US and, as 
I was a geography wiz in my earlier days who could place basically any 
country, most with capitol, I probably have an AK 8-, The World.  That 
said, the flags would get me on a lot of those.  I don't have a KS in 
flags. 
 
> consulted with Heralds to insure that they did not conflict with other 
> crests (a serious no-no); there's no way the 'average' knight would have the 
> knowledge to perform this kind of research - and that's primarily what KS: 
> Heraldry is, IMHO. 
 
	Right.  But I'd argue that should be PS: Herald and/or a SS: 
Heraldy.  The KS would actually be KS: Crests and Coats of Arms. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Mon, 13 Apr 1998 21:03:07 -0500 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
To: champ-l@sysabend.org 
Subject: Hero Plus: "Cardboard Heroes"? 
X-MIME-Autoconverted: from quoted-printable to 8bit by beelzebubba.sysabend.org id VAA21349 
Sender: owner-champ-l@sysabend.org 
 
Is there a chance that Hero Games might be able to realease some "cardboard hero" type counters in electronic format?  
 
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Date: Mon, 13 Apr 1998 19:12:43 -0700 (PDT) 
X-Sender: nexus@uky.campus.mci.net 
To: GoldRushG <GoldRushG@aol.com> 
From: Kim Foster <nexus@uky.campus.mci.net> 
Subject: Re: Joe Cop on 200 points?!?!? 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
At 09:08 PM 4/13/98 EDT, GoldRushG wrote: 
><< As I've seen Superhero PCs have alot of "downtime" such as standard 
>patrols>> 
> 
>  Okay, I am going to clarify the following comment right now -- I am talking 
>about big city patrol cops. The comment itself is: 
> 
>  How much downtime do you think there is on patrol in a city? If you think 
>that the average swing shift patrol has hours of dead time, you are woefully 
>mistaken. On any given weeknight swing shift patrol, I responded to no less 
>than 20 calls in an 8 hour period. Before you start using averagetimes (let's 
>see, that's 24 minutes per call) keep in mind travel time. 
> 
>  Driving to a call can take up most of the time spent "assigned" to a call. 
>The average response time when I worked was about 10-15 minutes. That's a busy 
>night! Granted, I worked the county and not the city (city cops tend to have 
>more cops per capita and smaller patrol districts resulting in a lower 
>response time to calls and a lower response time for backup). 
> 
>  It's hard to put into words the chaos that goes on on patrol. But we're 
>going to do our best in Law and Order. ;) 
> 
><< I'd dare say the same things applies to police officers, firefighters and 
>others with dangerous professions. Gamewise, they wouldn't rack up XP 
>everytime they went to work, perhaps not even every time something "exciting" 
>happened. >> 
> 
>  An average night may have something like: two or more silent burglary alarms 
>(usually false), one or two silent robbery alarms (usually employee error or a 
>disturbance only, but not always), several domestic violence calls, a missing 
>child (11 yrs or younger), a suicidal subject, a major traffic accident, two 
>or more traffic stops, a shoplifting or beer run, drive-by shooting, loud 
>music complaint, a felony warrant arrest or two, a high speed chase...  PER 
>PATROL UNIT. 
> 
>  This is no joke. We're talking an average night in a city. 
> 
>  Fights, shootings, investigations, consoling, counseling work, arrests and 
>booking, car and foot chases are all pretty "exciting," usually. While in game 
>terms probably not worth 1 EP each, they could certainly add up quickly.  ;) 
 
Exciting yes, but still "routine", definatly not worth a point of experience 
for every night showing up for work. If so, Super PCs should get one for 
every mugger they stop, every cat the flying guy gets out of tree on their 
patrols 
 
The biggest objetion I have to the 200+ pt cop (or any "realistic NPC) is 
that it does make PCs look incompotent. A hero who's a cop in his secret id 
is likely going to come out quite a bit "underskilled" along these lines.  
 
This is really going to stick out in low level "Dark Champions" games where 
investigation is spotlighted unless the PCs all resemble the Harbinger of 
Justice point totalwise....  
 
 
>  My veteran cop NPCs are not typically slouches by any stretch. But again, in 
>a superhero campaign, even my 200-250 Point cops are no match for one 200 
>point hero PC (or supervillain NPC). That's what the heroes are for. ;) 
 
Perhaps on a combat basis but skillwise is another issue. 
 
 
I know violence doesn't solve all problems... 
	But it sure feels good! 
		Felicia:DS3:Vampire Savior 
 
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Date: Mon, 13 Apr 1998 22:21:12 -0400 (EDT) 
X-Sender: jprins@interhop.net 
To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Law& Order (was Re: Joe Cop...) 
Sender: owner-champ-l@sysabend.org 
 
><< Will you also address the criminal justice system for the various nations? 
 
>  To a limited extent, yes. basically we may make some comparisons of the 
>basic stuff, but we can't go into too much detail about each country's justice 
>system, not even our own (we're limiting it to the part that law enforcement 
>officers play in the justice system). 
 
Well, knowing what is a crime in which country would be nice. Especially the 
colorful ones, like "No chewing gum in Singapore." 
 
>  The book is primarily focused on law enforcement officers in the US, 
>obviously. However, if there wqere sufficient demand, I guess we could look at 
>doing an "International Law and Order" book if we had some authros for it. ;) 
 
Well, with good reason, but having reasonably detailed knowledge of the 
legal systems and police forces of, say, the G7 countries, would be oh-so 
invaluable for internationaly style games! And this sort of material is 
cross-game stuff; worthwhile regardless of the system used. Some of the 
stuff in Dark Champions is a good example; namely the Organized Crime (a bit 
more about crime outside the US would have been good - who runs crime in 
India? South Africa?) and Forensics sections are useful regardless of the 
game system. 
  
><< 50 points. And that's for a General Practitioner. >> 
> 
>  I think someone sees exactly what it is I've been talking about. ;) 
 
To a degree. But HERO is perfectly comfortable 'blowing off' those detailed 
writeups for 'stock' characters. Even in a Police-centered campaign, I'd 
expect the standard police officer to be written up pretty much the same as 
in a Superhero campaign. 
 
>a "major" character as far as points go. By the same token, I never said you 
>couldn't make due with 25 Point cops in a campaign if that's all it needs. 
 
True, but I get a sneaking suspicion you might be a tad offended if it 
happened in your campaign ^_^. That's okay, I see that all the time; write 
up a NPC who has the same job as one of your players, and he'll say: "But he 
needs this, and this, and this, and this..." 
 
><<I really hope you have a short bit on "If you want cheap, low detail cops, 
>here's the absolute minimum they should be built with". >> 
 
>  Yes, we are planning to include a section on developing low-cost cops. 
>However, it will not be a large portion of the book. That would be like simply 
>listing one single generic "Martial Arts" style in The Ultimate Martial 
>Artist. <LOL> 
 
Don't laugh, Watchers of the Dragon couldn't build 'popcorn' ninja to fight 
heroic characters on less than 150 points, and made ninja for fighting 
superheroes start at 250 points*. THIS is the sort of error I don't want to 
see in Law and Order. I just want to stress the importance of starting the 
scale as low as possible/believable - from there, go as high as you please! 
Watchers of the Dragon _didn't_ make allowances for most styles of game play 
- they had the uber-ninjas galore, but lacked the lower end. Ninja Hero is 
better in this respect, giving 100 and 120 point heroic ninja, which is 
probably the reasonable bottom end on ninja-hood.  
 
*and this was a fairly combat-effective 250 to boot. DEX 18 SPD 4 with 7 
martial arts maneuvers. This was the 'worst' ninja they had to offer?  
 
>  Then I post one teeny tiny portion of the info that will be in the book 
>and.. BANG! You'd think we were responsible for WWIII! <LOL> Give it a chance, 
>folks. There's a lot more to it than a single 200 point write-up of a cop. 
 
I expect that; you made that clear very rapidly. I just wanted to point out 
that 'abstracted' is not the same as 'unrealistic', and abstracted costs a 
whole lot less (what if I want to have Police Officers as followers, or 
Summon them? I want them cheap and cost effective as possible, right? :-). 
 
----------------------------------------------------------------------------- 
"Now, we get bigger guns." 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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Date: Mon, 13 Apr 1998 22:06:17 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
 
> > 	And considering they're out having what a game would call 
> > "adventure sessions" about every day or so, they'll build up a lot of XP 
> > really quickly. 
> 
> No, they are doing their jobs, same as teachers, librarians, constructon 
> workers, hacks, and Unix sysmonsters. 
 
	Ah.  In which case, Superheroes, merely doing their "jobs" as 
superheroes, would get absolutely no XP, thus removing any need for XP. 
Super Agents in a Superagent campaign would also only be doing their 
"job", and would get nothing for it. 
 
	I'm sorry, Rat, you've said some pretty stupid things, but this 
about takes the cake. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Mon, 13 Apr 1998 22:21:09 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
 
> << That was a damn incredible list, making me absolutely convinced that I must 
> pick up the book when it is released. >> 
> 
>   Thanks, Tim. ;) 
 
	No problem.  This is the sort of thing that can easily sell 
outside of actual Hero gamers.  I could see White Wolfers picking this up 
to flesh out a Vampire campaign. 
 
> << Many other jobs could recive this sort of fleshing out, especially 
> military. >> 
> 
>   Well, now that you mention it, we are covering Military Police in the book 
> as well... ;) 
 
	That's great, but I think a Military Hero book would go over well. 
cover the various branches with specialization packages.  Cover training 
and procedure, etc. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Mon, 13 Apr 1998 23:22:56 -0400 
From: Chris Hartjes <hartjes@ionsys.com> 
To: Hero Mailing List <champ-l@sysabend.org> 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
Tim R. Gilberg wrote: 
 
>  
>         I'm sorry, Rat, you've said some pretty stupid things, but this 
> about takes the cake. 
>  
>                                 -Tim Gilberg 
 
I was just wondering how many messages it would take until this topic 
would degenerate into personal insults and attacks.   
 
It is very easy to build a cop at almost any point total.  It all 
depends on what you think the cop deserves in the way of skills and what 
is covered by PS: Law Enforcement Agent. 
 
Sheesh.  I thought the Reply-To thing was bad... 
 
Chris Hartjes 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Joe Cop on 200 points?!?!? 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
Tim R Gilberg writes: 
 
> 	Ah.  In which case, Superheroes, merely doing their "jobs" as 
> superheroes, would get absolutely no XP, thus removing any need for XP. 
> Super Agents in a Superagent campaign would also only be doing their 
> "job", and would get nothing for it. 
 
Sorry, Tim, but street cops are *NOT* the heroes of the story.  They do 
*NOT* get experience in the same fashion that PCs and major villains will. 
They do *NOT* need a huge (relatively) expenditure of points in various 
legal skills that will never be used. 
 
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PGP Key: at a key server near you! \ accelerate to dangerous speeds. 
                                    \  
 
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From: "Ron Abitz" <ronald@centraltx.net> 
To: "Hero List" <champ-l@sysabend.org> 
Subject: Re: Law& Order (was Re: Joe Cop...) 
Date: Mon, 13 Apr 1998 22:42:17 -0500 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
<SNIPPED> 
>   
> ><< I'm sure you Yankees are wondering about our RCMP (and Ontario and 
Quebec 
> >provincial police). >> 
> > 
> >  Careful. ;) "Yankees" is a term generally reserved for those of 
"Northern" 
> >descent. Them's is fightin' words to a proper red-blodded South'ner! 
<LOL> 
>  
> Okay. Yankees and Rednecks it is :-). 
Hey you missed the people from the midwest and the northwest. Oh and the 
people from Califiona<G> 
 
            Ron Abitz 
 
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Date: Tue, 14 Apr 1998 00:01:33 -0400 
To: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
From: Joe Mucchiello <why@superlink.net> 
Subject: Skills and setting their levels (was Re: Knights) 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
At 08:44 PM 4/13/98 -0500, Tim R. Gilberg wrote: 
>> ><< And knowledge of Chivalry would definitely be part of PS: Knight. >> 
>> > 
>> >  Is that so? 
>> 
>> Of course! That's part of what differentiates it from PS: Mercinary 
Soldier. 
>> Chivalry was (supposed to be) part of the professional etiquette of the 
>> knight, neh? 
> 
>	You seem really willing to give an awful lot just with the PS.  By 
>this estimation, PS: Doctor will be enough to do any and all medical 
>procedures and PS: Translator will allow you to speak whatever languages 
>you are translating. 
 
No.  That's silly.  PS: Knight is the minimum skill a knight needs to get 
through a typical day without getting hanged by his liege lord.  Chivalry 
basics would be included.  Grooming a horse would be in it.  Court 
etiquette as practiced by a knight would be in it.  Without any other skill 
he would always properly address his superiors, properly dress down his 
pages, and properly handle his equipment.  WF: Sword and Riding are about 
all else he NEEDS.  (And as I'll contend below, he only needs an 11- in PS: 
Knight.) 
 
I go into the doctor pretty well, below: 
 
>> I can't help but wonder if the 'Everyman' skills in a campaign shouldn't 
>> depend on the background of the individual - namely, the social class they 
>> come from, as bought as a Perk/Disad. Nobles (Perk:Nobility) and Peasants 
>> (Phys.Lim.:Serf) should in theory have broadly different 'Everyman' skills, 
>> should they not? 
> 
>	Nope.  At that point, they aren't held by "everyman".  As the 
>medieval English play, this applies to absolutely everyone, in theory. 
 
No, it doesn't.  Just most everyone.  Learning disabled people don't have 
them.  PC aliens from another culture constantly take "no familiarity with 
earth customs".  Stroke victims lack most of these everyman skills.  A 
friend of mine does not have a driver's license because he doesn't feel he 
possesses the typical late 20th century, everyman skill: PS: Driving 
(according to your definition of the necessary skills.)  I would place 
Everyman skills for modern gaming at 25 years old, high school diploma with 
an adequate paying trade.  It would include everything you theoretically 
learn in school, typical knowledge of local laws and customs, and a PS: 
trade 11-.  (I know the book suggests 8- but I figure at 25, the everyman 
deserves an XP.) 
 
>You'll have some that won't even take the baseline level, but that's 
>because we allow for what the majority will have.  In this case, there's 
>not a whole lot that is going to go into the Medieval everyman.  A 
>language, possibly an AK, possibly a KS on local personages. 
 
Okay, let's see me: Computer programming 12- (I have a master's degree), 
PS: Computer programmer/analyst 11-, KS: Computing 11-, PS: musician 11-, 
KS: song composition: 11-, KS: rpgs (20+ years) 12-, KS: comic books 8-, 
KS: scifi/fantasy novels, movies, tv shows 11-, probably a few more I 
failed my KS: knowledge of self 12- roll due to lack of extra time.  Even 
if this adds up to over 25 points, what about my disadvantages: phys: obese 
(infreq, slight), psy: must prove others wrong (common, strong :-), phys: 
Insomnia, phys: lacks everyman spelling (-1), etc, etc.  Then, there are my 
characteristics: a little extra BODY, a little less END, good CON, ave STR, 
ave DEX, good INT, so-so EGO, better than I usually realize PRE, lowish COM. 
 
Whenever people write themselves up they do not remember that most of the 
skills they are really good at, are skills that they take extra time to 
perform.  My 12- in CompProg is sheet bragidoccio.  I believe I am better 
at it than most other programmers (who would have a 11-).  Programming 
takes time, by giving myself a 12-, I am saying I am 5 times faster than 
someone else.  That is more than likely false.  But a 13- would be 25 times 
better/faster than most trained programmers and that is just delusional. 
(Difference in skills is based on the time chart, each level is 5 times 
longer than the previous.  To get a 11- skill to 14- requires 3 levels on 
the time chart.  If you start at 12-, you can do the skill (at 14-, safely) 
5 times faster.) 
 
>> The problem is that when you get to 'picky' about who has what skills, 
>> almost _any_ human being needs 100+ points to be properly represented. Even 
>> the stuff from your student work days would provide a half dozen PS's, if 
>> only at the FAM level. 
 
PS: Dead-end jobs worked through college, 8-.  (1 point, stick it in the 
Paid His Own Way Through College package deal. :-) 
 
>	Not really.  Most have been forgotten already.  However, the base 
>person for the Everyman has definately _not_ gone to college.  We're 
>talking a High School education with a simple profession.  Someone who has 
>gone through a 4-year degree should be at least a 25 point character. 
 
That's silly.  Unless you have a Ph.D. (or many years of broad experience), 
you do not have more than 3 points in a specific KS or PS.  You may have 
more than 3 points in a broad KS.  A doctor (PS: General practician) does 
not have to make a PS roll to figure out a perscription for a cold.  He 
automatically determines what is best for his patient.  This is because 
most of the symptoms he encounters are routine and give +3 to +5 on his 
skill roll (BBB p18).  When in doubt, he can take extra time.  He might get 
+1 to +3 because he is in his office (good environment).  If he has KS: 
Medicine, he gets a complimentary roll.  Maybe he has KS: "patients in his 
practice" at 8-.  (How much does your doctor really know about you?)  Maybe 
<1% of the time he would need to roll a PS skill to diagnose one of his 
patients. 
 
He can perform first aid without a roll.  In fact, any doctor with a 14- in 
PS: general physician is near godlike when it comes to primary care: over 
125 times better than the average doctor, who should only have an 11-. 
 
>> After all, you can recognize the flags of your state, city and township, 
>> right? Same thing; area knowledge. Knights applying for a 'new' coat of 
arms 
> 
>	Um, no.  I can get the Federal, that's about it.  I may have 
>learned the others, but I've moved and stuff.  At the same time, I 
>definately have an 8- AK with Jacksonville, IL, an 8- AK with the Joliet 
>IL area, and a 14- or 15- AK with the Channahon and Minooka, IL area.  I 
>probably also have an 8- with Chicago proper and an 8- with IL in general. 
>Heck, as I can name and place all the states, most of the capitols, and 
>many of the major cities, I probably have an 8- or 11- AK, The US and, as 
>I was a geography wiz in my earlier days who could place basically any 
>country, most with capitol, I probably have an AK 8-, The World.  That 
>said, the flags would get me on a lot of those.  I don't have a KS in 
>flags. 
 
No, you probably don't have all of that.  You can name 95% percent of the 
streets in Channahom and Minooka?  (And where they are in relation to each 
other?)  If I asked you how many houses were on such-and-such street, would 
you know?  Is there a short cut through back yards to get from Channon St 
to North St? (I used yahoo maps, I really don't know what I'm talking about: 
 
http://maps.yahoo.com/yahoo/yt.hm?CMD=MAP&FAM=yahoo&SEC=geo&MA=1&GC=X:-88.21 
857|Y:41.43446|LT:41.43142|LN:-88.22377|LS:10000|c:Channahon|s:IL|d:602|p:US 
A&IC=41.43446:-88.21857:10:&GAD3=Channahon%2c+IL&H=375&W=600&LV=1  
 
) 
 
You have AK: East Illonios 11-, and AK: home town 12- and those two give 
you local knowledge of your area.  They tell you where the Sears (or 
Walmart) is, how to get to Chicago, the location of some excellent 
restaurants.  And, I would contend that those two skills are everyman 
skills: AK: local geopgraphic region 11-, AK: town lived in 12-.  Everyman 
skills also give you US and world general geography.  Not everyone has 
Everyman skills, some people buy them back as disadvantages. 
 
And, knowing capitals does not have anything to do with AK.  AK is knowing 
an area, what's there, who populates it, where the hospitals are, names of 
streets or highways.  Capitals do not cut it.  Capitals of states and 
cities is like KS: Geography 8-.  You want it higher than that then name 
some mountain peeks, a few rivers, a forest or two and a swamp in your 
area, multiply appropriately as the area grows. 
 
>> consulted with Heralds to insure that they did not conflict with other 
>> crests (a serious no-no); there's no way the 'average' knight would have 
the 
>> knowledge to perform this kind of research - and that's primarily what KS: 
>> Heraldry is, IMHO. 
> 
>	Right.  But I'd argue that should be PS: Herald and/or a SS: 
>Heraldy.  The KS would actually be KS: Crests and Coats of Arms. 
 
And the KS would be assumed by PS: Herald.  KS: Crests and Coats of Arms as 
an actual skill would allow a herald to determine the meaning of a 500 year 
old tapestry found and preserved in a lost area of the game world.  It 
would tell the herald why the king's brother's traditional coats of arms 
traditionally carries a crimson snake in the lower quadrant.  The PS: 
Herald skill would just allow the herald to recognize the coats of arms as 
the enemy army charged into battle. 
 
  Joe 
 
 
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From: Pat10355 <Pat10355@aol.com> 
Date: Tue, 14 Apr 1998 01:27:01 EDT 
To: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
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I'm afraid that I just don't see why delineating a "complete cop" in Hero 
System is a sign of the coming apocalypse. 
 
Look, if you want to say everything necessary to practice a profession is 
covered by a 2-point skill, go ahead. No one's stopping you. 
 
But if someone else wants to know every skill a peace officer might reasonably 
have, because it's a campaign *about* cops, because they're anal retentive, 
whatever, then this is useful information. 
 
If it's not useful to you, then don't use it. 
 
PS The posts from non-peace officers lecturing real-life officers on what 
skills they possess are very funny. 
 
Patrick Sweeney 
 
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Date: Tue, 14 Apr 1998 00:28:44 -0500 (CDT) 
X-Sender: mlnunn@blue.net 
To: "Hero List" <champ-l@sysabend.org> 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Law& Order 
Sender: owner-champ-l@sysabend.org 
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What about the UCMJ and the Militay Police and it's various forms? 
 
The DEA, and all the Govt. agencies? 
 
How about "Future Law Organizations"? 
 
Any real surprises in store? 
 
Michael 
Rising Force Publications 
Herozine, The Superhero RPG Fanzine...vist our recently updated web site... 
http://members.aol.com/hzineweb/index.htm 
 
"You have never lived until you have almost died.  
And for those who fight for it, 
life has a flavor the protected never know"  
- anonymous 
 
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Date: Tue, 14 Apr 1998 00:28:46 -0500 (CDT) 
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To: champ-l@sysabend.org 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Re: Hero Plus: "Cardboard Heroes"? 
Sender: owner-champ-l@sysabend.org 
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At 09:03 PM 4/13/98 -0500, Guy Hoyle wrote: 
>Is there a chance that Hero Games might be able to realease some "cardboard 
hero" type counters in electronic format?  
 
I can't speak for Hero but if there was enough call for them I think you 
could count on somebody offering upa disk... 
 
Michael 
Rising Force Publications 
Herozine, The Superhero RPG Fanzine...vist our recently updated web site... 
http://members.aol.com/hzineweb/index.htm 
 
"You have never lived until you have almost died.  
And for those who fight for it, 
life has a flavor the protected never know"  
- anonymous 
 
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Date: Tue, 14 Apr 1998 00:41:42 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Hero Mailing List <champ-l@sysabend.org> 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
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> It is very easy to build a cop at almost any point total.  It all 
> depends on what you think the cop deserves in the way of skills and what 
> is covered by PS: Law Enforcement Agent. 
 
	And if I was still responding to the cops andpoint totals part of 
the discussion, you would be right. 
 
	However, I was responding to Rat's assertion that a cop, or 
anyone, when performing their job earns no XP.  While I could see an 
argument that this may be so for non-adventurous professions, the work of 
a cop (fighting crime) is similar to that of a Hero (fighting Super 
Crime).  If the cop gets no XP for doing his job, then a Hero would get no 
XP either. 
 
	Simple extrapolation of Rat's comment exposes it's incredible lack 
of thought. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 00:48:24 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
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> > superheroes, would get absolutely no XP, thus removing any need for XP. 
> > Super Agents in a Superagent campaign would also only be doing their 
> > "job", and would get nothing for it. 
> 
> Sorry, Tim, but street cops are *NOT* the heroes of the story.  They do 
> *NOT* get experience in the same fashion that PCs and major villains will. 
> They do *NOT* need a huge (relatively) expenditure of points in various 
> legal skills that will never be used. 
 
	And the major villians aren't either the Heroes of the story.  Nor 
are minor villians or minor NPC heroes.  (Or followers, or DNPCs, or . . . 
you get the point).  However, it is not foolish to assume that any and all 
would improve with time, based on the earning of XP.  It doesn't take 
someone sitting at a table playing them for them to earn XP. 
 
	So, therefore, an NPC hero team from the next city over would 
develop just as the PC heroes do.  As would their arch-nemisis villian 
team. 
 
	PC Cops in a Police Hero game would obviously earn XP, I don't 
expect you to debate that.  However, their NPC rivals should improve and 
mature just as they do.  For that matter, everyone on the force will 
improve with time. 
 
	XP is the provided method for gradual improvement based on 
experience in "the field", whatever that may be.  Therefore, it is prudent 
to assume that XP is gainable by any and all in a world. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 00:50:47 -0500 (CDT) 
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To: champ-l@sysabend.org 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Joe Solider on 100 points?!?!? 
Sender: owner-champ-l@sysabend.org 
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This for the most part is me.  I used my military backgound as a base and 
did this write-up. There are several KS I might have been able to give 
myself but I tried to stay at or near 100 pts. 
 
Michael 
 
 
 
Standard US Army Infantry Solider 
 
13	STR	3 
14	DEX	12 
13	CON	6 
10	BODY	0 
13	INT	3 
11	EGO	2 
13	PRE	3 
10	COM	0 
5	PD	2 
4	ED	1 
3	SPD	6 
6	REC	0 
26	END	0 
24	STUN	0 
Characteristics Cost: 38 
 
2	PS: Job Before Joining Military	 
3	PS: Military Speciality	 
2	KS: Hobby 11-	 
1	Paramedic 8-	 
3	Tactics 12-	 
1	Computers 8-	 
1	Orienteering 8-	 
1	Weapon Permit	 
1	PERK: Top Secret Security Clearance	 
2	+1" Running	0 
5	1 Levels: Small Arms,related group	 
44	PKG,"Soldier"	 
(7)	WF,Grenade Launchers,Heavy Machine Guns,Rocket Launchers,	 
	Man-Guided Missiles,Small Arms,Knives	 
(2)	KS: Military 11-	 
(2)	KS: Military History and Customs 11-	 
(12)	Commando Training	 
(3)	Climbing 12-	 
(3)	Stealth 12-	 
(3)	Survival 11-	 
(1)	TF,Parachuting	 
(3)	Navigation 11-	 
(3)	1 Levels: w/3 related weapons (M16A2, M249 Saw, M9 9mm	 
	Barett,tight group	 
(2)	PS: Forward Observer 11-	 
(3)	Rappeling  11>	 
 
Powers Cost: 66 
Total Cost: 104 
 
Base Points: 50 
5	Subject to recall 
5	Distinctive,"Military",easily concealable,minor 
10	Watched,"The US Army",more powerful,non-combat influence, 
	 harsh,appear 8- 
15	DNPC,"spouse",normal,appear 11- 
10	Psych Lim,"Military Mind Set",common,moderate 
5	Unluck,1D6 
 
Disadvantages Total: 50 
Experience Spent: 4 
Total Points: 104 
Rising Force Publications 
Herozine, The Superhero RPG Fanzine...vist our recently updated web site... 
http://members.aol.com/hzineweb/index.htm 
 
"You have never lived until you have almost died.  
And for those who fight for it, 
life has a flavor the protected never know"  
- anonymous 
 
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Date: Tue, 14 Apr 1998 01:00:43 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Reply-To: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: Skills and setting their levels (was Re: Knights) 
Sender: owner-champ-l@sysabend.org 
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	I'll get to the rest of your post later, for now I'll use the AK. 
 
> No, you probably don't have all of that.  You can name 95% percent of the 
> streets in Channahom and Minooka?  (And where they are in relation to each 
> other?)  If I asked you how many houses were on such-and-such street, would 
> you know?  Is there a short cut through back yards to get from Channon St 
> to North St? (I used yahoo maps, I really don't know what I'm talking about: 
 
	Um, yes, I would know 95%.  I delivered pizza there for 3 years 
and that will definately give quite a KS roll.  Channon to North?  You 
can cut through the yards, most aren't fenced.  Past Willard (which is two 
separate streets, the one the map shows on the other side of Tryon and the 
one that is a straight line to the NW from it connecting Channon and 
North.)  It'd also be pretty easy to cut through the Library, the 
ex-vacent lot that is now a clinic, or the shopping plaza.  But those are 
the easy parts of Channahon.  The tough ones are out in the boonies that 
actually aren't part of a city. 
 
	If I know that much about the towns, though, I'd estimate that the 
local police know at least as much.  That's a 14- or 15- AK, easy. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
 
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Date: Mon, 13 Apr 1998 23:10:15 -0700 
From: Samuel.Bell@Eng.Sun.COM (Sam Bell) 
To: champ-l@sysabend.org, mlnunn@scrtc.blue.net 
Subject: Re: Joe Solider on 100 points?!?!? 
X-Sun-Charset: US-ASCII 
Sender: owner-champ-l@sysabend.org 
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A few nits: 
 
 
-> 1	Orienteering 8-	 
-> (3)	Climbing 12-	 
-> (1)	TF,Parachuting	 
-> (3)	Navigation 11-	 
-> (3)	Rappeling  11>	 
 
1) It costs 1pt to be able to parachute, but 3pts to climb and ANOTHER 3pts 
to slide down a rope? I'd let people with the climbing skill rappel for free. 
 
2) After spending 3pts to be able to Navigate, you still need to spend another 
point on Orienteering? Seems a bit much to me. 
 
Maybe I should post a 100pt juggler: 
 
3pts Ball Throwing 
3pts Ball Catching 
3pts Pin Throwing 
1pt  Familarity w/Flaming Pins 
3pts Pin Catching... 
 
Seriously though, it would interesting to see Rookie, Average, Skilled and 
Awesome skillsets (say 10, 20, 40 and 60pts) for a variety of 'action' careers 
(Journalist, Policeman, Soldier, Intelligence Agent, Private Investigator). 
 
							-Sam 
 
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From: "Ron Abitz" <ronald@centraltx.net> 
To: "Hero List" <champ-l@sysabend.org> 
Subject: Re: Joe Solider on 100 points?!?!? 
Date: Tue, 14 Apr 1998 01:16:14 -0500 
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Sender: owner-champ-l@sysabend.org 
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---------- 
> From: Michael Nunn <mlnunn@scrtc.blue.net> 
> Standard US Army Infantry Solider 
>  
	 
> 1	PERK: Top Secret Security Clearance	 
 
This is the only one I would strongly argue with since the "standard" (AKA 
adverage) Infantry does not have any Security clearance. Enless uniyt 
mission requrements dectate otherwise. 
 
            Ron Abitz 
 
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Date: Mon, 13 Apr 1998 23:20:50 -0700 
From: "Robert A. West" <robtwest@erols.com> 
To: Kim Foster <nexus@uky.campus.mci.net> 
CC: GoldRushG <GoldRushG@aol.com&> champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
Kim Foster wrote: 
>  
 
>  
> The biggest objetion I have to the 200+ pt cop (or any "realistic NPC) is 
> that it does make PCs look incompotent. A hero who's a cop in his secret id 
> is likely going to come out quite a bit "underskilled" along these lines. 
>  
> This is really going to stick out in low level "Dark Champions" games where 
> investigation is spotlighted unless the PCs all resemble the Harbinger of 
> Justice point totalwise.... 
 
Thank you, Kim, for elucidating my misgivings more lucidly than I  
managed.  As soon as L&O comes out, my PCs who have law enforcement  
backgrounds are going to wave it in my face and demand ridiculous package  
deals so that their characters are as effective as "Joe." 
 
Mark, I respectfully express my opinion that it is harder to make the  
fine judgments that occupy the middle ground between excruciatingly  
detailed 200-pt normals and supremely abstracted normals who are nothing  
more than a PS and two KS's.  As such, I respectfully express my hope  
that this area of play will not be glossed over. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
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Date: Tue, 14 Apr 1998 01:34:32 -0500 (CDT) 
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To: "Hero List" <champ-l@sysabend.org> 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Re: Joe Solider on 100 points?!?!? 
Sender: owner-champ-l@sysabend.org 
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>> From: Michael Nunn <mlnunn@scrtc.blue.net> 
>> Standard US Army Infantry Solider 
>>  
>	 
>> 1	PERK: Top Secret Security Clearance	 
> 
>This is the only one I would strongly argue with since the "standard" (AKA 
>adverage) Infantry does not have any Security clearance. Enless uniyt 
>mission requrements dectate otherwise. 
 
 
Good point, that was a personal one I forgot to drop.  Most all Officers and 
Senior NCO would have this.  Lot's of standard soliders would have a Secret 
Clearance.  At least 1 out of every 3 would. 
 
Michael 
Rising Force Publications 
Herozine, The Superhero RPG Fanzine...vist our recently updated web site... 
http://members.aol.com/hzineweb/index.htm 
 
"You have never lived until you have almost died.  
And for those who fight for it, 
life has a flavor the protected never know"  
- anonymous 
 
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Date: Tue, 14 Apr 1998 01:37:47 -0500 (CDT) 
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To: Samuel.Bell@Eng.Sun.COM (Sam Bell), champ-l@sysabend.org 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Re: Joe Solider on 100 points?!?!? 
Sender: owner-champ-l@sysabend.org 
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At 11:10 PM 4/13/98 -0700, Sam Bell wrote: 
> 
>A few nits: 
> 
>-> 1	Orienteering 8-	 
>-> (3)	Climbing 12-	 
>-> (1)	TF,Parachuting	 
>-> (3)	Navigation 11-	 
>-> (3)	Rappeling  11>	 
> 
>1) It costs 1pt to be able to parachute, but 3pts to climb and ANOTHER 3pts 
>to slide down a rope? I'd let people with the climbing skill rappel for free. 
 
Rappeling out of a moving Blackhawk is a lot diffrent from climbing down a hill. 
Maybe it should be a Fam. instead.  That's how Parachuting works, brakefall 
is the real skill you just need the TF.  
 
 
>2) After spending 3pts to be able to Navigate, you still need to spend another 
>point on Orienteering? Seems a bit much to me. 
 
I took classes in both Land Nav as well as Orienteering.  Orienteering would 
be a complimentary skill to Navigation.  So I guess you could drop it and 
let Nav cover both. 
 
Michael 
Rising Force Publications 
Herozine, The Superhero RPG Fanzine...vist our recently updated web site... 
http://members.aol.com/hzineweb/index.htm 
 
"You have never lived until you have almost died.  
And for those who fight for it, 
life has a flavor the protected never know"  
- anonymous 
 
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From: Pat10355 <Pat10355@aol.com> 
Date: Tue, 14 Apr 1998 03:51:06 EDT 
To: champ-l@sysabend.org 
Subject: Joe Reporter 
Sender: owner-champ-l@sysabend.org 
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OK, as a newspaper copy editor and former reporter, I'll take a crack at Joe 
Reporter. 
 
This is intended to represent an average reporter at a metro daily. TV and 
radio folks will be different, as will veteran or highly experienced 
reporters. 
 
10  STR  0 
10  DEX  0 
10  CON 0 
12  INT 2 
11  EGO 2 
13  PRE 3 
10  COM 0 
2  PD  0 
2  ED  0 
2  SPD 0 
4  REC 0 
20 END 0 
20 STUN 0 
Characteristics Cost: 7 
 
3  Conversation12- 
3  Persuasion 12- 
3  Choose One: Bureaucratics 12-, High Society 12-, Language (fluent 
w/accent), Streetwise 12-, Trading 12- 
1  Perk: Press Pass 
2  PS: Reporter 11- 
2  CK: City 11- 
2  AK: County or Region 11- 
4  KS: Beats (Choose 2: Local Government, State Government, Federal 
Government, Public Safety, Courts, Health, Business, Lifestyles, 
Entertainment, Science & Technology, Education, Transportation, Military, 
International Affairs, Politics, Religion 11-) 
2  KS: Own Newspaper 11- 
2  KS: Current Events 11- 
1  KS: Photography 8- 
1  KS: Local Newspapers & Reporters 8- 
1  KS: First Amendment & Open Meetings Laws 8- 
1  KS: Journalism History 8- 
5  Contacts: Other Journalists 8- 
10 Contacts: Sources 8- 
 
Skills Cost: 43 pts. 
Total Cost: 50 pts. 
 
Disadvantages 
Psych Lim: 
10  Code of ethics (common, moderate) 
10  Curious (common, moderate) 
Rivalry: 
5  Competitors (professional) 
 
Base Points: 25 + 
Disads: 25 = 
Total 50 
 
Other Power Levels: 
At a bare minimum, I'd say PS: Reporter 11-, Conversation and Persuasion would 
be appropriate. That would be lumping everything else under the PS. 
 
For a higher power level, it's really easy to add skills, particularly 
background ones like KS and CK. A foreign correspondent might have the Well- 
Traveled enhancer along with a good selection of major world cities, while a 
highly experienced business reporter might have KS slots for several of the 
top corporations she covers, for example. 
 
A couple of notes on my reasoning: 
 
Characteristics are pretty flexible -- reporters have to be fairly strong- 
willed and self-confident, but other than that it varies widely. Some are in 
terrible physical shape, and others run marathons for fun. 
 
Conversation and Persuasion are pretty much what the job is all about. The 
other skills are things you pick up on the beat. Many reporters learn a second 
language, in California often Spanish, to do a better job in a diverse U.S. 
 
There are no secrets in a newsroom, and reporters change jobs so often that 
after a few years you know someone at almost any paper. (Off the top of my 
head, I have former co-workers in Stockton, Fresno, Washington state, New York 
City, Idaho, Florida and Georgia. That's about 10 seconds worth of thought -- 
if I really worked on it, I could probably name another half-dozen states) 
 
Many reporters start their careers at small papers too cheap to hire a full- 
time photog, so you learn some camera-work. Most are familiar with laws 
pertaining to the job -- where you can and can't go legally, why the school 
board can't hold a secret meeting, etc. And anyone with a journalism degree 
knows something about journalism history. 
 
You'd be a pretty lame reporter with no sources, but most of your contacts 
aren't going to stick their necks out for you. That's why you need Persuasion. 
:) 
 
If you're not curious, you're not a reporter. If you don't care whether or not 
a rival paper scoops you, you're not a reporter. 
 
Yes, reporters do follow a code of ethics. This covers things like not paying 
for interviews, not accepting gifts from sources, writing accurately and 
fairly, and avoiding conflicts of interest -- such as covering a business you 
own stock in. 
 
Before people start in on ethics or lack thereof in the news biz, let me 
mention that in 12 years in the field I've seen one person flat-out fired for 
plagiarism and at least a half-dozen let go for persistent accuracy problems. 
There are exceptions, but most papers, and most reporters, do take this stuff 
seriously. 
 
Patrick Sweeney 
 
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Date: Tue, 14 Apr 1998 12:28:02 +0100 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
To: champ-l@sysabend.org 
Subject: Re: The Watchmen 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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X-UID: 21 
 
If you are looking for a REALLY in depth look at the graphic novel itself 
(which is worth a lot more than some stats for the characters) then do a 
web search for "The Annotated Watchmen" (sorry - forgotten the URL) 
This epic piece of work disects the novel panel by panel and keys you in 
on all the brilliant background play that is going on throughout the 
novel. 
 
Sharky Dangerthorn wrote: 
 
> Wow!  Great website!  Thanks! 
> 
> ---Legionair <Legionair@aol.com> wrote: 
> > 
> > I don't remember who was looking for the Watchmen information, but I 
> found a 
> > pretty in-depth site on the subject... 
> > 
> > http://student-www.uchicago.edu/users/jbfliege/watchmen.html 
> > 
> > It has a full write up of the additional information that was in the 
> Mayfair 
> > DC Heroes supplement as well. 
> > 
> > Jason 
> > 
> 
> == 
> Jim Dickinson -=- Portland/Salem, OR, USA 
> a.k.a. Sharky Dangerthorn, Midget, Hey You! 
> Nicks on DALnet (IRC): Da_Midge Game_Knight 
> 
> Castle Game Knight: http://www.aircyber.net/~jd/cgk 
> Join the Circle of HEROs: http://www.aircyber.net/~jd/coh 
> _________________________________________________________ 
> DO YOU YAHOO!? 
> Get your free @yahoo.com address at http://mail.yahoo.com 
 
 
 
 
 
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Date: Tue, 14 Apr 1998 12:36:48 +0100 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Gadget Question 
Sender: owner-champ-l@sysabend.org 
 
qts wrote: 
 
> On Mon, 13 Apr 1998 00:18:00 -0400 (EDT), Michael Surbrook wrote: 
> 
> >How would people write up a line gun?  For firing of climbing lines, not 
> >swing lines. 
> > 
> >Would one use Swinging? 
> >Stretching? 
> >I know that Ninja Hero talks about using Entangle, but I seems a bit odd 
> >to create a climbing line with that exact power. 
> 
> How about Stretching or Flight? I'd go for the former, having used it 
> for magic grappling hooks. 
> qts 
> 
> Home: qts@nildram.co.uk. 
 
  Flight works well for the Batman style of line (or the Spiderman - I can't 
believe that this guy is getting overlooking in the swinging line stakes!) 
with limitations such as "Only in urban environment" or "Requires purchase". 
The urban one is about -1/2 (if you take him out into the desert he's in 
trouble) but the "purchase" thing is only really worth about -1/4 as players 
will always find something to attach a line to... 
 
 
 
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Date: Tue, 14 Apr 1998 12:42:29 +0100 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
To: Bob Greenwade <bob.greenwade@klock.com> 
CC: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Gadget Question 
Sender: owner-champ-l@sysabend.org 
 
Bob Greenwade wrote: 
>  
> At 12:18 AM 4/13/1998 -0400, Michael Surbrook wrote: 
> >How would people write up a line gun?  For firing of climbing lines, not 
> >swing lines. 
> > 
> >Would one use Swinging? 
> >Stretching? 
> >I know that Ninja Hero talks about using Entangle, but I seems a bit odd 
> >to create a climbing line with that exact power. 
> > 
> >Suggestions? 
>  
>    For my own part, I'd recommend a limited form of Flight.  It's also 
> possible to build it with limited Stretching as well, but I'd probably lean 
> toward Flight. 
>  
>    My Stretching model: 
>  
> 10" Stretching, Grabs & Pulls Only (-1), Range Penalties (-1/2), OAF (14) 
>  
>    My Flight model: 
>  
> 10" Flight, Requires Attack Roll (-1/2), Fragile Climbing Line (-1/2), 
> Vertical Only (-1), OAF (5) 
>  
>    The Flight model is not only cheaper, but arguably closer to the actual 
> effect of what happens. 
>    (Aside to Dave Mattingly: take these down for me, would ya?) 
> --- 
> Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
>    http://www.klock.com/public/users/bob.greenwade/original.htm 
> Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
>    http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
The only thing I would disagree with here is the "upwards only" 
limitation. If the player is getting -1 for that I would enforce it 
pretty harshly. If you take a look at Batman the Animated Series (a 
great source for Bat swinging examples) he usually moves up and in a 
direction at quite some speed which is at odds with your flight model. 
How about decreasing it to -1/2 and offering a little more flexibility 
in movement? 
 
 
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Date: Tue, 14 Apr 1998 12:48:58 +0100 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
To: champ-l@sysabend.org 
Subject: Re: Hero Plus printed versions 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 20 
 
Are the electronic books available in HTML format? 
 
 
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Date: Tue, 14 Apr 1998 12:55:07 +0100 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
To: Lizard <lizard@mrlizard.com> 
CC: Dennis C Hwang <dchwang@itsa.ucsf.edu&> 
        "Andreano, Keith HIM,VA" <andreak@vapo1.him.unisys.com&> 
        "'Champions'" <champ-l@sysabend.org> 
Subject: Re: I need a name (oh no, not again! :) 
Sender: owner-champ-l@sysabend.org 
 
> >> At 01:24 PM 4/13/98 -0500, Andreano, Keith         HIM,VA wrote: 
> >> >Favorite Author/Favorite Book: 
> >> >    Just about anything on her hero, Joan of Arc. 
> >> > 
 
Pity she doesn't have a background in the police or other law 
enforcement. She'd be crying to be called Stakeout. 
 
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From: Dave Mattingly <dmattingly@platsoft.com> 
To: "'champ-l@sysabend.org'" <champ-l@sysabend.org> 
Subject: Joe X on 25 points 
Date: Tue, 14 Apr 1998 05:42:59 -0700 
Sender: owner-champ-l@sysabend.org 
 
Here are some of the packages I describe at 
http://www.haymaker.org/haym16.html. Each package comes with a rank of 
Great, Good, and Fair, costing 25, 15, and 5 points respectively.  
 
Remember that complementary skills, extra time, familiarity of subject, 
good materials, etc. can add to rolls. In almost all cases, skills were 
not bought above 3 points. 
 
Programmer	 
25	15	5	Skills	 
3	3	3	Programming	 
3	3	1	Electronics	 
3	3	1	System Operation	 
2	2	1	AK: Internet	 
6	3		Speed Reading and/or Lightning Calculator	 
2	2		Computer Science	 
3	1		Security Systems	 
3	1		Cryptography	 
2	1		Math	 
2			Geek Contacts	 
-4			Programmer Package	 
 
Programmers can get computers to do what they want them to do, whether 
it be creating a software package, finding what they want in a database 
or on the internet, or hacking into a secure network. 
 
Some programmers can apply their computer and math expertise to other 
situations. 
 
Serious internet buffs often have friends all over the world, that they 
have never actually seen nor spoken to. 
 
 
Scientist	 
25	15	5	Skills	 
3	3	1	Electronics	 
3	3	1	Programming	 
1	1	1	Chemistry	 
1	1	1	Physics	 
1	1	1	Biology	 
1	1	1	Math	 
3	3		Scientist	 
3	1		Gadgeteering	 
3	1		Mechanics	 
3	1		System Operation	 
3	1		Inventor	 
1	1		Engineering	 
1			Robotics	 
1			Astronomy	 
1			Aeronautics	 
-4			Scientist Package	 
 
Scientists discover new aspects about ourselves and about the world 
around us. Whether they're theoretical or practical or a combination, 
they tend to have a lot of ideas brewing at once. 
 
With a more diverse scientific background, they can discover even more, 
so they tend towards strong general knowledge with one or two areas of 
specialization. 
 
Hours in the lab might seem like drudgery to the rest of us, but it's 
the highlight of a scientist's day. 
 
 
Paramedic	 
25	15	5	Skills	 
5	3	3	Paramedic	 
2	2	1	CK: City	 
2	2	1	P: Paramedic	 
1	1	1	Paramedic's License	 
3	3	*	Combat Driving	 
2	2		Pharmacology	 
2	2		Contact: Doctor	 
3	1		Medicine	 
1	1		Bureaucratics	 
3			Forensics	 
3			Mechanics	 
3			Bump of Direction	 
1			Criminology	 
1			Systems Operation	 
-4			Paramedic Package	 
 
Paramedics keep people alive long enough to get them to proper medical 
care. Skilled in both first aid and in driving, they can find their way 
around the city's side streets and around a patient's innards equally 
well. 
 
While a doctor and the proper equipment and medicine are needed for 
difficult diagnoses or operations, a paramedic can make sure you get 
there safely. 
 
 
Doctor	 
25	15	5	Skills	 
3	3	3	Paramedic	 
3	3	1	P: Doctor	 
2	2	1	K: Medicine	 
1	1	1	Doctor's License	 
3	*	*	Conversation	 
3	3		Forensics	 
2	3		K: Specialty	 
1	1		Pharmacology	 
1	1		Biology	 
1	1		Chemistry	 
3			Scholar	 
3			Scientist	 
1			K: Experimental Procedures	 
1			Bureaucratics	 
1			Programming	 
-4			Doctor Package	 
 
Doctors save lives and preserve our health. 
 
 
Newsroom Reporter	 
25	15	5	Skills	 
3	3	2	K: Journalism	 
3	3	1	Streetwise	 
3	2	1	K: News	 
2	1	1	P: Reporter	 
1	1	1	Press Pass	 
3	3	*	Deduction	 
3	3	*	Conversation	 
3	*	*	Concealment 	 
3	*	*	Stealth	 
2	1		CK: City	 
1	1		Bureaucratics	 
1			Programming	 
1			Criminology	 
-4			Newsroom Reporter Package	 
 
Newsroom reporters are generally given stories to research by their 
editor, and do most of their work at a desk. 
 
 
Investigative Reporter	 
25	15	5	Skills	 
3	3	1	Streetwise	 
3	3	1	Acting	 
1	1	1	P: Reporter	 
1	1	1	K: Journalism	 
1	1	1	Press Pass	 
1	1	1	CK: City	 
3	3	*	Disguise	 
3	3	*	Shadowing	 
3	3	*	Conversation	 
3	*	*	Deduction	 
3	*	*	Concealment 	 
3	*	*	Stealth	 
1			Criminology	 
-4			Investigative  Reporter Package	 
 
An investigative reporter goes undercover in the real world looking to 
expose the corruption they find. 
 
 
Lawyer	 
25	15	5	Skills	 
3	3	2	P: Lawyer	 
3	3	1	K: Law	 
3	3	1	Interrogation	 
2	2	1	K: Court	 
1	1	1	Lawyer's Certificate	 
3	*	*	Conversation	 
3	*	*	Persuasion	 
3	3		Streetwise	 
3	3		Criminology	 
3			Oratory	 
1			Bribery	 
1			Bureaucratics	 
-4			Lawyer Package	 
 
Lawyers put criminals in prison and clear the names of good men. 
 
 
Detective	 
25	15	5	Skills	 
2	2	2	Concealed Weapon Permit	 
3	3	1	Streetwise	 
3	1	1	Criminology	 
3	1	1	Bugging	 
1	1	1	Detective License	 
3	3	*	Deduction	 
3	3	*	Conversation	 
3	*	*	Stealth	 
3	1		Bribery	 
3	1		Gambling	 
2	1		WF: Pistols / Small Arms	 
2	1		CK: City	 
-4			Detective Package	 
 
Detectives find people. Cheating husbands, hiding felons, unidentified 
killers, long-lost brothers, and even missing dogs can all be found if 
you know where to look, and detectives do know where, or else they'll 
find out. 
 
Finding people who don't want to be found can be dangerous work at 
times, which is why many detectives carry a weapon. 
 
Piecing together various clues into a coherent picture is the 
detective's purview. So is dealing with people who live on the underside 
of society's belly. 
 
 
Patrol Policeman	 
25	15	5	Skills	 
2	2	2	Police Powers	 
2	2	2	Concealed Weapons Permit	 
3	2	1	K: Law Enforcement	 
2	2	1	K: Specialty	 
3	*	*	Combat Driving	 
3	*	*	Paramedic	 
3	3		Streetwise	 
3	3		Criminology	 
3	1		Bureaucratics	 
2	1		CK: City	 
1	1		Forensics	 
1			Mechanics	 
1			Electronics	 
1			Systems Operation	 
-4			Patrol Policeman Package	 
 
Patrol policemen walk (or drive or bike) a beat. Sometimes a particular 
beat, sometimes the route varies. 
 
 
Undercover Policeman	 
25	15	5	Skills	 
2	2	2	Police Powers	 
2	2	2	Concealed Weapons Permit	 
3	2	1	K: Law Enforcement	 
2	2	1	K: Specialty	 
3	*	*	Disguise	 
3	3		Streetwise	 
3	3		Criminology	 
3	1		Bureaucratics	 
2	1		CK: City	 
1	1		Forensics	 
3			Acting	 
2			Contact	 
1			Lockpicking	 
-4			Undercover Policeman Package	 
 
Undercover policemen, unlike beat officers, infiltrate specific groups 
of criminals to try to catch the bad guys in the act. 
 
 
Lab Tech Policeman	 
25	15	5	Skills	 
2	2	2	Police Powers	 
2	2	2	Concealed Weapons Permit	 
3	2	1	K: Law Enforcement	 
2	2	1	K: Specialty	 
3	3		Streetwise	 
3	3		Criminology	 
3	1		Bureaucratics	 
2	1		CK: City	 
1	1		Forensics	 
3			Bugging	 
3			Security Systems	 
1			Lockpicking	 
1			Electronics	 
1			Programming	 
-4			Lab Tech Policeman Package	 
 
Lab tech policemen are the scientists of the force. They analyze hair 
follicles, soil samples, etc. to prove the bad guys did it. 
 
 
Soldier	 
25	15	5	Skills	 
2	2	2	WF: Small Arms	 
3	3	1	Tactics	 
3	2	1	K: Military	 
2	1	1	P: Soldier	 
1	1	1	WF: Knives	 
3	3	*	Paramedic	 
3	3	*	Combat Driving	 
3	3		Survival	 
3	1		Breakfall	 
3	1		Parachuting	 
1	1		WF: Grenades	 
1			Acrobat	 
1			Demolitions	 
-4			Soldier Package	 
 
Soldiers are the fighting force of the world. They're at home on the 
battlefield and can kick your butt good. 
 
 
Dave Mattingly 
http://www.haymaker.org 
 
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Date: Tue, 14 Apr 1998 05:50:22 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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At 09:20 PM 4/13/1998 EDT, GoldRushG wrote: 
><< That was a damn incredible list, making me absolutely convinced that I 
must 
>pick up the book when it is released. >> 
> 
>  Thanks, Tim. ;) 
> 
><< Many other jobs could recive this sort of fleshing out, especially 
>military. >> 
> 
>  Well, now that you mention it, we are covering Military Police in the book 
>as well... ;) 
 
   I'm with Tim on both comments -- that I will definitely buy this book, 
and that I'd like to see a book on the Military (general military) 
following this one at some point (even more than the book on attorneys that 
I suggested earlier in private mail). 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: champ-l@sysabend.org 
Subject: RE: Joe Solider on 100 points?!?!? 
Date: Tue, 14 Apr 1998 09:23:01 -0400 
Sender: owner-champ-l@sysabend.org 
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Bouncing it off of my military experience... 
 
Basically okay, except: 
 
The "Standard" Infantry Soldier doesn't have a TS, isn't airborne or air 
assault, is not an FO, doesn't have a weapon's permit, and doesn't know much 
about computers unless he learned it elsewhere.  You may want to throw hand 
grenades in there.  I think you are seriously overstating hand-to-hand 
training by giving a "Commando" martial art.  Body should be moved up a 
notch or two as well. 
 
> -----Original Message----- 
> From:	Michael Nunn [SMTP:mlnunn@scrtc.blue.net] 
> Sent:	Tuesday, April 14, 1998 1:51 AM 
> To:	champ-l@sysabend.org 
> Subject:	Joe Solider on 100 points?!?!? 
>  
> This for the most part is me.  I used my military backgound as a base and 
> did this write-up. There are several KS I might have been able to give 
> myself but I tried to stay at or near 100 pts. 
>  
> Michael 
>  
>  
>  
> Standard US Army Infantry Solider 
>  
> 13	STR	3 
> 14	DEX	12 
> 13	CON	6 
> 10	BODY	0 
> 13	INT	3 
> 11	EGO	2 
> 13	PRE	3 
> 10	COM	0 
> 5	PD	2 
> 4	ED	1 
> 3	SPD	6 
> 6	REC	0 
> 26	END	0 
> 24	STUN	0 
> Characteristics Cost: 38 
>  
> 2	PS: Job Before Joining Military	 
> 3	PS: Military Speciality	 
> 2	KS: Hobby 11-	 
> 1	Paramedic 8-	 
> 3	Tactics 12-	 
> 1	Computers 8-	 
> 1	Orienteering 8-	 
> 1	Weapon Permit	 
> 1	PERK: Top Secret Security Clearance	 
> 2	+1" Running	0 
> 5	1 Levels: Small Arms,related group	 
> 44	PKG,"Soldier"	 
> (7)	WF,Grenade Launchers,Heavy Machine Guns,Rocket Launchers,	 
> 	Man-Guided Missiles,Small Arms,Knives	 
> (2)	KS: Military 11-	 
> (2)	KS: Military History and Customs 11-	 
> (12)	Commando Training	 
> (3)	Climbing 12-	 
> (3)	Stealth 12-	 
> (3)	Survival 11-	 
> (1)	TF,Parachuting	 
> (3)	Navigation 11-	 
> (3)	1 Levels: w/3 related weapons (M16A2, M249 Saw, M9 9mm	 
> 	Barett,tight group	 
> (2)	PS: Forward Observer 11-	 
> (3)	Rappeling  11>	 
>  
> Powers Cost: 66 
> Total Cost: 104 
>  
> Base Points: 50 
> 5	Subject to recall 
> 5	Distinctive,"Military",easily concealable,minor 
> 10	Watched,"The US Army",more powerful,non-combat influence, 
> 	 harsh,appear 8- 
> 15	DNPC,"spouse",normal,appear 11- 
> 10	Psych Lim,"Military Mind Set",common,moderate 
> 5	Unluck,1D6 
>  
> Disadvantages Total: 50 
> Experience Spent: 4 
> Total Points: 104 
> Rising Force Publications 
> Herozine, The Superhero RPG Fanzine...vist our recently updated web 
> site... 
> http://members.aol.com/hzineweb/index.htm 
>  
> "You have never lived until you have almost died.  
> And for those who fight for it, 
> life has a flavor the protected never know"  
> - anonymous 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Joe Solider on 100 points?!?!? 
To: mlnunn@scrtc.blue.net (Michael Nunn) 
Date: Tue, 14 Apr 1998 06:43:09 -0700 (PDT) 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
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> >> Standard US Army Infantry Solider 
> >	 
> >> 1	PERK: Top Secret Security Clearance	 
> > 
> >This is the only one I would strongly argue with since the "standard" (AKA 
> >adverage) Infantry does not have any Security clearance. Enless uniyt 
> >mission requrements dectate otherwise. 
>  
> Good point, that was a personal one I forgot to drop.  Most all Officers and 
> Senior NCO would have this.  Lot's of standard soliders would have a Secret 
> Clearance.  At least 1 out of every 3 would. 
> 
	Everyone in the Air Force has a 'Secret level' security clearance. 
This alows you to work with classified information and materials of up to 
a certain level (which I no longer remember how it was done) on a need to 
know basis. After that was Top Secret and one other. 1 out of 10 AF people 
would have the Top Secret; as the AF deals with high tech and 'information 
management' quite a lot. Quite a few of my buddies when I was in had the Top 
Secret, and even a few of them had the one after it. Such people where very 
easy to come by. 
 
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From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Skills and setting their levels (was Re: Knights) 
To: champ-l@sysabend.org 
Date: Tue, 14 Apr 1998 09:58:41 -0400 (EDT) 
Sender: owner-champ-l@sysabend.org 
 
Remember, going into this I know that we are not going to agree. 
 
> > No, you probably don't have all of that.  You can name 95% percent of the  
> > streets in Channahom and Minooka?  (And where they are in relation to each  
> > other?)  If I asked you how many houses were on such-and-such street, would  
> > you know?  Is there a short cut through back yards to get from Channon St  
> > to North St? (I used yahoo maps, I really don't know what I'm talking about:  
>   
> 	Um, yes, I would know 95%.  I delivered pizza there for 3 years  
> and that will definately give quite a KS roll.  Channon to North?  You  
> can cut through the yards, most aren't fenced.  Past Willard (which is two  
> separate streets, the one the map shows on the other side of Tryon and the  
> one that is a straight line to the NW from it connecting Channon and  
> North.)  It'd also be pretty easy to cut through the Library, the  
> ex-vacent lot that is now a clinic, or the shopping plaza.  But those are  
> the easy parts of Channahon.  The tough ones are out in the boonies that  
> actually aren't part of a city.  
 
You're original description of yourself did not include PS: Pizza 
delivery.  Otherwise I would not have doubted the AK 14-.  However, I am 
sure that most pizza deliverymen would not have AK 14-, maybe 12- or 13-. 
The average person does not keep track of which houses in their pizza 
delivery area are fenced. 
 
> 	If I know that much about the towns, though, I'd estimate that the  
> local police know at least as much.  That's a 14- or 15- AK, easy.  
 
For the police, a beat officer/patrolman might have a 12- or 13- but I 
don't accept the 14-.  That would be a veteran who has spent a lot of time 
in the town. 
 
I think the problem is that I am stingy with XPs because I see them as 
being very valuable.  If 5 XP is an extra die of damage, then 5 points of 
skill is a whole other level of experience.  I wouldn't give John Williams 
more than PS: Composor, 14- and PS: Conductor, 14-.  Any higher level 
would be absurd to me.  Normals should earn 2-3 XPs per year, AT MOST, 
IMHO.  You might argue the police, fireman, military personnel, ems, etc 
should earn more, but I would not more than double or triple that 2-3/year 
rate. 
 
  Joe 
 
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Date: Tue, 14 Apr 1998 09:03:16 -0500 (EST) 
From: Jason Sullivan <ravanos@jcs1.jcstate.edu> 
Subject: Whiplash & 0 END Density Increase & Magnetic Effects 
To: champ-l@sysabend.org 
Cc: Ravanos <Ravanos@jcs1.jcstate.edu> 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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X-UID: 17 
 
	Whiplash is an villian with an amazing ammount of skill with her 
whip. 
	The only problem is, I'm not sure how to represent this... 
 
	I essentially want her to be able to do all sorts of 'whip 
tricks.' 
	I've been considering using a limited form of stretching, but that 
wouldn't allow me to "wrap 'em up" and leave them there... would it? 
	Other constructs I've been thinking about include a limited 
entangle, a limited TK, HA, HKA, and swinging.  Any other powers that you 
can think of? 
 
	I was also making a Brick with 0 END Stregnth and 2 levels of 
Density Increase 0 END, Persistant, Always On.  Is the STR that comes 
from DI also 0 END since DI was bought 0 END? 
 
 
	Mr. Metal is a robot made of space age ceramaics and plastics, but 
his skeleton is metal.  While he wouldn't take additional BODY or STUN 
from magnetic attacks, I was thinking about giving him X2 effect from any 
Magnetic attack. 
	I've often seen Magnetism modeled as a limited form of TK.  Would 
a TK that could lift the equivalent of a 20 STR now be able to lift him as 
if it was a 25 STR TK?  Or 40? 
 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Chris Lynch <chris@lynch1.demon.co.uk&> champ-l@sysabend.org 
Subject: RE: The Watchmen 
Date: Tue, 14 Apr 1998 10:15:08 -0400 
Sender: owner-champ-l@sysabend.org 
 
That's what this is... 
 
> -----Original Message----- 
> From:	Chris Lynch [SMTP:chris@lynch1.demon.co.uk] 
> Sent:	Tuesday, April 14, 1998 7:28 AM 
> To:	champ-l@sysabend.org 
> Subject:	Re: The Watchmen 
>  
> If you are looking for a REALLY in depth look at the graphic novel itself 
> (which is worth a lot more than some stats for the characters) then do a 
> web search for "The Annotated Watchmen" (sorry - forgotten the URL) 
> This epic piece of work disects the novel panel by panel and keys you in 
> on all the brilliant background play that is going on throughout the 
> novel. 
>  
> Sharky Dangerthorn wrote: 
>  
> > Wow!  Great website!  Thanks! 
> > 
> > ---Legionair <Legionair@aol.com> wrote: 
> > > 
> > > I don't remember who was looking for the Watchmen information, but I 
> > found a 
> > > pretty in-depth site on the subject... 
> > > 
> > > http://student-www.uchicago.edu/users/jbfliege/watchmen.html 
> > > 
> > > It has a full write up of the additional information that was in the 
> > Mayfair 
> > > DC Heroes supplement as well. 
> > > 
> > > Jason 
> > > 
> > 
> > == 
> > Jim Dickinson -=- Portland/Salem, OR, USA 
> > a.k.a. Sharky Dangerthorn, Midget, Hey You! 
> > Nicks on DALnet (IRC): Da_Midge Game_Knight 
> > 
> > Castle Game Knight: http://www.aircyber.net/~jd/cgk 
> > Join the Circle of HEROs: http://www.aircyber.net/~jd/coh 
> > _________________________________________________________ 
> > DO YOU YAHOO!? 
> > Get your free @yahoo.com address at http://mail.yahoo.com 
>  
>  
>  
>  
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Brian Wong <rook@shell.infinex.com&> mlnunn@scrtc.blue.net 
Cc: champ-l@sysabend.org 
Subject: RE: Joe Solider on 100 points?!?!? 
Date: Tue, 14 Apr 1998 10:32:09 -0400 
Sender: owner-champ-l@sysabend.org 
 
Just a little clarification of classification... 
 
Classification works like this:  Confidential(C), Secret(S), Top Secret(TS). 
There is nothing "after that."  If something needs to be even further 
restricted, we go into Special Compartmented Information(SCI) access.  Thus, 
your friend may have had a TS w/SCI access.  SCI has numerous 
sub-compartmentalizations for restriction by category, and no one (well, 
okay, a few people) has access to all compartments.  However, having a 
clearance of a specific level doesn't really mean anything, except the 
periodic annoyance of undergoing another NAC/BI/SBI.  "Need to Know" is the 
other factor.  If you don't need to know, it doesn't matter what your 
clearance level/access is. 
 
Jason Goode 
> -----Original Message----- 
> From:	Brian Wong [SMTP:rook@shell.infinex.com] 
> Sent:	Tuesday, April 14, 1998 9:43 AM 
> To:	mlnunn@scrtc.blue.net 
> Cc:	champ-l@sysabend.org 
> Subject:	Re: Joe Solider on 100 points?!?!? 
>  
> > >> Standard US Army Infantry Solider 
> > >	 
> > >> 1	PERK: Top Secret Security Clearance	 
> > > 
> > >This is the only one I would strongly argue with since the "standard" 
> (AKA 
> > >adverage) Infantry does not have any Security clearance. Enless uniyt 
> > >mission requrements dectate otherwise. 
> >  
> > Good point, that was a personal one I forgot to drop.  Most all Officers 
> and 
> > Senior NCO would have this.  Lot's of standard soliders would have a 
> Secret 
> > Clearance.  At least 1 out of every 3 would. 
> > 
> 	Everyone in the Air Force has a 'Secret level' security clearance. 
> This alows you to work with classified information and materials of up to 
> a certain level (which I no longer remember how it was done) on a need to 
> know basis. After that was Top Secret and one other. 1 out of 10 AF people 
> would have the Top Secret; as the AF deals with high tech and 'information 
> management' quite a lot. Quite a few of my buddies when I was in had the 
> Top 
> Secret, and even a few of them had the one after it. Such people where 
> very 
> easy to come by. 
 
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Date: Tue, 14 Apr 1998 07:42:34 -0700 
To: Champions Mailing List <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Gadget Question 
Sender: owner-champ-l@sysabend.org 
 
At 12:42 PM 4/14/1998 +0100, Chris Lynch wrote: 
>Bob Greenwade wrote: 
>> At 12:18 AM 4/13/1998 -0400, Michael Surbrook wrote: 
>> >How would people write up a line gun?  For firing of climbing lines, not 
>> >swing lines. 
>>  
>> 10" Flight, Requires Attack Roll (-1/2), Fragile Climbing Line (-1/2), 
>> Vertical Only (-1), OAF (5) 
> 
>The only thing I would disagree with here is the "upwards only" 
>limitation. If the player is getting -1 for that I would enforce it 
>pretty harshly. If you take a look at Batman the Animated Series (a 
>great source for Bat swinging examples) he usually moves up and in a 
>direction at quite some speed which is at odds with your flight model. 
>How about decreasing it to -1/2 and offering a little more flexibility 
>in movement? 
 
   Sounds reasonable to me. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Tue, 14 Apr 1998 11:19:30 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: Hero Plus: "Cardboard Heroes"? 
Cc: "[unknown]" <champ-l@sysabend.org> 
Content-Disposition: inline 
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Sender: owner-champ-l@sysabend.org 
 
>>Is there a chance that Hero Games might be able to realease some 
"cardboard 
hero" type counters in electronic format?<< 
 
Lots of people (myself included) are asking for more of those cardboard 
"miniatures".  Hero or Gold Rush, are you taking notes?  :-)  My personal 
preference would be to have only silhouettes on these miniatures (just like 
the character sheets), so we could draw our own heroes/villains onto them.  
Sounds like an inexpensive project that is highly desired. 
 
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Date: Tue, 14 Apr 1998 10:22:14 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: Skills and setting their levels (was Re: Knights) 
Sender: owner-champ-l@sysabend.org 
 
 
> You're original description of yourself did not include PS: Pizza 
> delivery.  Otherwise I would not have doubted the AK 14-.  However, I am 
 
	Well, I was only giving my AK at the time.  But it's been a couple 
of years since I worked pizza.  Still, I'd say it's a profession that 
doesn't at all need a PS.  If you want to give it one, call it PS: Food 
Worker, 11- (I delivered, made pizza, managed, did paperwork, cleaned, 
prepped, etc.   I've also worked a Fast Food/Ice Cream Joint.  That's 
enough for the 11-.) 
 
> sure that most pizza deliverymen would not have AK 14-, maybe 12- or 13-. 
> The average person does not keep track of which houses in their pizza 
> delivery area are fenced. 
 
	True.  But with my much better than average memory, I'm good at 
remembering what is where.   Plus, I rode my bike around the area a lot 
when I was younger.  14- or  15- seems reasonable for me personally, 11- 
to 13- for most pizza drivers.  Give beginners a 8-. 
 
 
> > 	If I know that much about the towns, though, I'd estimate that the 
> > local police know at least as much.  That's a 14- or 15- AK, easy. 
> 
> For the police, a beat officer/patrolman might have a 12- or 13- but I 
> don't accept the 14-.  That would be a veteran who has spent a lot of time 
> in the town. 
 
	I don't buy it.  I'm positive that they knew more about the town 
then I did, and that's saying a lot.  Noted, it is a small (couple) of 
towns.  Knowing everything about them is quite easy. 
 
> I think the problem is that I am stingy with XPs because I see them as 
> being very valuable.  If 5 XP is an extra die of damage, then 5 points of 
> skill is a whole other level of experience.  I wouldn't give John Williams 
> more than PS: Composor, 14- and PS: Conductor, 14-.  Any higher level 
> would be absurd to me. 
 
	I'll kick myself, but, who's John Williams?  If a famous conductor 
at the international level, you would be looking at more the 18- level 
then the 14- level. 
 
> Normals should earn 2-3 XPs per year, AT MOST, 
> IMHO.  You might argue the police, fireman, military personnel, ems, etc 
> should earn more, but I would not more than double or triple that 2-3/year 
> rate. 
 
	Easily more than double or triple.  The thing about XPs are that 
most end up being earmarked into contacts, favors, KSs, AKs, PSs, etc. 
They aren't freely spendable.  Most of a Police Officers would be this 
way, with perhaps some improvements to highly-used skills: Psychology, 
Weapon Usage, etc. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 10:31:24 -0500 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: GM's R US 
To: Champions <champ-l@sysabend.org> 
Subject: Professional Skills 
Sender: owner-champ-l@sysabend.org 
 
        Seems to me there is a lot of talk about what exactly a 
Proffesional Skill covers and what it doesn't cover so I am including my 
own House rules here for you to flame on. 
 
        If there are no other applicable skills to the Proffesion, such 
as Pro Football player, then the 
PS: Football Player gives the player: 
        a) the ability to play Football, 
        b) the ability to know the rules of Football, 
        c) the ability to know the little things a football star would 
know like other players, agents, rules of the league, etc. 
 
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Date: Tue, 14 Apr 1998 10:34:54 -0500 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: GM's R US 
To: Champions <champ-l@sysabend.org> 
Subject: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
 
        Left some off of the last message...hit send a little to quick. 
 
        My house rules also include the idea the if the Proffesional 
skill has another applicable skill than the player must have that skill. 
For example: 
 
    Player purchases PS: Computer Programmer. In this case the PS does 
NOT help the player perform the skill, for that they need Computer 
Programing. However, the skill does help the player know where to look 
for jobs, the names of other computer programmers, and other such 
trivialities. 
 
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Date: Tue, 14 Apr 1998 10:47:57 -0500 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: GM's R US 
To: Champions <champ-l@sysabend.org> 
Subject: Equipment 
Sender: owner-champ-l@sysabend.org 
 
        I was wondering how other peoople handle equipment and the 
points spent for it. 
 
        For me it depends on the type of campaign that I am 
Gamemastering. If the campaign is a superheroic game then I feel 
compelled to make up the equipment as a character going through all the 
list of it's powers, advantages, and disadvantages. This way if a 
Villian or Hero acquires the item I now how much it is relatively worth. 
 
        However, for more Heroic and low point level campaigns I don't 
worry about the cost of equipement as much. If the character picks up a 
gun, I just say "fine you have the gun" and it does whatever the gun 
does. 
        What brings this up is the fact that I was looking through a 
copy of the never published Star Hero 2nd edition and they had listed in 
it how much it would cost to give a ship of certain sizes artificial 
gravity. The question is, outside of a Supers campaign why would this 
matter? Am I wrong in thinking that it would be okay and not unbalancing 
to just say "fine your ship has artifical gravity"? 
        I know that as GM I can make what ever rule that I want, and 
I'll do that anyway, but how do other GM's out there do it. 
 
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Date: Tue, 14 Apr 1998 12:30:18 -0400 
To: <champ-l@sysabend.org> 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Equipment 
Sender: owner-champ-l@sysabend.org 
 
At 10:47 AM 4/14/98 -0500, bobby farris wrote: 
 
>        What brings this up is the fact that I was looking through a 
>copy of the never published Star Hero 2nd edition and they had listed in 
>it how much it would cost to give a ship of certain sizes artificial 
>gravity. The question is, outside of a Supers campaign why would this 
>matter? Am I wrong in thinking that it would be okay and not unbalancing 
>to just say "fine your ship has artifical gravity"? 
 
I haven't seen the proto-2nd edition, but the 1st edition Star Hero had a 
system for calculating monetary cost based on the points in an item. It 
also based the _size_ of a piece of technology on the active points, which 
I thought was quite inspired - it gave a game mechanics reason why it's 
easier to build an FTL cruiser than an FTL fighter. (This could be 
overridden by the Miniaturization advantage, which was pretty cool too.) 
 
Another reason to build equipment in rules mechanics is to deal with 
Drains, Suppresses, etc. - valid concerns for most SF games. (And for 
Fantasy Games with magical counterspells, etc.) 
 
For most heroic games, though, I fudge most of the equipment like you do.  
 
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Date: Tue, 14 Apr 1998 12:30:53 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: More supplement reviews 
Cc: Champions <champ-l@sysabend.org> 
Content-Disposition: inline 
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Sender: owner-champ-l@sysabend.org 
 
Here's a third list of supplements I'd appreciate getting reviews/opinions 
on.  The twist here is that I already own some of these, but maybe have a 
problem with them and want to see how they are viewed by the overall 
audience. 
 
* Challenges for Champions 
* Invaders from Below 
* The Olympians 
* Champions Presents #1 and #2 
* Pyramid in the Sky 
* Watchers of the Dragon 
 
I'm also curious about this "Hero Games Deluxe 3-ring Binder" that is for 
sale on the Hero Games web page.  Does the cover match the 4E hardbound 
book?  How big is the binder?  Our hardbound book fell apart not long after 
we bought it, so we put all the pages into plastic sleeves and put those 
into a 3-ring binder.  We have a really thick binder which holds the first 
two sections, but we had to put the Champions sourcebook into a separate 
binder...those plastic sleeves greatly increased the thickness of the 4E 
hardbound book.  I would buy a copy of Champions Deluxe since the binder is 
a headache compared to a normal book, but since 5E is on the way, I'll wait 
on it.  In the meantime, it might be nice to have 4E in a "pretty" binder 
rather than the plain gray one it's in now...$6 isn't too much to tack onto 
a larger order. 
 
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Date: Tue, 14 Apr 1998 12:40:51 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: Corporations 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Message text written by Bob Greenwade 
>   For myself, I wouldn't.  The only reason for that, though, is that I 
don't (yet) own any of the C:NM stuff.  Once I've bought all the C:NM 
books, though (which I fully do intend to do), I could give you a 
comparison.< 
 
Well, the basic gist of the "60 pages about 30 things" section of the Bay 
City book is that they spend one page talking about a location, and a 
second page talking about a character associated with that location.  I'm 
assuming that Corporations goes into a lot more detail than can be handled 
in two pages, though.  Corporations is on my list of books to get, but it's 
not top priority.  The ones at the top so far are Atlantis, Allies, and 
Enemies Assemble. 
 
Just in a general sense and without ranking them or anything (unless you 
want to take the time to do so), what would you say are the best three to 
five 4E Champions supplements?  Worst three to five? 
 
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Date: Tue, 14 Apr 1998 09:57:26 -0700 
To: champ-l@sysabend.org 
From: Lizard <lizard@mrlizard.com> 
Subject: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
...should have average stats -- straight 8-10, with maybe 1 or 2 stats at 
11. The rest of his 25 points should go to skills. 
 
Most of the sample 'average' characters have stats which are too high. 
 
Remember:Only 2% of the population has an IQ of 130+ (INT 13-14). 1/100th 
of 1% has an IQ of 180+ (INT 18+). The same figures apply to physical stats 
as well, or should. As an example, here's my estimate of my own stats: 
 
STR:8 
DEX:9 
CON:9 
INT:15 (Yes, that's what I test at. Scary, ain't it?) 
EGO:11/20 (+9 EGO, limit:Only via the net, -2) 
PRE:10/20 (+10 PRE, limit as above, -2) 
COM:8 
Figure figured stats as normal, except +5 END, to represent the fact I walk 
a lot and can keep plugging away longer than you'd expect given the rest of 
my physical condition. 
 
Skills: 
KS:Geek stuff, 15- 
PS:Programmer, 12- 
AK:San Francisco, 8-, NYC,11- 
PS:Writer, 11- 
WF:Handguns 
 
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Date: Tue, 14 Apr 1998 12:59:20 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Which published villains do you use? 
Cc: "[unknown]" <champ-l@sysabend.org> 
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I'm just curious, which published villains make regular appearances in your 
campaigns?  I assume Viper is probably a mainstay in the majority of 
campaigns, but how about groups like Zodiac or solo villains like Dark 
Seraph (just to throw out some names)?  My campaign has just started so I 
haven't pinned down the regulars yet, but in past campaigns Viper and Demon 
were the two most regularly featured villain organizations, and Terror, 
Inc. was also a big player. 
 
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Date: Tue, 14 Apr 1998 12:14:27 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Professional Skills 
Sender: owner-champ-l@sysabend.org 
 
 
 
	Well, I'm not too sure. 
 
 
>         If there are no other applicable skills to the Proffesion, such 
> as Pro Football player, then the 
> PS: Football Player gives the player: 
>         a) the ability to play Football, 
 
	I'd call this more of a new skill:  Football.  Dex-based. 
 
>         b) the ability to know the rules of Football, 
>         c) the ability to know the little things a football star would 
> know like other players, agents, rules of the league, etc. 
 
	Yeah.  Pretty much.  This would be handling the basic aspects of 
being a player of the game.  The Dex-Based skill would be for actually 
physically performing your portion of the game.  Add a WF: Thrown Objects 
for Quarterbacks.  Many would also have a KS: Current and Past Players; 
KS: Sports Reporters and the like.  It's easy to branch out from a basic 
two skills. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 12:18:46 -0500 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: Redbow Antiques 
To: "Don S." <dschniepp@ldd.net> 
CC: champ-l@sysabend.org 
Subject: Adventure Idea 
Sender: owner-champ-l@sysabend.org 
 
        Okay, on the 12 noon news I hear a report that the military 
loaded some napalm on a train to take it to be destroyed. Well, the 
company that was going to destroy it backed out of the deal and now they 
are not sure where the train is. They think it is somewhere in the New 
Mexico area. 
 
        Is this a GM's plot or what? 
 
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Date: Tue, 14 Apr 1998 12:23:42 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
 
> ...should have average stats -- straight 8-10, with maybe 1 or 2 stats at 
> 11. The rest of his 25 points should go to skills. 
 
	Yeah.  And we're talking, for the "average man", a non-college 
educated individual.  College, as I've argued, both adds skills and 
indicates a sense of being "above average" enough for more points. 
 
> Most of the sample 'average' characters have stats which are too high. 
 
	Disagreed. 
 
> Remember:Only 2% of the population has an IQ of 130+ (INT 13-14). 1/100th 
> of 1% has an IQ of 180+ (INT 18+). The same figures apply to physical stats 
> as well, or should. As an example, here's my estimate of my own stats: 
 
	I'd disagree on your INT estimates.  As INT is differentiated only 
by skill rolls, it should probably be looked at as extending easily to 30 
for normals, considering that the age lim pushes it close to this.  This 
allows for much more significance to INT scores.  I'd say Genius level and 
above would have a 20+. 
 
> STR:8 
 
	Hmmm.  How are you judging STR?  If by bench press, this may be 
OK, may be too high.  If, however, by dead lift or some other such method, 
you might want to up this. 
 
> DEX:9 
 
	You're a little less skilled than average? 
 
> CON:9 
 
	Hmmm.  Based on your extra End argument, you may want to up this. 
 
> INT:15 (Yes, that's what I test at. Scary, ain't it?) 
 
	See above.  This would work out to a 20-23, probably, in an 
expanded INT. 
 
> EGO:11/20 (+9 EGO, limit:Only via the net, -2) 
 
	Eh?  Explain. 
 
> PRE:10/20 (+10 PRE, limit as above, -2) 
 
	See above. 
 
> COM:8 
 
	Sure. 
 
> Figure figured stats as normal, except +5 END, to represent the fact I walk 
> a lot and can keep plugging away longer than you'd expect given the rest of 
> my physical condition. 
 
	See above. 
 
> KS:Geek stuff, 15- 
 
	This would qualify, to me, as a "useless skill" that won't cost 
you any points. 
 
> PS:Programmer, 12- 
 
	Fine.  Where's the Computer Programing skill to go with it. 
 
> AK:San Francisco, 8-, NYC,11- 
 
	Well, NYC is big enough that most specific questions would come 
with a negative modifier, so this is pretty good. 
 
> PS:Writer, 11- 
 
	A writing skill to go with it?  This will help you try to get 
something published, but not write it. 
 
> WF:Handguns 
 
	Maybe a WF:Knives, WF:Thrown, or something similar you've 
overlooked? 
 
	Whatabout college courses.  Most would be useless skills, but some 
may provide useful ones at the 8- level.  Sports?  These would be KS 
and/or PS. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Which published villains do you use? 
To: DBStallard@compuserve.com (David B Stallard) 
Date: Tue, 14 Apr 1998 10:26:55 -0700 (PDT) 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
> I'm just curious, which published villains make regular appearances in your 
 
	None and all. 
 
That is, when I need quick stats I pull out an enemies book and open to the 
first page with a picture that looks like the guy has the powers I want. 
	But none of the villians in the books get used as is. 
I am using a set of V&V published villians as is right now, converted to Hero; 
but I'll make em unique enough before the combat starts up anyway. 
 
	If a one time villian becomes a regular, he'll get a paragraph like 
write up which will expand out as time goes on and he/she becomes more and more 
important. So far only one villian has 'grown out' in this way. A minor 
super strength thug who's punch turned people to stone, named 'Stone' of 
course. :) He's gotten to his 'second appearance' stage and the players suspect 
he'll become a regular. So naturally I'll find a use for him somewhere and let 
him grow from there. 
 
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Date: Tue, 14 Apr 1998 12:28:54 -0500 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: Redbow Antiques 
To: David B Stallard <DBStallard@compuserve.com> 
CC: champ-l@sysabend.org 
Subject: Re: Which published villains do you use? 
Sender: owner-champ-l@sysabend.org 
 
David B Stallard wrote: 
 
> I'm just curious, which published villains make regular appearances in your 
> campaigns?  I assume Viper is probably a mainstay in the majority of 
> campaigns, but how about groups like Zodiac or solo villains like Dark 
> Seraph (just to throw out some names)?  My campaign has just started so I 
> haven't pinned down the regulars yet, but in past campaigns Viper and Demon 
> were the two most regularly featured villain organizations, and Terror, 
> Inc. was also a big player. 
 
          Well, I like to use the Conquerors or the Ultimates. In fact my 
present campaign is based on the idea in Enemies Ensemble where the Ultimates 
form and go from a minor Villian group to a MAJOR Villian group, I just changed 
their names. 
            As far as groups are concerned I use Viper and since my players 
like mutants I like to use Genocide a lot. If you have any telepaths PSI is a 
great group to use. 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 14 Apr 1998 13:35:45 EDT 
To: trgilber@hilltop.ic.edu 
Cc: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
>   Being eligible for the Sgt.'s exam is based almost entirely on years of 
> service in our department. Just FYI. 
 
<< That is XP, isn't it? Just plain experience in the field? >> 
 
  No. It is years on the department. In our department one can work in any 
number of different divisions: Corrections, Investigative Services, Court 
Security, Administration, Patrol Services, etc. Just having years on does not 
give one more patrol experience necessarily. 
 
  Mark @ GRG 
 
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Date: Tue, 14 Apr 1998 10:43:45 -0700 (PDT) 
From: Dennis C Hwang <dchwang@itsa.ucsf.edu> 
To: Lizard <lizard@mrlizard.com> 
cc: champ-l@sysabend.org 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
On Tue, 14 Apr 1998, Lizard wrote: 
 
> ...should have average stats -- straight 8-10, with maybe 1 or 2 stats at 
> 11. The rest of his 25 points should go to skills. 
>  
> Most of the sample 'average' characters have stats which are too high. 
>  
> Remember:Only 2% of the population has an IQ of 130+ (INT 13-14). 1/100th 
> of 1% has an IQ of 180+ (INT 18+). The same figures apply to physical stats 
> as well, or should.  
 
Well, I think this brings up an interesting point.  Since the Hero 
System's "Normals Max Out At 20" rule isn't really hard-and-fast (just 
pay double), do "normals" really max out at 20?  With relatively cheap 
stats like STR, INT, PRE, and COM, especially, it's not that expensive to 
create ostensible "normals" with stats above 20.  This implies (to me) 
that normals with stats >20 are actually not overly unusual, given a large 
enough population. 
 
My take on it is that the 8-20 range represents the mean +/- 2SD of the 
hypothetical normal distribution for adult humans.  This leaves a 
remaining 2.5% on either end to have values >20 or <8, and also expands 
the range of stats available to normals.  (Of course, if I had my way, 
we'd also be using a stat/3-based skill system, so that more of the 
intervening numbers *mean* something, but that's a topic for another 
post...:) 
 
I also don't think that INT in game terms qualifies as IQ (Wechsler scale, 
presumably) divided by 10, since it's specifically described in the 
rulebook as, essentially, how quickly someone thinks. 
 
> As an example, here's my estimate of my own stats: 
 
As a fellow player, I hereby refrain from comment. ;) 
 
> STR:8 
> DEX:9 
> CON:9 
> INT:15 (Yes, that's what I test at. Scary, ain't it?) 
> EGO:11/20 (+9 EGO, limit:Only via the net, -2) 
> PRE:10/20 (+10 PRE, limit as above, -2) 
> COM:8 
 
What about BODY?  BODY is actually one of the stats with which I have a 
great deal of conceptual trouble.  In game terms, it seems analogous to, 
essentially, Hit Points.  But what does that translate to in real life 
(tm)?  Mass?  Will to Live?  Damage Resistance?  Physique? 
 
I generally end up thinking of BODY as overall mass (kind of like 
Chaosium's SIZ attribute), but this usually leads to my characters 
rarely buying up BODY, since I don't picture them as significantly larger 
than average. 
 
> Figure figured stats as normal, except +5 END, to represent the fact I walk 
> a lot and can keep plugging away longer than you'd expect given the rest of 
> my physical condition. 
>  
> Skills: 
> KS:Geek stuff, 15- 
> PS:Programmer, 12- 
> AK:San Francisco, 8-, NYC,11- 
> PS:Writer, 11- 
> WF:Handguns 
 
--Dennis 
************************************************************* 
*   dchwang@itsa.ucsf.edu   *   xenopathologist at large!   * 
************************************************************* 
*   So...you're keeping me alive because you don't know     * 
*   DOS.                                                    * 
*                                                           * 
*                       --Izzy to Gabriel                   * 
*                         THE PROPHECY II                   * 
************************************************************* 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 14 Apr 1998 13:48:08 EDT 
To: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
<< Exciting yes, but still "routine", definatly not worth a point of 
experience for every night showing up for work. If so, Super PCs should get 
one for every mugger they stop, every cat the flying guy gets out of tree on 
their patrols >> 
 
  That's your call as GM. ;)  I'm not sure how you define "routine" in this 
instance. I think we agree, however, that cops wouldn't get experience (in 
game terms) for each night of work. 
 
<< The biggest objetion I have to the 200+ pt cop (or any "realistic NPC) is 
that it does make PCs look incompotent. A hero who's a cop in his secret id is 
likely going to come out quite a bit "underskilled" along these lines. >> 
 
  You don't have to use the detailed write-up in a superhero game. And even if 
you do and you want your PCs to have more skills, increase the points you 
allow players to build their PCs with. You could even give them an extra 25 
Pts "Only for background skills" or some such. 
 
<< This is really going to stick out in low level "Dark Champions" games where 
investigation is spotlighted unless the PCs all resemble the Harbinger of 
Justice point totalwise.... >> 
 
  Once again I say... point totals are not the absolute measure of a 
character. If you want characters to have more skills while keeping a decent 
power level, give them more points for their characters. If you want your cops 
to be 50 Pt. agents then by all means go for it. 
 
> even my 200-250 Point cops are no match for one 200 point... supervillain 
 
<< Perhaps on a combat basis but skillwise is another issue. >> 
 
  Okay, I'm going to make a general statement again. This is not the opinion 
of Gold Rush Games or Hero Games. It is my own. 
 
  "Typical" PCs in Champions are incompetent when it comes to skills. There is 
a fix, of course -- give them more points to buy the skills with. 
Unfortunately most players seem to be stuck on this 250 Pt limit because 
"that's what it says in the book." If you want more skills for your 
characters, give them more points. Period. 
 
  Mark 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 14 Apr 1998 13:49:08 EDT 
To: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
<< The biggest objetion I have to the 200+ pt cop (or any "realistic NPC) is 
that it does make PCs look incompotent.>> 
 
  Then don't use them. 
 
  Mark @ GRG 
 
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X-Sender: lizard@dnai.com 
Date: Tue, 14 Apr 1998 10:55:01 -0700 
To: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: The Average man... 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
At 12:23 PM 4/14/98 -0500, Tim R. Gilberg wrote: 
> 
>> ...should have average stats -- straight 8-10, with maybe 1 or 2 stats at 
>> 11. The rest of his 25 points should go to skills. 
> 
>	Yeah.  And we're talking, for the "average man", a non-college 
>educated individual.  College, as I've argued, both adds skills and 
>indicates a sense of being "above average" enough for more points. 
> 
>> Most of the sample 'average' characters have stats which are too high. 
> 
>	Disagreed. 
> 
>> Remember:Only 2% of the population has an IQ of 130+ (INT 13-14). 1/100th 
>> of 1% has an IQ of 180+ (INT 18+). The same figures apply to physical stats 
>> as well, or should. As an example, here's my estimate of my own stats: 
> 
>	I'd disagree on your INT estimates.  As INT is differentiated only 
>by skill rolls, it should probably be looked at as extending easily to 30 
>for normals, considering that the age lim pushes it close to this.  This 
>allows for much more significance to INT scores.  I'd say Genius level and 
>above would have a 20+. 
> 
If you extend stats to 30 Normal Max, sure. Otherwise, the scale is 
compressed. 
 
>> STR:8 
> 
>	Hmmm.  How are you judging STR?  If by bench press, this may be 
>OK, may be too high.  If, however, by dead lift or some other such method, 
>you might want to up this. 
> 
Based on the fact I'm out of shape and don't exericse, but I'm not 
seriously hindred in day-to-day to life;I have no trouble lugging stuff 
around, but it's more of a strain for me than for most of my peers. Or 
maybe I just bitch more than they do. 
 
>> DEX:9 
> 
>	You're a little less skilled than average? 
> 
Perhaps it ought to be lower. I trip over wrinkles in the force. 
 
>> CON:9 
> 
>	Hmmm.  Based on your extra End argument, you may want to up this. 
> 
Possibly, but no more than average at best. 
 
 
>> EGO:11/20 (+9 EGO, limit:Only via the net, -2) 
> 
>	Eh?  Explain. 
> 
>> PRE:10/20 (+10 PRE, limit as above, -2) 
> 
>	See above. 
 
I'm a lot more strong-willed (EGO) and intimidating (PRE) when I'm in my 
net persona. I tend to be much more agreeable in real life, where there's a 
risk of getting my face punched in. 
 
>> COM:8 
> 
>	Sure. 
> 
Gee, thanks.  
 
 
>> KS:Geek stuff, 15- 
> 
>	This would qualify, to me, as a "useless skill" that won't cost 
>you any points. 
> 
Fair enough, but it ought to be listed. 
 
>> PS:Programmer, 12- 
> 
>	Fine.  Where's the Computer Programing skill to go with it. 
> 
Computer Programming, 13-. 
 
>> AK:San Francisco, 8-, NYC,11- 
> 
>	Well, NYC is big enough that most specific questions would come 
>with a negative modifier, so this is pretty good. 
> 
>> PS:Writer, 11- 
> 
>	A writing skill to go with it?  This will help you try to get 
>something published, but not write it. 
 
There is no specific 'writing' skill, so what do you suggest? I'd say my 
writing ability is 11-, my knowledge of being a professional writer is a 
Familiarity, 8-. 
 
>> WF:Handguns 
> 
>	Maybe a WF:Knives, WF:Thrown, or something similar you've 
>overlooked? 
> 
No training in any of those. I do have handgun training and experience. 
 
>	Whatabout college courses.  Most would be useless skills, but some 
>may provide useful ones at the 8- level.  Sports?  These would be KS 
>and/or PS. 
 
No sports, certainly. Other skills would be: 
History, 8- 
General Science 8-  
Philosophy, 8- 
PS:Salesman, 11- 
Language:English, beyond fluent. (This isn't on the chart. How do you 
represent someone with a command of the language BEYOND that of the typical 
native speaker?) 
 
Most of my knowledge skills (history of comics, knowledge of RPGs, 
knowledge of anime, computer history, quote every line from Star Wars and 
Monty Python, etc) are subsumed under 'geek stuff'.  
 
I hesitate to list my disads because I'd end up being a 300 point character 
if I did. :) 
 
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Date: Tue, 14 Apr 1998 13:55:42 -0400 
From: Chris Hartjes <hartjes@ionsys.com> 
To: Hero Mailing List <champ-l@sysabend.org> 
Subject: Re: Which published villains do you use? 
Sender: owner-champ-l@sysabend.org 
 
David B Stallard wrote: 
>  
> I'm just curious, which published villains make regular appearances in your 
> campaigns?  I assume Viper is probably a mainstay in the majority of 
> campaigns, but how about groups like Zodiac or solo villains like Dark 
> Seraph (just to throw out some names)?  My campaign has just started so I 
> haven't pinned down the regulars yet, but in past campaigns Viper and Demon 
> were the two most regularly featured villain organizations, and Terror, 
> Inc. was also a big player. 
 
I tend to make up my own organizations and villians because often they 
wouldn't fit into my campaign world without a lot of changes.  I tend 
not to like organizations like Viper and Demon because it seems to me 
that unless they always acted in secret or disguised their efforts, 
*someone* would organize an effective resistance and destroy them. 
 
Chris Hartjes 
 
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Date: Tue, 14 Apr 1998 13:56:12 -0400 (EDT) 
From: William K Bushway <wbushway@osf1.gmu.edu> 
X-Sender: wbushway@mason2.gmu.edu 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: More supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
On Tue, 14 Apr 1998, David B Stallard wrote: 
 
	I'll comment on the two I own; 
 
> * The Olympians 
 
	I purchased this for the writeups of the Greek/Roman gods.  I 
needed some inspiration for powers for Olympian, my Fawcett 
Cpt.Marvel-type hero (Shazam!).  I wasn't really that impressed; the gods' 
powers were rather bland, the only thing making them dangerous were their  
sheer point totals.  The book also provided only the most cursory of 
coverage of Greek Heroes and Demigods, both major parts of Greek 
mythology. 
 
	If I remember correctly (I don't have it in front of me), the book 
doesn't give any very inpired scenario ideas to anchor the Gods in the 
campaign.  They're mentioned in Champions Universe, but haven't had 
much of an impact on continuity.  The book also doesn't say anything on  
the Greek Gods during the ancient period; a little Greek history would 
have been nice.  The location maps were pretty lame; just overhead views 
with place names, no descriptions. 
 
	I guess that the book's worth picking up at a discount, if you're 
interested in one take on the Greek gods. 
 
> * Champions Presents #1 
 
	Actual published adventures for Champions are so rare, it's hard 
to pass on picking them up.  Like always, some tailoring is necessary 
before use. 
 
	Seeing as my campaign-to-be is set in D.C., I'll probably get the 
most use out of Spectrum.  A pretty well fleshed-out superteam, along with 
a scenario to use them in?  You can't beat that with stick.  I especially 
liked the way Prism's background ties into those of other Champions  
Universe characters. 
 
	The time travelling scenario is useful, if only to give you a 
workable example on how to set one up.  It also gives you a nice 
smattering of characters from different genres.  I especially liked the 
concepts of the Pulp-style characters, Crimestopper and the Masque. 
 
	The Inuit Ice-Demon scenario, however, just fell flat with me. 
The only thing I could salvage from that one were the pictures for Ice 
Shadow, and the big baddie, who'll appear in my game under different 
identities. 
 
	Of course, you'll have to take my reviews with a grain of salt; I 
haven't actually had a chance to use _either_ book in a game yet. :P 
 
	          William K. Bushway, wbushway@osf1.gmu.edu 
	          http://Mason.GMU.edu/~wbushway/index.html 
	   "I'm betting that I'm just abnormal enough to survive." 
		    -The Tick, The Tick Vs.The Breadmaster 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 14 Apr 1998 14:00:42 EDT 
To: champ-l@sysabend.org 
Subject: Re: Law& Order (was Re: Joe Cop...) 
Sender: owner-champ-l@sysabend.org 
 
<< To a degree. But HERO is perfectly comfortable 'blowing off' those detailed 
writeups for 'stock' characters. >> 
 
  Just as comfortable as it is using the detailed write-ups. ;) 
 
<< Even in a Police-centered campaign, I'd expect the standard police officer 
to be written up pretty much the same as in a Superhero campaign. >> 
 
  Then that is what you should use. Not everyone agrees, however. Some people 
want to see the detailed write-ups. 
 
<< True, but I get a sneaking suspicion you might be a tad offended if it 
happened in your campaign ^_^. >> 
 
  That's why it's called "my campaign." I'd be silly to let someone else 
dictate how I should GM my own game (except when it comes to players having 
fun). 
 
<< Don't laugh, Watchers of the Dragon couldn't build 'popcorn' ninja to fight 
heroic characters on less than 150 points, and made ninja for fighting 
superheroes start at 250 points*. >> 
 
  That is perfectly appropriate given the subbject of the book. What's more, 
el cheapo 50 Pt ninja have been published elsewhere. I don't see what the 
problem is. If you like them you use them. If you kinda like them, tweak them 
until they're usable to you. If you don't like them at all, then ignore them. 
It's a printed page, not a mystic curse. <LOL> 
 
<< THIS is the sort of error I don't want to see in Law and Order. I just want 
to stress the importance of starting the scale as low as possible/believable - 
from there, go as high as you please! >> 
 
 What in the world ever gave you the idea that we weren't presenting less- 
expensive alternatives to this stuff? Has no one been reading my posts 
thoroughly? 
 
<< Watchers of the Dragon _didn't_ make allowances for most styles of game 
play 
- they had the uber-ninjas galore, but lacked the lower end. Ninja Hero is 
better in this respect, giving 100 and 120 point heroic ninja, which is 
probably the reasonable bottom end on ninja-hood. >> 
 
  In your opinion. That's fine. But if you want "realistically accurate" 
ninja... 
 
<< I just wanted to point out that 'abstracted' is not the same as 
'unrealistic', and abstracted costs a whole lot less (what if I want to have 
Police Officers as followers, or Summon them? I want them cheap and cost 
effective as possible, right? :-).>> 
 
  That a player-centric view. As a GM, I would want you to pay for what you 
were getting. If you want retarded cops who carry cap guns and plastic 
handcuffs, fine. Here you go. But if you want a "real" cop... prepare to pay a 
little more for it. 
 
  To be honest, however, I'm starting to get a little bored with some of the 
same comments over and over and over again in this thread. It's this very 
reason that I seldom post anything of substance to the HML. It's a shame that 
people can't simply state their opinion, seek clarification, and say "Hm. I 
wouldn't use that, but it is cool to see. I wonder what else they're going to 
do in the book?"  
 
  Mark @ GRG 
 
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From: Dave Mattingly <dmattingly@platsoft.com> 
To: "'champ-l@sysabend.org'" <champ-l@sysabend.org> 
Subject: Re: Equipment 
Date: Tue, 14 Apr 1998 11:07:13 -0700 
Sender: owner-champ-l@sysabend.org 
 
Another reason for listing costs of spaceship equipment is that it's a 
benchmark to compare effectiveness of one craft versus another. Your 
ship can specialize in being maneuverable, stealthy, or offensive. 
 
In my old Star Hero campaign, I told my players that they had X points 
to spend on a spaceship, from the given equipment list in the book. 
 
Dave Mattingly 
http://www.haymaker.org 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 14 Apr 1998 14:13:59 EDT 
To: champ-l@sysabend.org 
Subject: Re: Law& Order 
Sender: owner-champ-l@sysabend.org 
 
<< What about the UCMJ and the Militay Police and it's various forms? The DEA, 
and all the Govt. agencies? How about "Future Law Organizations"? Any real 
surprises in store?>> 
 
  I'm wondering how people expect us to publish a 160 page book about 
200-point cops! <LOL> 
 
  Of OCURSE we're going to at least touch on all of these topics. After all, 
the book is called "Law & Order," not "Dukes of Hazard!" :D 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 14 Apr 1998 14:16:01 EDT 
To: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
<< Sorry, Tim, but street cops are *NOT* the heroes of the story. >> 
 
  Not in a superhero game, perhaps. But perhaps in another game they would be. 
;) 
 
  Mark @ GRG 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Joe Cop on 200 points?!?!? 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 14 Apr 1998 14:18:41 -0400 
Lines: 38 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Tim R Gilberg writes: 
 
> 	And the major villians aren't either the Heroes of the story. 
 
They are the antagonists to the PC protagonists.  That puts them in the 
same category as the PCs. 
 
> Nor are minor villians or minor NPC heroes.  (Or followers, or DNPCs, or 
> . . .  you get the point). 
 
Supporting cast fits somewhere between the protagonists and antagonists 
(main cast), and everyone else (extras). 
 
> 	PC Cops in a Police Hero game would obviously earn XP, I don't 
> expect you to debate that.  However, their NPC rivals should improve and 
> mature just as they do. 
 
I disagree.  The PCs are the protagonists of the story.  NPC allies should 
rarely be as proficient as the PCs, and even more rarely be superior. 
Those that are should be relegated to positions where they cannot outshine 
the PCs. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Warning: pregnant women, the elderly, and 
PGP Key: at a key server near you! \ children under 10 should avoid prolonged 
                                    \ exposure to Happy Fun Ball. 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: The Average man... 
To: trgilber@hilltop.ic.edu (Tim R. Gilberg) 
Date: Tue, 14 Apr 1998 11:24:09 -0700 (PDT) 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
> > ...should have average stats -- straight 8-10, with maybe 1 or 2 stats at 
> > 11. The rest of his 25 points should go to skills. 
>  
> 	Yeah.  And we're talking, for the "average man", a non-college 
> educated individual.  College, as I've argued, both adds skills and 
> indicates a sense of being "above average" enough for more points. 
>  
	I'd personally say an average person is college educated, or trained in 
a profession. Besides, anyone with any real world experience can tell you 
that the average college grad knows less than the average trained mechanic in 
their relative professions. College is just to theoretical and not enough hands 
on to give any real skills beyond "KS: trivia related to desired profession, 
but not directly applicable." 
	I've seen it time and time again where a HS grad with 4 years in the 
army as an electrician can out perform a kid with a an engineering degree. 
	However the kid with the degree can talk electronic theory and 
terminology circles around the veteran. 
 
	I'd make a HS grad with no training a 0 pointer. someone who'd been 
through a trade school, or graduate degree with no work experience yet a 
skilled normal (25 pointer). 
	Then go from there. A doctorate with no work exp might also be a 25 
pointer, as the longer you stay in school, the more you loose touch with a 
few of your real world skills and knowledges. 
 
> > Most of the sample 'average' characters have stats which are too high. 
> 	Disagreed. 
>  
> > Remember:Only 2% of the population has an IQ of 130+ (INT 13-14). 1/100th 
> > of 1% has an IQ of 180+ (INT 18+). The same figures apply to physical stats 
> > as well, or should. As an example, here's my estimate of my own stats: 
>  
> 	I'd disagree on your INT estimates.  As INT is differentiated only 
 
	All stats in Hero as far as I know use the 'every 5 worth is twice as 
good.' Know I know a person with a 150 IQ is more than twice as smart as a 
person with a 100 IQ. But I don't know by how much. 
  
> > STR:8 
>  
> 	Hmmm.  How are you judging STR?  If by bench press, this may be 
> OK, may be too high.  If, however, by dead lift or some other such method, 
> you might want to up this. 
 
	I used to believe my strength was low as well. Basing it off my old 
high school estimate of me vs. the jock types. But I'd say I'm a 10 now, with 
a skill level in strength rolls for certain tasks that I got good at in the 
military. 
 
	Hero places the average at 10. So I'd use whatever X let the average 
adult do 100kg of X (or whatever close thing we can find) as the measurement. 
 
> > INT:15 (Yes, that's what I test at. Scary, ain't it?) 
> 	See above.  This would work out to a 20-23, probably, in an 
> expanded INT. 
 
	Agreed. 
  
> > AK:San Francisco, 8-, NYC,11- 
>  
> 	Well, NYC is big enough that most specific questions would come 
> with a negative modifier, so this is pretty good. 
 
	Also true with San Francisco. 
 
	Myself in the AK dept I have: 
 
San Francisco 11-, Berkeley 11-, Bay Area 8-, Silicon Valley 8- 
Seoul (SK) 8-, Suwon 8-, Songtan 12-, South Korea 8- 
 
	And some sub skills on certain districts or 'scenes' in some of those 
cities, like KS: Seoul Nightlife, both korean and expat versions. Or 
AK: Seoul tourist spots, palaces, museums, and temples 12-. :) 
 
	I was quite a traveller of Korea when I lived there, and know it better 
than I do my home city. 
 
> > PS:Writer, 11- 
>  
> 	A writing skill to go with it?  This will help you try to get 
> something published, but not write it. 
 
	KS: Writing? 
  
> > WF:Handguns 
> 
> 	Maybe a WF:Knives, WF:Thrown, or something similar you've 
> overlooked? 
 
	Here's one for you: familiarity with using a weapon group, but not 
enough to cancel out all the penelties, yet more than someone with no clue. 
 
	WF: Chinese Martial weapons (lim: only to cancel unskilled penalties 
	for either ocv or dcv, but not both? (are there penalties to both?)) 
 
	I'm tempted to show a writeup of myself... 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: The Average man... 
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Tim R Gilberg writes: 
 
> 	I'd disagree on your INT estimates.  As INT is differentiated only 
> by skill rolls, it should probably be looked at as extending easily to 30 
> for normals, considering that the age lim pushes it close to this.  This 
> allows for much more significance to INT scores.  I'd say Genius level 
> and above would have a 20+. 
 
Enh... INT is really a measure of how fast one can think, not how much one 
knows (check the BBB for its exact definition; it is *NOT* IQ).  Albert 
Einstein is my favorite example of a genius-level person with an INT of 
around 8 -- the prototypical absent-minded professer. 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Body for the average man 
To: dchwang@itsa.ucsf.edu (Dennis C Hwang) 
Date: Tue, 14 Apr 1998 11:33:02 -0700 (PDT) 
Cc: lizard@mrlizard.com, champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
> As a fellow player, I hereby refrain from comment. ;) 
 
	Yeah, me too. :) Though unlike you, if he messes with Cosmo Lass 
in his game, I can give Neo trouble in mine. :) 
  
> > STR:8 
> > DEX:9 
> > CON:9 
> > INT:15 (Yes, that's what I test at. Scary, ain't it?) 
> > EGO:11/20 (+9 EGO, limit:Only via the net, -2) 
> > PRE:10/20 (+10 PRE, limit as above, -2) 
> > COM:8 
>  
> What about BODY?  BODY is actually one of the stats with which I have a 
> great deal of conceptual trouble.  In game terms, it seems analogous to, 
> essentially, Hit Points.  But what does that translate to in real life 
> (tm)?  Mass?  Will to Live?  Damage Resistance?  Physique? 
>  
> I generally end up thinking of BODY as overall mass (kind of like 
> Chaosium's SIZ attribute), but this usually leads to my characters 
> rarely buying up BODY, since I don't picture them as significantly larger 
> than average. 
 
	I think it's just a 'pain threshold, luck, shock resistance, etc.' 
sort of thing. Isn't most death a matter of shock as oppossed to actual 
ripping away of tissue needed to continue functioning? 
 
	In which case, high body could fit many people who simply have 
'the will to survive'. Conversly, many stronger, heavier types can be 
rather poor with shock. 
	After all, if body=mass, overweight people would be nigh 
unstoppable. :) 
 
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Date: Tue, 14 Apr 1998 11:42:39 -0700 
To: Dennis C Hwang <dchwang@itsa.ucsf.edu> 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: The Average man... 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
At 10:43 AM 4/14/98 -0700, Dennis C Hwang wrote: 
>What about BODY?  BODY is actually one of the stats with which I have a 
>great deal of conceptual trouble.  In game terms, it seems analogous to, 
>essentially, Hit Points.  But what does that translate to in real life 
>(tm)?  Mass?  Will to Live?  Damage Resistance?  Physique? 
> 
>I generally end up thinking of BODY as overall mass (kind of like 
>Chaosium's SIZ attribute), but this usually leads to my characters 
>rarely buying up BODY, since I don't picture them as significantly larger 
>than average. 
> 
Sheesh, how did I miss that? I'd put my BODY at an even 10, as my increased 
mass balances out with my low pain threshold to about average. 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: The Average man... 
To: lizard@mrlizard.com (Lizard) 
Date: Tue, 14 Apr 1998 11:44:24 -0700 (PDT) 
Cc: trgilber@hilltop.ic.edu, champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
> >	I'd disagree on your INT estimates.  As INT is differentiated only 
> >by skill rolls, it should probably be looked at as extending easily to 30 
> >for normals, considering that the age lim pushes it close to this.  This 
> >allows for much more significance to INT scores.  I'd say Genius level and 
> >above would have a 20+. 
> > 
> If you extend stats to 30 Normal Max, sure. Otherwise, the scale is 
> compressed. 
> 
	The 'max' is not a cap so much as a point at which it costs double in 
order to reflect the rarity. 
  
> Based on the fact I'm out of shape and don't exericse, but I'm not 
> seriously hindred in day-to-day to life;I have no trouble lugging stuff 
> around, but it's more of a strain for me than for most of my peers. Or 
> maybe I just bitch more than they do. 
 
	I'll go for door number 2. :) 
 	Plus a lot of people simply don't know how to use the Str they 
	have. That's why I gave myself a skill level in it. The military 
	hammered that one down our throats, as it was a lot cheaper 
	than paying medical bills. :) 
 
> Perhaps it ought to be lower. I trip over wrinkles in the force. 
 
	Steer clear of Strawberry Ripple then. :) 
 
> Language:English, beyond fluent. (This isn't on the chart. How do you 
> represent someone with a command of the language BEYOND that of the typical 
> native speaker?) 
> 
	This is the 5 point level of a language. Unless that applies only 
to knowing all the dialects. 
  
> Most of my knowledge skills (history of comics, knowledge of RPGs, 
> knowledge of anime, computer history, quote every line from Star Wars and 
> Monty Python, etc) are subsumed under 'geek stuff'.  
 
	Trust me, he can quote all that stuff. It must have taken him years 
to learn all of it... :) 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Joe Solider on 100 points?!?!? 
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Date: 14 Apr 1998 14:54:59 -0400 
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Michael Nunn writes: 
 
> Standard US Army Infantry Solider 
 
My biggest problem with this is that 1/3 wants to be Infantry, 1/3 wants to 
be a Ranger, and 1/3 wants to be discharged.  For PBI, DEX and Speed are 
too high, Body too low, and there are a lot of inappropriate skills listed. 
 
> 2	PS: Job Before Joining Military 
 
What job?  Most recruits are fresh out of high school. 
 
> 2	KS: Hobby 11- 
 
8-, and it is a freebie. 
 
> 1	Paramedic 8- 
 
Another everyman skill; another freebie. 
 
> 3	Tactics 12- 
 
Only after OCS. 
 
> 1	Computers 8- 
 
Only for a particular specialst. 
 
> 1	PERK: Top Secret Security Clearance 
 
Largely useless, so why pay points for it? 
 
> (2)	KS: Military 11- 
> (2)	KS: Military History and Customs 11- 
 
Only for OCS.  Most of what a grunt knows is subsumbed by his soldiering 
professional skill. 
 
> (1)	TF,Parachuting 
 
Infantry don't drop, Rangers drop. 
 
> (3)	Navigation 11- 
 
A specialist. 
 
> (2)	PS: Forward Observer 11- 
 
Ditto. 
 
> 5	Subject to recall 
> 10	Watched,"The US Army",more powerful,non-combat influence, 
> 	 harsh,appear 8- 
 
If discharged, the former applies; if active, the latter.  Pick one. 
 
> 15	DNPC,"spouse",normal,appear 11- 
 
Unlikely for an enlisted Infantryman. 
 
> 5	Unluck,1D6 
 
Not the kind of disadvantage I would want every soldier to have. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
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bobby farris writes: 
 
>         My house rules also include the idea the if the Proffesional 
> skill has another applicable skill than the player must have that skill. 
 
Pardon me, but duh.  This is not a house rule, this is common sense. 
 
I mean, a teacher needs "Professional Skill: Teacher" to be able to teach. 
But he needs a relevant skill in the subject that he is teaching in order 
to be able to teach it. 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Which published villains do you use? 
To: hartjes@ionsys.com (Chris Hartjes) 
Date: Tue, 14 Apr 1998 12:03:10 -0700 (PDT) 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
> > I'm just curious, which published villains make regular appearances in your 
> > campaigns?  I assume Viper is probably a mainstay in the majority of 
> > haven't pinned down the regulars yet, but in past campaigns Viper and Demon 
>  
> I tend to make up my own organizations and villians because often they 
> wouldn't fit into my campaign world without a lot of changes.  I tend 
> not to like organizations like Viper and Demon because it seems to me 
> that unless they always acted in secret or disguised their efforts, 
> *someone* would organize an effective resistance and destroy them. 
 
	Most the Champions villians and groups are written with a definate 
'Marvel Comics' flavor to them. If your world doesn't follow a Marvel feel, 
then it's likely they just wont fit without some tweaking. Now, about 99% of 
the Champion's games I've played in followed the Marvel feel, so in general 
this is not a major issue for most people. Just those of us who do diferent 
styles. 
 
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Date: Tue, 14 Apr 1998 14:05:51 -0500 (EST) 
From: JASON SULLIVAN <RAVANOS@jcs1.jcstate.edu> 
Subject: Test 
To: champ-l@sysabend.org 
X-VMS-To: IN%"champ-l@sysabend.org" 
Sender: owner-champ-l@sysabend.org 
 
Hi.  Anyone getting this? 
 
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Date: Tue, 14 Apr 1998 15:08:47 -0400 
From: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
To: CHAMP-L@sysabend.org 
Subject: Re: The Average Man... 
Sender: owner-champ-l@sysabend.org 
 
"qts" <qts@nildram.co.uk> wrote: 
 
>>> 
 
 
On Tue, 14 Apr 1998 10:55:01 -0700, Lizard wrote: 
 
>Language:English, beyond fluent. (This isn't on the chart. How do you 
>represent someone with a command of the language BEYOND that of the typical 
>native speaker?) 
 
Easy: +1 pt. A 'native' has 4 pts in a language, but you can have 5 
pts. In a tonal language like Chinese, you could add in Perfect Pitch, 
too. 
qts 
 
<<< 
 
It would be interesting to use the +1 point to suggest a  
large vocabulary, skilled diction, and so on (as you seem to be  
suggesting), though I believe the BBB pretty specifically  
states that 5 points in a language gives you the skill to  
imitate dialects. 
 
Other possibilities for language ability include Oratory, KS:  
English Vocabulary, KS: English Grammar, and PS: Writer. I'd  
probably assume that most characters with Linguist or any  
KS's or PS's related to reading or writing have superior  
language ability as well. 
 
Now that I think about it, excellent diction could be a good  
justification (or at least part of the justification) for a  
high PRE. A high INT might include ability with language in some  
cases, but certainly not all. 
 
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Date: Tue, 14 Apr 1998 15:11:35 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: Joe Cop on 200 points?!?!? 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Message text written by GoldRushG 
>  "Typical" PCs in Champions are incompetent when it comes to skills. 
There is 
a fix, of course -- give them more points to buy the skills with. 
Unfortunately most players seem to be stuck on this 250 Pt limit because 
"that's what it says in the book." If you want more skills for your 
characters, give them more points. Period. 
   You could even give them an extra 25 Pts "Only for background skills" or 
some such.< 
 
I've played in campaigns where the GM allocated a certain amount of points 
"for skills only", and it worked beautifully.  Groups I've been involved 
with have always had a tendency to skimp on the skills, buying only 2 or 3 
to stop the GM from frowning at us.  By giving us points only for skills, 
he was happy that we didn't think about only combat and we were happy 
because we got more well-rounded characters.  I think this was a 250 point 
game, where 225 points were for characteristics/powers and 25 were for 
skills.  I had forgotten about this, but now that I've been reminded, I'll 
probably change my current 250 point game (which just started) to be 250 
points + 25 points for skills only. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: The Average man... 
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Date: 14 Apr 1998 15:13:28 -0400 
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Dennis C Hwang writes: 
 
> Well, I think this brings up an interesting point.  Since the Hero 
> System's "Normals Max Out At 20" rule isn't really hard-and-fast (just 
> pay double), do "normals" really max out at 20? 
 
Normals do not max out at 20.  *MOST* normals max out at twenty.  "Normal 
maximum" does not mean that it is the maximum that a normal person can 
achieve, it means that it is the maximum that a person can normally 
achieve.  A perfectly normal person can put an abnormal effort into 
increasing his Strength beyond what can normally be achieved. 
 
Anyone know what the world's record for heaviest lift is? 
 
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Date: Tue, 14 Apr 1998 15:27:05 -0400 
From: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
To: CHAMP-L@sysabend.org 
Subject: Re: Which published villains do you use? 
Sender: owner-champ-l@sysabend.org 
 
 
> > I'm just curious, which published villains make regular appearances in your 
> > campaigns?  I assume Viper is probably a mainstay in the majority of 
> > haven't pinned down the regulars yet, but in past campaigns Viper and Demon 
 
I'm another in the "none" camp.  
 
They don't match my style, and I prefer to create distinctive  
worlds from scratch anyway. If I'm going to put the trouble into  
running a campaign world, I want the world to be mine (and my  
players', of course) through and through. 
 
It's unfortunate for me that my tastes in these matters run  
exactly counter to Hero's marketing philosophies. I wouldn't mind  
having a self-contained published adventure module now and then  
for a one-shot break from my own work, and I appreciate genre  
or period support materials, but I'm not much interested in  
published characters or organizations. 
 
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From: "qts" <qts@nildram.co.uk> 
To: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com&> 
        "Champions" <champ-l@sysabend.org> 
Date: Tue, 14 Apr 98 19:28:24  
Reply-To: "qts" <qts@nildram.co.uk> 
Subject: Re: I need a name (oh no, not again! :) 
Sender: owner-champ-l@sysabend.org 
 
On Mon, 13 Apr 1998 09:20:10 -0500, Andreano, Keith         HIM,VA 
wrote: 
 
>Made a character. She has plasma based powers. 
>EB, FF, Flight. Don't want a cliche name like Nova 
>or Plasma Girl. Any ideas from the peanut gallery? 
 
How about Sunday? 
qts 
 
Home: qts@nildram.co.uk. 
 
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Date: Tue, 14 Apr 1998 15:40:37 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: The Average man... 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Message text written by Brian Wong 
>       I've seen it time and time again where a HS grad with 4 years in 
the 
army as an electrician can out perform a kid with a an engineering degree. 
        However the kid with the degree can talk electronic theory and 
terminology circles around the veteran.< 
 
This is off-topic, but it struck a chord.... 
 
I'd agree here, but I think the severity of it varies by field.  For 
instance, I have a BS in Computer Science.  I think the first two years 
were extremely valuable, but the last two (especially the senior level 
classes) were fairly worthless in practical terms...they delve too much 
into the "theory of the science" and aren't much use outside of academic 
circles. 
 
On the other hand, I have a minor in English.  From my experience, the vast 
majority of the cirriculum is worthless from a job skill point of view.  
They spend far too much time having you read the "classics" and far too 
little time teaching you how to write.  It's funny, because most of the 
writing that you do is non-fiction (essays, research papers, etc), but most 
of the writing you study is fiction (Shakespeare, etc).  There is almost 
zero effort placed on teaching you how to write in the style that 
academians hold so high.  My experience was that an English degree teaches 
you how to analyze writing, not how to write such material yourself (one 
does not beget the other). 
 
I guess I should say that my experience is with Louisiana State University, 
and my comments may or may not be valid with other schools. 
 
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From: "qts" <qts@nildram.co.uk> 
To: "Lizard" <lizard@mrlizard.com&> "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Date: Tue, 14 Apr 98 19:43:13  
Reply-To: "qts" <qts@nildram.co.uk> 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
On Tue, 14 Apr 1998 10:55:01 -0700, Lizard wrote: 
 
>Language:English, beyond fluent. (This isn't on the chart. How do you 
>represent someone with a command of the language BEYOND that of the typical 
>native speaker?) 
 
Easy: +1 pt. A 'native' has 4 pts in a language, but you can have 5 
pts. In a tonal language like Chinese, you could add in Perfect Pitch, 
too. 
qts 
 
Home: qts@nildram.co.uk. 
 
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Date: Tue, 14 Apr 1998 15:48:01 -0400 
From: Justin Calvaneso <jcalvaneso@raptor.com> 
Organization: Raptor Systems 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Which published villains do you use? 
Sender: owner-champ-l@sysabend.org 
 
 
 
Brian Wong wrote: 
 
>         Most the Champions villians and groups are written with a definate 
> 'Marvel Comics' flavor to them. If your world doesn't follow a Marvel feel, 
> then it's likely they just wont fit without some tweaking. Now, about 99% of 
> the Champion's games I've played in followed the Marvel feel, so in general 
> this is not a major issue for most people. Just those of us who do diferent 
> styles. 
 
    Define 'Marvel flavor'. I'm curious. 
 
--- 
Justin Calvaneso                  Raptor Systems, Inc. 
Test Lab Technician               a division of Axent Technologies 
jcalvaneso@raptor.com             266 Second Avenue 
(781) 530-2362                    Waltham, MA 02154 
--- 
 
 
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From: "qts" <qts@nildram.co.uk> 
To: "Champions Mailing List" <champ-l@sysabend.org&> 
        "Chris Lynch" <chris@lynch1.demon.co.uk> 
Date: Tue, 14 Apr 98 19:48:07  
Reply-To: "qts" <qts@nildram.co.uk> 
Subject: Re: Gadget Question 
Sender: owner-champ-l@sysabend.org 
 
On Tue, 14 Apr 1998 12:36:48 +0100, Chris Lynch wrote: 
 
>qts wrote: 
> 
>> On Mon, 13 Apr 1998 00:18:00 -0400 (EDT), Michael Surbrook wrote: 
>> 
>> >How would people write up a line gun?  For firing of climbing lines, not 
>> >swing lines. 
>> > 
>> >Would one use Swinging? 
>> >Stretching? 
>> >I know that Ninja Hero talks about using Entangle, but I seems a bit odd 
>> >to create a climbing line with that exact power. 
>> 
>> How about Stretching or Flight? I'd go for the former, having used it 
>> for magic grappling hooks. 
>> qts 
>> 
>> Home: qts@nildram.co.uk. 
> 
>  Flight works well for the Batman style of line (or the Spiderman - I can't 
>believe that this guy is getting overlooking in the swinging line stakes!) 
>with limitations such as "Only in urban environment" or "Requires purchase". 
>The urban one is about -1/2 (if you take him out into the desert he's in 
>trouble) but the "purchase" thing is only really worth about -1/4 as players 
>will always find something to attach a line to... 
 
Especially enemies - hence my use of Stretching - effectively allowing 
a HKA at range. 
qts 
 
Home: qts@nildram.co.uk. 
 
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Date: Tue, 14 Apr 1998 15:52:04 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: Joe Solider on 100 points?!?!? 
Cc: Champions <champ-l@sysabend.org> 
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Message text written by Stainless Steel Rat 
>Infantry don't drop, Rangers drop.< 
 
Uh, my dad was in the 82nd and 101st Airborn Infantry and I'm fairly 
certain he wasn't a Ranger. 
 
> > 15  DNPC,"spouse",normal,appear 11-< 
 
Unlikely for an enlisted Infantryman.< 
 
Huh?  What do you base that on?  From my recollection of living in military 
housing on several military bases, they are just as likely to be married as 
anyone else. 
 
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Date: Tue, 14 Apr 1998 12:55:47 -0700 (PDT) 
From: Dennis C Hwang <dchwang@itsa.ucsf.edu> 
To: Stainless Steel Rat <ratinox@peorth.gweep.net> 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
On 14 Apr 1998, Stainless Steel Rat wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> Dennis C Hwang writes: 
>  
> > Well, I think this brings up an interesting point.  Since the Hero 
> > System's "Normals Max Out At 20" rule isn't really hard-and-fast (just 
> > pay double), do "normals" really max out at 20? 
>  
> Normals do not max out at 20.  *MOST* normals max out at twenty.  "Normal 
> maximum" does not mean that it is the maximum that a normal person can 
> achieve, it means that it is the maximum that a person can normally 
> achieve.  A perfectly normal person can put an abnormal effort into 
> increasing his Strength beyond what can normally be achieved. 
 
Well, I guess my main question was essentially:  how common are stat 
scores >20 in the "normal" population? 
 
> Anyone know what the world's record for heaviest lift is? 
 
What kind of lift?  For that matter, what kind of lift is being assumed in 
the STR chart? 
 
I've assumed a sort of dead-lift/whole-body lift for the STR chart, since 
a 100-kg (220-lb) bench press would be way above "average"... 
 
--Dennis 
************************************************************* 
*   dchwang@itsa.ucsf.edu   *   xenopathologist at large!   * 
************************************************************* 
*   So...you're keeping me alive because you don't know     * 
*   DOS.                                                    * 
*                                                           * 
*                       --Izzy to Gabriel                   * 
*                         THE PROPHECY II                   * 
************************************************************* 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Hero Wish List (Was Which published villains do you use?) 
To: NBYMAIL11@mln.lib.ma.us (BILL SVITAVSKY) 
Date: Tue, 14 Apr 1998 12:59:30 -0700 (PDT) 
Cc: CHAMP-L@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
> It's unfortunate for me that my tastes in these matters run  
> exactly counter to Hero's marketing philosophies. I wouldn't mind  
> having a self-contained published adventure module now and then  
> for a one-shot break from my own work, and I appreciate genre  
> or period support materials, but I'm not much interested in  
> published characters or organizations. 
 
	I agree here. Here's what my dream come true of Hero Products would be: 
 
1. Cardboard miniatures, blanks, siloettes (sp wrong, I failed my Int check), 
	and fully drawn and colored of all sorts. 
 
2. Genre books (Fantasy Hero, Space Hero, Super Hero) 
 
3. Sub genre books (like Golden Age heroes, Lands of Mystery, Dark Champions) 
 
4. Champions Plus. Rules expansions, optional rules, and popular house rules 
	put this one out on a one volume a year basis or something. 
	Collect rules from people's house games and present them for 
	everyone's perusal. 
 
5. Gm and Players screens, now of course, the players screen need not be a 
	stand up, but just a few pages of quick ref stuff. 
 
6. A whole book of siloettes (failed that Int roll again. :) ) for my less 
	art inclined players. 
 
7. quicky scenerio books, showing how to take a basic thread and expand it 
	into an advneture, rather than the full adventure. Example of this 
	would be Challenges for Champions done even better. (I think, just 
	bought it, haven't read it yet.) 
 
8. WorldBooks, Licenced lines. Marvel Hero, Conan Fantasy Hero, Expanding 
	Western Shores out to a full worldbook. San Angelo, etc... 
 
9. Villian and Hero collections. Enemies and Allies books. Though I disliked 
	allies as it lacked enough solo's and had too many teams for my tastes. 
	I would want these to be single quick NPC's I could toss in on a rainy 
	day. Or scavenge for parts, more or less, when building my own NPC's. 
 
	That's more or less in order. 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Stainless Steel Rat <ratinox@peorth.gweep.net&> 
        Champions <champ-l@sysabend.org> 
Subject: RE: Joe Solider on 100 points?!?!? 
Date: Tue, 14 Apr 1998 16:00:57 -0400 
Sender: owner-champ-l@sysabend.org 
 
To correct a number of false assertions... 
 
A rather significant percentage of soldiers do not come straight out of high 
school.  Even those that do, often have jobs in high school.  And this is a 
standard soldier - not a recruit. 
 
Infantry are trained in basic tactics in basic/AIT, with more training as 
you ascend in rank, both through schools and OJT. 
 
Infantry do learn about the military and its history and its customs, 
particularly if they want to pass any promotion boards.  In fact, the most 
unit museums are taken care of by enlisted personnel. 
 
Rangers are in the *minority* of airborne troopers.  The 82nd Airborne 
Division and the rest of the XVIIIth Airborne Corps is a prime example. 
 
All US Army soldiers are taught to navigate, infantry even more so. 
 
If a soldier is a member of a rapid response unit (like the entire XVIIIth 
Airborne Corps) then Recall is appropriate to active duty since by SOP you 
are expected to be back at your unit HQ within 2 hours, even if on vacation. 
 
If you are on active duty, the US Army certainly comes up more than 8- IRL. 
 
A great many enlisted are married.  some E-1s come in married and I'd 
venture that at least 50% of E-5 and above are married. 
 
 
> -----Original Message----- 
> From:	Stainless Steel Rat [SMTP:ratinox@peorth.gweep.net] 
> Sent:	Tuesday, April 14, 1998 2:55 PM 
> To:	Champions 
> Subject:	Re: Joe Solider on 100 points?!?!? 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> Michael Nunn writes: 
>  
> > Standard US Army Infantry Solider 
>  
> My biggest problem with this is that 1/3 wants to be Infantry, 1/3 wants 
> to 
> be a Ranger, and 1/3 wants to be discharged.  For PBI, DEX and Speed are 
> too high, Body too low, and there are a lot of inappropriate skills 
> listed. 
>  
> > 2	PS: Job Before Joining Military 
>  
> What job?  Most recruits are fresh out of high school. 
>  
> > 2	KS: Hobby 11- 
>  
> 8-, and it is a freebie. 
>  
> > 1	Paramedic 8- 
>  
> Another everyman skill; another freebie. 
>  
> > 3	Tactics 12- 
>  
> Only after OCS. 
>  
> > 1	Computers 8- 
>  
> Only for a particular specialst. 
>  
> > 1	PERK: Top Secret Security Clearance 
>  
> Largely useless, so why pay points for it? 
>  
> > (2)	KS: Military 11- 
> > (2)	KS: Military History and Customs 11- 
>  
> Only for OCS.  Most of what a grunt knows is subsumbed by his soldiering 
> professional skill. 
>  
> > (1)	TF,Parachuting 
>  
> Infantry don't drop, Rangers drop. 
>  
> > (3)	Navigation 11- 
>  
> A specialist. 
>  
> > (2)	PS: Forward Observer 11- 
>  
> Ditto. 
>  
> > 5	Subject to recall 
> > 10	Watched,"The US Army",more powerful,non-combat influence, 
> > 	 harsh,appear 8- 
>  
> If discharged, the former applies; if active, the latter.  Pick one. 
>  
> > 15	DNPC,"spouse",normal,appear 11- 
>  
> Unlikely for an enlisted Infantryman. 
>  
> > 5	Unluck,1D6 
>  
> Not the kind of disadvantage I would want every soldier to have. 
>  
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: The Average man... 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 14 Apr 1998 16:02:58 -0400 
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Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Dennis C Hwang writes: 
 
> Well, I guess my main question was essentially:  how common are stat 
> scores >20 in the "normal" population? 
 
Uncommon at best.  You will not find a statistically relelvant segment of 
the population with any >normal maximum characteristics because exceeding 
normal maxima requires exceptional effort.  These few people are generally 
not going to be a significant part of any demographic survey, what as they 
are busy doing things like training for the next Olympiad or other 
world-class meet (or are busy concealing their heroic identities from an 
unsuspecting world). 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Stainless Steel Rat <ratinox@peorth.gweep.net&> 
        Champions <champ-l@sysabend.org> 
Subject: RE: Proffesional Skills x2 
Date: Tue, 14 Apr 1998 16:03:29 -0400 
Sender: owner-champ-l@sysabend.org 
 
Actually, a teacher who is any good would also have a skill in teaching. 
 
> -----Original Message----- 
> From:	Stainless Steel Rat [SMTP:ratinox@peorth.gweep.net] 
> Sent:	Tuesday, April 14, 1998 3:01 PM 
> To:	Champions 
> Subject:	Re: Proffesional Skills x2 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> bobby farris writes: 
>  
> >         My house rules also include the idea the if the Proffesional 
> > skill has another applicable skill than the player must have that skill. 
>  
> Pardon me, but duh.  This is not a house rule, this is common sense. 
>  
> I mean, a teacher needs "Professional Skill: Teacher" to be able to teach. 
> But he needs a relevant skill in the subject that he is teaching in order 
> to be able to teach it. 
>  
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Date: Tue, 14 Apr 1998 15:10:23 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
 
> << That is XP, isn't it? Just plain experience in the field? >> 
> 
>   No. It is years on the department. In our department one can work in any 
> number of different divisions: Corrections, Investigative Services, Court 
> Security, Administration, Patrol Services, etc. Just having years on does not 
> give one more patrol experience necessarily. 
 
	Ah.  I see your point.  Still, even the "minor" jobs while not on 
patrol would earn some XP, though much of it would be "earmarked". 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 15:22:14 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions Listserv <champ-l@sysabend.org> 
Subject: Re: Body for the average man 
Sender: owner-champ-l@sysabend.org 
 
 
> 	In which case, high body could fit many people who simply have 
> 'the will to survive'. Conversly, many stronger, heavier types can be 
> rather poor with shock. 
> 	After all, if body=mass, overweight people would be nigh 
> unstoppable. :) 
 
	I've always seen it as a mix of the mentioned factors.  Someone a 
bit bigger than normal (like me) will have a bit more bod than normal. 
Someone with a higher will to live than normal will have a bit more bod 
than normal.  Someone better trained to take damage than normal will have 
a bit higher bod than normal.  Someone with all of the above will have an 
aweful lot. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: David B Stallard <DBStallard@compuserve.com> 
Cc: "[unknown]" <champ-l@sysabend.org> 
Subject: RE: Joe Cop on 200 points?!?!? 
Date: Tue, 14 Apr 1998 16:22:50 -0400 
Sender: owner-champ-l@sysabend.org 
 
We do something similar this, in that we require the character to have a 
minimum number of non-combat skills and a minimum level in each.  It works 
pretty well. 
 
Jason Goode 
 
> -----Original Message----- 
> From:	David B Stallard [SMTP:DBStallard@compuserve.com] 
> Sent:	Tuesday, April 14, 1998 3:12 PM 
> To:	Goode, Jason 
> Cc:	[unknown] 
> Subject:	Re: Joe Cop on 200 points?!?!? 
>  
> Message text written by GoldRushG 
> >  "Typical" PCs in Champions are incompetent when it comes to skills. 
> There is 
> a fix, of course -- give them more points to buy the skills with. 
> Unfortunately most players seem to be stuck on this 250 Pt limit because 
> "that's what it says in the book." If you want more skills for your 
> characters, give them more points. Period. 
>    You could even give them an extra 25 Pts "Only for background skills" 
> or 
> some such.< 
>  
> I've played in campaigns where the GM allocated a certain amount of points 
> "for skills only", and it worked beautifully.  Groups I've been involved 
> with have always had a tendency to skimp on the skills, buying only 2 or 3 
> to stop the GM from frowning at us.  By giving us points only for skills, 
> he was happy that we didn't think about only combat and we were happy 
> because we got more well-rounded characters.  I think this was a 250 point 
> game, where 225 points were for characteristics/powers and 25 were for 
> skills.  I had forgotten about this, but now that I've been reminded, I'll 
> probably change my current 250 point game (which just started) to be 250 
> points + 25 points for skills only. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Joe Solider on 100 points?!?!? 
Mail-Copies-To: never 
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Date: 14 Apr 1998 16:24:16 -0400 
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Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
David B Stallard writes: 
 
> Message text written by Stainless Steel Rat 
 
>> Infantry don't drop, Rangers drop.< 
> Uh, my dad was in the 82nd and 101st Airborn Infantry and I'm fairly 
> certain he wasn't a Ranger. 
 
Airborne Infantry != Infantry.  Rangers are "elite" Airborne Infantry. 
 
>> > 15  DNPC,"spouse",normal,appear 11-< 
> Unlikely for an enlisted Infantryman.< 
> Huh?  What do you base that on? 
 
On the fact that Joe Soldier is fresh out of high school. 
 
> From my recollection of living in military housing on several military 
> bases, they are just as likely to be married as anyone else. 
 
Yeah, officers and career enslited, not Joe Soldier doing his basic tour of 
duty. 
 
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Date: Tue, 14 Apr 1998 15:25:28 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
 
> > 	And the major villians aren't either the Heroes of the story. 
> 
> They are the antagonists to the PC protagonists.  That puts them in the 
> same category as the PCs. 
 
	And supporting characters would be in the same scenarios.  They'll 
develop as the players do to provide a fluid world.  I don't much like the 
sound of your cardboard silouette of a world. 
 
> > 	PC Cops in a Police Hero game would obviously earn XP, I don't 
> > expect you to debate that.  However, their NPC rivals should improve and 
> > mature just as they do. 
> 
> I disagree.  The PCs are the protagonists of the story.  NPC allies should 
> rarely be as proficient as the PCs, and even more rarely be superior. 
> Those that are should be relegated to positions where they cannot outshine 
> the PCs. 
 
	Um.  I was talking about NPC rivals, which almost certainly _will_ 
exist.  That FBI Local Investigator will continually be competing for 
cases.  That Street Pounder who wants to do more will keep trying to get 
in on the action.  As the players improve, they will too in order to keep 
at a similar level of challenge.  If they remained static, any type of 
rivalry would quickly become moot. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 15:28:29 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
 
> Enh... INT is really a measure of how fast one can think, not how much one 
> knows (check the BBB for its exact definition; it is *NOT* IQ).  Albert 
> Einstein is my favorite example of a genius-level person with an INT of 
> around 8 -- the prototypical absent-minded professer. 
 
	Um.  No.  Much of IQ _is_ how fast you can think.  Some is what 
you know, but it often goes together.  Einstein would recieve a Phys Lim: 
Absent Minded and, perhaps, a Phys Lim: Not very perceptive. 
 
	He was quite fast at thinking about very difficult subjects, 
something that went beyond a mere recitation of knowledge.  He came up 
with a huge amount of ideas, being able to work his mind quickly through 
thinks most would fall apart on. 
 
	Give him a 30, maybe more, even if an IQ test showed up as low. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Joe Solider on 100 points?!?!? 
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Date: 14 Apr 1998 16:29:54 -0400 
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Goode, Jason writes: 
 
> A rather significant percentage of soldiers do not come straight out of 
> high school.  Even those that do, often have jobs in high school.  And 
> this is a standard soldier - not a recruit. 
 
"Joe Soldier" is fresh out of basic and specialist training. 
 
> Infantry are trained in basic tactics in basic/AIT, with more training as 
> you ascend in rank, both through schools and OJT. 
 
8- like I said. 
 
> Infantry do learn about the military and its history and its customs, 
> particularly if they want to pass any promotion boards.  In fact, the 
> most unit museums are taken care of by enlisted personnel. 
 
Not something that "Joe Soldier" will be particularly concerned about. 
 
> Rangers are in the *minority* of airborne troopers.  The 82nd Airborne 
> Division and the rest of the XVIIIth Airborne Corps is a prime example. 
 
Airborne Infantry units are separate from Infantry units. 
 
> All US Army soldiers are taught to navigate, infantry even more so. 
 
Orienteering 8-, as specified.  Or Navigation 8-, take your pick (they are 
the same skil as far as game mechanics go). 
 
> If a soldier is a member of a rapid response unit (like the entire 
> XVIIIth Airborne Corps) 
 
This is not "Joe Soldier". 
 
> If you are on active duty, the US Army certainly comes up more than 8- IRL. 
 
But when on active duty you are not "subject to recall (reactivation)". 
 
> A great many enlisted are married.  some E-1s come in married and I'd 
> venture that at least 50% of E-5 and above are married. 
 
E-5 is not "Joe Soldier", the military is his career. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
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Goode, Jason writes: 
 
> Actually, a teacher who is any good would also have a skill in teaching. 
 
Methinks Jason missed where I pointed out that: 
 
>> I mean, a teacher needs "Professional Skill: Teacher" to be able to 
>> teach. 
 
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Date: Tue, 14 Apr 1998 15:37:00 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: "[unknown]" <champ-l@sysabend.org> 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
 
> I'd agree here, but I think the severity of it varies by field.  For 
> instance, I have a BS in Computer Science.  I think the first two years 
> were extremely valuable, but the last two (especially the senior level 
> classes) were fairly worthless in practical terms...they delve too much 
> into the "theory of the science" and aren't much use outside of academic 
> circles. 
 
	And to those inventing the new ways a field or industry will move. 
The practical is great for doing what is out there.  The theoretical 
allows you to change what is needed "out there". 
 
> On the other hand, I have a minor in English.  From my experience, the vast 
> majority of the cirriculum is worthless from a job skill point of view. 
> They spend far too much time having you read the "classics" and far too 
> little time teaching you how to write.  It's funny, because most of the 
 
	Um.  And? 
 
	That _is_ what an English Degree is defined as.  (I get mine in a 
month.)  The knowledge of the classics is the degree.  Writing is a 
secondary skill for an English Lit degree. 
 
	However, you've gotten enough experience in writing to be hugely 
valuable in a writing field.  A strong background in research, study, and 
analysis makes a great foundation for going into law school . . . or many 
other fields. 
 
> writing that you do is non-fiction (essays, research papers, etc), but most 
> of the writing you study is fiction (Shakespeare, etc).  There is almost 
> zero effort placed on teaching you how to write in the style that 
> academians hold so high.  My experience was that an English degree teaches 
> you how to analyze writing, not how to write such material yourself (one 
> does not beget the other). 
 
	Your last statement is so obvious as to be worthless.  Actually, 
Illinois College offers two English degrees -- Lit and Writing.  Both need 
both fields, but the former's main concentration is on reading and 
analysing literature.  The latter on writing of various forms, usually 
creative.  This includes Drama, Poetry, Short Stories, Rhetorical Writing, 
Journalistic Writing, etc. 
 
	For the record, I'm getting a Lit degree.  It has already earned 
my an appointment to the Masters Program in English Lit at the University 
of Oklahoma with a Teaching Assistantship.  That's exactly what I needed 
the degree to do. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 15:39:47 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: RE: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
 
 
> Actually, a teacher who is any good would also have a skill in teaching. 
 
	Right.  Add the PS: Teacher for the beaurocratic side, a skill in 
the main and possibly minor subject. 
 
	Add a skill: Teaching based on PRE, similar to Oratory or 
Persuasion or Conversation. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Joe Cop on 200 points?!?!? 
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Date: 14 Apr 1998 16:41:15 -0400 
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Tim R Gilberg writes: 
 
> 	And supporting characters would be in the same scenarios.  They'll 
> develop as the players do to provide a fluid world.  I don't much like the 
> sound of your cardboard silouette of a world. 
 
We aren't talking about the world, we are talking about a game. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: The Average man... 
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Tim R Gilberg writes: 
 
> 	Um.  No.  Much of IQ _is_ how fast you can think.  Some is what 
> you know, but it often goes together. 
 
You might want to check your BBB on this one, Tim, becuse it says otherwise. 
 
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Date: Tue, 14 Apr 1998 15:48:22 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
 
> 	I'd personally say an average person is college educated, or trained in 
> a profession. 
 
	Um.  Based on my knowledge of what those I went to high school 
with are up to, I'd have to disagree.  The average man don't know much, 
except perhaps how to stock the local Jewel/Osco or work the machinery at 
the plant or wait tables. 
 
> Besides, anyone with any real world experience can tell you 
> that the average college grad knows less than the average trained mechanic in 
> their relative professions. 
 
	That mechanic is another trained professional.  And even he is 
having problems with the newer cars -- they are being covered in the auto 
mechanic schools. 
 
	And considering that most college grads go on to fields not 
related to their degrees (directly related), I'd say you're pretty much 
on. 
 
> College is just to theoretical and not enough hands 
> on to give any real skills beyond "KS: trivia related to desired profession, 
> but not directly applicable." 
 
	Um, I'd disagree.  I'd say College would give one at least one 11- 
skill, possibly higher depending on how good the student was, at least one 
foreign language, and a collection of 8- KSs, most quickly being 
forgotten, but there to "be remembered" when XP is needed to be spent. 
 
> 	I've seen it time and time again where a HS grad with 4 years in the 
> army as an electrician can out perform a kid with a an engineering degree. 
> 	However the kid with the degree can talk electronic theory and 
> terminology circles around the veteran. 
 
	Yup.  But those coming out with the great degrees will end up 
defining what the future will hold.  Maybe.  Or they get into the real 
world, keep the theoretical part where it is, and get useful. 
 
> 	I'd make a HS grad with no training a 0 pointer. someone who'd been 
> through a trade school, or graduate degree with no work experience yet a 
> skilled normal (25 pointer). 
 
	Graduate degree?  That'd be a bit higher. 
 
> 	Then go from there. A doctorate with no work exp might also be a 25 
> pointer, as the longer you stay in school, the more you loose touch with a 
> few of your real world skills and knowledges. 
 
	Not really.  You usually have to work your summers, giving all 
sorts of possible PSs and KSs, mostly at the 8- level. 
 
> 	All stats in Hero as far as I know use the 'every 5 worth is twice as 
> good.' Know I know a person with a 150 IQ is more than twice as smart as a 
> person with a 100 IQ. But I don't know by how much. 
 
	Hmmm.  I'm not sure if INT would be the same or not.  Seems kinda 
likely. 
 
 
> 	I used to believe my strength was low as well. Basing it off my old 
> high school estimate of me vs. the jock types. But I'd say I'm a 10 now, with 
> a skill level in strength rolls for certain tasks that I got good at in the 
> military. 
> 
> 	Hero places the average at 10. So I'd use whatever X let the average 
> adult do 100kg of X (or whatever close thing we can find) as the measurement. 
 
	I'd place myself at 12 or 13 based on being able to lift more than 
average, but not a whole lot more.  Much is based on my size. 
 
> 	And some sub skills on certain districts or 'scenes' in some of those 
> cities, like KS: Seoul Nightlife, both korean and expat versions. Or 
> AK: Seoul tourist spots, palaces, museums, and temples 12-. :) 
 
	Adds up, don't it? 
 
> > 	A writing skill to go with it?  This will help you try to get 
> > something published, but not write it. 
> 
> 	KS: Writing? 
 
	Nah.  With that you could teach it.  Call it a new skill: Writing. 
I'm not sure if it should just be 11- or be based on INT or PRE. 
 
> 	Here's one for you: familiarity with using a weapon group, but not 
> enough to cancel out all the penelties, yet more than someone with no clue. 
 
	Just buy a +1 OCV, only to partially remove the -2 unfamiliar 
weapon penalty. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 15:48:45 -0500 
To: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: The Average man... 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
>> PS:Writer, 11- 
> 
>	A writing skill to go with it?  This will help you try to get 
>something published, but not write it. 
 
Apologies in advance for the rudeness to follow, but... 
 
You are out of your tiny little mind.  Writing is EXACTLY what PS: Writing 
will help a person do.  Any Professional Skill "gives the character the 
ability to perform a certain profession."  I'd have thought a person with 
your better-than-average memory would have recalled that description.  Why 
are you so eager to create new Skills when the system has two generic Skill 
groups (KS and PS) that were specifically designed to cover all this 
stuff...Football(DEX-based), and now Writing(?-based).   
 
If you want more than the ordinary ability to sell a writen work, PS: 
Literary Agent might be one way to go. PS: Editor or KS: Publishing Houses 
(so you know what they're looking for) would not hurt, and high EGO and PRE 
are also helpful when you meet with agents, editors, publishers and other 
potential industry contacts.  Complementary Skills might, under some 
circumstances, include Persuasion, Trading and Bureaucratics (as applicable 
to the publishing industry, and if you don't think that's a bureaucracy, 
you've never dealt with it).  All of the above is strictly optional; PS: 
Writer is all you need.  If you want a better than 11- chance of making a 
sale (because there *will* be negative modifiers in the current market), 
spend a few extra points and improve your base roll. 
 
Unlike some of you who speak from personal experience in such fields as 
Food Service, I should admit at this point I am not a writer.  My wife of 
11 years is, however.  She has written over 20 books (only 9 published so 
far; the rest are making the rounds of publishers), plus a number of short 
stories, some of which have appeared in The Dragon, Realms of Fantasy, 
Isaac Asimov's SF Magazine, etc.  She's been nominated for an Edgar Award 
for Best Juvenile Mystery.  Well, this is beside the point. 
 
Bottom line: you appear in many cases to be tossing aside the basic 
function of the Professional Skill, reducing it at best to the status of a 
complementary roll for some new Skill you create off-hand.  
 
Time to create that kill file at last (though there will be one person 
ahead of you in that list). 
 
Damon 
---------------------------------------------- 
 
"Ah!  Arrogance and stupidity in one package. 
 How efficient of you."  -- Londo Molari 
 
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Date: Tue, 14 Apr 1998 15:49:53 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: "[unknown]" <champ-l@sysabend.org> 
Subject: Re: Which published villains do you use? 
Sender: owner-champ-l@sysabend.org 
 
 
> I'm just curious, which published villains make regular appearances in your 
> campaigns?  I assume Viper is probably a mainstay in the majority of 
> campaigns, but how about groups like Zodiac or solo villains like Dark 
> Seraph (just to throw out some names)?  My campaign has just started so I 
> haven't pinned down the regulars yet, but in past campaigns Viper and Demon 
> were the two most regularly featured villain organizations, and Terror, 
> Inc. was also a big player. 
 
	Well, I'm always up to pull Viper in.  At least a minor incident 
every other game.  Genocide is being saved with only hints at what they 
are up to, same for Demon.  Terror, Inc is nice for a lighter villian 
group.  I've also gotten some use from the Crusher Gang and Grab. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 15:58:49 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
 
> >	I'd disagree on your INT estimates.  As INT is differentiated only 
> >by skill rolls, it should probably be looked at as extending easily to 30 
> >for normals, considering that the age lim pushes it close to this.  This 
> >allows for much more significance to INT scores.  I'd say Genius level and 
> >above would have a 20+. 
> > 
> If you extend stats to 30 Normal Max, sure. Otherwise, the scale is 
> compressed. 
 
	As others have pointed out, it's not the max.  As so few do have a 
130+ IQ, we could expect some extra expenditure.  This is not your average 
maximums.  Otherwise, what's the difference between a 13- and a 17-? 
 
> Based on the fact I'm out of shape and don't exericse, but I'm not 
> seriously hindred in day-to-day to life;I have no trouble lugging stuff 
> around, but it's more of a strain for me than for most of my peers. Or 
> maybe I just bitch more than they do. 
 
	Hmmm.  Based on an OK press and a really good squat and leg lift, 
I'd give myself a 12 or 13. 
 
> >	You're a little less skilled than average? 
> > 
> Perhaps it ought to be lower. I trip over wrinkles in the force. 
 
	Um, yeah. 
 
> >> COM:8 
> > 
> >	Sure. 
> > 
> Gee, thanks. 
 
	I'm not gonna argue on a stat you're willing to judge at 
(hopefully) a realistic level.  I'd hate to think that this is an inflated 
stat. 
 
> >	This would qualify, to me, as a "useless skill" that won't cost 
> >you any points. 
> > 
> Fair enough, but it ought to be listed. 
 
	Sure.  I'm working on a "Useless Skills" proposal right now. 
 
	This would allow the inclusion of some minor skills on the sheet 
that wouldn't cost anything -- they're there for flavor. 
 
	I'm also working on an "Inactive Skills" proposal.  These are 
skills a character once had at whatever level, but have fallen out of 
practice.  They can be quickly re-picked up taking away a need for 
training time when spending XP. 
 
 
> >	Fine.  Where's the Computer Programing skill to go with it. 
> > 
> Computer Programming, 13-. 
 
	OK. 
 
	Though I'd require a language skill for the various languages. 
Most "good" programmers would have no more than 1 or 2 points in these, 
however.  I'd give myself a 8- Computer Programming skill and 1 pt in 
Pascal, COBOL, C, and Intel Assembler. 
 
> There is no specific 'writing' skill, so what do you suggest? I'd say my 
> writing ability is 11-, my knowledge of being a professional writer is a 
> Familiarity, 8-. 
 
	Make a new skill.  It's provided for in the book.  Just decide if 
it should be based on a stat like INT or PRE or just be 11-. 
 
> >	Maybe a WF:Knives, WF:Thrown, or something similar you've 
> >overlooked? 
> > 
> No training in any of those. I do have handgun training and experience. 
 
	Ah.  I'd have an "inactive skill" WF with .22s and the M-16 based 
on some earlier training.  I'd currently have a WF with Flying Discs 
(Frisbees) 
 
> History, 8- 
> General Science 8- 
> Philosophy, 8- 
 
	All KSs. 
 
> PS:Salesman, 11- 
 
	No persuasion to go with it?  Not many sales, huh. 
 
> Language:English, beyond fluent. (This isn't on the chart. How do you 
> represent someone with a command of the language BEYOND that of the typical 
> native speaker?) 
 
	Call it a KS in vocab or specialized vocab or even the language as 
a whole. 
 
> Most of my knowledge skills (history of comics, knowledge of RPGs, 
> knowledge of anime, computer history, quote every line from Star Wars and 
> Monty Python, etc) are subsumed under 'geek stuff'. 
 
	I'd expand those under free "useless skills". 
 
	I'd have an 18- in "The Rocky Horror Picture Show" for starters. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 14:00:35 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: More supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
At 04:46 PM 4/14/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: David B Stallard <DBStallard@compuserve.com> 
>Subject: More supplement reviews 
>Cc: Champions <champ-l@sysabend.org> 
> 
>Here's a third list of supplements I'd appreciate getting reviews/opinions 
>on.  The twist here is that I already own some of these, but maybe have a 
>problem with them and want to see how they are viewed by the overall 
>audience. 
> 
>* Challenges for Champions 
 
   This is not one of Hero Games' -- nor Andy Robinson's -- best efforts, 
but at the same time it's far from the worst.  While the scenarios 
themselves are generally rather weak and the NPCs mostly uninspiring, 
there's an extremely helpful opening article on scenario design, and the 
scenarios to help spark "ways of thinking" that just wouldn't occur to many 
of us.  And, despite what I say above, most of the scenarios are good 
enough to run as a quick knockoff when you don't have anything else to do 
(though some adjustment would be needed for many campaigns). 
   If this book were larger (and more expensive), I'd say pass on it. 
Since it's one of the smaller (and less expensive) books in the Hero Games 
line, however, I do recommend it. 
 
>* Invaders from Below 
 
   When I look at how much I like a supplement, the question I ask myself 
is, "What will this contribute to my campaign?"  A good supplement will 
furnish new rules, interesting characters (either new or updated), 
background material, or inspiration for scenarios.  Despite the fair amount 
of work and thought that evidently went into it, this book provides none of 
the above, at least from my viewpoint. 
 
>* The Olympians 
 
   My take on this book is similar to IFB; however, I don't find it quite 
as utterly useless.  In fact, the only reason I find it as useless as I do 
is because I have no plans on using the Greek gods in my campaign at any 
level.  It does, in fact, provide some material that I can use as 
background, and I can see a couple of possibilities for individual 
encounters.  Your campaign could probably make better use of it than mine. 
 
>* Champions Presents #1 and #2 
 
   Two decidedly above-average books. 
   CP1 is a trio of scenarios that are designed to be run back-to-back (not 
in any particular order, though a recommended procedure is given). 
Spectrum, by Scott Sigler, is more useful for the supervillain group it 
provides than for the scenario itself (in fact, one of the scenarios on my 
website uses them).  The second, No News of a Thaw, is an odd little piece 
by Phil Masters using Inuit mythology; I didn't care for it, but others' 
opinions may differ.  The third, Menace Out of Time, is a time-travel piece 
by Dean and Dana Edgell, and suffers only from its lack of interaction with 
the rest of the Champions Universe (as these all do). 
   In CP2, Stan West gives of MAVRIC; Timothy Keating treats us to Murder 
in Stronghold, and Cliff Christiansen gives us COIL.  That Stan is the 
creator of CLOWN is reflected somewhat in his scenario about a 
self-actualizing computer, though he makes good use of foreshadowing and 
recurrence.  Timothy's treatment of a murder mystery at Stronghold is 
probably the best superhero mystery done to date.  And as for Cliff's take 
on COIL, well, it also shows that he's one of the co-authors of the widely 
(and deservedly) lauded VIPER sourcebook.  Would it help to say that I'm 
making use of all three of these sections in the early stages of my campaign? 
 
>* Pyramid in the Sky 
 
   This is another one of the books that is interesting to read even if you 
never actually use it in a game.  It's designed as three scenarios that 
could be run separately, but are designed to be best run in sequence.  It 
starts with something just a notch above street-level, and gradually 
escalates to the foiling of a horde of invading aliens.  The street-level 
villains and the aliens are really the most interesting parts of the book; 
in fact, the two alien races shown would be fun additions for a 
high-powered Star Hero campaign (after the fashion of Star Trek: Voyager, 
which currently has to deal with Borg, Hirogen, and Species 8472).  One 
could also read it straight through and treat it like a novel; secrets and 
surprises are well-timed in the narrative, revealing them to the 
straight-through reader at about the same point that they'd be revealed to 
the PCs. 
 
>* Watchers of the Dragon 
 
   Speaking of reading straight through like a novel, this one is almost 
literally exactly that.  Is it a novella, a scenario book, or an enemies 
book?  Actually, it's a little of each, and I wish Hero Games would do more 
books like it.  (I hope to write one myself someday.)  The NPCs make a good 
selection of "Martial Arts Enemies" (with the occasional wizard, monster, 
or battlesuit), and the novella describes Seeker's journey to the 
Tournament of the Dragon (you know, that thing Green Dragon's been training 
for practically since Champions was first printed).  Appendices include the 
rules of the tournament, a rundown of scenario hooks (related to the 
Tournament and otherwise), lists of Oriental names, notes for converting 
the characters to non-superpowered Dark Champions levels, and generic 
martial arts thug and ninja write-ups.  All in all, unless you just don't 
like superheroic-level martial arts, I'd highly recommend this book. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Dennis C Hwang <dchwang@itsa.ucsf.edu&> 
        Stainless Steel Rat <ratinox@peorth.gweep.net> 
Cc: Champions <champ-l@sysabend.org> 
Subject: RE: The Average man... 
Date: Tue, 14 Apr 1998 17:01:22 -0400 
Sender: owner-champ-l@sysabend.org 
 
Interestingly, I can attest that weight training for only 1.5 hours a week, 
will get you to that level in about 12 weeks. 
 
Jason Goode 
 
> -----Original Message----- 
> From:	Dennis C Hwang [SMTP:dchwang@itsa.ucsf.edu] 
> Sent:	Tuesday, April 14, 1998 3:56 PM 
> To:	Stainless Steel Rat 
> Cc:	Champions 
> Subject:	Re: The Average man... 
>  
>  
> I've assumed a sort of dead-lift/whole-body lift for the STR chart, since 
> a 100-kg (220-lb) bench press would be way above "average"... 
>  
> --Dennis 
> ************************************************************* 
> *   dchwang@itsa.ucsf.edu   *   xenopathologist at large!   * 
> ************************************************************* 
> *   So...you're keeping me alive because you don't know     * 
> *   DOS.                                                    * 
> *                                                           * 
> *                       --Izzy to Gabriel                   * 
> *                         THE PROPHECY II                   * 
> ************************************************************* 
 
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Date: Tue, 14 Apr 1998 16:05:11 -0500 
To: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Skills and setting their levels (was Re: Knights) 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
>	I'll kick myself, but, who's John Williams?  If a famous conductor 
>at the international level, you would be looking at more the 18- level 
>then the 14- level. 
 
Composers aren't as "visible" as actors or even directors, thus harder to 
remember.  John Williams has a career spanning several decades and well 
over 100 composing credits including '60's TV series "Lost In Space", "Land 
of the Giants", "Time Tunnel" and "Gilligan's Island"; a bit more recently, 
the movie soundtracks for "Fiddler On the Roof", "Poseidon Adventure", 
"Towering Inferno", "Earthquake", the "Jaws" films, the "Superman" movies, 
"Close Encounters", "E.T.", the whole "Star Wars" series (including those 
scheduled for release in 1999 through 2005), the "Raiders of the Lost Ark" 
series and dozens more. 
 
You may kick yourself now if you feel it's warranted. 
 
Damon 
 
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Date: Tue, 14 Apr 1998 14:09:35 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Corporations 
Sender: owner-champ-l@sysabend.org 
 
At 04:53 PM 4/14/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: David B Stallard <DBStallard@compuserve.com> 
>Subject: Re: Corporations 
>Cc: "[unknown]" <champ-l@sysabend.org> 
> 
>Message text written by Bob Greenwade 
>>   For myself, I wouldn't.  The only reason for that, though, is thI 
>don't (yet) own any of the C:NM stuff.  Once I've bought all the C:NM 
>books, though (which I fully do intend to do), I could give you a 
>comparison.< 
> 
>Well, the basic gist of the "60 pages about 30 things" section of the Bay 
>City book is that they spend one page talking about a location, and a 
>second page talking about a character associated with that location.  I'm 
>assuming that Corporations goes into a lot more detail than can be handled 
>in two pages, though.  Corporations is on my list of books to get, but it's 
>not top priority.  The ones at the top so far are Atlantis, Allies, and 
>Enemies Assemble. 
 
   Actually, each corporation in Corporations is handled in a little under 
two pages (on average), and only a couple include write-ups of specific 
individuals. 
 
>Just in a general sense and without ranking them or anything (unless you 
>want to take the time to do so), what would you say are the best three to 
>five 4E Champions supplements?  Worst three to five? 
 
   I don't think I want to answer this question.  My opinions on Champions 
books tend to be rather mercurial, and my Top Five and Bottom Five lists 
could change by the time I get done typing them.  A few books (Bestiary, 
Creatures of the Night, or Invasions: Target Earth, for instance) have been 
on either list at any given time, and most of the time Alien Enemies is on 
both simultaneously. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Tue, 14 Apr 1998 14:12:02 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Which published villains do you use? 
Sender: owner-champ-l@sysabend.org 
 
At 05:15 PM 4/14/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: David B Stallard <DBStallard@compuserve.com> 
>Subject: Which published villains do you use? 
> 
>I'm just curious, which published villains make regular appearances in your 
>campaigns?  I assume Viper is probably a mainstay in the majority of 
>campaigns, but how about groups like Zodiac or solo villains like Dark 
>Seraph (just to throw out some names)?  My campaign has just started so I 
>haven't pinned down the regulars yet, but in past campaigns Viper and Demon 
>were the two most regularly featured villain organizations, and Terror, 
>Inc. was also a big player. 
 
   My current cast of regulars include: 
 
   Card Shark 
   COIL 
   Cy-Force 
   Crusher Gang 
   Genocide 
   Headhunter 
   The Posse 
   PSI 
   VIPER 
   VOICE 
 
   Of course, all but three (Card Shark, the Crusher Gang, and VOICE) are 
Hunters of someone, so their appearances are pretty easy to predict. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Stainless Steel Rat <ratinox@peorth.gweep.net&> 
        Champions <champ-l@sysabend.org> 
Subject: RE: Proffesional Skills x2 
Date: Tue, 14 Apr 1998 17:16:28 -0400 
Sender: owner-champ-l@sysabend.org 
 
No.  Being a professional teacher is not the same as knowing how to teach 
something to someone.  Anyone whose been to college knows this. 
 
> -----Original Message----- 
> From:	Stainless Steel Rat [SMTP:ratinox@peorth.gweep.net] 
> Sent:	Tuesday, April 14, 1998 4:31 PM 
> To:	Champions 
> Subject:	Re: Proffesional Skills x2 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> Goode, Jason writes: 
>  
> > Actually, a teacher who is any good would also have a skill in teaching. 
>  
> Methinks Jason missed where I pointed out that: 
>  
> >> I mean, a teacher needs "Professional Skill: Teacher" to be able to 
> >> teach. 
>  
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> --  
> Rat <ratinox@peorth.gweep.net>    \ If Happy Fun Ball begins to smoke, get 
> PGP Key: at a key server near you! \ away immediately. Seek shelter and 
> cover 
>                                     \ head. 
 
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Date: Tue, 14 Apr 1998 17:16:36 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: Hero Wish List 
Cc: "[unknown]" <CHAMP-L@sysabend.org> 
Content-Disposition: inline 
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Sender: owner-champ-l@sysabend.org 
 
Message text written by Brian Wong 
>1. Cardboard miniatures, blanks, siloettes (sp wrong, I failed my Int 
check), 
        and fully drawn and colored of all sorts. 
6. A whole book of siloettes (failed that Int roll again. :) ) for my less 
        art inclined players. 
7. quicky scenerio books, showing how to take a basic thread and expand it 
        into an advneture, rather than the full adventure. Example of this 
        would be Challenges for Champions done even better. (I think, just 
        bought it, haven't read it yet.)< 
 
These would be great.  I hadn't thought of a book of silhouettes (actually, 
I'd prefer a book of character sheets but with tons of different 
silhouettes, so you could photocopy the one you want to use), but I'd love 
to see that.  Also, I would love to see more books along the lines of 
Challenges for Champions, where you get lots of adventure ideas in one 
book.  This to me would be a lot more valuable than a book that was just 
one adventure, even though each adventure idea wouldn't be as fleshed out. 
 
>4. Champions Plus. Rules expansions, optional rules, and popular house 
rules 
        put this one out on a one volume a year basis or something. 
        Collect rules from people's house games and present them for 
        everyone's perusal.< 
 
I would suggest that each book should publish everything from the old book 
(maybe revised), plus whatever new stuff came up in a year.  The reason I 
suggest this is because, once early issues become unavailable, you'll have 
a split in the demographic between veteran players who know about Rule Y 
and relative newbies that can only find out about it by talking to 
veterans. 
 
>2. Genre books (Fantasy Hero, Space Hero, Super Hero) 
3. Sub genre books (like Golden Age heroes, Lands of Mystery, Dark 
Champions) 
5. Gm and Players screens, now of course, the players screen need not be a 
        stand up, but just a few pages of quick ref stuff. 
9. Villian and Hero collections. Enemies and Allies books. Though I 
disliked 
        allies as it lacked enough solo's and had too many teams for my 
tastes. 
        I would want these to be single quick NPC's I could toss in on a 
rainy 
        day. Or scavenge for parts, more or less, when building my own 
NPC's.< 
 
I'm not sure why these are on your wishlist, since they already exist.  The 
packet of charts that came with the GM screen makes a handy reference for 
all players. 
 
>>8. WorldBooks, Licenced lines. Marvel Hero, Conan Fantasy Hero, Expanding 
        Western Shores out to a full worldbook. San Angelo, etc...<< 
 
To be honest, I think of the Hero System as strictly a Superhero system, 
and I've been resistant to trying it for anything else (for example, when I 
was shopping for a new fantasy system, I chose Earthdawn over Fantasy Hero 
and others).  However, these would probably be good ideas for the majority 
of players who don't have this hangup.  I'd be particularly interested in a 
game and/or worldbook that did justice to the world of Conan...I'm one of 
the few people who bought (and still own) the Conan RPG that TSR put out 
years ago. 
 
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Date: Tue, 14 Apr 1998 14:20:15 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Adventure Idea 
Sender: owner-champ-l@sysabend.org 
 
At 12:18 PM 4/14/1998 -0500, bobby farris wrote: 
>        Okay, on the 12 noon news I hear a report that the military 
>loaded some napalm on a train to take it to be destroyed. Well, the 
>company that was going to destroy it backed out of the deal and now they 
>are not sure where the train is. They think it is somewhere in the New 
>Mexico area. 
> 
>        Is this a GM's plot or what? 
 
   It works for me. 
   There's almost always something going on in the news that could be 
worked into an adventure scenario.  Shelley has tied in the Branch Davidian 
suicide into the background of PRIMUS, I'm working on ideas to tie the 
Oklahoma City bombing into a VOICE plot, and I'm sure someone could blame 
the recent rash of schoolyard shootings into something arranged by PSI.  It 
just takes a bit of imagination.  (And yours is apparently healthy!) 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Stainless Steel Rat <ratinox@peorth.gweep.net&> 
        Champions <champ-l@sysabend.org> 
Subject: RE: Joe Solider on 100 points?!?!? 
Date: Tue, 14 Apr 1998 17:21:40 -0400 
Sender: owner-champ-l@sysabend.org 
 
You know, based on your perception of Joe Soldier, I really must ask have 
you ever been in the military?  Strike that - I will just say that your 
perception of Joe soldier is amazingly and completely unlike mine, or anyone 
I every met, or soldiered with, or discussed the military with, etc. 
 
Jason Goode  
 
> -----Original Message----- 
> From:	Stainless Steel Rat [SMTP:ratinox@peorth.gweep.net] 
> Sent:	Tuesday, April 14, 1998 4:30 PM 
> To:	Champions 
> Subject:	Re: Joe Solider on 100 points?!?!? 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> Goode, Jason writes: 
>  
> > A rather significant percentage of soldiers do not come straight out of 
> > high school.  Even those that do, often have jobs in high school.  And 
> > this is a standard soldier - not a recruit. 
>  
> "Joe Soldier" is fresh out of basic and specialist training. 
>  
> > Infantry are trained in basic tactics in basic/AIT, with more training 
> as 
> > you ascend in rank, both through schools and OJT. 
>  
> 8- like I said. 
>  
> > Infantry do learn about the military and its history and its customs, 
> > particularly if they want to pass any promotion boards.  In fact, the 
> > most unit museums are taken care of by enlisted personnel. 
>  
> Not something that "Joe Soldier" will be particularly concerned about. 
>  
> > Rangers are in the *minority* of airborne troopers.  The 82nd Airborne 
> > Division and the rest of the XVIIIth Airborne Corps is a prime example. 
>  
> Airborne Infantry units are separate from Infantry units. 
>  
> > All US Army soldiers are taught to navigate, infantry even more so. 
>  
> Orienteering 8-, as specified.  Or Navigation 8-, take your pick (they are 
> the same skil as far as game mechanics go). 
>  
> > If a soldier is a member of a rapid response unit (like the entire 
> > XVIIIth Airborne Corps) 
>  
> This is not "Joe Soldier". 
>  
> > If you are on active duty, the US Army certainly comes up more than 8- 
> IRL. 
>  
> But when on active duty you are not "subject to recall (reactivation)". 
>  
> > A great many enlisted are married.  some E-1s come in married and I'd 
> > venture that at least 50% of E-5 and above are married. 
>  
> E-5 is not "Joe Soldier", the military is his career. 
>  
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
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Date: 14 Apr 1998 17:26:15 -0400 
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Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Goode, Jason writes: 
 
> No.  Being a professional teacher is not the same as knowing how to teach 
> something to someone.  Anyone whose been to college knows this. 
 
I do not say this often: you are utterly and completely wrong.  "PS: 
Teacher" is the skill to teach, just as "PS: Auto Mechanic" is the skill to 
fix a car, just as "PS: Electrician" is the skill to wire a house, just as 
"PS: Surgeon" is the skill to perform surgery, just as "PS: Lawer" is the 
skill to practice law, etc. 
 
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PGP Key: at a key server near you! \ unknown glowing substance which fell to 
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Date: Tue, 14 Apr 1998 14:28:56 -0700 
From: Samuel.Bell@Eng.Sun.COM (Sam Bell) 
To: champ-l@sysabend.org, ratinox@peorth.gweep.net 
Subject: Re: Proffesional Skills x2 
X-Sun-Charset: US-ASCII 
Sender: owner-champ-l@sysabend.org 
 
 
-> From ratinox@peorth.gweep.net Tue Apr 14 14:25:17 1998 
-> Goode, Jason writes: 
->  
-> > No.  Being a professional teacher is not the same as knowing how to teach 
-> > something to someone.  Anyone whose been to college knows this. 
->  
-> I do not say this often: you are utterly and completely wrong.  "PS: 
-> Teacher" is the skill to teach, just as "PS: Auto Mechanic" is the skill to 
-> fix a car, just as "PS: Electrician" is the skill to wire a house, just as 
-> "PS: Surgeon" is the skill to perform surgery, just as "PS: Lawer" is the 
-> skill to practice law, etc. 
->  
 
Rat: take a deep breath and read what he wrote again. He's just saying that 
some teachers don't know how to teach. He's not saying anything about game 
mechanics, he's just saying that some incompetent teachers are still getting 
paid. 
 
							-Sam 
 
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X-Sender: lizard@dnai.com 
Date: Tue, 14 Apr 1998 14:30:26 -0700 
To: <champ-l@sysabend.org> 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: Which published villains do you use? 
Sender: owner-champ-l@sysabend.org 
 
I have not used 'published' villains in any of my games -- the creation of 
the villains is part of the fun! By the time you're done rewriting origins, 
motivations, powers, etc, you might as well have created a new villain anyway. 
 
Unless you're actually playing in a published universe, which is something 
else I've never done. 
 
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Date: Tue, 14 Apr 1998 14:32:57 -0700 
To: JASON SULLIVAN <RAVANOS@jcs1.jcstate.edu&> champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Test 
Sender: owner-champ-l@sysabend.org 
 
At 02:05 PM 4/14/1998 -0500, JASON SULLIVAN wrote: 
>Hi.  Anyone getting this? 
 
   I did.  :-] 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Tue, 14 Apr 1998 14:43:11 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
At 10:43 AM 4/14/1998 -0700, Dennis C Hwang wrote: 
>On Tue, 14 Apr 1998, Lizard wrote: 
> 
>> ...should have average stats -- straight 8-10, with maybe 1 or 2 stats at 
>> 11. The rest of his 25 points should go to skills. 
>>  
>> Most of the sample 'average' characters have stats which are too high. 
>>  
>> Remember:Only 2% of the population has an IQ of 130+ (INT 13-14). 1/100th 
>> of 1% has an IQ of 180+ (INT 18+). The same figures apply to physical stats 
>> as well, or should.  
> 
>Well, I think this brings up an interesting point.  Since the Hero 
>System's "Normals Max Out At 20" rule isn't really hard-and-fast (just 
>pay double), do "normals" really max out at 20?  With relatively cheap 
>stats like STR, INT, PRE, and COM, especially, it's not that expensive to 
>create ostensible "normals" with stats above 20.  This implies (to me) 
>that normals with stats >20 are actually not overly unusual, given a large 
>enough population. 
> 
>My take on it is that the 8-20 range represents the mean +/- 2SD of the 
>hypothetical normal distribution for adult humans.  This leaves a 
>remaining 2.5% on either end to have values >20 or <8, and also expands 
>the range of stats available to normals.  (Of course, if I had my way, 
>we'd also be using a stat/3-based skill system, so that more of the 
>intervening numbers *mean* something, but that's a topic for another 
>post...:) 
 
   This is, in my view, perfectly reasonable. 
   My "house rule" is that a character with NCM can spend up to a total of 
40 points (after doubling) on Characteristics (including Running, Swimming, 
Lightning Reflexes, etc.) above the listed maxima.  When one spends that 
much, one has spent as much as one would have spent without the 
Disadvantage.  Approached another way, just figure that the extra points 
spent on higher Characteristics (and such) is actually a reduction in the 
Disadvantage value. 
   Fuzion takes a similar view; Characteristic values of up to 7 (which is 
about 20 in Hero terms) is the most that the majority can expect, but you 
don't get into truly superhuman levels until you get past 10 (which 
translates to about 30). 
 
>What about BODY?  BODY is actually one of the stats with which I have a 
>great deal of conceptual trouble.  In game terms, it seems analogous to, 
>essentially, Hit Points.  But what does that translate to in real life 
>(tm)?  Mass?  Will to Live?  Damage Resistance?  Physique? 
> 
>I generally end up thinking of BODY as overall mass (kind of like 
>Chaosium's SIZ attribute), but this usually leads to my characters 
>rarely buying up BODY, since I don't picture them as significantly larger 
>than average. 
 
   The table on page 176 of the HSR gives typical BODY values according to 
mass.  An average man, as can be expected, has 10 BODY at 100kg.  An 
unliving object of the same mass has -3 BODY (so a corpse would have 7 
BODY).  A complex machine has -5 BODY (so an android would have 5 BODY). 
But obviously there's more to it than that, since people (and androids, now 
that I think about it) have widely varying amounts of BODY, both higher and 
lower (though mostly higher, at least for PCs and major NPCs). 
   In fact, though I'm not finding in in the HSR, I think it was an earlier 
edition of Champions that specifically stated that BODY represented not 
only mass but will to live, general health, and other factors.  So your 
assessment is quite correct. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Tue, 14 Apr 1998 16:57:47 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
 
> >	A writing skill to go with it?  This will help you try to get 
> >something published, but not write it. 
> 
> Apologies in advance for the rudeness to follow, but... 
 
	I'll accept the quite necessary apologies. 
 
> You are out of your tiny little mind.  Writing is EXACTLY what PS: Writing 
> will help a person do.  Any Professional Skill "gives the character the 
> ability to perform a certain profession."  I'd have thought a person with 
> your better-than-average memory would have recalled that description.  Why 
> are you so eager to create new Skills when the system has two generic Skill 
> groups (KS and PS) that were specifically designed to cover all this 
> stuff...Football(DEX-based), and now Writing(?-based). 
 
	Because I don't feel it covers certain professions and skills, 
especially ones similar to examples in the book. 
 
	The book includes Acting, Persuasion, and Oratory as possible 
creative expression skills.  However, they won't give one the ability to 
hold a job in these areas.  Mechanic is a skill totally separate from PS: 
Mechanic -- both are needed for a mechanic, IMO. 
 
	As writing is a means of expression, I feel that it should 
probably be a PRE based skill.  Not all writers writing for a living will 
have it, just the good ones.  I'd argue it's an everyman skill at the 8- 
level, actually.  Now there are plenty of good writers who are quite 
unable to be published.  They aren't "professionally" writers and don't 
have the PS. 
 
	Football is probably best handled with specialized combat skills, 
actually.  PS: Football player would work for many things.  Not for 
throwing, and probably not for catching, however.  Same for tackling and 
eluding the tackle.  Heck, even blocking.  Those are all combat skills. 
 
> If you want more than the ordinary ability to sell a writen work, PS: 
> Literary Agent might be one way to go. PS: Editor or KS: Publishing Houses 
> (so you know what they're looking for) would not hurt, and high EGO and PRE 
> are also helpful when you meet with agents, editors, publishers and other 
> potential industry contacts.  Complementary Skills might, under some 
 
	Oh, sure.  But someone who is just good at writing (the Writing 
Pre-based skill) will not be able to cover these areas that would be 
covered by even an 8- PS: Writer. 
 
> circumstances, include Persuasion, Trading and Bureaucratics (as applicable 
> to the publishing industry, and if you don't think that's a bureaucracy, 
> you've never dealt with it). 
 
	I won't argue.  I've had friends try to get published, and some of 
the works were good. 
 
>  All of the above is strictly optional; PS: 
> Writer is all you need.  If you want a better than 11- chance of making a 
> sale (because there *will* be negative modifiers in the current market), 
> spend a few extra points and improve your base roll. 
 
	That's for making the sale.  It is no suprise that alot of what's 
out there is shlock written with very little skill, but it was published. 
Totally different skills. 
 
> Isaac Asimov's SF Magazine, etc.  She's been nominated for an Edgar Award 
> for Best Juvenile Mystery.  Well, this is beside the point. 
 
	Not really.  It's an example that she's better than average at 
writing at at making a living as a writer.  Someone with PS: Journalist 
would be able to make a living as a journalist, but wouldn't be anything 
special as a writer. 
 
> Bottom line: you appear in many cases to be tossing aside the basic 
> function of the Professional Skill, reducing it at best to the status of a 
> complementary roll for some new Skill you create off-hand. 
 
	Not necessarily.  Just in certain things.  If you want to abstract 
football, you're gonna need something more than a PS that will cover all 
of the everyday.  Like I said, combat skills work best. 
 
	And writing is a form of expression beyond the ability to make 
money doing it.  Just as, I believe, Teaching deserves it's own PRE-based 
skill that is _not_ a PS.  I've known teachers who can't teach worth crap 
who have no problem making a living in the teaching field. 
 
> Time to create that kill file at last (though there will be one person 
> ahead of you in that list). 
 
	Now, now.  Even after that venemous reply, I'm not gonna killfile 
you.  I find these debates nice. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 17:01:03 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
 
> > 	Um.  No.  Much of IQ _is_ how fast you can think.  Some is what 
> > you know, but it often goes together. 
> 
> You might want to check your BBB on this one, Tim, becuse it says otherwise. 
 
	It mentions thinking quickly which, I argue, is pretty much 
necassary to be brilliant.  You can know a lot without a high INT stat (or 
a high IQ, for that matter) but not be brilliant in any way.  The 
description is vague enough to support either of us, though. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 17:02:02 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: Skills and setting their levels (was Re: Knights) 
Sender: owner-champ-l@sysabend.org 
 
 
> >	I'll kick myself, but, who's John Williams?  If a famous conductor 
> >at the international level, you would be looking at more the 18- level 
> >then the 14- level. 
 
	Actually, I got it just before reading your response.  I knew the 
name was familiar. 
 
> You may kick yourself now if you feel it's warranted. 
 
	Yup.  And definately better than 14-. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 17:02:57 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
 
> > 	And supporting characters would be in the same scenarios.  They'll 
> > develop as the players do to provide a fluid world.  I don't much like the 
> > sound of your cardboard silouette of a world. 
> 
> We aren't talking about the world, we are talking about a game. 
 
	You make no sense.  A game is contained in a game world.  They go 
hand in hand.  If the world doesn't change, things get pretty stiff. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 17:04:50 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: RE: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
 
> Interestingly, I can attest that weight training for only 1.5 hours a week, 
> will get you to that level in about 12 weeks. 
 
	And that is a good deal more than what the "average" does. 
Expecially when that average is the average adult, not just male. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 17:05:41 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: RE: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
 
 
> No.  Being a professional teacher is not the same as knowing how to teach 
> something to someone.  Anyone whose been to college knows this. 
 
	Correction.  Anyone who has been to school of any type most likely 
knows this, and anyone who has been to High School definately knows this. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 17:10:00 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Reply-To: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
 
 
> > No.  Being a professional teacher is not the same as knowing how to teach 
> > something to someone.  Anyone whose been to college knows this. 
> 
> I do not say this often: you are utterly and completely wrong.  "PS: 
> Teacher" is the skill to teach, just as "PS: Auto Mechanic" is the skill to 
> fix a car, 
 
	Nope.  That last is Mechanics, actually.  You'd need both skills. 
The PS will get you by with some minor skills. 
 
> "PS: Surgeon" is the skill to perform surgery, just as "PS: Lawer" is the 
> skill to practice law, etc. 
 
	Right, though the former won't go over very well without a SS to 
go with it, and perhaps a surgery skill (debateable).  The later will need 
some KSs and, to be successful in court, a persuasion or oratory type of 
thing.  And both would need licenses, of course. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Tue, 14 Apr 1998 17:21:07 -0500 (CDT) 
To: champ-l@sysabend.org 
Subject: RE: Professional Skills 
Sender: owner-champ-l@sysabend.org 
 
 
So what do I need to buy for my new character ?  
A professional comic book artist with a degree from the Art Institute,  
and former worker in a commercial art shop. 
 
Curt Hicks   
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: The Average man... 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 14 Apr 1998 18:29:52 -0400 
Lines: 34 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Tim R Gilberg writes: 
 
>> You might want to check your BBB on this one, Tim, becuse it says 
>> otherwise. 
 
> 	It mentions thinking quickly which, 
 
It does not "mention" it, it states outright that that is the primary 
aspect of the characteristic. 
 
> I argue, is pretty much necassary to be brilliant. 
 
> You can know a lot without a high INT stat (or a high IQ, for that 
> matter) but not be brilliant in any way. 
 
And you can know very little but still accidentally come up "brilliant".  A 
lucky die roll is all that is required to be brilliant. 
 
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--  
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                                    \  
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 14 Apr 1998 18:30:58 -0400 
Lines: 25 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Sam Bell writes: 
 
> Rat: take a deep breath and read what he wrote again. He's just saying 
> that some teachers don't know how to teach. 
 
So what?  Having the job does not mean one is qualified for it, it just 
means you passed whatever exam was handed to you.  An incompetant teacher 
will have something less than an 11- PS: Teacher skill. 
 
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                                    \ kept under refrigeration. 
 
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From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Tue, 14 Apr 1998 17:39:33 -0500 (CDT) 
To: champ-l@sysabend.org 
Subject: Re: More supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
 Bob Greenwade <bob.greenwade@klock.com> wrote:  
 
> >* Champions Presents #1 and #2 
>  
>    Two decidedly above-average books. 
>    CP1 is a trio of scenarios that are designed to be run back-to-back (not 
> in any particular order, though a recommended procedure is given). 
 
Minor nit-pick.  If I remember properly, 
they gave suggestions for running them back-to-back or inter- 
leaving the scenarios.  IMO, that's not the *same* as the scenarios being 
*designed* to be run back-to-back.   
 
I actually ran No News of a Thaw.  Did more foreshadowing than typical with 
my scenarios.  I think the scenario went over OK, if not being really  
enthusiastically received.  Worse part when I ran it was that it's a good 
example of a "Oh wow, look at all the cool scenery, etc." and my player that 
was most into that didn't make the session.   
 
Curt 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Joe Solider on 100 points?!?!? 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 14 Apr 1998 18:44:47 -0400 
Lines: 45 
Sender: owner-champ-l@sysabend.org 
 
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Goode, Jason writes: 
 
> You know, based on your perception of Joe Soldier, I really must ask have 
> you ever been in the military?  Strike that - I will just say that your 
> perception of Joe soldier is amazingly and completely unlike mine, or 
> anyone I every met, or soldiered with, or discussed the military with, 
> etc. 
 
I think the problem is not our perceptions of the military, but in how to 
model them with the game mechanics.  You are building "Joe Soldier", the 
average grunt, as a low-powered heroic-level charcter, not the normal 
person that he really is, putting far more points into what should be 
"passing familiarities" than are necessary.  This is the same issue that I 
have with the 200-point "street cop". 
 
As far as game mechanics go, the modern "specialist" is a slightly better 
than average normal person holding down a relatively normal job (PS: 
whatever his specialty might be, plus one or two other supporting skills), 
and with the addition of basic combat training (weapon familiarities, some 
combat skill levels, etc.) and a few other skills to round him out.  These 
extras are generally "paid" with the associated disadvantages of serving in 
the military.  In other words, "Joe Soldier" is a 25-point normal with 
15-25 points of extras and 15-25 points of corresponding disadvantages. 
 
When Joe Soldier decides to go career, or OCS, or an elite unit, he will 
start picking up a lot of stuff.  If he can hack it, he might actually come 
out as a genuine 50-point character.  A very few might even qualify as 
full-blown heroic scale characters. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Do not taunt Happy Fun Ball. 
PGP Key: at a key server near you! \  
                                    \  
 
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Date: Tue, 14 Apr 1998 17:52:30 -0500 
To: champ-l@sysabend.org 
From: Robert Harrison <rharriso@iastate.edu> 
Subject: Re: Gadget Question 
Sender: owner-champ-l@sysabend.org 
 
At 12:18 AM 4/13/98 -0400, you wrote: 
>How would people write up a line gun?  For firing of climbing lines, not 
>swing lines. 
> 
 
If you're talking about Rorschach's line gun, you should also give it 2d6 RKA :) 
________________________________________ 
Robert L. Harrison 
Department of Entomology 
411 Science II 
Iowa State University 
Ames, IA  50011 
Phone: (515) 294-3963 
Fax: (515) 294-5957 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Professional Skills 
Mail-Copies-To: never 
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Date: 14 Apr 1998 18:53:05 -0400 
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Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Curt Hicks writes: 
 
> So what do I need to buy for my new character ?  
> A professional comic book artist with a degree from the Art Institute,  
> and former worker in a commercial art shop. 
 
PS: Artist 11- at the very least.  The degree might be worth a 1 point 
perq.  Experience in the comercial art shop might justify a higher than 
base level PS: Artist, as well as a passing familiarity with how a business 
is run. 
 
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Date: Tue, 14 Apr 1998 17:59:43 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: RE: Professional Skills 
Sender: owner-champ-l@sysabend.org 
 
 
> So what do I need to buy for my new character ? 
> A professional comic book artist with a degree from the Art Institute, 
> and former worker in a commercial art shop. 
 
	PS: Comic book artist will be fine if you're not particularly 
good.  I'd add a KS: Art and a KS: Art History for your degree as well as 
a skill Artist.  The skill would be probably be 11- for 3, +2 per one. 
Artistry is more than PRE, I'd say. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 16:07:11 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
At 08:52 PM 4/14/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
>Cc: champ-l@sysabend.org 
>Subject: Re: The Average man... 
>> >  A writing skill to go with it?  This will help you try to get 
>> > something published, but not write it. 
>> 
>>  KS: Writing? 
> 
> Nah.  With that you could teach it.  Call it a new skill: Writing. 
>I'm not sure if it should just be 11- or be based on INT or PRE. 
 
   I think it would probably be most representative to make Writing a 
stat-based Professional Skill.  Let it variably be based on INT, PRE, or 
EGO, depending on the writing style and lifestyle of the individual (in my 
case, I think I'd go with EGO; my better stuff really comes out by force of 
will, a phenomenon that's extremely hard to explain to someone who hasn't 
experienced it). 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 14 Apr 1998 19:08:11 EDT 
To: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
<< I'd tend to argue that PS: Police Officer would cover all of those Skill 
that a police officer would need no more than Familiarity with, like KS: Civil 
Law and Weaponsmith, just as part of the "package."  If a full-fledged Skill 
is needed, then that would probably need to be taken separately. >> 
 
  An interesting thought. However, based on the description of the PS in the 
Hero System rules I would have to, of course, disagree.  
 
<< "Peace, Officer."  ;-] >> 
 
  <LOL> 
 
  Mark @ GRG 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: RE: Proffesional Skills x2 
Date: Tue, 14 Apr 1998 19:13:54 -0400 
Sender: owner-champ-l@sysabend.org 
 
True.  I was simply recalling my most recent experiences.  Many teachers 
either learned their field yet remain unskilled at effectively passing that 
knowledge to others, or have become disenchanted and are just marking time 
and collecting a paycheck.  Sad, really.  
 
Jason Goode 
 
> -----Original Message----- 
> From:	Tim R. Gilberg [SMTP:trgilber@hilltop.ic.edu] 
> Sent:	Tuesday, April 14, 1998 6:06 PM 
> To:	Goode, Jason 
> Cc:	Champions 
> Subject:	RE: Proffesional Skills x2 
>  
>  
> > No.  Being a professional teacher is not the same as knowing how to 
> teach 
> > something to someone.  Anyone whose been to college knows this. 
>  
> 	Correction.  Anyone who has been to school of any type most likely 
> knows this, and anyone who has been to High School definately knows this. 
>  
>  
> 				-Tim Gilberg 
>  
> 		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 18:20:12 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
 
 
> > Rat: take a deep breath and read what he wrote again. He's just saying 
> > that some teachers don't know how to teach. 
> 
> So what?  Having the job does not mean one is qualified for it, it just 
> means you passed whatever exam was handed to you.  An incompetant teacher 
> will have something less than an 11- PS: Teacher skill. 
 
	I'd have to disagree.  Being unable to teach means you have to be 
better at "looking good".  They'd have the 11- PS to get and keep the job, 
and nothing in "Teaching". 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 14 Apr 1998 19:21:56 EDT 
To: champ-l@sysabend.org 
Subject: Re: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
 
<< My house rules also include the idea the if the Proffesional skill has 
another applicable skill than the player must have that skill. For example: 
 
    Player purchases PS: Computer Programmer. In this case the PS does NOT 
help the player perform the skill, for that they need Computer Programing. 
However, the skill does help the player know where to look for jobs, the names 
of other computer programmers, and other such trivialities. >> 
 
  Sounds good to me. In fact, that's the way I see PS also.  ;) 
 
  Mark @ GRG 
 
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Date: Tue, 14 Apr 1998 19:27:09 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@sysabend.org 
Subject: Re: Gadget Question 
Sender: owner-champ-l@sysabend.org 
 
On Tue, 14 Apr 1998, Robert Harrison wrote: 
 
> At 12:18 AM 4/13/98 -0400, you wrote: 
> >How would people write up a line gun?  For firing of climbing lines, not 
> >swing lines. 
> > 
>  
> If you're talking about Rorschach's line gun, you should also give it 
> 2d6 RKA :) 
 
How'd you guess? 
 
*************************************************************************** 
* "'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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Date: Tue, 14 Apr 1998 16:32:10 -0700 
To: CHAMP-L@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Hero Wish List 
Sender: owner-champ-l@sysabend.org 
 
At 12:59 PM 4/14/1998 -0700, Brian Wong wrote: 
>> It's unfortunate for me that my tastes in these matters run  
>> exactly counter to Hero's marketing philosophies. I wouldn't mind  
>> having a self-contained published adventure module now and then  
>> for a one-shot break from my own work, and I appreciate genre  
>> or period support materials, but I'm not much interested in  
>> published characters or organizations. 
> 
> I agree here. Here's what my dream come true of Hero Products would be: 
> 
>1. Cardboard miniatures, blanks, siloettes (sp wrong, I failed my Int check), 
> and fully drawn and colored of all sorts. 
 
   Someone else made mention of silhouette Cardboard Heroes.  I vote for 
both options:  regular Cardboard Heroes for published NPCs, and silhouettes 
for PCs and house NPCs. 
 
>2. Genre books (Fantasy Hero, Space Hero, Super Hero) 
> 
>3. Sub genre books (like Golden Age heroes, Lands of Mystery, Dark Champions) 
 
   From what I understand, we'll be getting plenty of these on both sides 
of the Hero/Fuzion line.  Of course, what comes out in Hero Plus depends in 
large part on what people want to write. 
 
>4. Champions Plus. Rules expansions, optional rules, and popular house rules 
> put this one out on a one volume a year basis or something. 
> Collect rules from people's house games and present them for 
> everyone's perusal. 
 
   Basically, revive the Hero System Almanacs.  I'd deem that a good call, 
though it'd probably be distributed under Hero Plus. 
 
>5. Gm and Players screens, now of course, the players screen need not be a 
> stand up, but just a few pages of quick ref stuff. 
 
   Basically, a 5th Edition GM's screen.  Hey, Mark & Steve -- here's 
something to follow up the 5th Edition Rulebook with, like you did the 4th 
Edition!  (And I'll *definitely* buy it if you package it like you did the 
4th Edition one!) 
 
>6. A whole book of siloettes (failed that Int roll again. :) ) for my less 
> art inclined players. 
 
   Someone else mentioned a book of character sheets with different 
silhouettes, and I think I'd prefer that.  A disk of silhouettes for 
Creation Workshop character sheets would be cool too. 
 
>7. quicky scenerio books, showing how to take a basic thread and expand it 
> into an advneture, rather than the full adventure. Example of this 
> would be Challenges for Champions done even better. (I think, just 
> bought it, haven't read it yet.) 
 
   A couple of those would be cool, though I think the Hero Guys have been 
talking about publishing "quick scenarios" from their website once they 
have an electronic commerce system in place.  Advice on building good 
scenarios would be a good addition to the 5th Edition Hero System Rulebook, 
though, and I think Andy Robinson's words in C4C would be a good starting 
place. 
 
>8. WorldBooks, Licenced lines. Marvel Hero, Conan Fantasy Hero, Expanding 
> Western Shores out to a full worldbook. San Angelo, etc... 
 
   I don't think we can look forward to much in the way of licensed 
products in the Hero System; most are taking Fuzion.  However, there's been 
plenty in the works in the way of world books in Hero:  Bright Futures is 
already out, and a fantasy world (whose title I forget offhand -- Broken 
Kingdoms?) was in the final stages at last mention.  I think there's one 
more of each (fantasy and sci-fi) in the earlier stages of development as 
well. 
   As for Western Shores, something was mentioned about that some time ago, 
but it may have been abandoned. 
   My heroic-level campaign book, Chaos Theory (imagine Mulder and Scully 
as played by Leslie Nielson and Carol Kane), is still in the earliest 
stages of planning, and while I'm not sure exactly what I'm going to do 
with it, I do intend on getting it published in some form, almost certainly 
through either Hero Plus or GRG. 
 
>9. Villian and Hero collections. Enemies and Allies books. Though I disliked 
> allies as it lacked enough solo's and had too many teams for my tastes. 
> I would want these to be single quick NPC's I could toss in on a rainy 
> day. Or scavenge for parts, more or less, when building my own NPC's. 
 
   More Enemies books?  Maybe reworkings of the Enemies books by origin 
type (aliens, high tech, mutants, etc.), but I don't think we need a whole 
lot beyond that.  Any other characters (new or updated) should probably be 
limited to Ultimate books, geographic sourcebooks, and similar works. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Tue, 14 Apr 1998 16:33:07 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
At 04:41 PM 4/14/1998 -0400, Stainless Steel Rat wrote: 
>Tim R Gilberg writes: 
> 
>>  And supporting characters would be in the same scenarios.  They'll 
>> develop as the players do to provide a fluid world.  I don't much like the 
>> sound of your cardboard silouette of a world. 
> 
>We aren't talking about the world, we are talking about a game. 
 
   I got the impression that he was talking about a game world.  Or do the 
characters in your game operate in a vacuum? 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Tue, 14 Apr 1998 18:36:20 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
To: Champions Listserv <champ-l@sysabend.org> 
Subject: New Rules: Inactive Skills 
Sender: owner-champ-l@sysabend.org 
 
 
	OK.  I mentioned a proposal for some new rules for Inactive 
Skills.  Here it is. 
 
	When designing a character, one has the option of noting Inactive 
Skills (signified by an "(IA)" after the skill name).  Such skills can be 
at whatever level is desired, though subject to GM approval. 
 
	These skills are not normally usable.  When a character attempts 
to use this skill in any more than a one-shot sorty of thing (GM 
discression), it is considered to be at one level below where it is 
purchased at in terms of skill rolls.  When thak skill is used, the 
character is assumed to be in the process of refamiliarizing him or 
herself with the skill.  He/She must either buy the skill to it's full 
point cost with on-hand XP or spend at least 1 XP per session until it is 
paid for.  At this time it will be considered to be once again at its full 
level of ability.  Even if immediately paying the XP, it will not be at 
its full level until the next session. 
 
	As an option, a GM can keep track of what skills of a character 
are not being used.  If a significant amount of time has passed, the GM 
can rule that the skill is Inactive and must be re-practiced for a session 
before full effectiveness is reached.  Until that time, it is at one level 
lower. 
 
	The levels: 
 
	Regular Skill			Inactive Skill 
 
	Familiarity 8-			No roll, just usefull for no 
					training needed for purchase 
 
	11-				8- 
 
	14- or higher			11- 
 
 
	So, what does everyone think?  This could be a great way to add 
color to a character, fitting the "I learned how to do that a long time 
ago" thing so often seen in comics. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 16:38:29 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: More supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
At 05:39 PM 4/14/1998 -0500, Curt Hicks wrote: 
> Bob Greenwade <bob.greenwade@klock.com> wrote:  
> 
>> >* Champions Presents #1 and #2 
>>  
>>    Two decidedly above-average books. 
>>    CP1 is a trio of scenarios that are designed to be run back-to-back (not 
>> in any particular order, though a recommended procedure is given). 
> 
>Minor nit-pick.  If I remember properly, 
>they gave suggestions for running them back-to-back or inter- 
>leaving the scenarios.  IMO, that's not the *same* as the scenarios being 
>*designed* to be run back-to-back.   
 
   You are quite correct.  I missed my PS: Writing Roll and expressed 
myself poorly there.  :-] 
 
>I actually ran No News of a Thaw.  Did more foreshadowing than typical with 
>my scenarios.  I think the scenario went over OK, if not being really  
>enthusiastically received.  Worse part when I ran it was that it's a good 
>example of a "Oh wow, look at all the cool scenery, etc." and my player that 
>was most into that didn't make the session. 
 
   I think I'd recommend that people go along with this assessment of the 
scenario, than with mine (which comes from just generally looking it over; 
I've never actually run it). 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
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Date: Tue, 14 Apr 1998 16:44:19 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
 
At 05:26 PM 4/14/1998 -0400, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>Goode, Jason writes: 
> 
>> No.  Being a professional teacher is not the same as knowing how to teach 
>> something to someone.  Anyone whose been to college knows this. 
> 
>I do not say this often: you are utterly and completely wrong.  "PS: 
>Teacher" is the skill to teach, just as "PS: Auto Mechanic" is the skill to 
>fix a car, just as "PS: Electrician" is the skill to wire a house, just as 
>"PS: Surgeon" is the skill to perform surgery, just as "PS: Lawer" is the 
>skill to practice law, etc. 
 
   Actually, Rat, I can tell you from firsthand experience that it is you 
who are utterly and completely wrong.  However, I think it's because you're 
addressing a point other than the one which Jason is making. 
   I've been a student for several people who held the professional 
position of "Teacher" (so that they could put that on their Form 1040), but 
who didn't have enough actual skill in teaching to warrant even an 8- Roll. 
 I've also dealt with several people who could teach just about anything to 
just about anyone, but who weren't professional teachers (or in a couple of 
cases even professionals in the field in which they were giving instruction). 
   Having a license to teach and thereby being a "professional teacher" is 
quite different from having the skill to do it. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Tue, 14 Apr 1998 16:46:20 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
 
At 06:30 PM 4/14/1998 -0400, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>Sam Bell writes: 
> 
>> Rat: take a deep breath and read what he wrote again. He's just saying 
>> that some teachers don't know how to teach. 
> 
>So what?  Having the job does not mean one is qualified for it, it just 
>means you passed whatever exam was handed to you.  An incompetant teacher 
>will have something less than an 11- PS: Teacher skill. 
 
   That is precisely what Jason was saying when you said that he was 
"utterly and completely wrong." 
   And isn't that point different than the question of whether a 
Professional Skill is needed to actually perform the job (the point you 
raved on about)? 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
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Date: Tue, 14 Apr 1998 16:49:59 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Skills and setting their levels (was Re: Knights) 
Sender: owner-champ-l@sysabend.org 
 
At 04:05 PM 4/14/1998 -0500, Michael (Damon) or Peni R. Griffin wrote: 
>> I'll kick myself, but, who's John Williams?  If a famous conductor 
>>at the international level, you would be looking at more the 18- level 
>>then the 14- level. 
> 
>Composers aren't as "visible" as actors or even directors, thus harder to 
>remember.  John Williams has a career spanning several decades and well 
>over 100 composing credits including '60's TV series "Lost In Space", "Land 
>of the Giants", "Time Tunnel" and "Gilligan's Island"; a bit more recently, 
>the movie soundtracks for "Fiddler On the Roof", "Poseidon Adventure", 
>"Towering Inferno", "Earthquake", the "Jaws" films, the "Superman" movies, 
>"Close Encounters", "E.T.", the whole "Star Wars" series (including those 
>scheduled for release in 1999 through 2005), the "Raiders of the Lost Ark" 
>series and dozens more. 
 
   You forgot that he also directed and conducted the Boston Pops Orchestra 
for a few years (between Arthur Fiedler and Keith Lockhart). 
--- 
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   http://www.klock.com/public/users/bob.greenwade/original.htm 
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Date: Tue, 14 Apr 1998 16:52:36 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
At 04:42 PM 4/14/1998 -0400, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>Tim R Gilberg writes: 
> 
>>  Um.  No.  Much of IQ _is_ how fast you can think.  Some is what 
>> you know, but it often goes together. 
> 
>You might want to check your BBB on this one, Tim, becuse it says otherwise. 
 
   I didn't think there was even a mention of IQ in the BBB at all.  Where 
is it? 
--- 
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   http://www.klock.com/public/users/bob.greenwade/original.htm 
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Date: Tue, 14 Apr 1998 16:54:33 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
At 05:01 PM 4/14/1998 -0400, Goode, Jason wrote: 
>> -----Original Message----- 
>> From: Dennis C Hwang [SMTP:dchwang@itsa.ucsf.edu] 
>> Sent: Tuesday, April 14, 1998 3:56 PM 
>> To: Stainless Steel Rat 
>> Cc: Champions 
>> Subject: Re: The Average man... 
>>  
>>  
>> I've assumed a sort of dead-lift/whole-body lift for the STR chart, since 
>> a 100-kg (220-lb) bench press would be way above "average"... 
   [reverse snip] 
>Interestingly, I can attest that weight training for only 1.5 hours a week, 
>will get you to that level in about 12 weeks. 
 
   With weight training, though, I think I'd tend to give a person a STR of 
13-15. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 14 Apr 1998 19:55:45 EDT 
To: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
<< Ah.  I see your point.  Still, even the "minor" jobs while not on patrol 
would earn some XP, though much of it would be "earmarked". >> 
 
  Hmm.. perhaps, but certainly a lot less so than working in patrol. An 
officer working in the jail certainly would have limitations as to what skills 
they would be able to increase (in game terms). But there are justifications 
for more than people might think. Case in point; Streetwise. 
 
  "WHAT? How could a jailer increase Streetwise??" 
 
  Simple. The jailer deals with dozens (probably hundreds or even thousands) 
of what...? Inmates! Criminals! Bad guys! Street urchins! And who knows the 
streets better than the bad guys? ;) Keep in mind that not all inmates are 
"anti-social" when it comes to cops and/or jailers. Some want to try to earn 
brownie points, and will give up info to a floor officer in order to assure 
they get to work in the laundry or kitchen, or get the extra 10 minutes of rec 
time... or want to switch cells because their bunk mate wants to take the term 
literally! <LOL> 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 14 Apr 1998 20:06:09 EDT 
To: champ-l@sysabend.org 
Subject: Re: Joe Solider on 100 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
<< Yeah, officers and career enslited, not Joe Soldier doing his basic tour of 
duty.>> 
 
  Hey, rat. Out of curiosity, how long were you in the military as an enlisted 
person? I'm serious. Were you ever? 
 
  Mark @ GRG 
 
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From: "Ron Abitz" <ronald@centraltx.net> 
To: "Hero List" <champ-l@sysabend.org> 
Subject: Joe anything on 100 points?!?!? 
Date: Tue, 14 Apr 1998 19:10:33 -0500 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
Why do I keep seeing people equaling adverage with rookie/beginer. 
The adverage person of a career/job would have some on the job experince. 
For exmple the adverage soldier would be a PFC or a new SPC not a PVT right 
out of AIT. 
And at a guess (not having any personal experince) the adverage patrol 
officer would have 3 to 5 years on the job (maybe more). For those that 
think that a average anything is a rookie. What percetage of these types of 
organizations do you think are rookies 75-80? 
 
 
            Ron Abitz 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 14 Apr 1998 20:11:49 EDT 
To: champ-l@sysabend.org 
Subject: Re: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
 
<< "PS: Teacher" is the skill to teach, just as "PS: Auto Mechanic" is the 
skill to 
fix a car >> 
 
  That's funny... I thought the skill to fix a car was Mechanics. ;) 
 
  Mark @ GRG 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Stainless Steel Rat <ratinox@peorth.gweep.net&> 
        Champions <champ-l@sysabend.org> 
Subject: RE: Proffesional Skills x2 
Date: Tue, 14 Apr 1998 20:13:56 -0400 
Sender: owner-champ-l@sysabend.org 
 
Now let me say something that I am very loathe to say.  However, you have 
earned it.  You are an idiot.  Well, okay, maybe not, but you do have a 
serious problem with understanding other people's points of view.  Your way 
is the only right way, and you can not accept that there are different 
styles that are all equally valid. 
 
I said nothing about game mechanics.  The last 24 hours on this list has 
very plainly demonstrated that there are numerous playing styles and 
interpretations of the same BBB that we've all read.  A lot of this revolves 
around the level of detail and 'reality' that an individual or group desires 
and enjoys.  That's fine and we all have different opinions on the topic. 
You seem to go very light detail, whereas Mark (@ GRG) goes to very great 
detail.  I find myself somewhere in the middle.  My last comment was a 
simple observation about teachers and teaching that I doubt that anyone on 
this list can honestly disagree with.  There are Professional Teachers who 
can make money, deal with the bureaucracy, publish papers, write books, fill 
out the paperwork, etc., but can't impart one microgram of knowledge to 
their students.  One the other hand, I have had teachers who have opened my 
eyes to worlds of knowledge, yet lost their jobs because they couldn't play 
the game of institutional bureaucratics.  I, myself, have often been told 
that I am excellent at teaching and that I would make a wonderful teacher. 
Yet, it is not my profession, not will it be in the foreseeable future.  I 
also know professional electricians who I wouldn't trust to change the 
batteries in a flashlight, yet they seem to do very well.  Programmers who 
are respected by their bosses and make a ton of money, yet couldn't code 
their way out of a bag.  I can go on and on, but the point remains clear and 
true:  Being able to make a living at a profession and being skilled at what 
that profession says you should be able to do are NOT the same thing.   
 
Personally, I don't care what level of detail you (or Mark, for that matter) 
prefer, because I am always going to go with what works best for 
entertaining me and my players.  My cops will have more skills than yours, 
but less than Mark's.  My goal is provide an afternoon of enjoyment by 
telling a good story - WITHOUT REGARD TO POINTS.  However, if we are having 
a discussion about a 'Realistically Detailed' (as Mark refers to the 
concept) teacher, then you must acknowledge that PS: Teaching and Skill: 
Teaching are not the same thing and should be regarded separately. 
 
Jason Goode 
 
> -----Original Message----- 
> From:	Stainless Steel Rat [SMTP:ratinox@peorth.gweep.net] 
> Sent:	Tuesday, April 14, 1998 5:26 PM 
> To:	Champions 
> Subject:	Re: Proffesional Skills x2 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> Goode, Jason writes: 
>  
> > No.  Being a professional teacher is not the same as knowing how to 
> teach 
> > something to someone.  Anyone whose been to college knows this. 
>  
> I do not say this often: you are utterly and completely wrong.  "PS: 
> Teacher" is the skill to teach, just as "PS: Auto Mechanic" is the skill 
> to 
> fix a car, just as "PS: Electrician" is the skill to wire a house, just as 
> "PS: Surgeon" is the skill to perform surgery, just as "PS: Lawer" is the 
> skill to practice law, etc. 
>  
> -----BEGIN PGP SIGNATURE----- 
> Version: PGPfreeware 5.0 for non-commercial use 
> Charset: noconv 
>  
> iQCVAwUBNTPUdZ6VRH7BJMxHAQHxlgQApFh9dXOgjRP+iIGkDuqnviMn+tXWt6cG 
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> bR7GriYah0c= 
> =Xz56 
> -----END PGP SIGNATURE----- 
> --  
> Rat <ratinox@peorth.gweep.net>    \ Ingredients of Happy Fun Ball include 
> an 
> PGP Key: at a key server near you! \ unknown glowing substance which fell 
> to 
>                                     \ Earth, presumably from outer space. 
 
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Subject: Re: The Average man... 
Date: Tue, 14 Apr 98 20:16:27 -0400 
From: John P Weatherman <asahoshi@nr.infi.net> 
To: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
cc: "Champions" <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
 
Tim R. Gilberg trgilber@hilltop.ic.edu 4/14/98 6:01 PM 
 
> 
>> > 	Um.  No.  Much of IQ _is_ how fast you can think.  Some is what 
>> > you know, but it often goes together. 
>> 
>> You might want to check your BBB on this one, Tim, becuse it says otherwise. 
> 
>	It mentions thinking quickly which, I argue, is pretty much 
>necassary to be brilliant.  You can know a lot without a high INT stat (or 
>a high IQ, for that matter) but not be brilliant in any way.  The 
>description is vague enough to support either of us, though. 
 
How fast you think has nothing to do with IQ.  IQ is mearly a benchmark 
noting about how effective your, primarily linguistic, skills are relative 
to other people your same age.  IQ varies day to day and certainly quite 
a bit over the years.  It is not a real thing, just a current appearant 
benchmark (for that matter, "intelligence" isn't much better).  At any  
rate, 
sense IQ is specifically stated as being, in essence, mental speed it  
sould  
not be even remotely equated to IQ. 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 14 Apr 1998 20:25:38 EDT 
To: champ-l@sysabend.org 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
> Bottom line: you appear in many cases to be tossing aside the basic 
> function of the Professional Skill, reducing it at best to the status of a 
> complementary roll for some new Skill you create off-hand. 
 
  Here comes another clarification. 
 
  Professional Skill allows you to use your practical skills to engage in a 
profession. Thus, having a Mechanics skill at 13- makes one a wonderful 
mechanic. But without the PS: Mechanic skill, your character hasn't the first 
clue how to engage in the profession -- no experience with certification, 
paperwork, billing, work-order rotation, etc. Sure he can spin a mean wrench, 
but he's got no practical (employed) work experience. 
 
  Here's an example from the other end of the spectrum: the Unscrupulous 
Mechanic. He runs a great business, advertises, has a lot of customers (at 
least one time each <G>), etc. He has, _in our example_, a PS: Mechanic of 
14-, but he sucks as an actual mechanic, having a Mechanics skill of 8-. He's 
in it for the money, and copuld care less about quality. 
 
  Does everyone see how this works? The *other* skill (be it a KS or some 
other listed skill, like Mechanics, Paramedic, etc.) may be required to know 
how to perform a specific skill. The PS skill is required to hold a job in the 
related profession and be employable in that profession (a professional pilot, 
a cop, a doctor, a writer). The PS confers the knowledge of the "industry", if 
you will, not the training to get there. Having one skill does not preempt the 
necessaity to have the other. 
 
  Being a "licensed" to be a private investigator by the state does not confer 
the necessary skills to actually consudt investigations. 
 
  Of course there is the caveat that folks can declare that PS covers *all* 
necessary skills in their game, but that is not the way it is laid out in the 
Hero System rule book.  :) 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 14 Apr 1998 20:29:08 EDT 
To: champ-l@sysabend.org 
Subject: Re: Professional Skills 
Sender: owner-champ-l@sysabend.org 
 
<< So what do I need to buy for my new character ? A professional comic book 
artist with a degree from the Art Institute, and former worker in a commercial 
art shop. >> 
 
  Do you want the suggested *detailed* write-up, or just the 25-point version? 
<LOL> 
 
  Mark @ GRG 
 
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Date: Tue, 14 Apr 1998 17:31:20 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
 
At 11:22 PM 4/14/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
>Cc: Champions <champ-l@sysabend.org> 
>Subject: Re: Proffesional Skills x2 
> 
>> > Rat: take a deep breath and read what he wrote again. He's just saying 
>> > that some teachers don't know how to teach. 
>> 
>> So what?  Having the job does not mean one is qualified for it, it just 
>> means you passed whatever exam was handed to you.  An incompetant teacher 
>> will have something less than an 11- PS: Teacher skill. 
> 
> I'd have to disagree.  Being unable to teach means you have to be 
>better at "looking good".  They'd have the 11- PS to get and keep the job, 
>and nothing in "Teaching". 
 
   This would be the way to do it if there was a separate 
(non-Professional) Skill for Teaching.  While I support such an addition 
(good idea, Tim!), it's far from a done deal in the system. 
   For the system as it currently stands, the teacher without the PS would 
probably just need Familiarity with Acting (so it looks like he's doing a 
good job) and Forgery (to make his papers look like they're legitimate -- a 
stretch of a use for that Skill, but what else are you going to use?). 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Tue, 14 Apr 1998 17:33:42 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
At 07:08 PM 4/14/1998 EDT, GoldRushG wrote: 
><< I'd tend to argue that PS: Police Officer would cover all of those Skill 
>that a police officer would need no more than Familiarity with, like KS: 
Civil 
>Law and Weaponsmith, just as part of the "package."  If a full-fledged Skill 
>is needed, then that would probably need to be taken separately. >> 
> 
>  An interesting thought. However, based on the description of the PS in the 
>Hero System rules I would have to, of course, disagree. 
 
   I dunno.  Looking at the given example of Plumbing, I think it could be 
easily argued that PS: Plumbing gives Fam: Mechanics (albeit a somewhat 
limited form) as part of the "package." 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: RE: The Average man... 
Date: Tue, 14 Apr 1998 20:35:44 -0400 
Sender: owner-champ-l@sysabend.org 
 
Oh, I wasn't meaning to imply anything about what the average person does. 
Just an interesting observation that sort of jumped to the forefront of my 
mind when I read that message about strength. 
 
Jason Goode 
> -----Original Message----- 
> From:	Tim R. Gilberg [SMTP:trgilber@hilltop.ic.edu] 
> Sent:	Tuesday, April 14, 1998 6:05 PM 
> To:	Goode, Jason 
> Cc:	Champions 
> Subject:	RE: The Average man... 
>  
>  
> > Interestingly, I can attest that weight training for only 1.5 hours a 
> week, 
> > will get you to that level in about 12 weeks. 
>  
> 	And that is a good deal more than what the "average" does. 
> Expecially when that average is the average adult, not just male. 
>  
>  
> 				-Tim Gilberg 
>  
> 		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 14 Apr 1998 20:39:26 EDT 
To: champ-l@sysabend.org 
Subject: Re: Joe Solider on 100 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
<< I think the problem is not our perceptions of the military, but in how to 
model them with the game mechanics. >> 
 
  In other words he's never been a soldier or a cop. ;D 
 
<< You are building "Joe Soldier", the average grunt, as a low-powered heroic- 
level charcter, not the normal person that he really is, putting far more 
points into what should be "passing familiarities" than are necessary.  This 
is the same issue that I 
have with the 200-point "street cop". >> 
 
  But if "Joe Soldier" or "Joe Cop" are, indeed, "heroic level" people in the 
real world why do you argue against portraying them that way in the Hero 
System? Why do you insist on declaring that all NPCs must be built on X points 
and no more? 
 
<< In other words, "Joe Soldier" is a 25-point normal with 15-25 points of 
extras and 15-25 points of corresponding disadvantages. >> 
 
  You do not acknoledge the hard work, training and development that goes into 
a professional soldier, much less a professional peace officer, doctor or any 
other profession. You *can* build professional NPCs on very few points, but 
you don't *have* to. 
 
<< When Joe Soldier decides to go career, or OCS, or an elite unit, he will 
start picking up a lot of stuff. >> 
 
  Joe Soldier re-enlists. Gains 25 EPs! <LOL> 
 
<< A very few might even qualify as full-blown heroic scale characters.>> 
 
  Depending on your definition of Heroic Level (75 Pt characters?) I would 
argue that most soldiers are already there. The average soldier can trash your 
average comci book artist in Champions. Oh, no... wait a second. I'm confusing 
my topics here... :D 
 
  Mark @ GRG 
 
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Date: Tue, 14 Apr 1998 17:40:15 -0700 
To: Champions Listserv <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: New Rules: Inactive Skills 
Sender: owner-champ-l@sysabend.org 
 
At 06:36 PM 4/14/1998 -0500, Tim R. Gilberg wrote: 
> 
> OK.  I mentioned a proposal for some new rules for Inactive 
>Skills.  Here it is. 
   [Actual proposal snipped for space] 
> So, what does everyone think?  This could be a great way to add 
>color to a character, fitting the "I learned how to do that a long time 
>ago" thing so often seen in comics. 
 
   While I like the theory, I'm not sure I grasp the mechanics. 
   Suppose Captain Glory finally gets around to using his Archaeology 
degree, and goes out on a dig in England to uncover Camelot (something that 
happened in actual play, by the way).  How many points would he have needed 
for an 11- Roll beforehand?  How does he change the Skill from Active to 
Inactive?  Does the Roll change, or the cost? 
   Please clarify.  :-] 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Tue, 14 Apr 1998 20:40:34 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: More supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
On Tue, 14 Apr 1998, David B Stallard wrote: 
 
> Here's a third list of supplements I'd appreciate getting reviews/opinions 
> on.  The twist here is that I already own some of these, but maybe have a 
> problem with them and want to see how they are viewed by the overall 
> audience. 
 
> * Watchers of the Dragon 
 
Watchers is a mixed bag in my opinion.  It is an interesting idea for a 
Enemies Book/Adventure, what with the 'novelized' description of Seeker's 
search for the story behind the Tourney of the Dragon, and I agree it 
should be done more often. 
 
The characters themselves range from the pretty cool (David LoPa--- uh, I 
mean Dr. Yin Wu) to the downright absurd (Maya).  The point totals on a 
lot of these guys is a killer, expect to see a lot of 350-400 point 
characters.  OTOH: There are scads of 250 to 275 pointers.   
 
There is a nice selection of characters from across the world, although 
the non-Asians in the book get only passing mention (with the exception of 
Nightwind).   
 
There is a nice selection of martial arts types too, although I disagree 
with the way in which some of these guys are written up (too many Damage 
Classes are handed out).   
 
Cutting back point totals would be pretty easy in all cases, so the 
numbers for the characters can be a bit misleading.   
 
My biggest complaint is not enough 'source' and too much 'book'.  Okay, so 
the story line is nice, but I would have liked to seen more on the SFX of 
Eastern Magic (rahter than a listing of spells and magic items) and more 
Oriental creatures would have been nice (Yin Wu *is* supposed to have a 
small army of monsters).  The name list in the back is nice, although the 
ninja-templates are pretty silly (the 900 point Disgustingly Powerful 
Ninja is rather funny).  OTOH: the 900 point ninja does give a lot of 
useful skill selections to pick from. 
 
All-in-all?  A decent book.  I do use it a bit, mainly as a refrence for 
my own characters. 
 
*************************************************************************** 
* "'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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Date: Tue, 14 Apr 1998 19:44:48 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
 
> > Nah.  With that you could teach it.  Call it a new skill: Writing. 
> >I'm not sure if it should just be 11- or be based on INT or PRE. 
> 
>    I think it would probably be most representative to make Writing a 
> stat-based Professional Skill.  Let it variably be based on INT, PRE, or 
> EGO, depending on the writing style and lifestyle of the individual (in my 
> case, I think I'd go with EGO; my better stuff really comes out by force of 
> will, a phenomenon that's extremely hard to explain to someone who hasn't 
> experienced it). 
 
	Well, my point was that there was a lot more to getting published 
than being a good writer.  That's something totally separate -- a burst of 
creative composition.  "The spontaneous overflow of emotion recollected in 
tranquility," to quote Wordsworth. 
 
	And note that being able to write a good gaming book may be more a 
matter of PS: Writer than a Creative Skill: Writing.  Hmmm.  That's a good 
new category -- Creative Skill.  It could subsume Acting, add Musical 
Expression, etc. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 19:51:34 -0500 
To: Bob Greenwade <bob.greenwade@klock.com&> champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Skills and setting their levels (was Re: Knights) 
Sender: owner-champ-l@sysabend.org 
 
>>Composers aren't as "visible" as actors or even directors, thus harder to 
>>remember.  John Williams has a career spanning several decades and well 
>>over 100 composing credits including '60's TV series "Lost In Space", "Land 
>>of the Giants", "Time Tunnel" and "Gilligan's Island"; a bit more recently, 
>>the movie soundtracks for "Fiddler On the Roof", "Poseidon Adventure", 
>>"Towering Inferno", "Earthquake", the "Jaws" films, the "Superman" movies, 
>>"Close Encounters", "E.T.", the whole "Star Wars" series (including those 
>>scheduled for release in 1999 through 2005), the "Raiders of the Lost Ark" 
>>series and dozens more. 
> 
>   You forgot that he also directed and conducted the Boston Pops Orchestra 
>for a few years (between Arthur Fiedler and Keith Lockhart). 
 
Whoever first mentioned him correctly identified Williams as both, but 
since I'm less familiar with him in that capacity I addressed only his 
career as a composer.  I could certainly be wrong here -- wouldn't be the 
first time today -- but I thought he'd be more familiar through that body 
of work than as a conductor. 
 
Damon 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Stainless Steel Rat <ratinox@peorth.gweep.net&> 
        Champions <champ-l@sysabend.org> 
Subject: RE: Joe Solider on 100 points?!?!? 
Date: Tue, 14 Apr 1998 21:08:05 -0400 
Sender: owner-champ-l@sysabend.org 
 
No, our problem is that you don't seem to understand that the root of this 
was a guy trying to model a *realistically accurate* typical soldier in the 
US Army.  Any *realistically accurate* human will be far more than a 25 
point character.  You also seem to fail to understand Joe Soldier means the 
typical soldier (specifically Infantry in this case) in the entire US Army, 
not a new recruit with 13 weeks of training (Basic and AIT are combined for 
an 11B.) 
 
On the military: it is very obvious that you either never spent any time in 
the military, or weren't paying any attention if you did.  For example, you 
said to another guy that airborne infantry is not infantry.  You couldn't be 
more wrong if you tried.  Let me tell you how you get airborne infantry. 
You take a recruit.  Send him to 11B school.  Then you send him to airborne 
school.  Ta-da!  The only difference between the two is how they get to the 
battlefield.  Paratroopers jump in from 800 feet, and gropos walk/ride. 
Rangers are not elite infantry.  They have a completely different mission. 
Etc, etc. 
 
If you don't know the topic, then fine.  Go with PS: Soldier.  It's your 
game.  Don't, however, argue how to model a *realistically accurate* 
soldier with someone who has spent time as both enlisted and as an officer. 
 
Jason Goode 
 
> -----Original Message----- 
> From:	Stainless Steel Rat [SMTP:ratinox@peorth.gweep.net] 
> Sent:	Tuesday, April 14, 1998 6:45 PM 
> To:	Champions 
> Subject:	Re: Joe Solider on 100 points?!?!? 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> Goode, Jason writes: 
>  
> > You know, based on your perception of Joe Soldier, I really must ask 
> have 
> > you ever been in the military?  Strike that - I will just say that your 
> > perception of Joe soldier is amazingly and completely unlike mine, or 
> > anyone I every met, or soldiered with, or discussed the military with, 
> > etc. 
>  
> I think the problem is not our perceptions of the military, but in how to 
> model them with the game mechanics.  You are building "Joe Soldier", the 
> average grunt, as a low-powered heroic-level charcter, not the normal 
> person that he really is, putting far more points into what should be 
> "passing familiarities" than are necessary.  This is the same issue that I 
> have with the 200-point "street cop". 
>  
> Rat <ratinox@peorth.gweep.net>    \ Do not taunt Happy Fun Ball. 
> PGP Key: at a key server near you! \  
>                                     \  
 
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Date: Tue, 14 Apr 1998 20:29:39 -0500 
To: champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
At 08:25 PM 4/14/98 EDT, GoldRushG wrote: 
>> Bottom line: you appear in many cases to be tossing aside the basic 
>> function of the Professional Skill, reducing it at best to the status of a 
>> complementary roll for some new Skill you create off-hand. 
> 
>  Here comes another clarification. 
> 
>  Professional Skill allows you to use your practical skills to engage in a 
>profession. Thus, having a Mechanics skill at 13- makes one a wonderful 
>mechanic. But without the PS: Mechanic skill, your character hasn't the first 
>clue how to engage in the profession -- no experience with certification, 
>paperwork, billing, work-order rotation, etc. Sure he can spin a mean wrench, 
>but he's got no practical (employed) work experience. 
 
Okay, before I go and stick my *other* foot in my mouth today, let me get 
something straight.  Did I not recently concede that licensing and 
certification was a Perk separate from the PS?  Are you not one of the 
people who convinced me of that?  Are you not now saying that certification 
is part of the PS? 
 
>  Here's an example from the other end of the spectrum: the Unscrupulous 
>Mechanic. He runs a great business, advertises, has a lot of customers (at 
>least one time each <G>), etc. He has, _in our example_, a PS: Mechanic of 
>14-, but he sucks as an actual mechanic, having a Mechanics skill of 8-. He's 
>in it for the money, and copuld care less about quality. 
 
He doesn't sound like a mechanic at all.  He sounds like a businessman (in 
the sense that he might have paid more attention to his Business Admin 
courses than his auto shop courses).  In the example above, *any* 
unscrupulous business owner who is good at advertising and generating a 
customer base could be subtituted.  That would mean that PS: Plumber, PS: 
Dentist and PS: Accountant are all interchangeable if the apply to 
unscrupulous businessmen.  Thus, none of these Skills are worth a damn 
except as a generic ability to do business; under the system you (and some 
others) describe, you seem to have to buy Plumbing (Background?), Dentistry 
(Background?), Accounting (INT?) in order to do the job...despite the fact 
that the rules pretty clearly state that the PS allows you to do the job. 
In some cases, buying a complementary KS is appropriate.  Nowhere is it 
even hinted that you should create new job-related Skills in order to 
perform the basic PS functions. 
 
What you are describing doesn't sound like PS: Mechanic to me, it sounds 
like Business Sense, presumably a Background Skill, which measures how good 
a businessman you are regardless of your chosen field. 
 
>  Does everyone see how this works? The *other* skill (be it a KS or some 
>other listed skill, like Mechanics, Paramedic, etc.) may be required to know 
>how to perform a specific skill. The PS skill is required to hold a job in 
the 
>related profession and be employable in that profession (a professional 
pilot, 
>a cop, a doctor, a writer). The PS confers the knowledge of the 
"industry", if 
>you will, not the training to get there. Having one skill does not preempt 
the 
>necessaity to have the other. 
 
If any special knowledge of the industry is needed, separate from the 
knowledge of how to do the job, you can buy KS: <The Industry>, allow the 
PS to cover the basic job functions, and not need to buy a separate, 
made-up Skill. 
 
>  Being a "licensed" to be a private investigator by the state does not 
confer 
>the necessary skills to actually consudt investigations. 
 
Again, I thought we'd established that you needed Perk: P.I. License, 
separate from PS: Private Investigator in order to be certified to do the 
job.  If that's true, all your statement above says is that the Perk 
doesn't confer any job-related skills.  I'm not suggesting it does, I'm 
saying the PS does.  Not every P.I. will be as good as every other, whis is 
why you can buy the PS at 11-, 12-, 13- or whatever suits your level of 
ability. 
 
>  Of course there is the caveat that folks can declare that PS covers *all* 
>necessary skills in their game, but that is not the way it is laid out in the 
>Hero System rule book.  :) 
 
Agreed.  If that *were* the way it was laid out, each individual PS would 
be all-inclusive within its field and you might never need a complementary 
Skill roll. 
However, the Hero System rule book does explicitly state "Whereas Knowledge 
Skills give the character knowledge of how or why something works, a 
Professional Skill gives the character the ability to do it...a person with 
PS: Plumbing might not understand the intricacies of water pressure and 
water flow friction, but he could fix a broken pipe."  It doesn't say the 
Professional Plumber will know how to advertise.  It doesn't say he'll know 
how to select an advantageous location for his shop.  It doesn't say he 
knows how to competitively price his services.  It says he can fix a broken 
pipe. 
 
Now, it looks to me that what you are saying about certifications and 
Professional Skils today is different from what you said yesterday or the 
day before.  It also appears to me that you, Tim and a handful of others 
are blatantly ignoring the description of PS, which I've quoted in part 
above.  I have already been a flaming idiot today, though, and make 
allowance for the possibility that there is something I'm not seeing here. 
Please educate me.  Show me something in the rules that (a) indicates that 
a PS does *not* cover basic job functions for any PS, and (b) a suggestion 
that new Skills will need to be created by GMs to cover these inexplicable 
omissions that have managed to persist through every edition of the Hero 
rules to date. 
 
Damon 
 
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From: Daniel Pawtowski <dpawtows@access.digex.net> 
Subject: Re: Equipment 
To: champ-l@omg.org 
Date: Tue, 14 Apr 1998 21:35:24 -0400 (EDT) 
Organization: VTSFFC 
Sender: owner-champ-l@sysabend.org 
 
> gravity. The question is, outside of a Supers campaign why would this 
> matter? Am I wrong in thinking that it would be okay and not unbalancing 
> to just say "fine your ship has artifical gravity"? 
 
   Players can e endlessly creative.  If you give them something like 
gravity control for free, you may then have problems when the pirate  
boarding party that was supposed to be a key to your plot becoming 
helpless when a PC engineer glues them to the deck with ten G's. 
Or somebody else rigs up a tractor beam/grave-cannon/hovercraft/etc 
out of the ability that the GM didn't anticipate. 
  Heck, a major peeve of mine with "Star Trek" is that the Federation 
completely overlooks a lot of the *really* neat things one could do 
with the gadgets they display (curiously enough, the things they overlook 
tens to be the things that would drive the SFX budget thru the roof :). 
 
                             Daniel Pawtowski 
 
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Date: Tue, 14 Apr 1998 18:36:38 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Skills and setting their levels (was Re: Knights) 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 17 
 
At 07:51 PM 4/14/1998 -0500, Michael (Damon) or Peni R. Griffin wrote: 
>>>Composers aren't as "visible" as actors or even directors, thus harder to 
>>>remember.  John Williams has a career spanning several decades and well 
>>>over 100 composing credits including '60's TV series "Lost In Space", "Land 
>>>of the Giants", "Time Tunnel" and "Gilligan's Island"; a bit more recently, 
>>>the movie soundtracks for "Fiddler On the Roof", "Poseidon Adventure", 
>>>"Towering Inferno", "Earthquake", the "Jaws" films, the "Superman" movies, 
>>>"Close Encounters", "E.T.", the whole "Star Wars" series (including those 
>>>scheduled for release in 1999 through 2005), the "Raiders of the Lost Ark" 
>>>series and dozens more. 
>> 
>>   You forgot that he also directed and conducted the Boston Pops Orchestra 
>>for a few years (between Arthur Fiedler and Keith Lockhart). 
> 
>Whoever first mentioned him correctly identified Williams as both, but 
>since I'm less familiar with him in that capacity I addressed only his 
>career as a composer.  I could certainly be wrong here -- wouldn't be the 
>first time today -- but I thought he'd be more familiar through that body 
>of work than as a conductor. 
 
   It depends on what circle of artistic endeavor you're more familiar with 
-- movie and TV scores, or PBS.  :-] 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Tue, 14 Apr 1998 18:38:21 -0700 (PDT) 
From: Dale Ward <daleaward@rocketmail.com> 
Subject: Re: Body for the average man 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
---Brian Wong  wrote: 
> 
> 	After all, if body=mass, overweight people would be nigh 
> unstoppable. :) 
> 
 
     Actually... we are. 
 
     So there.  NYAH! 
 
=== 
Dale A. Ward 
($.02 Paid In Full) 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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From: Daniel Pawtowski <dpawtows@access.digex.net> 
Subject: Re: The Average man... 
To: champ-l@omg.org 
Date: Tue, 14 Apr 1998 21:43:30 -0400 (EDT) 
Organization: VTSFFC 
Sender: owner-champ-l@sysabend.org 
 
 
AverageMan:   
   75% Damage Reduction, +20 PD/ED, Only vs 'unusuall' damage.  
 
  Averageman is immune to the mighty blasts of Dr. Destroyer, but has to 
be very careful when crossing the street....... 
 
                      Daniel "Hey you! LOOK OUT FOR THAT BUS!!" Pawtowski 
 
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Date: Tue, 14 Apr 1998 20:45:09 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
 
On Tue, 14 Apr 1998, Tim R. Gilberg wrote: 
> > > No.  Being a professional teacher is not the same as knowing how to teach 
> > > something to someone.  Anyone whose been to college knows this. 
> > 
> > I do not say this often: you are utterly and completely wrong.  "PS: 
> > Teacher" is the skill to teach, just as "PS: Auto Mechanic" is the skill to 
> > fix a car, 
>  
> 	Nope.  That last is Mechanics, actually.  You'd need both skills. 
> The PS will get you by with some minor skills. 
 
The 'Mechanic' skill is posessed by any back-yard auto mechanic - my 
father, for instance, would probably have it at a decent level.  It covers 
fixing cars, and that's it. 
 
PS: Mechanic would cover: ordering parts from NAPA, operating the cash 
register, probably operating some of the 'professional-level' machinery, 
how to handle warranty stuff, how to do auto & emissions inspections, etc. 
 
So yeah, they'd be two different skills, and any good professional 
mechanic is going to have both. 
 
J 
 
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will              jeffj@io.com 
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
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Date: Tue, 14 Apr 1998 20:48:13 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions Listserv <champ-l@sysabend.org> 
Subject: Re: New Rules: Inactive Skills 
Sender: owner-champ-l@sysabend.org 
 
 
>    While I like the theory, I'm not sure I grasp the mechanics. 
 
	I'll try to explain. 
 
>    Suppose Captain Glory finally gets around to using his Archaeology 
> degree, and goes out on a dig in England to uncover Camelot (something that 
> happened in actual play, by the way).  How many points would he have needed 
> for an 11- Roll beforehand?  How does he change the Skill from Active to 
> Inactive?  Does the Roll change, or the cost? 
 
	A skill taken as Inactive, for a starting character, is _FREE_. 
However, as soon as it is attempted to be used in any way regularly 
(beyond the one-time plot point, "Gee, I remember a way out of this mess 
from my days as a Rutabega Salesman!") it requires the expenditure of XP 
to get it to whatever level it was bought at.  This could get a character 
in XP trouble quick, as they will never be able to spend it freely if 
they're always buying off Inactive Skills. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 20:53:35 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: GoldRushG <GoldRushG@aol.com> 
cc: champ-l@sysabend.org 
Subject: Re: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
 
On Tue, 14 Apr 1998, GoldRushG wrote: 
 
> << My house rules also include the idea the if the Proffesional skill has 
> another applicable skill than the player must have that skill. For example: 
>  
>     Player purchases PS: Computer Programmer. In this case the PS does NOT 
> help the player perform the skill, for that they need Computer Programing. 
> However, the skill does help the player know where to look for jobs, the names 
> of other computer programmers, and other such trivialities. >> 
>  
>   Sounds good to me. In fact, that's the way I see PS also.  ;) 
 
Hey, wow, my area.  This is even better than 'Mechanic' and 'PS: Mechanic' 
that I just commented on. 
 
Computer Programming: Hacking code.  Lots of people have this.  I got it 
   in college.  What I /didn't/ have when I entered the workforce was: 
 
PS: Computer Programmer, which covers a lot of the 'procedural' stuff - in 
my case, how to use source control and bug tracking software, some 
familiarity with how the company's design process works, how the 
departments interact with each other, etc. 
 
Arguably, that skill should be PS: Computer Programmer for (Company), but 
that might be getting a bit /too/ specific. 
 
J 
 
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will              jeffj@io.com 
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
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Date: Tue, 14 Apr 1998 21:10:05 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
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On Tue, 14 Apr 1998, Michael (Damon) or Peni R. Griffin wrote: 
 
> Okay, before I go and stick my *other* foot in my mouth today, let me get 
> something straight.  Did I not recently concede that licensing and 
> certification was a Perk separate from the PS?  Are you not one of the 
> people who convinced me of that?  Are you not now saying that certification 
> is part of the PS? 
 
Certification is a perk separate from the PS. 
Knowing how to /get/ certification is part of the PS. 
See the difference? 
 
<unscrupulous mechanic snipped> 
 
> He doesn't sound like a mechanic at all.  He sounds like a businessman 
<snip> 
> That would mean that PS: Plumber, PS: 
> Dentist and PS: Accountant are all interchangeable if the apply to 
> unscrupulous businessmen.   
 
Not at all.  Someone with PS: (Unscrupulous) Plumber would have no idea 
how to fill out a tax form for a certain investment, and someone with PS: 
(Unscrupulous) Dentist wouldn't know the first thing about where to order 
the cheapest pipes, what kind of tools he needs, etc. 
 
> Nowhere is it 
> even hinted that you should create new job-related Skills in order to 
> perform the basic PS functions. 
 
I generally use this rule of thumb: if the skill i or can have a 
significant impact on the game, it deserves to have more detail.  Thus, 
Mechanic gets split off from PS: Mechanic, but I'd probably leave PS: 
Plumber as one skill. 
 
Unless I were running 'Bathroom HERO', that is. 
 
J  
 
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will              jeffj@io.com 
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
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Date: Tue, 14 Apr 1998 21:14:18 -0500 (CDT) 
From: Dataweaver <traveler@io.com> 
To: JASON SULLIVAN <RAVANOS@jcs1.jcstate.edu> 
cc: champ-l@sysabend.org 
Subject: Re: 0 END DI 
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On Tue, 14 Apr 1998, JASON SULLIVAN wrote: 
 
> Anyone here know the offial answer to this problem? 
> If DI is bought 0 END, do you need to pay the END cost of the STR it grants? 
 
Yes.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
 
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Date: Tue, 14 Apr 1998 21:17:12 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
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On Tue, 14 Apr 1998, Bob Greenwade wrote: 
>  
>    This would be the way to do it if there was a separate 
> (non-Professional) Skill for Teaching.  While I support such an addition 
> (good idea, Tim!), it's far from a done deal in the system. 
>    For the system as it currently stands, the teacher without the PS would 
> probably just need Familiarity with Acting (so it looks like he's doing a 
> good job) and Forgery (to make his papers look like they're legitimate -- a 
> stretch of a use for that Skill, but what else are you going to use?). 
 
How about PS: Lousy Teacher?  Such a PS would cover all the paperwork, 
administrative stuff, knowledge of the school districts, etc - but it 
would impart no actual ability to teach. 
 
Or, this would be a good place to use PS: Teacher and KS: Teaching - the 
KS would be possessed by people who could impart knowledge to their 
students well, and the PS by people who were good at the other aspects of 
a teaching career. 
 
J 
 
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will              jeffj@io.com 
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
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Date: Tue, 14 Apr 1998 21:24:37 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: Proffesional Skills x2 
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>    This would be the way to do it if there was a separate 
> (non-Professional) Skill for Teaching.  While I support such an addition 
> (good idea, Tim!), it's far from a done deal in the system. 
 
	So we need to add an entry to the skill section called "Skill"as a 
catch all, as using PS for the catch-all is a kludge. 
 
	As is, Heromaker supports the addition of new skills, and I've 
always allowed it in my campaign. 
 
>    For the system as it currently stands, the teacher without the PS would 
> probably just need Familiarity with Acting (so it looks like he's doing a 
> good job) and Forgery (to make his papers look like they're legitimate -- a 
> stretch of a use for that Skill, but what else are you going to use?). 
 
	Good points.  This would be a case of a great place for a new 
skill.  Teaching is a valuable skill -- for heroes as well.  How else are 
you gonna train effectively your sidekick.  Otherwise you'll run into all 
sort of problems.  (Well, you'll run into problems anyway, but that's not 
important.) 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 21:40:26 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: The Average man... 
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> He doesn't sound like a mechanic at all.  He sounds like a businessman (in 
> the sense that he might have paid more attention to his Business Admin 
> courses than his auto shop courses).  In the example above, *any* 
> unscrupulous business owner who is good at advertising and generating a 
> customer base could be subtituted.  That would mean that PS: Plumber, PS: 
> Dentist and PS: Accountant are all interchangeable if the apply to 
> unscrupulous businessmen.  Thus, none of these Skills are worth a damn 
 
	Untrue.  Mechanic is a skill specifically noted as separate from a 
PS, however.  Certain others, like acting and computer programming, are 
the same way.  Certain other professions have enough of a difference from 
being skilled in the aspects of the job and what is actually done -- 
Singing, Writing, and Teaching are good examples.  Also, this would 
support a parallel provided by acting's treatment in the rules. 
 
	Some, like Plumber, are covered fine by the PS.  I'd say food 
service, bartending, accounting, banking, carpentry, bee keeping, (add 
your own, I'm sure you can think of some) would work fine with only the 
PS, though some KSs would help a lot.  For example, most bar tenders have 
PS: Bartender.  Some have a KS: Mixed Drinks, but not all -- from my 
experience. 
 
> except as a generic ability to do business; under the system you (and some 
> others) describe, you seem to have to buy Plumbing (Background?), Dentistry 
> (Background?), Accounting (INT?) in order to do the job...despite the fact 
> that the rules pretty clearly state that the PS allows you to do the job. 
 
	Allows you to perform basic activities of the job, different from 
skillfully performing.  Some work fine, but Dentestry would require at 
least a SS: Dentestry and (IMC) a Dental Work Dex-based skill. 
 
> In some cases, buying a complementary KS is appropriate.  Nowhere is it 
> even hinted that you should create new job-related Skills in order to 
> perform the basic PS functions. 
 
	Not job related skill per se, but skills that may or may not be 
used by someone with that job.  A skill, Writer, would be used by 
PS:Novelist, PS: Journalist, PS: Speechwriter, etc.  Look at the example 
of Acting vs PS: Actor. 
 
> What you are describing doesn't sound like PS: Mechanic to me, it sounds 
> like Business Sense, presumably a Background Skill, which measures how good 
> a businessman you are regardless of your chosen field. 
 
	More to it than that, as every type of business is different.  The 
PS allows you to operate within the field and, in some cases, perform your 
work duties. 
 
> If any special knowledge of the industry is needed, separate from the 
> knowledge of how to do the job, you can buy KS: <The Industry>, allow the 
> PS to cover the basic job functions, and not need to buy a separate, 
> made-up Skill. 
 
	But the PS by nature will include some basic knowledge of the 
industry -- enough to work within it, anyways.  Why are you so against 
making new skills -- it's needed for any game system, IMO, and Champions 
allows about the most leeway. 
 
> Again, I thought we'd established that you needed Perk: P.I. License, 
> separate from PS: Private Investigator in order to be certified to do the 
> job.  If that's true, all your statement above says is that the Perk 
> doesn't confer any job-related skills.  I'm not suggesting it does, I'm 
> saying the PS does.  Not every P.I. will be as good as every other, whis is 
> why you can buy the PS at 11-, 12-, 13- or whatever suits your level of 
> ability. 
 
	But much of your PI work will be covered by Deduction and 
Investigation.  (The last is a book skill, right?  Or was it from Dark 
Champs.)  Also add Concealment and Shadowing.  These skills will not come 
with the PS.  The PS will allow you to set up shop, find customers, and do 
the _basic_ parts of the above tasks. 
 
> However, the Hero System rule book does explicitly state "Whereas Knowledge 
> Skills give the character knowledge of how or why something works, a 
> Professional Skill gives the character the ability to do it...a person with 
> PS: Plumbing might not understand the intricacies of water pressure and 
> water flow friction, but he could fix a broken pipe."  It doesn't say the 
> Professional Plumber will know how to advertise.  It doesn't say he'll know 
> how to select an advantageous location for his shop.  It doesn't say he 
> knows how to competitively price his services.  It says he can fix a broken 
> pipe. 
 
	However, it also states it will allow working in the field, per 
se.  With the examples of professions with separate (BBB) skills, we have 
a precident for certain professions needing more than the PS. 
 
> Please educate me.  Show me something in the rules that (a) indicates that 
> a PS does *not* cover basic job functions for any PS, and (b) a suggestion 
> that new Skills will need to be created by GMs to cover these inexplicable 
> omissions that have managed to persist through every edition of the Hero 
> rules to date. 
 
	Um.  Skills have been added with every edition as well in almost 
every suppliment.  Some are obviously not SS, KS, or PS -- these are just 
plain new skills. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 21:44:22 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
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> How about PS: Lousy Teacher?  Such a PS would cover all the paperwork, 
> administrative stuff, knowledge of the school districts, etc - but it 
> would impart no actual ability to teach. 
> 
> Or, this would be a good place to use PS: Teacher and KS: Teaching - the 
> KS would be possessed by people who could impart knowledge to their 
> students well, and the PS by people who were good at the other aspects of 
> a teaching career. 
 
	But a KS doesn't give one ability, it gives one knowledge.  And 
the study of teaching (Pedantics?) is a knowledge all of its own.  This is 
a place for a new PRE-based skill, based off of Acting, Conversation, 
Oratory, etc. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Sakura <jeffj@io.com&> Champions Mailing List <champ-l@sysabend.org> 
Subject: RE: Proffesional Skills x2 
Date: Tue, 14 Apr 1998 22:49:30 -0400 
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I could live with that, though because I run a median detailed campaign, I'd 
want a few other skills and attributes that seemed to be possessed by every 
good teacher that I've experienced. 
 
Jason Goode 
 
> -----Original Message----- 
> From:	Sakura [SMTP:jeffj@io.com] 
> Sent:	Tuesday, April 14, 1998 10:17 PM 
> To:	Champions Mailing List 
> Subject:	Re: Proffesional Skills x2 
>  
> On Tue, 14 Apr 1998, Bob Greenwade wrote: 
> >  
> >    This would be the way to do it if there was a separate 
> > (non-Professional) Skill for Teaching.  While I support such an addition 
> > (good idea, Tim!), it's far from a done deal in the system. 
> >    For the system as it currently stands, the teacher without the PS 
> would 
> > probably just need Familiarity with Acting (so it looks like he's doing 
> a 
> > good job) and Forgery (to make his papers look like they're legitimate 
> -- a 
> > stretch of a use for that Skill, but what else are you going to use?). 
>  
> How about PS: Lousy Teacher?  Such a PS would cover all the paperwork, 
> administrative stuff, knowledge of the school districts, etc - but it 
> would impart no actual ability to teach. 
>  
> Or, this would be a good place to use PS: Teacher and KS: Teaching - the 
> KS would be possessed by people who could impart knowledge to their 
> students well, and the PS by people who were good at the other aspects of 
> a teaching career. 
>  
> J 
>  
> "One equal temper of heroic hearts,              http://www.io.com/~jeffj 
>  Made weak by time and fate, but strong in will              jeffj@io.com 
>  To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Sakura <jeffj@io.com&> Champions Mailing List <champ-l@sysabend.org> 
Subject: RE: The Average man... 
Date: Tue, 14 Apr 1998 22:57:01 -0400 
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Good rule. 
 
Jason Goode 
 
> -----Original Message----- 
> From:	Sakura [SMTP:jeffj@io.com] 
> Sent:	Tuesday, April 14, 1998 10:10 PM 
> To:	Champions Mailing List 
> Subject:	Re: The Average man... 
>  
>  
> I generally use this rule of thumb: if the skill i or can have a 
> significant impact on the game, it deserves to have more detail.  Thus, 
> Mechanic gets split off from PS: Mechanic, but I'd probably leave PS: 
> Plumber as one skill. 
>  
> Unless I were running 'Bathroom HERO', that is. 
>  
> J  
>  
> "One equal temper of heroic hearts,              http://www.io.com/~jeffj 
>  Made weak by time and fate, but strong in will              jeffj@io.com 
>  To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
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Date: Tue, 14 Apr 1998 21:58:49 -0500 (EST) 
From: JASON SULLIVAN <RAVANOS@jcs1.jcstate.edu> 
Subject: 0 END DI 
To: champ-l@sysabend.org 
X-VMS-To: IN%"champ-l@sysabend.org" 
Sender: owner-champ-l@sysabend.org 
 
Anyone here know the offial answer to this problem? 
If DI is bought 0 END, do you need to pay the END cost of the STR it grants? 
 
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Date: Tue, 14 Apr 1998 22:11:29 -0500 
To: Champions Mailing List <champ-l@sysabend.org> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
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><unscrupulous mechanic snipped> 
> 
>> He doesn't sound like a mechanic at all.  He sounds like a businessman 
><snip> 
>> That would mean that PS: Plumber, PS: 
>> Dentist and PS: Accountant are all interchangeable if the apply to 
>> unscrupulous businessmen.   
> 
>Not at all.  Someone with PS: (Unscrupulous) Plumber would have no idea 
>how to fill out a tax form for a certain investment, and someone with PS: 
>(Unscrupulous) Dentist wouldn't know the first thing about where to order 
>the cheapest pipes, what kind of tools he needs, etc. 
 
Tax forms and parts procurement weren't part of Mark's unscrupulous example: 
"He runs a great business, advertises, has a lot of customers (at least one 
time each <G>), etc. " 
 
This is not PS: Mechanic (or Plumber or Dentist or Accountant); it's PS: 
Entrepreneur. 
 
>> Nowhere is it 
>> even hinted that you should create new job-related Skills in order to 
>> perform the basic PS functions. 
> 
>I generally use this rule of thumb: if the skill i or can have a 
>significant impact on the game, it deserves to have more detail.  Thus, 
>Mechanic gets split off from PS: Mechanic, but I'd probably leave PS: 
>Plumber as one skill. 
 
I appreciate your input here, but it only describes your house rules. 
What's at issue isn't how useful general mechanical ability is relative to 
plumbing expertise, but whether or not a standard PS, as written, covers 
the basic job-related tasks of its profession.  I contend that it does, and 
that this is clearly stated in the rules under the description of PS. 
Several other people have stated that PS isn't sufficient to enable a 
character to do the basic job tasks.  A few people have simply tried to 
state this as obvious fact; most people have tried to give some kind of 
rationale, or at least examples of their viewpoint, but so far I haven't 
any of these people back up their position with anything that's actually 
*in* the rules. 
 
Damon 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: RE: Proffesional Skills x2 
Date: Tue, 14 Apr 1998 23:14:18 -0400 
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Hmm...good point.  I don't know "how to teach", nor have I studied 
education.  I just know that people tell me that I teach well.  I guess a KS 
wouldn't do it for a realistic level of detail.  
 
> -----Original Message----- 
> From:	Tim R. Gilberg [SMTP:trgilber@hilltop.ic.edu] 
> Sent:	Tuesday, April 14, 1998 10:44 PM 
> To:	Goode, Jason 
> Cc:	Champions Mailing List 
> Subject:	Re: Proffesional Skills x2 
>  
>  
> > How about PS: Lousy Teacher?  Such a PS would cover all the paperwork, 
> > administrative stuff, knowledge of the school districts, etc - but it 
> > would impart no actual ability to teach. 
> > 
> > Or, this would be a good place to use PS: Teacher and KS: Teaching - the 
> > KS would be possessed by people who could impart knowledge to their 
> > students well, and the PS by people who were good at the other aspects 
> of 
> > a teaching career. 
>  
> 	But a KS doesn't give one ability, it gives one knowledge.  And 
> the study of teaching (Pedantics?) is a knowledge all of its own.  This is 
> a place for a new PRE-based skill, based off of Acting, Conversation, 
> Oratory, etc. 
>  
>  
>  
> 				-Tim Gilberg 
>  
> 		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 14 Apr 1998 23:37:28 -0400 (EDT) 
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To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Tough? Lemme tell you about tough... 
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>  Depending on your definition of Heroic Level (75 Pt characters?) I would 
>argue that most soldiers are already there. The average soldier can trash your 
>average comci book artist in Champions. Oh, no... wait a second. I'm confusing 
>my topics here... :D 
 
Maybe, but Joe Lumberjack or Joe Trapper would clean up on either of them. 
Wilderness folk are tough, oy vey...;-). For example, my cousin, who skipped 
a chainsaw off a tree, into her leg, through chainmail pants. Way cool 
scar...That's right, HER. Nowadays she works for the Ministry of the 
Environment, directing firefighting efforts in the summer, and animal 
control in the winter...did I mention the packs of wild dogs? Makes soldier 
boys look sissy by comparison - and she tells me stories about the tough 
people she's met :-) :-) :-). 
 
Oh, and not all comic book artists are pushovers. Fred Perry (Gold Digger) 
in particular was a soldier before pursuing his current career... 
 
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"Now, we get bigger guns." 
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John D. Prins and Ron Prins 
jprins@interhop.net 
 
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To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: More supplement reviews 
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>> * Watchers of the Dragon 
> 
>Watchers is a mixed bag in my opinion.  It is an interesting idea for a 
>Enemies Book/Adventure, what with the 'novelized' description of Seeker's 
>search for the story behind the Tourney of the Dragon, and I agree it 
>should be done more often. 
> 
>The characters themselves range from the pretty cool (David LoPa--- uh, I 
>mean Dr. Yin Wu) to the downright absurd (Maya).  The point totals on a 
>lot of these guys is a killer, expect to see a lot of 350-400 point 
>characters.  OTOH: There are scads of 250 to 275 pointers.   
 
Agreed. WotD presented a 'mixed bag' of characters - from the barely more 
than starting PC all the way to what a highly experienced 'super' martial 
artist would be. 
 
>There is a nice selection of characters from across the world, although 
>the non-Asians in the book get only passing mention (with the exception of 
>Nightwind).   
 
Fleur De Lis; but yeah, you're right. But any martial arts book is likely to 
be mostly Asian (genre). A fencer would have been nice... 
 
Oh, who else wants to see a full write up of all of the Tiger Squad? 
 
>There is a nice selection of martial arts types too, although I disagree 
>with the way in which some of these guys are written up (too many Damage 
>Classes are handed out).   
 
Mmmm...we're back in the 'Martial Artist punches out Brick' thread again, 
aren't we? 
 
>My biggest complaint is not enough 'source' and too much 'book'.  Okay, so 
>the story line is nice, but I would have liked to seen more on the SFX of 
>Eastern Magic (rahter than a listing of spells and magic items) and more 
>Oriental creatures would have been nice (Yin Wu *is* supposed to have a 
>small army of monsters).  The name list in the back is nice, although the 
>ninja-templates are pretty silly (the 900 point Disgustingly Powerful 
>Ninja is rather funny).  OTOH: the 900 point ninja does give a lot of 
>useful skill selections to pick from. 
 
Kinda cries out for a whole book devoted to say, Asia, for Champions, 
doesn't it? You could throw the Tiger Squad in, discuss Bhuddism, Taoism, 
Zen, Shinto, Confucianism, etc... 
 
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"Now, we get bigger guns." 
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John D. Prins and Ron Prins 
jprins@interhop.net 
 
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From: Tokyo Mark <bastet@iquest.net> 
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Subject: Re: Tough? Lemme tell you about tough... 
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>  
> Oh, and not all comic book artists are pushovers. Fred Perry (Gold Digger) 
> in particular was a soldier before pursuing his current career... 
 
And just let your average soldier try to trash mild mannered Steve Rogers, 
from back in the days when Capt. America's secret ID was a comic book 
artist.;) 
 
 
 
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Date: Wed, 15 Apr 1998 00:16:57 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@sysabend.org 
Subject: Re: More supplement reviews 
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On Tue, 14 Apr 1998, John and Ron Prins wrote: 
 
> >> * Watchers of the Dragon 
 
> >The characters themselves range from the pretty cool (David LoPa--- uh, I 
> >mean Dr. Yin Wu) to the downright absurd (Maya).  The point totals on a 
> >lot of these guys is a killer, expect to see a lot of 350-400 point 
> >characters.  OTOH: There are scads of 250 to 275 pointers.   
>  
> Agreed. WotD presented a 'mixed bag' of characters - from the barely more 
> than starting PC all the way to what a highly experienced 'super' martial 
> artist would be. 
 
Yeah, but some of them 'super' martial artists are way of the scale (there 
are two 800+ point characters in the book) 
  
> >There is a nice selection of characters from across the world, although 
> >the non-Asians in the book get only passing mention (with the exception of 
> >Nightwind).   
>  
> Fleur De Lis; but yeah, you're right. But any martial arts book is likely to 
> be mostly Asian (genre). A fencer would have been nice... 
 
I should have been more clear.  Nightwind and Seeker actually talk, thus 
you get a bit of insight into his character.  Fleur de Lis and co. just 
get mentioned in passing as part of a news article. 
  
> Oh, who else wants to see a full write up of all of the Tiger Squad? 
 
Hmmm... sure.  But isn't that like... 35 people?   
 
Heh... love Gossamer Storm's artwork... looks like the artist used Minka 
as a figure model. 
  
> >There is a nice selection of martial arts types too, although I disagree 
> >with the way in which some of these guys are written up (too many Damage 
> >Classes are handed out).   
>  
> Mmmm...we're back in the 'Martial Artist punches out Brick' thread again, 
> aren't we? 
 
Nope.  I just think that Damage Classes were handed out like candy in the 
book.   
  
> Kinda cries out for a whole book devoted to say, Asia, for Champions, 
> doesn't it? You could throw the Tiger Squad in, discuss Bhuddism, Taoism, 
> Zen, Shinto, Confucianism, etc... 
 
Hmmm... I diubt it would ever get written.  Of course, my Wuxia Hero 
proposal was going to include some of these ideas. 
 
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Date: Tue, 14 Apr 1998 23:27:45 -0500 
To: champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: The Average man... 
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>	Untrue.  Mechanic is a skill specifically noted as separate from a 
>PS, however.  Certain others, like acting and computer programming, are 
>the same way.  Certain other professions have enough of a difference from 
>being skilled in the aspects of the job and what is actually done -- 
>Singing, Writing, and Teaching are good examples.  Also, this would 
>support a parallel provided by acting's treatment in the rules. 
 
I could argue that Computer Programming, Electronics and Mechanics are all 
Skills that a person can acquire through a hobby; abilities in these areas 
does not necessarily require any professional training.  PS: Computer 
Programmer must include Computer Progamming as a job-related ability, 
because you can't do the job without it, and the rules say a PS will let 
you do the job.  QED.  You *can* still give a character both Skills, but by 
my interpretation the PS would represent programming ability gained from 
formal education or on-the-job training (COBOL and Natural, in my case) and 
the separate Computer Programming Skill would represent programming skills 
picked out on my own, irrespective of the job (BASIC and FORTRAN, both 
learned years before I was hired as a programmer). 
 
I don't think what I'm saying here is substantially different from what 
Sakura said about back-yard mechanics vs. professional auto-shop mechanics. 
 The backyard mechanic learned auto mechanics as a hobby; if he goes on to 
be a professional auto mechanic, he'll have access to tools and techniques 
he didn't before, and thus be able to repair systems on the car he couldn't 
before.  He will not forget his hobby-based learning, though, and if that 
experience tells him that pouring Coke on a battery is a good way to clean 
the terminals, or that there's a "little trick" to doing a particular bit 
of routine maintenance, he'll still remember how to do that.  The mechanic 
described here would have both Skills. 
 
Dentistry is not practiced as a hobby.  Your ability to perform dental work 
is part of PS: Dentistry, thus there is no need for a separate Dentistry 
Skill to stand alongside Electronics and Mechanics. 
 
>	Some, like Plumber, are covered fine by the PS.  I'd say food 
>service, bartending, accounting, banking, carpentry, bee keeping, (add 
>your own, I'm sure you can think of some) would work fine with only the 
>PS, though some KSs would help a lot.  For example, most bar tenders have 
>PS: Bartender.  Some have a KS: Mixed Drinks, but not all -- from my 
>experience. 
 
I agree with this paragraph, though I'm a bit surprised you didn't require 
SCI: Mathematics for the accountant.  It seems consistent with the other 
things you seem to feel are necessary as "support Skills". 
 
>> except as a generic ability to do business; under the system you (and some 
>> others) describe, you seem to have to buy Plumbing (Background?), Dentistry 
>> (Background?), Accounting (INT?) in order to do the job...despite the fact 
>> that the rules pretty clearly state that the PS allows you to do the job. 
> 
>	Allows you to perform basic activities of the job, different from 
>skillfully performing.  Some work fine, but Dentestry would require at 
>least a SS: Dentestry and (IMC) a Dental Work Dex-based skill. 
 
Your skill level at a given job should be primarily determined by your 
Skill Roll in that Skill, not by how many related Skills you can tack onto 
it.  I say that Dr. Tooth (PS: Dentist 13-) is a better dentist than Dr. 
Gum (PS: Dentist 11-).  You say (I think) that Dr. Tooth is better at 
office procedure and business-related aspects of his practice, but that the 
doctors' levels of medical expertise cannot be measured except in terms of 
a Science and a [presently] non-existent DEX-based Skill. 
 
>	Not job related skill per se, but skills that may or may not be 
>used by someone with that job.  A skill, Writer, would be used by 
>PS:Novelist, PS: Journalist, PS: Speechwriter, etc.  Look at the example 
>of Acting vs PS: Actor. 
 
PS: Writer, SFX Journalist (or Speechwriter or Novelist) 
 
Yes, I am well aware that these are different disciplines, but not so 
different they can't be lumped together under the umbrella of Writer. 
There's only one Animal Handler Skill, but you can define it as applicable 
to almost any species of animal. 
 
>> What you are describing doesn't sound like PS: Mechanic to me, it sounds 
>> like Business Sense, presumably a Background Skill, which measures how good 
>> a businessman you are regardless of your chosen field. 
> 
>	More to it than that, as every type of business is different.  The 
>PS allows you to operate within the field and, in some cases, perform your 
>work duties. 
 
Again, take PS: Entrepreneur and define it as applicable to your particular 
business, if all it's going to cover is the business-related aspects of 
your profession. 
 
>> If any special knowledge of the industry is needed, separate from the 
>> knowledge of how to do the job, you can buy KS: <The Industry>, allow the 
>> PS to cover the basic job functions, and not need to buy a separate, 
>> made-up Skill. 
> 
>	But the PS by nature will include some basic knowledge of the 
>industry -- enough to work within it, anyways.  Why are you so against 
>making new skills -- it's needed for any game system, IMO, and Champions 
>allows about the most leeway. 
 
I did not suggest that the PS didn't include basic industry knowledge. 
Quite the opposite.  I merely suggested that if you were dealing with an 
industry that for some reason required more detailed knowledge than a 
typical profession, this was best handled by taking a KS to cover it. 
 
I am not against the introduction of new Skills (or Powers or any other 
options) if there's truly a gap that needs to be filled.  I'm against the 
rampant proliferation of a separate Skill for every conceivable profession, 
sport, and handicraft.  The Hero System is meant to be as generic as 
possible at the base level.  You can create a wide variety of things using 
the existing building blocks.  New blocks shouldn't be added unless there's 
no [easy or sensible] way of modeling the desired ability already.  You 
don't need a rectangular block if two squares will do the job just as well.   
 
>> Again, I thought we'd established that you needed Perk: P.I. License, 
>> separate from PS: Private Investigator in order to be certified to do the 
>> job.  If that's true, all your statement above says is that the Perk 
>> doesn't confer any job-related skills.  I'm not suggesting it does, I'm 
>> saying the PS does.  Not every P.I. will be as good as every other, whis is 
>> why you can buy the PS at 11-, 12-, 13- or whatever suits your level of 
>> ability. 
> 
>	But much of your PI work will be covered by Deduction and 
>Investigation.  (The last is a book skill, right?  Or was it from Dark 
>Champs.)  Also add Concealment and Shadowing.  These skills will not come 
>with the PS.  The PS will allow you to set up shop, find customers, and do 
>the _basic_ parts of the above tasks. 
 
Setting up shop and finding customers is related strictly to 
business-related aspects that *any* entrepreneur will have to deal with.  I 
do not need the ability to deal with those things if I work as an employee, 
only if I'm the boss.  For example, John Reid runs the Silver Bullet 
Detective Agency.  John must pay all the bills, including his employee's 
salaries, drum up new business, etc. so he rarely handles cases himself, 
though he has the skills to do so.   He has four investigators on his 
payroll.  They don't do any of this, they just handle the Concealment, 
Shadowing, Deduction and, if you like, Investigation.  My way, all five men 
(sorry, persons) get PS: Private Investigator and John gets PS: 
Entrepreneur as well.  Your way, John gets PS: P.I. and the employees 
get...what?  PS: P.I. with a Limitation?  Concealment, Shadowing and 
Deduction, plus the license Perk, but no PS Skill?  How can they not have 
the PS Skill -- they're qualified to do the job, and they're doing it.  It 
doesn't make sense to say a person isn't fully qualified to do a job 
(entitled to a PS, in other words) unless he's also capable of starting and 
running his own business in that field.  A PS gives you the ability to Do A 
Job, not necessarily Run A Company. 
 
Doctors in private practice should have PS: Entrepreneur; if a doctor just 
works at a hospital, he doesn't need it. 
> 
>> However, the Hero System rule book does explicitly state "Whereas Knowledge 
>> Skills give the character knowledge of how or why something works, a 
>> Professional Skill gives the character the ability to do it...a person with 
>> PS: Plumbing might not understand the intricacies of water pressure and 
>> water flow friction, but he could fix a broken pipe."  It doesn't say the 
>> Professional Plumber will know how to advertise.  It doesn't say he'll know 
>> how to select an advantageous location for his shop.  It doesn't say he 
>> knows how to competitively price his services.  It says he can fix a broken 
>> pipe. 
> 
>	However, it also states it will allow working in the field, per 
>se.  With the examples of professions with separate (BBB) skills, we have 
>a precident for certain professions needing more than the PS. 
 
I'm not sure what you mean by that first sentence; you aren't quoting.  If 
you mean it includes the ability to use job-related equipment (operating an 
oil rig), that supports my point.  I assume, then, that's not what you meant. 
 
>> Please educate me.  Show me something in the rules that (a) indicates that 
>> a PS does *not* cover basic job functions for any PS, and (b) a suggestion 
>> that new Skills will need to be created by GMs to cover these inexplicable 
>> omissions that have managed to persist through every edition of the Hero 
>> rules to date. 
> 
>	Um.  Skills have been added with every edition as well in almost 
>every suppliment.  Some are obviously not SS, KS, or PS -- these are just 
>plain new skills. 
 
Every edition, probably.  Almost every supplement?  I guess I just picked 
the wrong ones, then.  I went and looked at the Skills sections of Ninja 
Hero, Western Hero, Cyber Hero, Horror Hero and Dark Champions.  Out of 
five major genre sourcebooks, I found one new Skill: Decking.  There were 
several examples of genre-specific Knowledge Skills, but Decking was the 
only one that was truly new.  If you have examples, I'll be happy to go 
look at them.  But again, it's not new Skills I have a problem with -- it's 
new Skills for areas that are already adeqately covered, especially by a PS 
(which is kind of the central point of this discussion).  
 
Damon 
 
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Date: Tue, 14 Apr 1998 23:50:25 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: The Average man... 
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On Tue, 14 Apr 1998, Michael (Damon) or Peni R. Griffin wrote: 
 
<snip> 
 
> Tax forms and parts procurement weren't part of Mark's unscrupulous example: 
> "He runs a great business, advertises, has a lot of customers (at least one 
> time each <G>), etc. " 
> 
> This is not PS: Mechanic (or Plumber or Dentist or Accountant); it's PS: 
> Entrepreneur. 
 
That means that Mark's example wasn't explained in the best possible way. 
I think my example showed the difference between 'Mechanic' and 'PS: Auto 
Mechanic' quite well. 
  
> >I generally use this rule of thumb: if the skill i or can have a 
> >significant impact on the game, it deserves to have more detail.  Thus, 
> >Mechanic gets split off from PS: Mechanic, but I'd probably leave PS: 
> >Plumber as one skill. 
>  
> I appreciate your input here, but it only describes your house rules. 
 
Well, actually, it also describes the way the HERO system does things. 
It's never stated right out, but let's look at some examples. 
 
PS: Knight - Under your argument, this should cover fighting (a basic, 
job-related task of the profession).  But the HERO system already has 
rules for fighting, so PS: Knight covers 'Knightly Stuff that isn't 
handled elsewhere'.  The reason HERO handles it elsewhere is because it 
gives a fair amount of detail to combat. 
 
PS: Mechanic - under your argument, this should cover how to fix a car. 
But the HERO system already has the 'Mechanic Skill', so PS: Mechanic 
ought to cover all the job-related stuff that isn't part of 'Mechanics'. 
The reason HERO has a 'Mechanics' skill is because they thought it was 
important enough in enough games to treat in a bit more detail than for 
other skills. 
 
PS: Plumber - this covers all the job skills of the plumber, from knowing 
the best way to fix a pipe to how to order more supplies from companies to 
how to write up an invoice and operate whatever kind of billing system 
they use.  HERO doesn't see a need to handle plumbing in great detail, so 
it doesn't. 
 
> What's at issue isn't how useful general mechanical ability is relative to 
> plumbing expertise, but whether or not a standard PS, as written, covers 
> the basic job-related tasks of its profession.  I contend that it does, and 
> that this is clearly stated in the rules under the description of PS. 
 
I contend, instead, that a PS handles all aspects of a particula 
rprofessiont hat aren't already covered by other skills. If PS covered 
everything, there would be no need for 'mechanic' - we'd use PS: Mechanic. 
There'd be no need for 'Strike' - we'd use PS: Knight. 
 
While it may not be in the rules in a blatant, in-your-face, 'here it is 
in black and white, read it and weep sucka' kind of way. it is certainly 
heavily implied by the way the skill structure is set up.  
 
J 
 
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will              jeffj@io.com 
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
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Date: Tue, 14 Apr 1998 23:51:44 -0500 
To: Champions Mailing List <champ-l@sysabend.org> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: RE: Proffesional Skills x2 
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>> > How about PS: Lousy Teacher?  Such a PS would cover all the paperwork, 
>> > administrative stuff, knowledge of the school districts, etc - but it 
>> > would impart no actual ability to teach. 
 
I wanted to address this separately, since PS: Entrepreneur isn't 
appropriate in this case.  PS: Teacher should in fact be a measure of an 
individual's ability to teach, though you can certainly opt to make it 
characteristic-based.  That would give a range of abilities dependent on 
the teacher's PRE (or EGO or INT, however you choose to define it) and how 
many points s/he spends to improve the base roll.  Teaching is a complex, 
long-term, interactive process.  You must deal with a variety of factors 
like the student's ability to learn, the restrictions placed on the teacher 
by the school board (in terms of what may be included in the curriculum and 
what materials are made available), the number of students among whom the 
teacher must divide his or her attention, whether or not the teacher must 
follow a set lesson plan an/or make use of standardized tests, etc.  All of 
these are potential situational modifiers to the PS: Teacher Skill Roll. 
 
Routine paperwork and administrative duties such as the preparation of 
lesson plans, grading of tests and report papers, issuing report cards and 
participating in parent/teacher conferences, should all be covered by the 
PS: Teacher.  If the teacher is also an administrator (teaches three 
classes in the morning and functions as assistant vice principal or student 
career advisor in the afternoon) a separate PS: Administrator Skill may 
well be warranted. 
 
>> 	But a KS doesn't give one ability, it gives one knowledge.  And 
>> the study of teaching (Pedantics?) is a knowledge all of its own.  This is 
>> a place for a new PRE-based skill, based off of Acting, Conversation, 
>> Oratory, etc. 
 
Pedagogics, not pedantics.  Yes, it's a study on its own, and not one that 
all teachers should have as a KS.  All teachers by definition have it as a 
demonstrable ability, an integral part of PS: Teacher (pedagogy is "the art 
or profession of teaching", so if you're in the profession, you're a 
pedagogue).  Yes, some are better at it than others, just as some students 
are better at learning than others and some school systems are better at 
providing an education than others (as a result of many factors, not just 
the staff of teachers).   
 
Damon 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 15 Apr 1998 00:54:28 EDT 
To: champ-l@sysabend.org 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
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<< As soon as L&O comes out, my PCs who have law enforcement backgrounds are 
going to wave it in my face and demand ridiculous package deals so that their 
characters are as effective as "Joe." >> 
 
  Then you can wave it right back at them and point to the sections that say 
"...with GMs approval..." "Optional" and so on. Come on, folks. It's one 
example of how to do it. Can we please get over this paranoia and panic mind 
set? :D 
 
<< Mark, I respectfully express my opinion that it is harder to make the fine 
judgments that occupy the middle ground between excruciatingly detailed 200-pt 
normals and supremely abstracted normals who are nothing more than a PS and 
two KS's.  As such, I respectfully express my hope that this area of play will 
not be glossed over.>> 
 
  Your comments are noted, believe me (as have been similar comments over the 
last few days). I certainly hope that people who are reading this thread will 
take the heart some of my comments that I fear have been ignored. Namely the 
"it's not the only thing in the book" comments. ;) 
 
  Mark @ GRG 
 
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Date: Wed, 15 Apr 1998 00:56:23 -0400 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: RE: Hero Plus printed versions 
To: Champions Mailing List A <champ-l@sysabend.org&> 
        "Michael Sprague" <msprague@eznet.net> 
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> On thing that annoyed me about "The Ultimate Super Mage" was that there 
> really wasn't enough room on the inside margin (duplexed) for 3-hole 
drilled 
> paper.  I suppose it works okay if you want to put it into a three ring 
> notebook, but if you want to put it into a folder/cover or use a simple 
> binding system like you can get at Office Max, the text is just too close 
to 
> the edge of the page!!! 
>  
> On the other hand, the outside margins are _huge_.  I suppose they needed 
to 
> be to fit that large scroll around the page number.  It would have been 
much 
> nicer if the scroll had been smaller, and the whole image moved maybe a 
> quarter of an inch toward the outside margin. 
 
When I printed my copy, it came out just fine, and the margins were 
perfect. You might want to check the margin settings on your printer 
itself. Just a thought... 
 
Jeff Reid 
Morfhis@compuserve.com 
http://www.now-online.com/morfhis/bugloony.htm 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 15 Apr 1998 01:07:08 EDT 
To: champ-l@sysabend.org 
Subject: Re: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
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<< Now let me say something that I am very loathe to say.  However, you have 
earned it.  You are an idiot. >> 
 
  There is certainly no need to stoop to name-calling in this list. If you 
can't keep your comments civil and want to make personal attacks I'd suggest 
doing so in private e-mail. I certainly don't want to read them here. Don't 
get me wrong -- I've had my patience stretched at times, too, by various 
comments that seemed to be personal attacks. But let's not let this forum of 
idea exchange degenerate into a snake pit. If it does I'll be reluctantly 
forced to remove myself. 
 
<< Well, okay, maybe not, but you do have a serious problem with understanding 
other people's points of view. >> 
 
  I think your whole letter would have been much better served by beginning 
with a comment like this rather than the way it did. 
 
<< The last 24 hours on this list has very plainly demonstrated that there are 
numerous playing styles and interpretations of the same BBB that we've all 
read. >> 
 
  Well put. 
 
<< You seem to go very light detail, whereas Mark (@ GRG) goes to very great 
detail. >> 
 
  You are attaching labels and generalizations to me and espousing my beliefs. 
Interestingly, none of them are accurate. With all due respect, I have only 
gone to great detail in one sample which I mentioned on this list. No one has 
yet seemed to remember that I also stated that the "detailed" cop was but one 
example from the book, and that we were also planning to address other ways of 
representing cops in the Hero System. 
 
  Even more interesting, while several people have told me that my 
interpretation of a "real \world cop" in Hero System terms was "wrong," not 
one single person has asked to see any of my lower-point versions of cops, nor 
asked about my various treatments of cops for different genres. At this point 
I must say that the relative hostility on this list to my opinions leaves me 
quite reluctant to do so at this point. 
 
<< Personally, I don't care what level of detail you (or Mark, for that 
matter) prefer,>> 
 
  An interesting comment for someone who has told me what level of detail I 
prefer (despite the fact that I have never stated my belief in this matter). 
 
<< My cops will have more skills than yours, but less than Mark's. >> 
 
  Yeah, but my cops can beat up your cops. And my police captain can yell 
louder than yours. <LOL> 
 
<< My goal is provide an afternoon of enjoyment by telling a good story - 
WITHOUT REGARD TO POINTS. >> 
 
  To quote Cartman... "That's what *I* said." :D 
 
<<< However, if we are having a discussion about a 'Realistically Detailed' 
(as Mark refers to the concept) teacher, then you must acknowledge that PS: 
Teaching and Skill: Teaching are not the same thing and should be regarded 
separately.>> 
 
  Hey, I do. I hear you, man. I'm right there with you! ;)  My cops could 
still beat up your teachers, though. :D 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 15 Apr 1998 01:11:03 EDT 
To: CHAMP-L@sysabend.org 
Subject: Re: Hero Wish List 
Sender: owner-champ-l@sysabend.org 
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<< I don't think we can look forward to much in the way of licensed products 
in the Hero System; most are taking Fuzion. >> 
 
  Really, Bob? Is that so? I'm sorry you feel that way. I certainly hope that 
our announcement this summer will change your mind. ;) 
 
<< while I'm not sure exactly what I'm going to do with it, I do intend on 
getting it published in some form, almost certainly through either Hero Plus 
or GRG. >> 
 
  Ahhh... more proposals. Good. Good!  ;) 
 
  Mark @ GRG 
 
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Date: Wed, 15 Apr 1998 00:31:11 -0500 (CDT) 
X-Sender: mlnunn@blue.net 
To: champ-l@sysabend.org 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Re: Joe Solider on 100 points?!?!? 
Sender: owner-champ-l@sysabend.org 
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I based that write-up upon my experences in the Army, not all of my 
experences, I didn't include anything I learned in Ranger school, and 
nothing I learned during my time at the National Training Center at Ft Ord CA.  
 
I did include Airborne and Air Assault school, allmost because over 60%  of 
active duty infantry have one or both schools. (60% is more than half Rat) 
that number is according to a DOD publication.    
 
The write-up I provided was a fair cross section of a modern infanty 
solider.  If a unit of infanty was deployed to answer a threat in the real 
world or in a Comic book game world there are a few things that can be 
assumed.   The unit will comnsist of both green newbees, as well as senior 
NCO's who may have had combat duty. Lt's fresh from OCS who are more of a 
liability than a help and officers who have been around.  All in all a 
standard unit covers all the bases.  So having one standard write-up as a 
base is much easier than a 10 diffrent one to handle each type. 
 
Now to answer some of your comments... 
 
> Standard US Army Infantry Solider 
 
> 2	PS: Job Before Joining Military 
 
What job?  Most recruits are fresh out of high school. 
 
Most people have jobs in high school, and since the standards of enlistment 
were raised, you have many more people who wait untill after college to join. 
 
> 2	KS: Hobby 11- 
 
8-, and it is a freebie. 
 
Sounds to me like you would give yourself more than an 8- skill with your hobby. 
 
> 1	Paramedic 8- 
 
Another everyman skill; another freebie. 
 
Maybe, but I don't give everyone an 8- paramedics in my game. 
 
> 3	Tactics 12- 
 
Only after OCS. 
 
Nope, taught in Basic, AIT, and during the whole time you are at your unit. 
In fact it could be broken down into Small Unit Tactics and Individual 
Combat Tactics. 
 
> 1	Computers 8- 
 
Only for a particular specialst.  
 
Every one in the Headquarters Platoon from and Infantry Company learns to 
use a PC, most soliders learn to use computer at least a little during there 
time in the service. 
 
> 1	PERK: Top Secret Security Clearance 
 
Largely useless, so why pay points for it? 
 
Useless?  Not if you want entrance into a secure area or need secret 
information. 
 
> (2)	KS: Military 11- 
> (2)	KS: Military History and Customs 11- 
 
Only for OCS.  Most of what a grunt knows is subsumbed by his soldiering 
professional skill. 
 
Maybe, but all and I do mean all soliders MUST know the history and customs. 
If not they will spend more time in the front leaning rest position than on 
their feet.  (That's doing push ups)  
 
 
> (1)	TF,Parachuting 
 
Infantry don't drop, Rangers drop.   
 
Some one has allready explained this one better than I could. 
 
> (3)	Navigation 11- 
 
A specialist. 
 
Land Nav is a testable skill, you must pass to graduate basic and AIT both. 
 
> (2)	PS: Forward Observer 11- 
 
Ditto. 
 
This is a left over from my write-up, should have been left off. 
 
> 5	Subject to recall 
> 10	Watched,"The US Army",more powerful,non-combat influence, 
> 	 harsh,appear 8- 
 
If discharged, the former applies; if active, the latter.  Pick one. 
 
Again, nope, recall works for both, if active duty you can be recalled from 
leave or even back from a day off.  if out you can be reactivated. 
 
You are watched from now on. You are subject to laws and rules even after 
your discharged. 
 
> 15	DNPC,"spouse",normal,appear 11- 
 
Unlikely for an enlisted Infantryman. 
 
Beleve it or not, a study from 1991 showed that over 70% of all recent 
enlistees will get married during their time in the service.  Spouce can 
also cover girlfriends. 
 
> 5	Unluck,1D6 
 
Not the kind of disadvantage I would want every soldier to have. 
 
Every soldier I know has it, just ask one.  You want an example?   
 
While deployed to Saudia Arabia, The 101st Airborne Div.  experenced more 
rain than had fallen in county since they have kept records.  
 
God loves the Infanty.... 
 
Michael 
 
501st PIR 
101st Airborne  
72nd Ranger Batt 
5th Group Special Forces 
 
   
Rising Force Publications 
Herozine, The Superhero RPG Fanzine...vist our recently updated web site... 
http://members.aol.com/hzineweb/index.htm 
 
"You have never lived until you have almost died.  
And for those who fight for it, 
life has a flavor the protected never know"  
- anonymous 
 
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Date: Wed, 15 Apr 1998 00:32:34 -0500 
To: Champions Mailing List <champ-l@sysabend.org> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
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>That means that Mark's example wasn't explained in the best possible way. 
>I think my example showed the difference between 'Mechanic' and 'PS: Auto 
>Mechanic' quite well. 
 
I've referred to that in a reply to Tim, so I won't repeat it here. 
  
>Well, actually, it also describes the way the HERO system does things. 
>It's never stated right out, but let's look at some examples. 
 
Since it's "never stated right out" what I'm looking at here isn't The 
Rules, but your interpretation of them.  Let's see how much of it I can 
agree with... 
 
>PS: Knight - Under your argument, this should cover fighting (a basic, 
>job-related task of the profession).  But the HERO system already has 
>rules for fighting, so PS: Knight covers 'Knightly Stuff that isn't 
>handled elsewhere'.  The reason HERO handles it elsewhere is because it 
>gives a fair amount of detail to combat. 
 
I have no ready answer for this one, but nothing I've objected to so far 
has anything to do with combat, so I'm not certain that catches me in an 
inconsistency.  I may have to think about this. 
 
>PS: Mechanic - under your argument, this should cover how to fix a car. 
>But the HERO system already has the 'Mechanic Skill', so PS: Mechanic 
>ought to cover all the job-related stuff that isn't part of 'Mechanics'. 
 
Covered elsewhere, but the gist of what I said is that hobby-based 
Mechanics may well provide a different set of techniques, almost certainly 
a different set of tools, and thus enable a Professional Mechanic to 
"repair, replace and build" things the talented amateur could not.  I do 
consider the separate Skill to be subsumed under the PS in many cases. 
 
>The reason HERO has a 'Mechanics' skill is because they thought it was 
>important enough in enough games to treat in a bit more detail than for 
>other skills. 
 
You assume.  Or have you spoken to the original designers and received this 
information first-hand?  I could argue (as I said elsewhere) that 
Mechanics, Electronics and Computer Programming are listed separately 
because, unlike Dentistry, it's possible to acquire them via a hobby, 
without ever getting the PS to go with it.  That being the case, it's not 
inconsistent or unreasonable to consider those Skills to be subsets of 
their respective PS Skills.   
 
>PS: Plumber - this covers all the job skills of the plumber, from knowing 
>the best way to fix a pipe to how to order more supplies from companies to 
>how to write up an invoice and operate whatever kind of billing system 
>they use.  HERO doesn't see a need to handle plumbing in great detail, so 
>it doesn't. 
 
Plumber covers all the job skills of a plumber because that what a PS does, 
not because Hero doesn't consider plumbing important.  (It probably is true 
that Hero doesn't consider plumbing important, I just don't think the 
coverage of a PS varies according to that.)   
 
If I take PS: Plumber for 2 points and it covers all aspects of my job, but 
PS: Mechanic does not, shouldn't I be entitled to a price break on PS: 
Mechanic?  Say a -1/2 Limitation, Requires Additional Skills.  It isn't 
good enough on its own...I can't do the job unless I have these other 
Skills to go with it.  That doesn't make sense to me, and neither does 
claiming the PS means one thing if the profession it represents is 
"important" and something else if the profession isn't "important". 
 
>> What's at issue isn't how useful general mechanical ability is relative to 
>> plumbing expertise, but whether or not a standard PS, as written, covers 
>> the basic job-related tasks of its profession.  I contend that it does, and 
>> that this is clearly stated in the rules under the description of PS. 
> 
>I contend, instead, that a PS handles all aspects of a particula 
>rprofessiont hat aren't already covered by other skills. If PS covered 
>everything, there would be no need for 'mechanic' - we'd use PS: Mechanic. 
>There'd be no need for 'Strike' - we'd use PS: Knight. 
 
You can have hobby-derived Mechanics without being a professional; you can 
have a form of combat skill that includes Strike without having all the 
other abilities that go with being a knight.  The notion that a PS 
incorporates some skill, knowledge or ability doesn't in all cases remove 
the need for the separate ability...though it may serve to limit the wanton 
creation of new ones. 
 
>While it may not be in the rules in a blatant, in-your-face, 'here it is 
>in black and white, read it and weep sucka' kind of way. it is certainly 
>heavily implied by the way the skill structure is set up.  
 
I've tried to convey here (and in replies to Tim) that there's more than 
one possible explanation for why some Skills are separate from the 
Professional Skills they seem most closely associated with.  That being the 
case, perhaps you are inferring something from the Skill structure that is 
not in fact being implied. 
 
Damon 
 
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Date: Wed, 15 Apr 1998 00:37:07 -0500 
To: champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
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>  Your comments are noted, believe me (as have been similar comments over the 
>last few days). I certainly hope that people who are reading this thread will 
>take the heart some of my comments that I fear have been ignored. Namely the 
>"it's not the only thing in the book" comments. ;) 
 
You have a legitimate gripe here.  However, although you have referred to 
other material L&O will cover, the "200-point cop" thread discusses the 
only thing you've actually *shown* here.  Describe any other part of the 
book you like in as much detail as you've described Officer Joe and those 
comments will end.  They won't necessarily be replaced by comments you'll 
like any better, of course.   :) 
 
Damon 
 
|--------------------------------------------------------------------| 
|****************** Beware of geeks bearing .GIFs *******************| 
|--------------------------------------------------------------------| 
|Damon & Peni's homepages: http://www.geocities.com/Athens/3401/     | 
|   Children's Books -- Dolls -- X-Files -- Pulp Magazines           | 
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Date: Tue, 14 Apr 1998 22:50:03 -0700 
From: Rook <rook@infinex.com> 
To: Bob Greenwade <bob.greenwade@klock.com> 
CC: CHAMP-L@sysabend.org 
Subject: Re: Hero Wish List 
Sender: owner-champ-l@sysabend.org 
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> >1. Cardboard miniatures, blanks, siloettes (sp wrong, I failed my Int check), 
> > and fully drawn and colored of all sorts. 
>  
>    Someone else made mention of silhouette Cardboard Heroes.  I vote for 
> both options:  regular Cardboard Heroes for published NPCs, and silhouettes 
> for PCs and house NPCs. 
>  
	I'd want full drawn pictures of not only published NPC's, but of 
whatever 
characters hit the artist's fancy. This way, my players would have a 
grab bag of hundreds 
of counters to choose from if they weren't art inclined. Plus it gives 
me hundreds of NPC ideas. 
 
> >6. A whole book of siloettes (failed that Int roll again. :) ) for my less 
> > art inclined players. 
>  
>    Someone else mentioned a book of character sheets with different 
> silhouettes, and I think I'd prefer that.  A disk of silhouettes for 
> Creation Workshop character sheets would be cool too. 
 
	This is one of those rare things I might actually prefer on disk over 
paper. 
 
> >8. WorldBooks, Licenced lines. Marvel Hero, Conan Fantasy Hero, Expanding 
> > Western Shores out to a full worldbook. San Angelo, etc... 
>  
>    I don't think we can look forward to much in the way of licensed 
> products in the Hero System; most are taking Fuzion.  However, there's been 
 
	Which is sad. The comics industry right now is in an even worse slump 
than the RPG industry. You'd think they'd jump at the chance for 
publicity, even if minor. 
	But GURPS has proven that many fiction authors are willing to license. 
 
> >9. Villian and Hero collections. Enemies and Allies books. Though I disliked 
> > allies as it lacked enough solo's and had too many teams for my tastes. 
> > I would want these to be single quick NPC's I could toss in on a rainy 
> > day. Or scavenge for parts, more or less, when building my own NPC's. 
>  
>    More Enemies books?  Maybe reworkings of the Enemies books by origin 
 
	Well; that's why I listed it dead last. It's what I least want to see 
them publish. 
--  
Rook			¿Õ ¿ë ±â  
 __ 
/.)\ 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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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 15 Apr 1998 01:58:18 EDT 
To: champ-l@sysabend.org 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
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<< Are you not now saying that certification is part of the PS? >> 
 
  No, no, not at all. Sorry. What I should have said that PS: Whatever confers 
the knowledge of how to GET the licensing moreso than the actual license 
itself. There are steps to obtaining and maintaining a license for any 
profession, obviously enough. I think a PS should allow a character to have 
this information. 
 
<< He doesn't sound like a mechanic at all. >> 
 
  But nevertheless, by definition, he is still a "mechanic." 
 
<< In the example above, *any* unscrupulous business owner who is good at 
advertising and generating a customer base could be subtituted. >> 
 
  Very much so. I see real world examples almost every day. I'm sure you do, 
too. ;) 
 
<< Thus, none of these Skills are worth a damn except as a generic ability to 
do business; under the system you (and some others) describe, you seem to have 
to buy [a KS] in order to do the job...despite the fact that the rules pretty 
clearly state that the PS allows you to do the job. >> 
 
  Being able to do a job and really knowing what your doing in that field are 
not necessarily the same thing, as others have pointed out. The example of 
teachers who cannot "teach," lawyers who passed the bar but couldn't litigate 
to save their lives, etc., are all examples of this line of thought. 
 
<< What you are describing doesn't sound like PS: Mechanic to me, it sounds 
like Business Sense, presumably a Background Skill, which measures how good 
a businessman you are regardless of your chosen field. >> 
 
  Not so. The "unscrupulous mechanic" in my example has to have *some* 
knowledge of being a mechanic to run the business effectively, thus the 
Familiarity with Mechanic. Someone with a Masters in Business Administration 
but nbo background whatsopever in law is going to have a tough time running a 
paralegal service all by himself. ;) 
 
<< If any special knowledge of the industry is needed, separate from the 
knowledge of how to do the job, you can buy KS: <The Industry>, allow the PS 
to cover the basic job functions, and not need to buy a separate, made-up 
Skill. >> 
 
  So what is the difference, philosophically, between buying (what I deem to 
be) the prerequisite skill and (what you state) a KS: The Industry? :)  Not 
much, if any at all, IMO. 
 
<< Again, I thought we'd established that you needed Perk: P.I. License, 
separate from PS: Private Investigator in order to be certified to do the job. 
>> 
 
  You're right, we did. Sorry. Bad example. 
 
<< Not every P.I. will be as good as every other, whis is why you can buy the 
PS at 11-, 12-, 13- or whatever suits your level of ability. >> 
 
  And any PI who doesn't have Detective Work or Deduction or any other 
"investigative"-type skills won't be very effective at all. I would assert 
that such a character is a PI by name only (the PS) and not by definition. ;) 
 
<< ...the Hero System rule book does explicitly state "Whereas Knowledge 
Skills give the character knowledge of how or why something works, a 
Professional Skill gives the character the ability to do it...a person with 
PS: Plumbing might not understand the intricacies of water pressure and water 
flow friction, but he could fix a broken pipe." >> 
 
Right. So someone with PS: Trial Lawyer could argue in court, but without KS: 
Law he may have no clue what the heck he is arguing about or truly understand 
how the law works! <LOL> Someone with PS: Writer could draft a ton of books 
and send them off to his agent, but without a skill conferring the theories 
and understanding the "elements of style" he has little luck of getting 
published. Well, maybe I should rephrase that. He may get published, but his 
work will certainly not win any awards. ;) 
 
<< It also appears to me that you, Tim and a handful of others are blatantly 
ignoring the description of PS, which I've quoted in part above. >> 
 
  That';s right. The publisher is ignoring the rules printed in the product. 
::sigh:: No, I am not blatantly ignoring them. I am interpreting them. I think 
a PS would certainly be sufficient for some jobs that are essentially less 
technical (PS: Waitress? PS: Video Rental Clerk?). But when it comes to some 
jobs, other skills are an absolute necessity. One could be a plumber with PS: 
Plumber, but how many plumbers do you know that really know how to do pipe 
work and have absolutely no knowledge of water pressure and such? 
 
<< I have already been a flaming idiot today, though, and make allowance for 
the possibility that there is something I'm not seeing here. Please educate 
me. >> 
 
  We're trying. ;)  Perhaps in large part it *does* simply come down to 
preferred style of play. 
 
<< Show me something in the rules that (a) indicates that a PS does *not* 
cover basic job functions for any PS, and (b) a suggestion that new Skills 
will need to be created by GMs to cover these inexplicable omissions that have 
managed to persist through every edition of the Hero rules to date.>> 
 
  I am not going to point out specific rules passages to you to try to 
convince you. I believe much of it is common sense and desired style of play 
(read: opinion). Besides, you posted one of the same quotes I did. 
 
  If you are only going to acknowledge the published rules as canon and not be 
open to a differing point of view, then what's the point? I thought we were 
discussing an interpretation of the rules; a way to present a "realistically 
detailed" option to the low-point NPCs that many Hero fans are used to. 
 
  If we *were* to publish such a rule, would that convince you to consider the 
possibility that PS is not the catch-all skill that some people consider it to 
be? Do you see how silly this all is? <LOL> 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 15 Apr 1998 02:01:55 EDT 
To: champ-l@sysabend.org 
Subject: Re: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 30 
 
<< The 'Mechanic' skill is posessed by any back-yard auto mechanic... It 
covers 
fixing cars, and that's it. >> 
 
  Oh, boy. That's not correct. Mechanics covers "mechanical devices and... how 
to repair, replace and build them." That can cover a lot more than just cars. 
In fact, in the description, it mentions modifying a car engine to power a 
boat. :) 
 
<< So yeah, they'd be two different skills, and any good professional mechanic 
is going to have both.>> 
 
  My point exactly! :D 
 
  Mark @ GRG 
 
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Date: Tue, 14 Apr 1998 23:03:17 -0700 
From: Rook <rook@infinex.com> 
To: David B Stallard <DBStallard@compuserve.com> 
CC: "[unknown]" <CHAMP-L@sysabend.org> 
Subject: Re: Hero Wish List 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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X-UID: 31 
 
> >4. Champions Plus. Rules expansions, optional rules, and popular house 
> rules 
>         put this one out on a one volume a year basis or something. 
>         Collect rules from people's house games and present them for 
>         everyone's perusal.< 
>  
> I would suggest that each book should publish everything from the old book 
> (maybe revised), plus whatever new stuff came up in a year.  The reason I 
> suggest this is because, once early issues become unavailable, you'll have 
> a split in the demographic between veteran players who know about Rule Y 
> and relative newbies that can only find out about it by talking to 
> veterans. 
 
	That would mean that each book would get bigger than the last until you 
eventually had a 1000+ page volume of all the house rules in use in 
every known hero system game out there. 
 
>  
> >2. Genre books 
> 3. Sub genre books 
> 5. Gm and Players screens 
> 9. Villian and Hero collections. 
 
> I'm not sure why these are on your wishlist, since they already exist.  The 
> packet of charts that came with the GM screen makes a handy reference for 
> all players. 
 
	My wishlist is not what I want to see next, so much as how I would have 
done it if it had been me. The numbers where the priority I would place 
on them. So number 9 is where I would put my 'spare resources' into 
developing. Where-as numbers 1 and 2 would have gotten my full attention 
and resources as a game publisher. I've always felt Hero should have 
followed GURPS' path and tried to license or design a world and or genre 
book for everything they could come up with. 
 
> >>8. WorldBooks, Licenced lines. Marvel Hero, Conan Fantasy Hero, Expanding 
>         Western Shores out to a full worldbook. San Angelo, etc...<< 
>  
> To be honest, I think of the Hero System as strictly a Superhero system, 
> and I've been resistant to trying it for anything else (for example, when I 
> was shopping for a new fantasy system, I chose Earthdawn over Fantasy Hero 
> and others). 
 
	That too bad. I've always felt Hero did Fantasy better than it did 
Super. It was a natural fit for the genre. Either that or Fantasy Hero 
just very well written. But I've always found that it plays very well in 
that genre. It plays even better in pulp. This despite the fact that the 
stat and skill range is so limited at those power levels. If you can get 
past how that looks and just try it; you'll likely find it very playable 
and fun. 
 
>  However, these would probably be good ideas for the majority 
> of players who don't have this hangup.  I'd be particularly interested in a 
> game and/or worldbook that did justice to the world of Conan...I'm one of 
> the few people who bought (and still own) the Conan RPG that TSR put out 
> years ago. 
 
	GURPS Conan was a masterpiece; IMHO. It sits on my shelf as something 
I'm very glad to say I own. I made it a policy to avoid buying anything 
TSR with extra good cause and pre knowledge of the contents years ago. 
 
--  
Rook			¿Õ ¿ë ±â  
 __ 
/.)\ 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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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 15 Apr 1998 02:04:00 EDT 
To: champ-l@sysabend.org 
Subject: Re: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 29 
 
<< What I /didn't/ have when I entered the workforce was: PS: Computer 
Programmer, which covers a lot of the 'procedural' stuff... >> 
 
  Hmm... That echoes my earlier post in which I said that PS was primary 
procedural. Interesting. I think we're on to something here. ;) 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 15 Apr 1998 02:15:21 EDT 
To: champ-l@sysabend.org 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 32 
 
<< What's at issue [is] whether or not a standard PS, as written, covers the 
basic job-related tasks of its profession. >> 
 
  Certainly it does. I never suggested otherwise. In fact, early on I listed a 
number of duties a cop could perform with just PS: Police Officer. Why are you 
making this some type of internal struggle when it's not? It's simply a matter 
of misunderstanding what is being said, I think. 
 
<< ...so far I haven't any of these people back up their position with 
anything that's actually *in* the rules. >> 
 
  As a publisher of Hero System products I hereby declare it is now an Otional 
Rule. <LOL> Satisfied? 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 15 Apr 1998 02:21:06 EDT 
To: champ-l@sysabend.org 
Subject: Re: Tough? Lemme tell you about tough... 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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<< Maybe, but Joe Lumberjack or Joe Trapper would clean up on either of them. 
>> 
 
  With or without guns? At what range? In what setting (forest, hills, 
flatland...)? ;) 
 
<< Oh, and not all comic book artists are pushovers. Fred Perry (Gold Digger) 
in particular was a soldier before pursuing his current career...>> 
 
  But I thought you said soldiers were sissy-boys? No, wait.. I got that 
messed up again. <LOL> 
 
  FWIW, I never said all comic artists were pushovers. We were talking 
averages, nevermind the fact that I was being facetious. 
 
  Mark @ GRG 
 
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Date: Wed, 15 Apr 1998 01:38:31 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
X-Sender: bastet@iquest7 
To: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@sysabend.org 
Subject: Re: More supplement reviews 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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> > Oh, who else wants to see a full write up of all of the Tiger Squad? 
>  
> Hmmm... sure.  But isn't that like... 35 people?   
 
I did them for another game some time ago.  But I also wrote up Dr. 
Destroyer's Iron Lords for that game.  The PC's were agents of Dr. D, so I 
had to put more work into them than I would for a Superhero game.  That 
game went through so many turns and twists and covered 20 game years.  One 
of my two favorite games to GM to date. 
 
> > Kinda cries out for a whole book devoted to say, Asia, for Champions, 
> > doesn't it? You could throw the Tiger Squad in, discuss Bhuddism, Taoism, 
> > Zen, Shinto, Confucianism, etc... 
>  
> Hmmm... I diubt it would ever get written.  Of course, my Wuxia Hero 
> proposal was going to include some of these ideas. 
 
I doubt it would get written but could be interesting.  I liked Wuxia 
Hero, at least the section I found on the webpages. 
 
 
 
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Date: Tue, 14 Apr 1998 23:50:24 -0700 
From: Rook <rook@infinex.com> 
To: Bob Greenwade <bob.greenwade@klock.com> 
CC: champ-l@sysabend.org 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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> >> >  A writing skill to go with it?  This will help you try to get 
> >> > something published, but not write it. 
> >> 
> >>  KS: Writing? 
> > 
> > Nah.  With that you could teach it.  Call it a new skill: Writing. 
> >I'm not sure if it should just be 11- or be based on INT or PRE. 
>  
>    I think it would probably be most representative to make Writing a 
> stat-based Professional Skill.  Let it variably be based on INT, PRE, or 
 
	Ok. 
 
	KS: Writing (Based on ___ ) 
 
--  
Rook			¿Õ ¿ë ±â  
 __ 
/.)\ 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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Date: Tue, 14 Apr 1998 23:52:32 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
Organization: None 
To: GoldRushG <GoldRushG@aol.com> 
CC: champ-l@sysabend.org 
Subject: Re: Law& Order (was Re: Joe Cop...) 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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GoldRushG wrote: 
 
>   To be honest, however, I'm starting to get a little bored with some of the 
> same comments over and over and over again in this thread. It's this very 
> reason that I seldom post anything of substance to the HML. It's a shame that 
> people can't simply state their opinion, seek clarification, and say "Hm. I 
> wouldn't use that, but it is cool to see. I wonder what else they're going to 
> do in the book?" 
> 
>   Mark @ GRG 
 
  Amen... Geez some of us can't stop repeating them selves over and over and over 
and over and over and over and over and over and over and over and over (sadistic 
aren't I?) 
over and over and over and over and over and over and over and over over and over 
and over and over and over and over and over and over over and over and over and 
over and over and over and over and over over and over and over and over and over 
and over and over and over (I love the cutt and paste commands) over and over and 
over and over and over and over and over and over over and over and over and over 
and over and over and over and over over and over and over and over and over and 
over and over and over over and over and over and over and over and over and over 
and over. 
 
 
Quit trying to beat your opinions into everyone's head, if we didn't agree with 
you then we certainly won't after the flame war is done... 
 
 
No Life, no sig 
Gonna dance me a jig. 
 
God I depress me 
 
Chad 
 
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Date: Wed, 15 Apr 1998 00:07:44 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
Organization: None 
To: champ-l@sysabend.org 
Subject: Re: More supplement reviews 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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X-UID: 37 
 
 
 
Michael Surbrook wrote: 
 
> On Tue, 14 Apr 1998, John and Ron Prins wrote: 
> 
> > >> * Watchers of the Dragon 
> 
> > >The characters themselves range from the pretty cool (David LoPa--- uh, I 
> > >mean Dr. Yin Wu) to the downright absurd (Maya).  The point totals on a 
> > >lot of these guys is a killer, expect to see a lot of 350-400 point 
> > >characters.  OTOH: There are scads of 250 to 275 pointers. 
> > 
> > Agreed. WotD presented a 'mixed bag' of characters - from the barely more 
> > than starting PC all the way to what a highly experienced 'super' martial 
> > artist would be. 
> 
> Yeah, but some of them 'super' martial artists are way of the scale (there 
> are two 800+ point characters in the book) 
> 
> Okay, This is another of my pet peeves with this group. But before I rant I will 
> say that my earlier opinion of the groups attitude towards "high-end" characters 
> and those who play in highlevel campaigns was incorrect. I haven't seen many 
> personal attacks so I'll keep it civil myself. 
 
Any way, to my rant. There were what 30+ characters in the book some were 250 - 
275and others were higher (some a lot higher) my question is so what? I mean if 
you want to make an immortal Martial artist who fights (and can give them a go of 
it)an entire team of super heroes are you gonna use another 250pt guy? I doubt it. 
 
I mean like the guys say these guys aren't carved in stone, alter them don't smash 
the author.... 
 
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Date: Wed, 15 Apr 1998 00:32:01 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
Organization: None 
To: Champions <champ-l@sysabend.org> 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 39 
 
Not to get completely off the subject but this thread title reminds me of one of 
our fav. Silly supers NORMAL MAN! He was completely normal except that he had a 
booming voice and a PRE of 50. He made many low end villains wet their pants and 
he was fearless he'd run into burning buildings to save a lady's potted 
plant...... 
 
Other Stupid heroes were: 
Captain Invincible who, like NORMAL MAN, had base stats except for PRE (20) and 
he had Telepathy (or mind control I can't remember) 15d6 always on AE that made 
people think he was immune to all harm. He was killed by a team mate who tried to 
smash a villain into his invulnerable teammate at superspeed.....SQUISH 
 
Armor Man: whose armor was OAF; he had a big red button on his chest that said 
EJECT BUTTON. He was often shot out of the back of his armor in round one.He 
latter bought down the Limitation but not being the brightest genius inventor, he 
bought it to IAF and scribbled over EJECT BUTTON with "This in not an EJECT 
BUTTON". 
 
sorry back to the Average Man...... 
 
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Date: Wed, 15 Apr 1998 03:16:34 -0500 (CDT) 
X-Sender: mlnunn@blue.net 
To: champ-l@sysabend.org 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Re: Tough? Lemme tell you about tough... 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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X-UID: 38 
 
>Maybe, but Joe Lumberjack or Joe Trapper would clean up on either of them. 
>Wilderness folk are tough, oy vey...;-). For example, my cousin, who skipped 
>a chainsaw off a tree, into her leg, through chainmail pants. Way cool 
>scar...That's right, HER. Nowadays she works for the Ministry of the 
>Environment, directing firefighting efforts in the summer, and animal 
>control in the winter...did I mention the packs of wild dogs? Makes soldier 
>boys look sissy by comparison - and she tells me stories about the tough 
>people she's met :-) :-) :-). 
> 
>Oh, and not all comic book artists are pushovers. Fred Perry (Gold Digger) 
>in particular was a soldier before pursuing his current career... 
 
Sissy's... gee I think those are fightin' words :-) 
 
I have to admit some soldiers aren't not the toughest people in the world 
but I can tell you from personal experience that some of the toughest, 
meanest, most dangerous people in the world are in the Military.   
 
For example... 
 
Take the case of Sgt P.  name deleted to protect the guilty :-) 
 
Sgt P played football at Alabama, he was Navy SEAL.  During the invasion of 
Panama he was shot, his wound caused him to be discharged from the Navy.  He 
healed and joined the Army and went to Special Forces Q course. He was a 
semipro body builder, he spent two tours as a Drill SGT.  I saw him 
personally clean out a bar full of Marines and members of the 24th Infanty 
Division.  I saw him pick up a 200 pound plus Marine with one hand around 
his neck and smash him into the wall hard enough the guy was knocked out, he 
then hit him with the other hand...  This wasn't TV wrestling it was real 
life. Kinda looked like the WWF, but alot more painful.  
 
Sissy huh?   
 
Oh yeah, SGT P. is a Fire Jumper when he goes home. 
 
Michael 
Rising Force Publications 
Herozine, The Superhero RPG Fanzine...vist our recently updated web site... 
http://members.aol.com/hzineweb/index.htm 
 
"You have never lived until you have almost died.  
And for those who fight for it, 
life has a flavor the protected never know"  
- anonymous 
 
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Date: Wed, 15 Apr 1998 07:10:03 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: More supplement reviews 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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On Wed, 15 Apr 1998, Tokyo Mark wrote: 
 
> > > Kinda cries out for a whole book devoted to say, Asia, for Champions, 
> > > doesn't it? You could throw the Tiger Squad in, discuss Bhuddism, Taoism, 
> > > Zen, Shinto, Confucianism, etc... 
> >  
> > Hmmm... I doubt it would ever get written.  Of course, my Wuxia Hero 
> > proposal was going to include some of these ideas. 
>  
> I doubt it would get written but could be interesting.  I liked Wuxia 
> Hero, at least the section I found on the webpages. 
 
Thank you! 
 
*************************************************************************** 
* "'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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Date: Wed, 15 Apr 1998 13:49:37 +0100 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
To: Dataweaver <traveler@io.com> 
CC: JASON SULLIVAN <RAVANOS@jcs1.jcstate.edu&> champ-l@sysabend.org 
Subject: Re: 0 END DI 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 133 
 
Dataweaver wrote: 
>  
> On Tue, 14 Apr 1998, JASON SULLIVAN wrote: 
>  
> > Anyone here know the offial answer to this problem? 
> > If DI is bought 0 END, do you need to pay the END cost of the STR it grants? 
>  
> Yes. 
>  
> ---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
 
I would agree. If you want to get the strength for nothing as well then 
you need to buy 0END on the strength itself. This is not terribly points 
efficient, as you will not always have that level of strength (but, if 
it doesn't cost you in END to "power up" you only need to worry about 
this when ou are standing on a bed of eggshells or something.) 
 
 
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Date: Wed, 15 Apr 1998 13:56:27 +0100 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
To: David B Stallard <DBStallard@compuserve.com> 
CC: "[unknown]" <champ-l@sysabend.org> 
Subject: Re: Hero Plus: "Cardboard Heroes"? 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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X-UID: 128 
 
If there is a big enough demand for this then I might give it a try and 
stick on my web page. Before I embark on this epic mission..... just how 
desperate are you guys (if we're bribing again I only except cash) 
 
David B Stallard wrote: 
>  
> >>Is there a chance that Hero Games might be able to realease some 
> "cardboard 
> hero" type counters in electronic format?<< 
>  
> Lots of people (myself included) are asking for more of those cardboard 
> "miniatures".  Hero or Gold Rush, are you taking notes?  :-)  My personal 
> preference would be to have only silhouettes on these miniatures (just like 
> the character sheets), so we could draw our own heroes/villains onto them. 
> Sounds like an inexpensive project that is highly desired. 
 
 
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Date: Wed, 15 Apr 1998 13:56:27 +0100 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
To: David B Stallard <DBStallard@compuserve.com> 
CC: "[unknown]" <champ-l@sysabend.org> 
Subject: Re: Hero Plus: "Cardboard Heroes"? 
Sender: owner-champ-l@sysabend.org 
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If there is a big enough demand for this then I might give it a try and 
stick on my web page. Before I embark on this epic mission..... just how 
desperate are you guys (if we're bribing again I only except cash) 
 
David B Stallard wrote: 
>  
> >>Is there a chance that Hero Games might be able to realease some 
> "cardboard 
> hero" type counters in electronic format?<< 
>  
> Lots of people (myself included) are asking for more of those cardboard 
> "miniatures".  Hero or Gold Rush, are you taking notes?  :-)  My personal 
> preference would be to have only silhouettes on these miniatures (just like 
> the character sheets), so we could draw our own heroes/villains onto them. 
> Sounds like an inexpensive project that is highly desired. 
 
 
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Date: Wed, 15 Apr 1998 14:05:40 +0100 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
To: redbf@ldd.net 
CC: Champions <champ-l@sysabend.org> 
Subject: Re: Professional Skills 
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A good example of this is in the Feng Shui system (OK... I know it's 
light on rules.. but..) 
 
They break any skill down into 3 component parts 
 
1- Being able to physically do it (e.g fire a a gun) 
2- Knowing the thoery behind it (e.g. Ah... a Colt 45...) 
3- Knowing other people who know about it (e.g. "Hey Bob, more .45 
rounds?" "Yeah Bill, put them on my account ok.. the waterfronts a 
mess!") 
 
This seems like a pretty good of considering the professional skill, 
after all you are supposed to a professional in your field right? 
 
If you want to know EVERYTHING about your field you take the KS to go 
with, and if you want a contact who is really reliable (or a real big 
account at the gun sotre!) then you can buy a contact. 
 
Comments (ducks ...) 
 
bobby farris wrote: 
>  
>         Seems to me there is a lot of talk about what exactly a 
> Proffesional Skill covers and what it doesn't cover so I am including my 
> own House rules here for you to flame on. 
>  
>         If there are no other applicable skills to the Proffesion, such 
> as Pro Football player, then the 
> PS: Football Player gives the player: 
>         a) the ability to play Football, 
>         b) the ability to know the rules of Football, 
>         c) the ability to know the little things a football star would 
> know like other players, agents, rules of the league, etc. 
 
 
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Date: Wed, 15 Apr 1998 14:09:14 +0100 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
To: Stainless Steel Rat <ratinox@peorth.gweep.net> 
CC: Champions <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
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> Goode, Jason writes: 
>  
> > Actually, a teacher who is any good would also have a skill in teaching. 
>  
 
If only they knew this in my university... 
 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: GoldRushG <GoldRushG@aol.com&> champ-l@sysabend.org 
Subject: RE: Proffesional Skills x2 
Date: Wed, 15 Apr 1998 09:39:05 -0400 
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And you'll notice that I retracted it in the next sentence, and then 
proceeded to explain what I really meant. 
 
I am not *stating* anything about your style of play, only that you *seem* 
to have x preferences based on your previous comments.  You'll note that I 
did use the word *seem*.  It means that I don't know, but this is my current 
thought based on the evidence available. 
 
Regardless, my teachers get more respect and appreciation than your cops 
;-) 
 
Jason Goode 
 
> -----Original Message----- 
> From:	GoldRushG [SMTP:GoldRushG@aol.com] 
> Sent:	Wednesday, April 15, 1998 1:07 AM 
> To:	champ-l@sysabend.org 
> Subject:	Re: Proffesional Skills x2 
>  
> << Now let me say something that I am very loathe to say.  However, you 
> have 
> earned it.  You are an idiot. >> 
>  
>   There is certainly no need to stoop to name-calling in this list. If you 
> can't keep your comments civil and want to make personal attacks I'd 
> suggest 
> doing so in private e-mail. I certainly don't want to read them here. 
> Don't 
> get me wrong -- I've had my patience stretched at times, too, by various 
> comments that seemed to be personal attacks. But let's not let this forum 
> of 
> idea exchange degenerate into a snake pit. If it does I'll be reluctantly 
> forced to remove myself. 
>  
> << Well, okay, maybe not, but you do have a serious problem with 
> understanding 
> other people's points of view. >> 
>  
>   I think your whole letter would have been much better served by 
> beginning 
> with a comment like this rather than the way it did. 
>  
> << The last 24 hours on this list has very plainly demonstrated that there 
> are 
> numerous playing styles and interpretations of the same BBB that we've all 
> read. >> 
>  
>   Well put. 
>  
> << You seem to go very light detail, whereas Mark (@ GRG) goes to very 
> great 
> detail. >> 
>  
>   You are attaching labels and generalizations to me and espousing my 
> beliefs. 
> Interestingly, none of them are accurate. With all due respect, I have 
> only 
> gone to great detail in one sample which I mentioned on this list. No one 
> has 
> yet seemed to remember that I also stated that the "detailed" cop was but 
> one 
> example from the book, and that we were also planning to address other 
> ways of 
> representing cops in the Hero System. 
>  
>   Even more interesting, while several people have told me that my 
> interpretation of a "real \world cop" in Hero System terms was "wrong," 
> not 
> one single person has asked to see any of my lower-point versions of cops, 
> nor 
> asked about my various treatments of cops for different genres. At this 
> point 
> I must say that the relative hostility on this list to my opinions leaves 
> me 
> quite reluctant to do so at this point. 
>  
> << Personally, I don't care what level of detail you (or Mark, for that 
> matter) prefer,>> 
>  
>   An interesting comment for someone who has told me what level of detail 
> I 
> prefer (despite the fact that I have never stated my belief in this 
> matter). 
>  
> << My cops will have more skills than yours, but less than Mark's. >> 
>  
>   Yeah, but my cops can beat up your cops. And my police captain can yell 
> louder than yours. <LOL> 
>  
> << My goal is provide an afternoon of enjoyment by telling a good story - 
> WITHOUT REGARD TO POINTS. >> 
>  
>   To quote Cartman... "That's what *I* said." :D 
>  
> <<< However, if we are having a discussion about a 'Realistically 
> Detailed' 
> (as Mark refers to the concept) teacher, then you must acknowledge that 
> PS: 
> Teaching and Skill: Teaching are not the same thing and should be regarded 
> separately.>> 
>  
>   Hey, I do. I hear you, man. I'm right there with you! ;)  My cops could 
> still beat up your teachers, though. :D 
>  
>   Mark @ GRG 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Michael Nunn <mlnunn@scrtc.blue.net&> champ-l@sysabend.org 
Subject: RE: Joe Solider on 100 points?!?!? 
Date: Wed, 15 Apr 1998 09:40:51 -0400 
Sender: owner-champ-l@sysabend.org 
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5th Group?  I think one of your SFA teams still has my snorkel gear.  ;-) 
 
Jason Goode 
 
> -----Original Message----- 
> From:	Michael Nunn [SMTP:mlnunn@scrtc.blue.net] 
> Sent:	Wednesday, April 15, 1998 1:31 AM 
> To:	champ-l@sysabend.org 
> Subject:	Re: Joe Solider on 100 points?!?!? 
>  
> God loves the Infanty.... 
>  
> Michael 
>  
> 501st PIR 
> 101st Airborne  
> 72nd Ranger Batt 
> 5th Group Special Forces 
>  
>    
> Rising Force Publications 
> Herozine, The Superhero RPG Fanzine...vist our recently updated web 
> site... 
> http://members.aol.com/hzineweb/index.htm 
>  
> "You have never lived until you have almost died.  
> And for those who fight for it, 
> life has a flavor the protected never know"  
> - anonymous 
 
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Date: Wed, 15 Apr 1998 09:04:37 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: GoldRushG <GoldRushG@aol.com> 
cc: champ-l@sysabend.org 
Subject: Re: Proffesional Skills x2 
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On Wed, 15 Apr 1998, GoldRushG wrote: 
 
> << The 'Mechanic' skill is posessed by any back-yard auto mechanic... It 
> covers 
> fixing cars, and that's it. >> 
>  
>   Oh, boy. That's not correct. Mechanics covers "mechanical devices and... how 
> to repair, replace and build them." That can cover a lot more than just cars. 
> In fact, in the description, it mentions modifying a car engine to power a 
> boat. :) 
 
Poorly worded. My bad.  Replace 'cars' with 'stuff' and you have what I 
/meant/ to say - i.e that 'Mechanics' covers fixing stuff, and not all the 
things that PS: Auto Mechanic covers. 
 
J 
 
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will              jeffj@io.com 
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
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Date: Wed, 15 Apr 1998 10:35:03 -0400 (EDT) 
X-Sender: jprins@interhop.net (Unverified) 
To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: More supplement reviews 
Sender: owner-champ-l@sysabend.org 
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>> Agreed. WotD presented a 'mixed bag' of characters - from the barely more 
>> than starting PC all the way to what a highly experienced 'super' martial 
>> artist would be. 
> 
>Yeah, but some of them 'super' martial artists are way of the scale (there 
>are two 800+ point characters in the book) 
 
But wouldn't you expect that from the "World's Greatest" super-martial 
artist? I still wonder if Lin Hu's 80 point VPP is enough to simulate all 
the martial arts powers of legend! I don't mind the odd 800+ point villian 
(or hero); it's when the point levels are consistantly 400+ that it bugs me. 
WotD had martial artists from pretty much all ends of the 'super' martial 
artist scale, which was fine by me. 
 
>> Oh, who else wants to see a full write up of all of the Tiger Squad? 
> 
>Hmmm... sure.  But isn't that like... 35 people?   
 
Yeah. So? 
 
>Heh... love Gossamer Storm's artwork... looks like the artist used Minka 
>as a figure model. 
 
Indeed, very nice... 
  
----------------------------------------------------------------------------- 
"Now, we get bigger guns." 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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To: champ-l@sysabend.org 
Subject: Re: Proffesional Skills x2 
X-Juno-Line-Breaks: 0-7,10-12 
From: llwatts@juno.com (Leah L Watts) 
Date: Wed, 15 Apr 1998 10:35:24 EDT 
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>   For the system as it currently stands, the teacher without the PS  
>would 
>probably just need Familiarity with Acting (so it looks like he's  
>doing a 
>good job) and Forgery (to make his papers look like they're legitimate  
>-- a 
>stretch of a use for that Skill, but what else are you going to use?). 
 
Contacts/Favors might also work -- both to get the job and to get the 
teaching certificate (anyone can pass a certification test if they 
already have the answers, no roll required IMHO). 
 
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 
Or call Juno at (800) 654-JUNO [654-5866] 
 
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Date: Wed, 15 Apr 1998 09:38:15 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
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On Wed, 15 Apr 1998, Michael (Damon) or Peni R. Griffin wrote: 
>  
> >PS: Knight - Under your argument, this should cover fighting (a basic, 
> >job-related task of the profession). 
>  
> I have no ready answer for this one, but nothing I've objected to so far 
> has anything to do with combat, so I'm not certain that catches me in an 
> inconsistency.  I may have to think about this. 
 
Well, is fighting not a basic, job-related task of the 'Knight'  
profession?  How about the 'Gladiator' profession, or 'Soldier'?  In all 
of those cases, someone in that profession who did not know how to fight 
would certainly not be able to perform the basic tasks of the profession. 
 
With regards to your 'nothing I've objected to so far has anything to do 
with combat' - why should it be any different when it involves combat?  If 
PS: Knight or Gladiator /doesn't/ cover fighting, then isn't that claiming 
(as you say below) that 'PS means one thing if the profession it 
represents is "important" and something else if the profession isn't 
"important".'? 
 
> >PS: Mechanic - under your argument, this should cover how to fix a car. 
> >But the HERO system already has the 'Mechanic Skill', so PS: Mechanic 
> >ought to cover all the job-related stuff that isn't part of 'Mechanics'. 
<snip>  
> I do 
> consider the separate Skill to be subsumed under the PS in many cases. 
 
So in your system, PS: Private Investigator would subsume Interrogation, 
Deduction, Investigation, Shadowing, Bureaucracy, and all the other 
skills related to Private Detecting?  That's quite a deal.  Why would I 
want to pay 5 points for Deduction skill if I can get all the other stuff 
packaged into the same roll for the same price? 
  
> If I take PS: Plumber for 2 points and it covers all aspects of my job, but 
> PS: Mechanic does not, shouldn't I be entitled to a price break on PS: 
> Mechanic?  Say a -1/2 Limitation, Requires Additional Skills.  It isn't 
> good enough on its own...I can't do the job unless I have these other 
> Skills to go with it.  That doesn't make sense to me, and neither does 
> claiming the PS means one thing if the profession it represents is 
> "important" and something else if the profession isn't "important". 
 
If I were a backyard mechanic, and became a professional, shouldn't I get 
a price break on PS: Mechanic because I already have the skill?  If not, 
I'm paying twice for the same thing. 
 
See my PS: Private Investigator above.  Shouldn't that cost /more/, 
because it encompasses so much more stuff? It covers 4 or 5 skills - 
perhaps more, depending on how you stretch it.  
 
PS: Cat Burglar would likewise, under your system, seem to encompass 
Stealth, Lockpicking, Streetwise, a bit of Merchant... 
 
How about PS: Fast Food Cook vs. PS: Brain Surgeon?  A neurosurgeon has to 
spend years and years in training, and must have lots of specialized 
knowledge to do what he does.  Shouldn't it cost more, because it 
encompasses so much more than how long to leave the fries in the oil? 
 
It seems to me that you are treating "Professional Skill' as some kind of 
massive package deal that encompasses literally everything that might be 
done by a particular profession, even if there are other skills for it in 
the game.  I think that approach is pretty inconsistent, /and/ it means 
that you effectively cannot build certain types of characters - a teacher 
who can't teach but has tenure, for example, or even a character who is 
much better at one aspect of their profession than another. 
 
Under your system, all professional mechanics that are good at fixing cars 
are /also/ good at paperwork, operating the register, dealing with the 
state bureaucracy to get their certification, etc. Under your system, all 
professional programmers are equally good at both hacking code and doing 
all the procedural stuff that comes along with being a programmer.  I can 
assure you from experience that this is not the case.  
 
J 
 
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will              jeffj@io.com 
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
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Date: Wed, 15 Apr 1998 11:13:55 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: Which published villains do you use? 
Cc: "[unknown]" <CHAMP-L@sysabend.org> 
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Message text written by BILL SVITAVSKY 
>They don't match my style, and I prefer to create distinctive  
worlds from scratch anyway. If I'm going to put the trouble into  
running a campaign world, I want the world to be mine (and my  
players', of course) through and through.< 
 
Could you explain a little how your style differs from that of all the 
published Champions NPCs? 
 
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Date: Wed, 15 Apr 1998 11:13:59 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: Which published villains do you use? 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Message text written by "Tim R. Gilberg" 
>       Well, I'm always up to pull Viper in.  At least a minor incident 
every other game.  Genocide is being saved with only hints at what they 
are up to, same for Demon.  Terror, Inc is nice for a lighter villian 
group.  I've also gotten some use from the Crusher Gang and Grab.< 
 
Could you give some examples of the "minor incidents" that you use to keep 
Viper visible in your campaign? 
 
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Date: Wed, 15 Apr 1998 11:14:05 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: More supplement reviews 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Message text written by Bob Greenwade 
>   This is not one of Hero Games' -- nor Andy Robinson's -- best efforts, 
but at the same time it's far from the worst.  While the scenarios 
themselves are generally rather weak and the NPCs mostly uninspiring, 
there's an extremely helpful opening article on scenario design, and the 
scenarios to help spark "ways of thinking" that just wouldn't occur to many 
of us.  And, despite what I say above, most of the scenarios are good 
enough to run as a quick knockoff when you don't have anything else to do 
(though some adjustment would be needed for many campaigns). 
   If this book were larger (and more expensive), I'd say pass on it. 
Since it's one of the smaller (and less expensive) books in the Hero Games 
line, however, I do recommend it.< 
 
I've used a few of the adventures in Challenges for Champions, but some of 
them I don't think I'll ever use.  However, I absolutely love this concept. 
 I would really like to see another book like this, only with more 
"regular" superhero adventure ideas.  One thing I've noticed is that so 
many authors are concerned with making adventures that are unique, that 
really we have a shortage of "standard, straight-from-comics" adventures! 
 
>>* Invaders from Below 
   When I look at how much I like a supplement, the question I ask myself 
is, "What will this contribute to my campaign?"  A good supplement will 
furnish new rules, interesting characters (either new or updated), 
background material, or inspiration for scenarios.  Despite the fair amount 
of work and thought that evidently went into it, this book provides none of 
the above, at least from my viewpoint.< 
 
I think running the invasion could be fun, but my problem with this book is 
that the villains are mostly lame.  Maybe if I made my own villain team and 
reworked the "grunts" from this book, it would be more appealing.  Anyway, 
I ran two of the "foreshadowing" adventures from this book but never got 
around to doing the invasion itself. 
 
>* The Olympians 
   My take on this book is similar to IFB; however, I don't find it quite 
as utterly useless.  In fact, the only reason I find it as useless as I do 
is because I have no plans on using the Greek gods in my campaign at any 
level.  It does, in fact, provide some material that I can use as 
background, and I can see a couple of possibilities for individual 
encounters.  Your campaign could probably make better use of it than mine.< 
 
I have no interest in using Greek gods (I'm not interested in Thor or 
Hercules in Marvel Comics, either), but I thought that if somebody gave 
this a fantastic review, it might be worth another look. 
 
>   CP1 is a trio of scenarios that are designed to be run back-to-back 
(not 
in any particular order, though a recommended procedure is given). 
Spectrum, by Scott Sigler, is more useful for the supervillain group it 
provides than for the scenario itself (in fact, one of the scenarios on my 
website uses them).  The second, No News of a Thaw, is an odd little piece 
by Phil Masters using Inuit mythology; I didn't care for it, but others' 
opinions may differ.  The third, Menace Out of Time, is a time-travel piece 
by Dean and Dana Edgell, and suffers only from its lack of interaction with 
the rest of the Champions Universe (as these all do).< 
 
I ran the adventure with Spectrum (I saw your adventure on your web page, 
but haven't read it yet), and I definitely would like to use this team some 
more.  The time travel adventure looks nice, but I also was a little put 
off by No News of a Thaw (by the way, Phil Masters used to be a regular 
contributor in the Hero Games area on CompuServe, but I don't know if he's 
still there), I think because of the weird mystic theme.  My campaigns and 
my taste in comics have never included much in the way of magic. 
 
>   In CP2, Stan West gives of MAVRIC; Timothy Keating treats us to Murder 
in Stronghold, and Cliff Christiansen gives us COIL.  That Stan is the 
creator of CLOWN is reflected somewhat in his scenario about a 
self-actualizing computer, though he makes good use of foreshadowing and 
recurrence.  Timothy's treatment of a murder mystery at Stronghold is 
probably the best superhero mystery done to date.  And as for Cliff's take 
on COIL, well, it also shows that he's one of the co-authors of the widely 
(and deservedly) lauded VIPER sourcebook.  Would it help to say that I'm 
making use of all three of these sections in the early stages of my 
campaign?< 
 
I have CP2 but haven't looked at it very closely...it looks like I need to 
dust this one off real soon. 
 
>* Pyramid in the Sky 
   This is another one of the books that is interesting to read even if you 
never actually use it in a game.  It's designed as three scenarios that 
could be run separately, but are designed to be best run in sequence.  It 
starts with something just a notch above street-level, and gradually 
escalates to the foiling of a horde of invading aliens.  The street-level 
villains and the aliens are really the most interesting parts of the book; 
in fact, the two alien races shown would be fun additions for a 
high-powered Star Hero campaign (after the fashion of Star Trek: Voyager, 
which currently has to deal with Borg, Hirogen, and Species 8472).  One 
could also read it straight through and treat it like a novel; secrets and 
surprises are well-timed in the narrative, revealing them to the 
straight-through reader at about the same point that they'd be revealed to 
the PCs.< 
 
For some reason I was put off by Pyramid in the Sky when I looked at it in 
the store, but maybe I'll give it another look. 
 
>* Watchers of the Dragon< 
 
It sounds like an interesting book, IF you want a lot of martial arts 
action.  My campaigns usually have more of an Avengers flavor to them, 
though, so martial arts is not an especially featured archetype.  I prefer 
battlesuits and energy blasts....  The problem is, I think my players are 
interested in martial artist heroes, so I probably need to bring more of it 
into the campaign. 
 
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Date: Wed, 15 Apr 1998 11:14:35 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: Hero Wish List 
Cc: "[unknown]" <CHAMP-L@sysabend.org> 
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Message text written by Bob Greenwade 
>   More Enemies books?  Maybe reworkings of the Enemies books by origin 
type (aliens, high tech, mutants, etc.), but I don't think we need a whole 
lot beyond that.  Any other characters (new or updated) should probably be 
limited to Ultimate books, geographic sourcebooks, and similar works.< 
 
I don't think my appetite for Enemies books could be satiated.  Even though 
there would be too many villains to use, it's still fun to look at the 
pictures, read the backgrounds, and most importantly to use them as 
examples of how to make your own characters.  I certainly hope there are 
more Enemies-type books on the way.  Maybe if they did more along the lines 
of the Zodiac book, which has less villains but more info about them? 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Michael Nunn <mlnunn@scrtc.blue.net&> champ-l@sysabend.org 
Subject: RE: Tough? Lemme tell you about tough... 
Date: Wed, 15 Apr 1998 11:19:28 -0400 
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Sounds like Sgt. P.  *is* the stuff that legends are made of... 
 
Jason Goode 
 
> -----Original Message----- 
> From:	Michael Nunn [SMTP:mlnunn@scrtc.blue.net] 
> Sent:	Wednesday, April 15, 1998 4:17 AM 
> To:	champ-l@sysabend.org 
> Subject:	Re: Tough? Lemme tell you about tough... 
>  
> >Maybe, but Joe Lumberjack or Joe Trapper would clean up on either of 
> them. 
> >Wilderness folk are tough, oy vey...;-). For example, my cousin, who 
> skipped 
> >a chainsaw off a tree, into her leg, through chainmail pants. Way cool 
> >scar...That's right, HER. Nowadays she works for the Ministry of the 
> >Environment, directing firefighting efforts in the summer, and animal 
> >control in the winter...did I mention the packs of wild dogs? Makes 
> soldier 
> >boys look sissy by comparison - and she tells me stories about the tough 
> >people she's met :-) :-) :-). 
> > 
> >Oh, and not all comic book artists are pushovers. Fred Perry (Gold 
> Digger) 
> >in particular was a soldier before pursuing his current career... 
>  
> Sissy's... gee I think those are fightin' words :-) 
>  
> I have to admit some soldiers aren't not the toughest people in the world 
> but I can tell you from personal experience that some of the toughest, 
> meanest, most dangerous people in the world are in the Military.   
>  
> For example... 
>  
> Take the case of Sgt P.  name deleted to protect the guilty :-) 
>  
> Sgt P played football at Alabama, he was Navy SEAL.  During the invasion 
> of 
> Panama he was shot, his wound caused him to be discharged from the Navy. 
> He 
> healed and joined the Army and went to Special Forces Q course. He was a 
> semipro body builder, he spent two tours as a Drill SGT.  I saw him 
> personally clean out a bar full of Marines and members of the 24th Infanty 
> Division.  I saw him pick up a 200 pound plus Marine with one hand around 
> his neck and smash him into the wall hard enough the guy was knocked out, 
> he 
> then hit him with the other hand...  This wasn't TV wrestling it was real 
> life. Kinda looked like the WWF, but alot more painful.  
>  
> Sissy huh?   
>  
> Oh yeah, SGT P. is a Fire Jumper when he goes home. 
>  
> Michael 
> Rising Force Publications 
> Herozine, The Superhero RPG Fanzine...vist our recently updated web 
> site... 
> http://members.aol.com/hzineweb/index.htm 
>  
> "You have never lived until you have almost died.  
> And for those who fight for it, 
> life has a flavor the protected never know"  
> - anonymous 
 
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Date: Wed, 15 Apr 1998 11:20:23 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Champions Universe 
Cc: "[unknown]" <champ-l@sysabend.org> 
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I'm trying to get a better feel for why people weren't happy with Champions 
Universe.  I flipped through it last night, and there were several areas 
that got me excited, but that may just be the nostalgia of seeing all the 
old books mentioned in one place.  It's fun to just read through the 
glossary in the back, and I think the art (mostly from Storn Cook) is 
generally more exciting than the usual fare.  With all that said, I haven't 
read the gritty details of any section of this book, and I haven't tried to 
run a campaign based heavily on CU (I use the published NPCs and 
adventures, but in the past have not done a good job of tying them 
together), so maybe I haven't been in the position to see where it fails. 
 
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Reply-To: <jonesmj@topaz.cqu.edu.au> 
From: "happyelf" <cgtmljon@pronet.net.au> 
To: <champ-l@sysabend.org> 
Subject: Re: Test.. 
Date: Thu, 16 Apr 1998 01:42:41 +1000 
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>  
> So how is things? Anyone place any Star Trek related games in HERO? 
>  
> Laters.. 
>  
> Mike 
>  
> ... Backup not found: (A)bort (R)etry (S)lap nearest innocent bystander. 
> ___ Blue Wave/DOS v2.30 [NR] 
 
 
Well, i know some guy on here was doing a cross between TNG and the DC  
universe in PBEM format, and some other guy just finished a really nice  
Vehicle Sourcebook for hero plus (or is that digital hero) oh, and i've got 
a set of 
three dimensional air combat rules designed specifically with ST and SW in 
mind, 
but my hard drive crashes every time i finish it- and it's only a text 
file! :-<~  
 
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Reply-To: <jonesmj@topaz.cqu.edu.au> 
From: "happyelf" <cgtmljon@pronet.net.au> 
To: <champ-l@sysabend.org> 
Subject: Re: Equipment 
Date: Thu, 16 Apr 1998 02:01:16 +1000 
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Hmm. . well, i'mdoing a set of superheroic level games which nevertheless 
have bulk equipment involved. i've given each player a 40 pt vpp bought 
around the comcept of grabbing stuff you see invarious ways. So, if you 
pick up an agentsblaster, it becomes part of your vpp if oyu have 
sufficient points. This allows for a deal of 
'heroic' gun-toting without an overload of equipment i have to 'tax' every 
few sessions.  
 
I even allow pc's to occasionall go past the vpp active point limimts for 
this pool-  
to represent very powerfuly but chrinocally unreliable stuff they may come 
across.  
 
 
 
 
>         I was wondering how other peoople handle equipment and the 
> points spent for it. 
>  
>         For me it depends on the type of campaign that I am 
> Gamemastering. If the campaign is a superheroic game then I feel 
> compelled to make up the equipment as a character going through all the 
> list of it's powers, advantages, and disadvantages. This way if a 
> Villian or Hero acquires the item I now how much it is relatively worth. 
>  
>         However, for more Heroic and low point level campaigns I don't 
> worry about the cost of equipement as much. If the character picks up a 
> gun, I just say "fine you have the gun" and it does whatever the gun 
> does. 
>         What brings this up is the fact that I was looking through a 
> copy of the never published Star Hero 2nd edition and they had listed in 
> it how much it would cost to give a ship of certain sizes artificial 
> gravity. The question is, outside of a Supers campaign why would this 
> matter? Am I wrong in thinking that it would be okay and not unbalancing 
> to just say "fine your ship has artifical gravity"? 
>         I know that as GM I can make what ever rule that I want, and 
> I'll do that anyway, but how do other GM's out there do it. 
>  
 
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From: "happyelf" <cgtmljon@pronet.net.au> 
To: "JASON SULLIVAN" <RAVANOS@jcs1.jcstate.edu&> <champ-l@sysabend.org> 
Subject: Re: Test 
Date: Thu, 16 Apr 1998 02:07:50 +1000 
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---------- 
> From: JASON SULLIVAN <RAVANOS@jcs1.jcstate.edu> 
> To: champ-l@sysabend.org 
> Subject: Test 
> Date: Wednesday, April 15, 1998 5:05 AM 
>  
> Hi.  Anyone getting this? 
 
yup, me! hmm, anyone getting *this?* 
 
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Date: Wed, 15 Apr 1998 09:15:49 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: More supplement reviews 
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At 04:26 AM 4/15/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: Michael Surbrook <susano@access.digex.net> 
>cc: champ-l@sysabend.org 
>Subject: Re: More supplement reviews 
> 
>> Kinda cries out for a whole book devoted to say, Asia, for Champions, 
>> doesn't it? You could throw the Tiger Squad in, discuss Bhuddism, Taoism, 
>> Zen, Shinto, Confucianism, etc... 
> 
>Hmmm... I diubt it would ever get written.  Of course, my Wuxia Hero 
>proposal was going to include some of these ideas. 
 
   Actually, I have some notes and several HeroMaker files for a Far East 
Enemies book which would include the entire Tiger Squad, the Pacific Guard, 
and several villains and others in an area stretching from Korea to Papua 
New Guinea.  But that one's going to have to wait while I finish off other 
projects.... 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Wed, 15 Apr 1998 09:21:27 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Hero Wish List 
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At 03:28 PM 4/15/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: David B Stallard <DBStallard@compuserve.com> 
>Subject: Re: Hero Wish List 
>Cc: "[unknown]" <CHAMP-L@sysabend.org> 
> 
>Message text written by Bob Greenwade 
>>   More Enemies books?  Maybe reworkings of the Enemies books by origin 
>type (aliens, high tech, mutants, etc.), but I don't think we need a whole 
>lot beyond that.  Any other characters (new or updated) should probably be 
>limited to Ultimate books, geographic sourcebooks, and similar works.< 
> 
>I don't think my appetite for Enemies books could be satiated.  Even though 
>there would be too many villains to use, it's still fun to look at the 
>pictures, read the backgrounds, and most importantly to use them as 
>examples of how to make your own characters.  I certainly hope there are 
>more Enemies-type books on the way.  Maybe if they did more along the lines 
>of the Zodiac book, which has less villains but more info about them? 
 
   Well, I am in the process of working up an update for VOICE, which will 
not only update the original characters from VOICE of Doom but also 
introduce several new ones and update at least a couple from other sources. 
 Given your above statements, I think that you will like this one. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Wed, 15 Apr 1998 09:25:09 -0700 
To: CHAMP-L@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Hero Wish List 
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At 01:11 AM 4/15/1998 EDT, GoldRushG wrote: 
><< I don't think we can look forward to much in the way of licensed products 
>in the Hero System; most are taking Fuzion. >> 
> 
>  Really, Bob? Is that so? I'm sorry you feel that way. I certainly hope that 
>our announcement this summer will change your mind. ;) 
 
   If you're going to announce a licensed product using the Hero System 
from a previously published setting, then I can tell you right now that it 
will.  And to state that I will be quite pleased to have it would be quite 
an understatement (well, depending on what that setting is, of course). 
 
><< while I'm not sure exactly what I'm going to do with it, I do intend on 
>getting it published in some form, almost certainly through either Hero Plus 
>or GRG. >> 
> 
>  Ahhh... more proposals. Good. Good!  ;) 
 
   I'm just not sure which.  It depends somewhat on what else I want to do 
with that setting. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Which published villains do you use? 
To: DBStallard@compuserve.com (David B Stallard) 
Date: Wed, 15 Apr 1998 09:28:05 -0700 (PDT) 
Cc: CHAMP-L@sysabend.org 
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> >They don't match my style, and I prefer to create distinctive  
> worlds from scratch anyway. If I'm going to put the trouble into  
> running a campaign world, I want the world to be mine (and my  
> players', of course) through and through.< 
>  
> Could you explain a little how your style differs from that of all the 
> published Champions NPCs? 
>  
	I can't say for the above person; but I can guess. 
 
Feel? 
 
	I know for me they often just don't 'feel' right. We all have a 
certain mood we assign to the genre. Unless you sync with someone's elses 
genre interpretations, it's just going to feel wrong. 
	When I play in the CU I feel I'm in a X-Men/Avengers crossover 
comic. Well, my style prefs are more like an Impulse/Astro City crossover. 
 
	CU is an agent heavy world. More so than any of the comic book 
universes. Even Marvel. However, it also has several Marvel like elements. 
Stronghold, Primus, Viper, Genocide, Mechanon. These all have direct links to 
Marvel equivelants. Though the Marvel versions, even Shield (Primus) are not 
as prevelant. 
 
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Date: Wed, 15 Apr 1998 09:28:25 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Joe Cop on 200 points?!?!? 
Sender: owner-champ-l@sysabend.org 
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At 12:54 AM 4/15/1998 EDT, GoldRushG wrote: 
><< As soon as L&O comes out, my PCs who have law enforcement backgrounds are 
>going to wave it in my face and demand ridiculous package deals so that their 
>characters are as effective as "Joe." >> 
> 
>  Then you can wave it right back at them and point to the sections that say 
>"...with GMs approval..." "Optional" and so on. Come on, folks. It's one 
>example of how to do it. Can we please get over this paranoia and panic mind 
>set? :D 
 
   We can't help it.  We're Americans.  ;-] 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
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Date: Wed, 15 Apr 1998 09:32:48 -0700 (PDT) 
From: Dennis C Hwang <dchwang@itsa.ucsf.edu> 
To: "Goode, Jason" <JGoode@medrad.com> 
cc: Stainless Steel Rat <ratinox@peorth.gweep.net&> 
        Champions <champ-l@sysabend.org> 
Subject: RE: The Average man... 
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On Tue, 14 Apr 1998, Goode, Jason wrote: 
 
> Interestingly, I can attest that weight training for only 1.5 hours a week, 
> will get you to that level in about 12 weeks. 
 
That is interesting.  I would have assumed that that would depend on what 
you were able to lift before starting training, wouldn't it?  Not to 
mention the sort of weight training you were doing. 
 
> > I've assumed a sort of dead-lift/whole-body lift for the STR chart, since 
> > a 100-kg (220-lb) bench press would be way above "average"... 
 
--Dennis 
************************************************************* 
*   dchwang@itsa.ucsf.edu   *   xenopathologist at large!   * 
************************************************************* 
*   So...you're keeping me alive because you don't know     * 
*   DOS.                                                    * 
*                                                           * 
*                       --Izzy to Gabriel                   * 
*                         THE PROPHECY II                   * 
************************************************************* 
 
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Date: Wed, 15 Apr 1998 09:40:57 -0700 
To: Champions Mailing List <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
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At 11:51 PM 4/14/1998 -0500, Michael (Damon) or Peni R. Griffin wrote: 
>>> > How about PS: Lousy Teacher?  Such a PS would cover all the paperwork, 
>>> > administrative stuff, knowledge of the school districts, etc - but it 
>>> > would impart no actual ability to teach. 
> 
>I wanted to address this separately, since PS: Entrepreneur isn't 
>appropriate in this case.  PS: Teacher should in fact be a measure of an 
>individual's ability to teach, though you can certainly opt to make it 
>characteristic-based.  That would give a range of abilities dependent on 
>the teacher's PRE (or EGO or INT, however you choose to define it) and how 
>many points s/he spends to improve the base roll. 
 
   This gives me a thought that I think I'll toss out for consideration: 
   For the basic 2-point, 11- PS, the character can handle the basics of 
the profession (paperwork, license applications, and such). 
   For the 3-point, Characteristic-based PS, the character can do that 
*and* handle the basic performance of the profession. 
--- 
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   http://www.klock.com/public/users/bob.greenwade/original.htm 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 15 Apr 1998 12:42:29 EDT 
To: champ-l@sysabend.org 
Subject: Re: Proffesional Skills x2 
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<< Regardless, my teachers get more respect and appreciation than your cops >> 
 
  Oh, man.. that's cold.. <LOL> 
 
  Mark @ GRG 
 
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Date: Wed, 15 Apr 1998 09:46:34 -0700 
To: champ-l@omg.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Average man... 
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At 09:43 PM 4/14/1998 -0400, Daniel Pawtowski wrote: 
> 
>AverageMan:   
>   75% Damage Reduction, +20 PD/ED, Only vs 'unusuall' damage.  
> 
>  Averageman is immune to the mighty blasts of Dr. Destroyer, but has to 
>be very careful when crossing the street....... 
 
   Outch.  :-] 
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Date: Wed, 15 Apr 1998 11:48:44 -0500 
To: champ-l@sysabend.org 
From: bsvitavsky@mln.lib.ma.us (Bill Svitavsky) 
Subject: Re: The Average man... 
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It seems to me the confusion in this debate is resulting from people trying 
to interpret Professional Skills as consistent with one another and with 
the real world. They're not consistent, for the complicated reasons of game 
balance. 
 
Tim Gilberg argues that there should be a separate skill for Writing, 
probably PRE-based. There are, after all, analogous skills for Acting, 
Oratory, etc. In general principle, I agree. In fact, if I were playing 
Lost Generation Hero or somesuch I might make the skill as a house rule. 
But in most games, it's entirely reasonable (and within the rules) to make 
PS: Writer encompass both professional savvy and the ability to write. 
 
Why? Because writing doesn't often have an effect on adventuring - this is 
the "Hero" system, after all. Sure, a clever player might occasionally 
write a diatribe to expose or infuriate the villain, might write a love 
sonnet to win over an NPC, etc., but there's less opportunity for these 
acts than there's likely to be for those other useful PRE Skills. 
 
And yes, actual practice of a skill _is_ within the rules for PS. The BBB 
clearly states (on page 35) that "A plumber with  PS: Plumbing... could fix 
a broken pipe." 
 
The confusion results because some professions require an "ability" skill 
(Acting, Computer Programming, etc.) as well as a PS, thereby making the PS 
more representative of professional savvy exclusively. This makes sense 
from a game balance perspective, however; the writer gets to buy two skills 
in one because the character concept is not particularly convenient for an 
adventurer. 
 
I'm using Writing skill here primarily as an example. The same goes for 
other non-adventure oriented skills like PS: Teacher, PS: Lawyer, etc. 
 
 
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From: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: Politics in the game... 
Date: Wed, 15 Apr 1998 11:54:37 -0500 
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Most Champions supplements, modules, etc. have a  
distinctly liberal bent to them (IMHO). Does anyone run  
their games more middle of the road or conservative? 
 
^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
	"No flames please, once burnt at the stake, twice shy!"  
					- Joan of Arc's .sig 
     Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
 
 
 
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Date: Wed, 15 Apr 1998 10:00:47 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Tough? Lemme tell you about tough... 
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At 03:16 AM 4/15/1998 -0500, Michael Nunn wrote: 
>Take the case of Sgt P.  name deleted to protect the guilty :-) 
> 
>Sgt P played football at Alabama, he was Navy SEAL.  During the invasion of 
>Panama he was shot, his wound caused him to be discharged from the Navy.  He 
>healed and joined the Army and went to Special Forces Q course. He was a 
>semipro body builder, he spent two tours as a Drill SGT.  I saw him 
>personally clean out a bar full of Marines and members of the 24th Infanty 
>Division.  I saw him pick up a 200 pound plus Marine with one hand around 
>his neck and smash him into the wall hard enough the guy was knocked out, he 
>then hit him with the other hand...  This wasn't TV wrestling it was real 
>life. Kinda looked like the WWF, but alot more painful.  
> 
>Sissy huh?   
> 
>Oh yeah, SGT P. is a Fire Jumper when he goes home. 
 
   I want to see his write-up.  :-] 
--- 
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Date: Wed, 15 Apr 1998 13:03:09 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Geographic sourcebooks 
Cc: "[unknown]" <CHAMP-L@sysabend.org> 
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Message text written by Bob Greenwade 
>   More Enemies books?  Maybe reworkings of the Enemies books by origin 
type (aliens, high tech, mutants, etc.), but I don't think we need a whole 
lot beyond that.  Any other characters (new or updated) should probably be 
limited to Ultimate books, geographic sourcebooks, and similar works.< 
 
I forgot to mention this before, but I don't see much use for geographic 
sourcebooks.  I know I'm talking to the wrong guy, since you have Northwest 
Champions on your plate, but I don't see the value in having all of these.  
Maybe one of them would be good, if you plan on basing your game in that 
geographic area, but the others will only rarely get used, on the off 
chance that your PC group travels from their base region.  I've seen on 
this list that the UK Champions book (I forget the exact name) is a very 
popular one, but I can't bring myself to buy it because I don't want to 
base a campaign in England--thus, it would have minimal impact on my 
campaign.  The same thing goes for the Champions of the North and European 
Enemies.  I would much prefer to have writeups that aren't 
geography-specific, so I can plop them anywhere I want.  
 
If anybody can convince me to pick up any of the above-mentioned books (or 
any that I left out), I'll be delighted, but right now it seems like they 
would be fairly useless to my campaign, unless I ripped out the villain 
writeups and "Americanized" them.  For international flavor, previous books 
have supplied Red Doom, Eurostar, and, uh, that one group with a 4-armed 
guy as leader and a hippie member named Flower (can't remember what book 
they are in).  I'm not sure that I need volumes and volumes of "outsiders", 
though. 
 
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Date: Wed, 15 Apr 1998 10:08:18 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: New Rules: Inactive Skills 
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At 01:58 AM 4/15/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
>Cc: Champions Listserv <champ-l@sysabend.org> 
>Subject: Re: New Rules: Inactive Skills 
>>    While I like the theory, I'm not sure I grasp the mechanics. 
> 
> I'll try to explain. 
> 
>>    Suppose Captain Glory finally gets around to using his Archaeology 
>> degree, and goes out on a dig in England to uncover Camelot (something that 
>> happened in actual play, by the way).  How many points would he have needed 
>> for an 11- Roll beforehand?  How does he change the Skill from Active to 
>> Inactive?  Does the Roll change, or the cost? 
> 
> A skill taken as Inactive, for a starting character, is _FREE_. 
>However, as soon as it is attempted to be used in any way regularly 
>(beyond the one-time plot point, "Gee, I remember a way out of this mess 
>from my days as a Rutabega Salesman!") it requires the expenditure of XP 
>to get it to whatever level it was bought at.  This could get a character 
>in XP trouble quick, as they will never be able to spend it freely if 
>they're always buying off Inactive Skills. 
 
   So let me see if I've got this.... 
   In his earlier career as an archaeologist, Cap had a 14- Roll (based on 
his INT of 23) in Sci: Archaeology.  When he goes to England, he doesn't 
have to pay points for it, but as he brushes up on it he'd have to buy the 
Skill?  (IOW more or less like he was buying it from scratch, but with a 
different Special Effect.) 
--- 
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Date: Wed, 15 Apr 1998 10:09:03 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Stupid Heroes (was The Average man...) 
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At 12:32 AM 4/15/1998 -0700, Chad Riley wrote: 
>Not to get completely off the subject but this thread title reminds me of 
one of 
>our fav. Silly supers NORMAL MAN! He was completely normal except that he 
had a 
>booming voice and a PRE of 50. He made many low end villains wet their 
pants and 
>he was fearless he'd run into burning buildings to save a lady's potted 
>plant...... 
> 
>Other Stupid heroes were: 
>Captain Invincible who, like NORMAL MAN, had base stats except for PRE 
(20) and 
>he had Telepathy (or mind control I can't remember) 15d6 always on AE that 
made 
>people think he was immune to all harm. He was killed by a team mate who 
tried to 
>smash a villain into his invulnerable teammate at superspeed.....SQUISH 
> 
>Armor Man: whose armor was OAF; he had a big red button on his chest that 
said 
>EJECT BUTTON. He was often shot out of the back of his armor in round one.He 
>latter bought down the Limitation but not being the brightest genius 
inventor, he 
>bought it to IAF and scribbled over EJECT BUTTON with "This in not an EJECT 
>BUTTON". 
 
   It reminds me somewhat of Snark, a hero with the words "HIT ME" written 
on the front of his costume.  He had a VPP that could duplicate any power 
or ability that he'd already been hit with (only once per hit, and for the 
exact same damage roll). 
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Date: Wed, 15 Apr 1998 10:09:07 -0700 
To: champ-l@sysabend.org 
From: Camille Partridge <cpartridge@proaxis.com> 
Subject: Suggested incremental damage idea 
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This is an idea for an "incremental" damge house rule for the Hero system. 
This is partially in response to the recent discussion about critical 
hit options.  I would suggest using this house rule instead of a critical 
hit option in a heroic level game that uses hit locations.  I could also 
be used without hit locations in a super level game. 
 
The basic concept is that a "better" to-hit roll should increase the 
damage that is done.   
 
If you roll 2/3 or better of your to-hit roll, all 1's rolled on damage dice 
would become 2's.  Similarly, if you rolled 1/2 or better of your to-hit 
roll, all 1's and 2's on damage dice would become 3's.  This pattern 
continues for 1/3, 1/4, and 1/5 of your to-hit roll.  Here is a table 
with the numbers calculated out for those who think better that way: 
 
   (n)      (2/3 n)  (1/2 n)    (1/3 n)  (1/4 n)     (1/5 n) 
  to-hit     1->2     1,2->3   1,2,3->4 1,2,3,4->5 1,2,3,4,5->6 
  ------    -------  -------   -------- ---------- ------------ 
    3         -         -         -         -         - 
    4         3         -         -         -         - 
    5         3         3         -         -         - 
    6         4         3         -         -         - 
    7         5         4         -         -         - 
    8         5         4         3         -         - 
    9         6         5         3         -         - 
    10        7         5         3         3         - 
    11        7         6         4         3         - 
    12        8         6         4         3         - 
    13        9         7         4         3         3 
    14        9         7         5         4         3 
    15        10        8         5         4         3 
    16        11        8         5         4         3 
    17        11        9         6         4         3 
    18        12        9         6         5         4 
    19        13        10        6         5         4 
    20        13        10        7         5         4 
    21        14        11        7         5         4 
    22        15        11        7         6         4 
    23        15        12        8         6         5 
    24        16        12        8         6         5 
    25        17        13        8         6         5 
 
For example, assume that your to-hit roll is 12-: 
 
        If you roll 13 or above, you miss (just like always). 
 
        If you roll 9 to 12, you do the same damage as always. 
 
        If you roll 7 or 8, all 1's on your damage dice get changed to 2's. 
 
        If you roll 5 or 6, all 1's or 2's get changed to 3's. 
 
        If you roll 4, all 1's, 2's, and 3's get changed to 4's. 
 
        If you roll 3, all 1's, 2's, 3's, and 4's get changed to 5's. 
 
What do you (plural) think? 
 
Larry Woestman (sharing an account with my wife) 
Camille Partridge 
Gaelforce Scottish Terriers 
cpartridge@proaxis.com  
http://www.proaxis.com/~cpartridge 
 
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Date: Wed, 15 Apr 1998 12:26:40 -0500 
To: champ-l@sysabend.org 
From: bsvitavsky@mln.lib.ma.us (Bill Svitavsky) 
Subject: Re: Which published villains do you use? 
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David B Stallard wrote: 
 
>Message text written by BILL SVITAVSKY 
>>They don't match my style, and I prefer to create distinctive 
>worlds from scratch anyway. If I'm going to put the trouble into 
>running a campaign world, I want the world to be mine (and my 
>players', of course) through and through.< 
> 
>Could you explain a little how your style differs from that of all the 
>published Champions NPCs? 
 
Hmmm... Style is always a tough thing to pin down, but I'll try. 
 
In part, my style changes from campaign to campaign. I ran a rather dark 
superhero game a couple of years ago where all the supers had a common 
origin in a fertility drug used a couple of generations back, and the 
existince of superbeings had fundamentally changed society. (The former 
U.S. consisted of a bunch of small city-states ruled by superbeings.) The 
supers all had certain shared traits (characteristic minima, an ability to 
detect one another, etc.) and had grown up in a society where they were 
virtual aristocrats. The supers were also prone to psychological extremes 
and drastic physical deformity, and powers often (but not always) 
represented in similar ways, so that one speedster might have some unusual 
similarities to another. 
 
But what I was really thinking about is more subtle than that. My 
characters (PC's and NPC's) tend to represent my own tastes and interests. 
One of my villains might expouse a political view which greatly offends me; 
another might take a philosophy I believe in to an extreme. Sometimes my 
sense of humor comes through in my characters - most of my games have some 
satirical exaggeration to them. 
 
There are various other reasons I prefer to create my own worlds. The 
Champions Universe is strongly Marvel-influenced, while I've always been 
more of a DC reader. (Though I've read plenty of many publishers over many 
years.) The Champions Universe also suffers from inconsistencies inevitable 
in any shared universe - no real common structure to psionics or magic, 
hundreds of aliens with no clearly defined relation to one another, etc. - 
which I can avoid by creating a world entirely according to my vision. 
 
What's really important to me is that every one of my NPC's is a character 
I can really get into. It's not impossible for me to get into someone 
else's creation, but I just feel like the world is more consistent and more 
truly mine if I've created it from scratch. 
 
This might be somewhat unusual in a Champions GM (though I've noticed 
several others on the list seem to be similarly inclined), but it's 
actually the default view of most _players_. It's unusual for a player to 
run a character someone's created; it can be fun, and it works well for 
certain types of scenario, but there's a loss of a certain amount of 
creative control. I tend to feel the same when I'm game mastering. 
 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Champions Universe 
To: DBStallard@compuserve.com (David B Stallard) 
Date: Wed, 15 Apr 1998 10:26:59 -0700 (PDT) 
Cc: champ-l@sysabend.org 
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>  
> I'm trying to get a better feel for why people weren't happy with Champions 
> Universe.  I flipped through it last night, and there were several areas 
 
	It's not that we don't like it; it's just that we have our own 
stories to tell. Keep in mind that anyone who's been doing Champions since 
before the 4th edition has been doing it since before there was any official 
universe. 
	Before that point, some of the various books made attempts to tie into 
each other; but it wasn't all established as a set reality. 
	So all us old geezers got used to doing it on our own. And, things 
being what they are; we prefer it that way. 
	You could give me a universe that's the coolist thing since sliced 
bread (like an Astro City license, which will never happen due to the author's 
desires), and I'd still use my own. 
	Why? 
 
	Cause it's mine. 
 
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Date: Wed, 15 Apr 1998 13:30:28 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Soliloquies 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Soliloquies take no time in combat.  Does this mean that characters can 
talk back and forth to each other at any time?  In the past, I have allowed 
characters to make soliloquies only on their phase, because sometimes the 
PCs can relay information back and forth to each other too quickly if I 
don't (they could have a whole conversation between one move and the next). 
 Is this a good practice, or should I allow a character (PC or otherwise) 
to say as much as they want, whenever they want?  For instance, say BadGuy 
uses an Armor Piercing attack on GoodGuy.  Should GoodGuy immediately be 
allowed to yell to his teammates, "Watch out, BadGuy's laser completely 
ignored my armor!"? 
 
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Date: Wed, 15 Apr 1998 12:36:00 -0500 (EST) 
From: JASON SULLIVAN <RAVANOS@jcs1.jcstate.edu> 
Subject: X 2 effect magnetics 
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	What is the offical ruling on the following question: 
 
	A character that takes 'X2 effect: magnetics' being thrown by 
TK with the Sf/x of Magnetism would be affected as the equalivent weight 
capacity of the TK X2 or the equavalent STR of the TK X2? 
 
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Date: Wed, 15 Apr 1998 13:53:26 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: Champions Universe 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Message text written by Brian Wong 
>You could give me a universe that's the coolist thing since sliced 
bread (like an Astro City license, which will never happen due to the 
author's 
desires), and I'd still use my own.< 
 
I don't think that's the general philosophy, though....  From what I've 
gathered, you and Bill Svitavsky (?) have your own worlds, but most others 
use at least pieces of the Champions Universe.  As for myself, I don't have 
the time or inclination to create my own world when I know I can't do any 
better than what's out there.  I do have time, though, to twist and mold an 
existing world to suit my tastes. 
 
>       So all us old geezers got used to doing it on our own. And, things 
being what they are; we prefer it that way.< 
 
I've been playing off and on since 2nd Edition, but I don't feel that 
Champions Universe has serious conflicts with any campaign I've been 
involved with.  Maybe because those campaigns have been really loose 
(probably too loose) in defining the world.  I'm not trying to defend CU 
(heck, I use the C:NM setting anyway, and might change to San Angelo when 
it arrives), I'm just trying to get a feel for why people feel it did a bad 
job of cementing the Champions universe. 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: More supplement reviews 
To: bob.greenwade@klock.com (Bob Greenwade) 
Date: Wed, 15 Apr 1998 10:56:38 -0700 (PDT) 
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> >> Kinda cries out for a whole book devoted to say, Asia, for Champions, 
> >> doesn't it? You could throw the Tiger Squad in, discuss Bhuddism, Taoism, 
> >> Zen, Shinto, Confucianism, etc... 
> > 
> >Hmmm... I diubt it would ever get written.  Of course, my Wuxia Hero 
> >proposal was going to include some of these ideas. 
>  
>    Actually, I have some notes and several HeroMaker files for a Far East 
> Enemies book which would include the entire Tiger Squad, the Pacific Guard, 
> and several villains and others in an area stretching from Korea to Papua 
> New Guinea.  But that one's going to have to wait while I finish off other 
> projects.... 
 
	Let's just hope that if anyone ever did it they actually had a clue 
on asia, rather than just learned it all from a Wolverine comic and a bunch of 
anime movies. 
 
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Date: Wed, 15 Apr 1998 10:59:37 -0700 
To: David B Stallard <DBStallard@compuserve.com> 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: Soliloquies 
Cc: "[unknown]" <champ-l@sysabend.org> 
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At 01:30 PM 4/15/98 -0400, David B Stallard wrote: 
>For instance, say BadGuy 
>uses an Armor Piercing attack on GoodGuy.  Should GoodGuy immediately be 
>allowed to yell to his teammates, "Watch out, BadGuy's laser completely 
>ignored my armor!"? 
> 
Sure. It's totally in-genre. Characters can make speeches of virtually 
infinite length while the action in the panel takes less than a second. 
Scott McCloud's "Understanding Comics" goes into some depth on the peculiar 
time-distortions which the comic medium imposes. 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Politics in the game... 
To: andreak@vapo1.him.unisys.com (Andreano, Keith         HIM, VA) 
Date: Wed, 15 Apr 1998 11:00:10 -0700 (PDT) 
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>  
> Most Champions supplements, modules, etc. have a  
> distinctly liberal bent to them (IMHO). Does anyone run  
> their games more middle of the road or conservative? 
 
	Really? You found them liberal? 
 
I found them a bit conservative myself. 
 
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Date: Wed, 15 Apr 1998 14:06:02 -0400 
To: <champ-l@sysabend.org> 
From: Mike Christodoulou <Cypriot@concentric.net> 
Subject: Re: Soliloquies 
Cc: <champ-l@sysabend.org> 
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At 01:30 PM 4/15/98 -0400, David B Stallard wrote: 
>Soliloquies take no time in combat.  Does this mean that characters can 
>talk back and forth to each other at any time?  In the past, I have allowed 
>characters to make soliloquies only on their phase, because sometimes the 
 
Soliloquy takes no time.  However, Conversation takes considerable 
time.  The Soliloquy rule was created, I believe, with the intention 
of mimicking the stereotypical superhero banter that goes on during 
a battle ("Hah! You didn't think I would fall for THAT, did you?!") 
 
As soon as they start having discussions with each other, or with 
the bad guys, it is no longer soliloquy (Look it up in the dictionary), 
but conversation.  Conversation, IMHO should never be allowed during 
combat (unless you actually want to draw it out, one line per action 
phase). 
 
As far as the timing for soliloquy, I'd say if it sticks to the intended 
purpose, it doesn't really matter whether the speech occurs on an action 
phase or in between. 
 
 
======================  ================================================= 
Mike Christodoulou      "Never doubt that a small group of committed  
Cypriot@Concentric.Net   citizens can change the world.  In fact, it is  
(770) 662-5605           the only thing that ever has."  -- Margaret Mead 
======================  ================================================= 
 
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Date: Wed, 15 Apr 1998 13:08:02 -0500 (CDT) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Reply-To: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
To: Champions Discussion List <champ-l@sysabend.org> 
Subject: Re: Soliloquies 
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On Wed, 15 Apr 1998, David B Stallard wrote: 
 
> Soliloquies take no time in combat.  Does this mean that characters can 
> talk back and forth to each other at any time?  In the past, I have allowed 
> characters to make soliloquies only on their phase, because sometimes the 
> PCs can relay information back and forth to each other too quickly if I 
> don't (they could have a whole conversation between one move and the next). 
>  Is this a good practice, or should I allow a character (PC or otherwise) 
> to say as much as they want, whenever they want?  For instance, say BadGuy 
> uses an Armor Piercing attack on GoodGuy.  Should GoodGuy immediately be 
> allowed to yell to his teammates, "Watch out, BadGuy's laser completely 
> ignored my armor!"? 
 
It is incorrect to say that soliloquies take no time in combat, and belies 
a common false impression of how to interpret the Champions time system. 
A 0-phase action is not something which takes 0 time (although it can be), 
but is often something which can be done *at the same time* as other 
actions. This is the case with soliloquies. Similarly, two half phase 
actions should in most cases be interpreted as actions happening at the 
same time. One day I'll dig up my articles on this, but I've been having 
some trouble finding them. 
 
But I found this, a discussion of alternatives in interpreting speaking 
during controlled time. 
 
Date: Tue, 24 Feb 1998 07:09:45 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: RP: Talking and Linking 
 
On Tue, 24 Feb 1998, Brad Allen wrote: 
 
> >>Doran:  <<Why don't you try handling the Kaphadorian the way you 
> >handled 
> >>his friend, Golth?>> 
> > 
> >Golth:  <<Hmmm...  That might be worth a try.  Vax, do you think you 
> >could grab his hands after I get him in a headlock?  That way he'd be 
> >less likely to try anything funny.>> 
>  
> Lyrdon: <<Whaaat?! CHOKEHOLD? This is a #$#!@ baby-f**ing @!#%* 
> demon-$@#$@%er with unknown ass-kicking powers. KILL! KILL! KILL!!! >> 
>  
> Lyrdon: <<Deep breath. I'm calm now. I'm waiting with the door open a 
> crack. I don't want to spoil the surprise. Golth, as soon as you I hear you 
> attack I'm coming in to back you up. I recommend someone, perhaps Marcus or 
> Doran, deal with Fanz by explaining to him what's happening and telling him 
> to yell to his family to get out of the house, which is no longer safe. If 
> he sides with the Kaphadorian, Marcus might need to shoot him in the leg.>> 
 
{ Wow, I really must be getting better at my mind link! ;) GM, am I right 
in assuming that we can only get short phrases across to each other in the 
middle of combat, assuming we don't want to blow phases? Or does it work 
at the speed of thought? Certainly the mind link overcomes most language 
barriers, but does it overcome temporal barriers as well? 
 
{ Talking is a 0-phase action, but that doesn't mean that it takes no 
time; it can and does, however, occur simultaneously with other actions in 
a phase (you know, talking and walking at the same time). A strictly 
realistic approach to talking in combat would allow players to speak no 
more than they could say in the number of seconds allocated to their 
current phase. So if Lyrdon were the micro-machine man, he might find some 
way of saying the above in three seconds, but then there are no guarantees 
of comprehension! However, using this strict approach, we also run into 
the problem of simultaneous conversation; assuming someone wanted to say 
something in a phase, no one else could speak in an overlapping phase 
without talking over him. And even further into reality, unless someone 
can anticipate what they think you're going to say in advance, they 
shouldn't be able to act on it or respond until a following phase. 
 
{ Relaxing the constraints of realism a bit, we can move to the more 
dramatic comic-book battle conversations. "Die! Foul Fiend!" and "Where 
have you taken Mary Jane!" are some examples, although you find the 
occasional "You and your pathetic Super-Team are doomed to failure, for I 
am the Mighty Lord Destroyer of Annhilation!!" These overlook simultaneous 
conversation and time constraints, and to some extent the temporal mapping 
of phases onto seconds, preferring instead to make each phase like a frame 
in a comic book. Final Fantasy Tactics gets even more liberal with 
speech--characters carry on entire philosophical conversations during 
their action phase... "Wiegraf! You're alive!" "Ah, Lynx, so good to see 
you again." "You've given up your ideals and become a dog for the church!" 
"You don't know how hard it is to fulfill your ideals without power! No 
matter how strong your will, it's not enough. You need power to make it 
happen!" "You say that, but even if you had perished and failed, there 
were people who believed in you, who followed you. They trusted your dream 
for a better future and you betrayed them. And for what? For the empty 
promises of the Cardinal? Strange bedfellows, you and the Shrine 
Knights... Miluda would be ashamed if she saw you now."  "How dare you 
speak of betrayal! It was YOU, you and the Hokuten, all nobles who 
betrayed us! We fought and died to free Ivalice from invaders, and your 
brothers, and the Prince, turned thier backs on us. And it was you who was 
the dog, eager to please your brothers by wiping us out! But now, the 
Shrine Knights have given me the power to return the favor. Miluda will be 
avenged!" <act> 
 
{ Did I mention that Final Fantasy Tactics is a F***ING AWESOME GAME!?!??!  
Doran/Dusty would really love that game. Awesome, complex, and intruiging 
story, superb music, good gameplay, and not-bad graphics to boot. } 
 
{ Anyway, back to the talking issue. The rule of thumb I follow in my 
campaigns is 25-35 words per phase, with no attention paid to talking over 
someone else. More generally, this means any number of people can talk in 
a phase and say 3 times as much stuff as they would normally say in that 
time frame, and others can act on it even in overlapping phases, to hell 
with reality. Lyrdon stepped outside even those generous bounds, though, 
so I thought I'd bring the issue up. 
 
{ I'm not trying to pick on Brad, though. Given Lyrdon's hyper state, he 
may very well be speaking as quickly as possible. Anyway, having brought 
up the issue, we can get the GM's official word on it. } 
 
 
 
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Date: Wed, 15 Apr 1998 13:12:10 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: "[unknown]" <champ-l@sysabend.org> 
Subject: Re: Which published villains do you use? 
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> >       Well, I'm always up to pull Viper in.  At least a minor incident 
> every other game.  Genocide is being saved with only hints at what they 
> are up to, same for Demon.  Terror, Inc is nice for a lighter villian 
> group.  I've also gotten some use from the Crusher Gang and Grab.< 
> 
> Could you give some examples of the "minor incidents" that you use to keep 
> Viper visible in your campaign? 
 
	Streetwise characters get some word that they've been behind a few 
of the latest whatevers.  They've been in a running turf war with the 
Mafia.  They hit some industrial/technical target quite frequently.  They 
are caught running drugs on the pier.  They are sponsering certain street 
gangs.  They ambush some characters that they are hunting.  (I'd say 50% 
of the PCs in my various campaigns have been hunted by Viper, and close to 
that by Genocide.  I make all Mutants take Detects as Mutant and Hunted By 
Genocide) 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Dennis C Hwang <dchwang@itsa.ucsf.edu> 
Cc: Stainless Steel Rat <ratinox@peorth.gweep.net&> 
        Champions <champ-l@sysabend.org> 
Subject: RE: The Average man... 
Date: Wed, 15 Apr 1998 14:14:00 -0400 
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Well, after I left the military, I let myself go all to hell.  I completely 
stopped exercising, put on 40 lbs., etc.  I don't know why, I just did.   
 
I then decided that enough was enough, and that my wife was probably going 
to start looking for a new mate if I didn't get my act together.  So, I got 
a bud who was a Phys. Ed. teacher at a local community college to work with 
me.  I bought a really good bench, an Olympic bar, about 300 lbs worth of 
Olympic iron plates, and dumbbells from 5 to 30 lbs (I tend to go 
overboard).  He came over every Saturday morning and worked me for about 1.5 
hours.  That's it.  I didn't touch the stuff or during the week.  At the 
start, I was definitely pushing my limits to bench 95 lbs.  After 3 months, 
I was benching over 200.  Might have been due to having been in good shape 
before, or a genetic predisposition to responding quickly to muscular 
overstressing.  Then again, it might have just been working hard for those 
1.5 hours every week. 
 
Jason Goode   
 
> -----Original Message----- 
> From:	Dennis C Hwang [SMTP:dchwang@itsa.ucsf.edu] 
> Sent:	Wednesday, April 15, 1998 12:33 PM 
> To:	Goode, Jason 
> Cc:	Stainless Steel Rat; Champions 
> Subject:	RE: The Average man... 
>  
> On Tue, 14 Apr 1998, Goode, Jason wrote: 
>  
> > Interestingly, I can attest that weight training for only 1.5 hours a 
> week, 
> > will get you to that level in about 12 weeks. 
>  
> That is interesting.  I would have assumed that that would depend on what 
> you were able to lift before starting training, wouldn't it?  Not to 
> mention the sort of weight training you were doing. 
>  
> > > I've assumed a sort of dead-lift/whole-body lift for the STR chart, 
> since 
> > > a 100-kg (220-lb) bench press would be way above "average"... 
>  
> --Dennis 
> ************************************************************* 
> *   dchwang@itsa.ucsf.edu   *   xenopathologist at large!   * 
> ************************************************************* 
> *   So...you're keeping me alive because you don't know     * 
> *   DOS.                                                    * 
> *                                                           * 
> *                       --Izzy to Gabriel                   * 
> *                         THE PROPHECY II                   * 
> ************************************************************* 
 
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Date: Wed, 15 Apr 1998 14:14:10 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: Hero Wish List 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Message text written by Bob Greenwade 
>   Well, I am in the process of working up an update for VOICE, which will 
not only update the original characters from VOICE of Doom but also 
introduce several new ones and update at least a couple from other sources. 
 Given your above statements, I think that you will like this one.< 
 
Seeing as I never had the original VOICE book, it'll all be new to me!  
Heck, I can't even remember what sort of organization VOICE is...  It's 
things like this where the Champions Universe book comes in handy--I'll 
have to look them up tonight. 
 
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Date: Wed, 15 Apr 1998 13:15:03 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: "[unknown]" <champ-l@sysabend.org> 
Subject: Re: Champions Universe 
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> I'm trying to get a better feel for why people weren't happy with Champions 
> Universe.  I flipped through it last night, and there were several areas 
> that got me excited, but that may just be the nostalgia of seeing all the 
> old books mentioned in one place.  It's fun to just read through the 
> glossary in the back, and I think the art (mostly from Storn Cook) is 
> generally more exciting than the usual fare.  With all that said, I haven't 
> read the gritty details of any section of this book, and I haven't tried to 
> run a campaign based heavily on CU (I use the published NPCs and 
> adventures, but in the past have not done a good job of tying them 
> together), so maybe I haven't been in the position to see where it fails. 
 
	I like its "Where are thay now?" type of stuff.  It introduced the 
Crusher Gang, which has been very big in my games.  I also like the 
various info in the back where it at least gives names of some unpublished 
heroes and teams.  I'm going to write up the Bayou Brigade, one of these 
days. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: Paranoia! WAS: "Joe Cop..." 
Date: Wed, 15 Apr 1998 13:25:57 -0500 
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>>example of how to do it. Can we please get over this paranoia and 
panic mind 
>>set? :D 
 
>   We can't help it.  We're Americans.  ;-] 
 
One look at our Federal Government and you know why! ^_^; 
 
"No matter how paranoid you are, you're not paranoid enough!" 
 
^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
	"No flames please, once burnt at the stake, twice shy!"  
					- Joan of Arc's .sig 
     Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
 
 
 
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Date: Wed, 15 Apr 1998 13:26:17 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: New Rules: Inactive Skills 
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>    So let me see if I've got this.... 
>    In his earlier career as an archaeologist, Cap had a 14- Roll (based on 
> his INT of 23) in Sci: Archaeology.  When he goes to England, he doesn't 
> have to pay points for it, but as he brushes up on it he'd have to buy the 
> Skill?  (IOW more or less like he was buying it from scratch, but with a 
> different Special Effect.) 
 
	Right.  Though most GMs would make him, if buying it from scratch, 
spend a few game sessions "studying".  This is just a method to add to the 
background of the character without the GM saying, "Wait a minute, you 
said you studied Astronomy, but you didn't buy it on your sheet.  Get rid 
of two points of Stun and take the Science Skill." 
 
	These are noted, but never really come into play.  If they do, 
they have to be paid for like normal skills. 
 
	For example, in my college courses I have gained 8- KSs in quite a 
few areas, though I don't really remember too much right now.  However, by 
picking the book back up and looking through it or my notes, I could 
quickly be back to that 8- familiarity stage.  I took Spanish in high 
School and my Freshman year of college.  I've lapsed and don't remeber too 
much, but when I hear Spanish I find it coming back.  If I'd spend just a 
little time, I'd be back to my old proficiency. 
 
	So I'd have the following: 
 
	Pts		Skill			Roll 
	0	KS: World Religions(IA)		8- 
	0	KS: Political Theory(IA)	8- 
	0	SS: Geology(IA)			8- 
	0	SS: Human Biology(IA)		8- 
	0	SS: Psychology(IA)		8- 
	0	Spanish, 2pts (IA)		- 
 
 
	See? 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Soliloquies 
To: DBStallard@compuserve.com (David B Stallard) 
Date: Wed, 15 Apr 1998 11:26:21 -0700 (PDT) 
Cc: champ-l@sysabend.org 
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>  
> Soliloquies take no time in combat.  Does this mean that characters can 
> talk back and forth to each other at any time?  In the past, I have allowed 
 
	Yes. It's to simulate the comic book feel of having a whole lot of 
dialogue per panel. 
 
> characters to make soliloquies only on their phase, because sometimes the 
> PCs can relay information back and forth to each other too quickly if I 
> don't (they could have a whole conversation between one move and the next). 
>  Is this a good practice, or should I allow a character (PC or otherwise) 
> to say as much as they want, whenever they want?  For instance, say BadGuy 
> uses an Armor Piercing attack on GoodGuy.  Should GoodGuy immediately be 
> allowed to yell to his teammates, "Watch out, BadGuy's laser completely 
> ignored my armor!"? 
 
	If youur simulating comic books, yes. In reality, it's darn hard to 
waste breath on useless chit chat when all your adrenaline is pumping to 
keep you alive and your lung are breathing so much they'll likely burst whilst 
your heart rate has doubled or tripled. Which is what any long lasting hand to 
hand fight ends up like. 
 
	A ranged combat, or a short hand to hand might be a bit different 
however. I've personally not experienced many of these so my expertise there 
is somewhat limited. :) 
 
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From: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: Players & GMs in Northern Virginia! 
Date: Wed, 15 Apr 1998 13:31:01 -0500 
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I still want to run/play in a champions game. Since I live in 
Northern Virginia, I'm looking for players/GMs in the area. 
I received a few responses about this before, what I want to 
do now is finalize (if possible) just who is interested and 
available to play/GM Champions in the area. We would also 
need to set a meeting place/times, etc. RSVPuma! Thanks!  
 
^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
	"No flames please, once burnt at the stake, twice shy!"  
					- Joan of Arc's .sig 
     Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
 
 
 
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Date: Wed, 15 Apr 1998 11:35:49 -0700 
To: Brian Wong <rook@shell.infinex.com&> 
        bob.greenwade@klock.com (Bob Greenwade) 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: More supplement reviews 
Cc: champ-l@sysabend.org 
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At 10:56 AM 4/15/98 -0700, Brian Wong wrote: 
 
>	Let's just hope that if anyone ever did it they actually had a clue 
>on asia, rather than just learned it all from a Wolverine comic and a 
bunch of 
>anime movies. 
> 
> 
You mean those AREN'T historically accurate sources??? 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: More supplement reviews 
To: lizard@mrlizard.com (Lizard) 
Date: Wed, 15 Apr 1998 11:40:44 -0700 (PDT) 
Cc: bob.greenwade@klock.com, champ-l@sysabend.org 
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> >	Let's just hope that if anyone ever did it they actually had a clue 
> >on asia, rather than just learned it all from a Wolverine comic and a 
> bunch of 
> >anime movies. 
> > 
> You mean those AREN'T historically accurate sources??? 
 
	Ok. Enough of that from the peanut gallery. 
 
If I could ever get myself motified to write, I'd love to do an asia 
sourcebook. The gaming industry has been one miserably inacurrate book to the 
next in this area. 
 
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Date: Wed, 15 Apr 1998 14:42:18 -0400 
From: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
To: CHAMP-L@sysabend.org 
Subject: Re: Champions Universe 
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David B Stallard <DBStallard@compuserve.com> wrote: 
 
>>> 
 
Message text written by Brian Wong 
>You could give me a universe that's the coolist thing since sliced 
bread (like an Astro City license, which will never happen due to the 
author's 
desires), and I'd still use my own.< 
 
I don't think that's the general philosophy, though....  From what I've 
gathered, you and Bill Svitavsky (?) have your own worlds, but most others 
use at least pieces of the Champions Universe.  As for myself, I don't have 
the time or inclination to create my own world when I know I can't do any 
better than what's out there.  I do have time, though, to twist and mold an 
existing world to suit my tastes. 
 
<<< 
 
Thanks for spelling my name right, David! That's a rarity. 
 
I can certainly understand why you (and others) make use of the  
existing characters and materials; some days I wonder why I make  
so much work for myself.  
 
 
But for me, creating my own material is ultimately one of the biggest 
plusses of the Hero System. I like the world-indendence of the  
system, letting me make things work the way I want them to. This  
can be simply creating a superhero whose powers work the way I  
think they should, or it can extend to a Fantasy Hero game with a  
distinct magic system, or even to a campaign which doesn't quite  
fit any established genre.  
 
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From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Wed, 15 Apr 1998 13:48:22 -0500 (CDT) 
To: champ-l@sysabend.org 
Subject: RE: Professonal Skills x2 
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 Bob Greenwade <bob.greenwade@klock.com> writes:  
 
>  
>    This gives me a thought that I think I'll toss out for consideration: 
>    For the basic 2-point, 11- PS, the character can handle the basics of 
> the profession (paperwork, license applications, and such). 
>    For the 3-point, Characteristic-based PS, the character can do that 
> *and* handle the basic performance of the profession. 
 
I don't agree with this.  I agree with the interpretation that PS as  
written in the current rules already gives you the ability to perform the skill, 
with the exception that 'particularly useful skills' such as computer programming 
ALSO require you to buy the skill separately.  
 
Curt Hicks  
 
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Date: Wed, 15 Apr 1998 14:49:14 -0400 
To: champ-l@sysabend.org 
From: Mike Christodoulou <Cypriot@concentric.net> 
Subject: Re: Politics in the game... 
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At 11:00 AM 4/15/98 -0700, Brian Wong wrote: 
>>  
>> Most Champions supplements, modules, etc. have a  
>> distinctly liberal bent to them (IMHO). Does anyone run  
>> their games more middle of the road or conservative? 
> 
>	Really? You found them liberal? 
> 
>I found them a bit conservative myself. 
>  
 
I'm going to have to read those things a little more closely. 
I haven't noticed any particular political agenda. 
 
I do know that as most of the players in our group are more 
conservative (libertarian, actually), we have a habit of playing 
it that way. 
 
There are exceptions.  I find that we play most city officials 
as pathetically liberal.  (oops.  redundant.) 
 
======================  ================================================= 
Mike Christodoulou      "Never doubt that a small group of committed  
Cypriot@Concentric.Net   citizens can change the world.  In fact, it is  
(770) 662-5605           the only thing that ever has."  -- Margaret Mead 
======================  ================================================= 
 
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Date: Wed, 15 Apr 1998 14:50:39 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: Which published villains do you use? 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Message text written by Bob Greenwade 
> My current cast of regulars include:< 
 
Wow, even in alphabetical order.  You must keep some organized campaign 
notes.  Who is Card Shark?  What book does he appear in? 
 
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Date: Wed, 15 Apr 1998 13:51:22 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Grossly Complex problem 
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Well, I'm working on my current project (Final Fantasy HERO) and I've come 
up against an interesting problem... 
 
I want to have a 'Gambler' type character whose special powers are random, 
based on poker hands.  How I'd like to do it is this: 
 
The player gets dealt a 5-card hand.  He makes the best poker hand he can 
out of it.  If he wants to, he can use that hand right then for the 
effect, or next turn he can take an action to discard and redraw up to 
three cards. 
 
Each hand would have a completely different effect (and a different power 
level, for that matter - the rarer the hand, the more powerful the effect) 
 
(Oh yeah...getting the 'Dead Man's Hand' - black aces & eights - triggers 
a rather nasty attack pointed at the PCs) 
 
So...what's the best way to handle something like this in HERO?  (i.e. how 
should I work the limitations?)  I loathe the idea of just waving my hand 
and saying 'it works', especially because it's a power only for this 
character. (If everyone had it, I'd be more likely to do that).  
 
Any help would be much appreciated.  Here's some thought's I've had. 
 
* Figure the probabilities of each hand.  The difficulty here is that the 
probabilities are drastically altered because of the 'draw' thing - given 
enough time, he could always get a royal flush.  I might be convinced to 
drop the 'draw' ability if I could find an elegant enough solution. 
 
The trouble here is that the Activation only gotd to 8-...maybe multiple 
activation rolls to get the right %?  Then again, there's a slight 
advantage in that he can start gathering the power and  
 
* Figure the amount of extra time that each hand would take to get, on the 
average, and charge based on that. 
 
* Buy all the powers fueled off of an END reserve, and mimic the drawing 
of cards by putting points into the END reserve (somehow).  Maybe each pip 
of END would have limitations.  It'd be pretty ugly. 
 
Ideas? 
 
J 
 
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will              jeffj@io.com 
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
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Date: Wed, 15 Apr 1998 11:57:25 -0700 
To: Brian Wong <rook@shell.infinex.com> 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: More supplement reviews 
Cc: bob.greenwade@klock.com, champ-l@sysabend.org 
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At 11:40 AM 4/15/98 -0700, Brian Wong wrote: 
>> >	Let's just hope that if anyone ever did it they actually had a clue 
>> >on asia, rather than just learned it all from a Wolverine comic and a 
>> bunch of 
>> >anime movies. 
>> > 
>> You mean those AREN'T historically accurate sources??? 
> 
>	Ok. Enough of that from the peanut gallery. 
> 
>If I could ever get myself motified to write, I'd love to do an asia 
>sourcebook. The gaming industry has been one miserably inacurrate book to the 
>next in this area. 
> 
Hey, do it! I suspect there really is good demand for "Champions Of The 
East" or the like, and if you can manage to mesh *accurate* cultural flavor 
with the paradigms of RPGs, it will be quite a feat. 
 
I suspect a lot of the problem is that people writing gaming books look to 
other gaming books as sources. How did GURPS China and GURPS Japan come out? 
 
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Date: Wed, 15 Apr 1998 15:03:46 -0400 
From: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
To: CHAMP-L@sysabend.org 
Subject: What are your favorite Hero-published characters? 
Sender: owner-champ-l@sysabend.org 
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As I've mentioned recently in the published villain & Champions  
Universe threads, I'm one of those seeming few who don't use  
any published villains, organizations, etc. in my games, preferring 
to use my own material.  
 
I do like to read through the published material now and then.  
I'm sure those of you who regularly use it know and appreciate  
the characters better than I do. I'm curious to hear what  
characters people really like. In the comics newsgroups, people  
can rattle on endlessly about the concepts and doings of their  
favorite heroes & villains; who catches Champions fans fancy? 
 
To me, a lot of the most prominent characters don't seem all that  
inspired. Dr. Destroyer is a thinly disguised Dr. Doom, Mechanon  
is Ultron, and even Foxbat (whom I like) is only a few steps  
removed from Ambush Bug (maybe not an imitation, but a conscious  
effort to create one of that type.) What Champs characters stand  
out on their own? (I'm talking concept, not rules construction.) 
 
While I really don't know these characters all that well, I do  
think Black Paladin and the Slug are pretty good concepts; they'd  
make passable villains in published comics. I also liked the  
woman nobody noticed in the Horror Enemies (I think) book. 
 
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From: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: More supplement reviews 
Date: Wed, 15 Apr 1998 14:04:57 -0500 
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>Let's just hope that if anyone ever did it they actually had a clue 
>on asia, rather than just learned it all from a Wolverine comic and a 
bunch of 
>anime movies. 
 
But Japan is just like in anime!  
Aliens, Giant Robots, Space Ships,  
and hoards of hot babes with big, umm, EYES! 
At least that's the way us otaku would like it! ^o^ 
 
^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
	"No flames please, once burnt at the stake, twice shy!"  
					- Joan of Arc's .sig 
     Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
 
 
 
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Date: Wed, 15 Apr 1998 15:06:33 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: Soliloquies 
Cc: Champions Discussion List <champ-l@sysabend.org> 
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Thanks for all the responses on this so far, but let me get more specific 
with my question: 
 
In the middle of combat, what if a PC1 asks a question of PC2?  Would you 
require PC2 to wait until his phase to respond, or allow him to respond 
immediately?  If he can respond immediately, then the PCs can essentially 
discuss tactics while the villains sit by and wait for time to "start up" 
again. 
 
In a related question, do you use "table talk" in your game, where anything 
the player says is assumed to be something his character says?  If so, then 
the players couldn't relay ideas to each other "offline" and implement them 
immediately.  If not, then it would seem that their characters immediately 
came up with a complex battle plan without saying a word to each other.  
Maybe this is where coded maneuvers (like "Cannonball Special" or "Manuever 
#9") come in handy.... 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 15 Apr 1998 15:09:14 EDT 
To: champ-l@sysabend.org 
Subject: Re: Politics in the game... 
Sender: owner-champ-l@sysabend.org 
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<< Most Champions supplements, modules, etc. have a distinctly liberal bent to 
them (IMHO). Does anyone run their games more middle of the road or 
conservative?>> 
 
  Now this is an interesting observation. Do you have any examples? 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 15 Apr 1998 15:13:18 EDT 
To: champ-l@sysabend.org 
Subject: Re: Soliloquies 
Sender: owner-champ-l@sysabend.org 
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<< Should GoodGuy immediately be allowed to yell to his teammates, "Watch out, 
BadGuy's laser completely ignored my armor!"? >> 
 
  I think this depends on how you want your games to go. Simulating the comic 
books (with all that that entails <G>) would lead one to conclude that that 
use of solilogues would be perfectly acceptable. For one thing, it prevents 
the villain from getting blasted before he reveals his nefarious pla to the 
PCs. 
 
  "...and there's nothing any of you can do to stop me! Bwah hah hah hah!" 
 
  <BLAM!> 
 
  Thud. 
 
  "...oooo... maybe I spoke too soon..." 
 
  <LOL> 
 
  Mark @ GRG 
 
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From: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
To: Scott Nolan <nolan@pop.erols.com&> "'Champions'" <champ-l@sysabend.org> 
Subject: RE: Players & GMs in Northern Virginia! 
Date: Wed, 15 Apr 1998 14:33:24 -0500 
Sender: owner-champ-l@sysabend.org 
 
I live just outside of DC (near Wilson Bridge) and I work 
in Reston. I will eventually move closer to work. So the 
Reston area (or anywhere in convenient driving distance) 
would be fine with me. It all depends on where the other  
players are though! ^_^; 
 
^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
	"No flames please, once burnt at the stake, twice shy!"  
					- Joan of Arc's .sig 
     Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
 
 
 
> -----Original Message----- 
> From:	Scott Nolan [SMTP:nolan@pop.erols.com] 
> Sent:	Wednesday, April 15, 1998 3:04 PM 
> To:	Andreano, Keith         HIM,VA 
> Subject:	Re: Players & GMs in Northern Virginia! 
>  
>  
>  
> Where in Northern Virginia?  
>  
> Scott  
>  
>  
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  
> She loves me all that she can,   
> And her ways to my ways resign;   
> But she was not made for any man,   
> And she never will be all mine.   
> 	Edna St. Vincent Millay, Witch-Wife,  1917  
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  
> Scott C. Nolan  
> nolan@erols.com 
 
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From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Grossly Complex problem 
To: jeffj@io.com (Sakura <jeffj@io.com&> 
Date: Wed, 15 Apr 1998 15:33:30 -0400 (EDT) 
Cc: champ-l@sysabend.com 
Sender: owner-champ-l@sysabend.org 
 
> Well, I'm working on my current project (Final Fantasy HERO) and I've come  
> up against an interesting problem...  
 
Does this mean it's an actual published senario you are working on?  If so 
then my version of hand waving will not work: 
 
> I want to have a 'Gambler' type character whose special powers are random,  
> based on poker hands.  How I'd like to do it is this:  
>   
> The player gets dealt a 5-card hand.  He makes the best poker hand he can  
> out of it.  If he wants to, he can use that hand right then for the  
> effect, or next turn he can take an action to discard and redraw up to  
> three cards.  
>   
> Each hand would have a completely different effect (and a different power  
> level, for that matter - the rarer the hand, the more powerful the effect)  
 
Use a multipower for all of the combinations.  Each slot is an ultra.  Put 
the following limitations on the MP: -1/2 Only one power may be used at a 
time, -1 slot switched based on hand.  Include in the multipower a slot 
called: Does nothing (1u: change environment, no perceptible change 1", 1 
END) and assign all useless hands to it. 
 
Now, in play, use a real deck.  Every time the player draws a hand, 
determine which MP slot becomes activated, charge the END cost (thus the 
reason for "Does nothing"), and let the power happen.  Why did I choose 
-1?  Because it seems simple enough.  Multipower slots are so small in 
points that there is not difference between a Royal Flush (120 Active 
points = 12u, -3 Lim = 4u and 12u, -1 Lim = 6u) and King high (10 Active = 
1 u)  It should average out in the end.  If this bothers you give really 
rare hands (4 of a kind and higher) an addition -1/2 on the slot cost. 
 
Don't let it be more than -1 for the slot switch since the player can 
choose the "Does nothing" slot. 
 
"Does nothing" has the added bonus that if you decides to fold the hand it 
still costs him END. 
 
As I'm thinking about it, the "Does nothing" slot could also be called the 
"Draw slot": since it allows the character to draw up to 3 more cards. 
 
Hope that helped, 
  Joe 
 
P.S. Don't call him Gambler, Call him Stud, that's the game he's playing. 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 15 Apr 1998 15:34:02 EDT 
To: champ-l@sysabend.org 
Subject: Re: More supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
<< If I could ever get myself motified to write, I'd love to do an asia 
sourcebook. >> 
 
  There are two venues for such a book... ;) 
 
<< The gaming industry has been one miserably inacurrate book to the next in 
this area. >> 
 
  Agreed. That's a good part of the reason we're developing Sengoku. Of 
course, that's a bit different genre than Champions, but hey... 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 15 Apr 1998 15:43:13 EDT 
To: champ-l@sysabend.org 
Subject: Re: Joe Solider on 100 points?!?!? 
Sender: owner-champ-l@sysabend.org 
 
<< Surely just 8- for the rank and file. Only officers get the full skill.>> 
 
  Tactics is the small unit stuff. In my old unit, the brass wasn't tactically 
bright at all. But the troops... now *they* knew how to move, shoot and win! 
 
  Mark @ GRG 
 
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From: "qts" <qts@nildram.co.uk> 
To: "champ-l@sysabend.org" <champ-l@sysabend.org&> 
        "Michael Nunn" <mlnunn@scrtc.blue.net> 
Date: Wed, 15 Apr 98 19:44:07  
Reply-To: "qts" <qts@nildram.co.uk> 
Subject: Re: Joe Solider on 100 points?!?!? 
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On Tue, 14 Apr 1998 00:50:47 -0500 (CDT), Michael Nunn wrote: 
 
>This for the most part is me.  I used my military backgound as a base and 
>did this write-up. There are several KS I might have been able to give 
>myself but I tried to stay at or near 100 pts. 
 
 
Surely what follows is for a SAS/Green Beret type? 
 
 
>Standard US Army Infantry Solider 
> 
>13	STR	3 
>14	DEX	12 
 
Surely 11 DEX 3 for +1 CV? 
 
>13	CON	6 
>10	BODY	0 
 
I'd give a 11 BODY 2 here. 
 
>13	INT	3 
 
Nope. Plain 10. 
 
>11	EGO	2 
 
Yes. 
 
>13	PRE	3 
 
Nope: there are plenty of soldiers who don't qualify; in fact, being a 
squaddie gives a negative in many situations. 
 
10   PRE    0 
 
>10	COM	0 
>5	PD	2 
 
Only 1 extra here 
 
4   PD    1 
 
>4	ED	1 
 
What's the justification for this? 
 
3    ED    0 
 
>3	SPD	6 
 
Nope, SPD 2 - because of higher DEX, they go first. 
 
2     SPD     0 
 
>6	REC	0 
>26	END	0 
>24	STUN	0 
>Characteristics Cost: 38 
 
Char cost 17 
 
>2	PS: Job Before Joining Military	 
 
Not necessarily - many join straight from school. 
 
>3	PS: Military Speciality	 
 
Just 2 points, surely. 
 
>2	KS: Hobby 11-	 
>1	Paramedic 8-	 
>3	Tactics 12-	 
 
Surely just 8- for the rank and file. Only officers get the full skill. 
 
1       Tactics 8- 
 
>1	Computers 8- 
 
Questionable. 
	 
>1	Orienteering 8-	 
 
Yes 
 
>1	Weapon Permit	 
 
Not necessary. 
 
>1	PERK: Top Secret Security Clearance	 
 
Ditto. 
 
>2	+1" Running	0 
 
Why? The extra Stun and End are good enough. 
 
>5	1 Levels: Small Arms,related group	 
 
Skilled troops only. Remember that normal civilians don't even have 
Familiarity, and so a soldier is +3 OCV 
 
7 points in Skills and 17 in Stats so far 
 
>44	PKG,"Soldier"	 
 
 
>(7)	WF,Grenade Launchers,Heavy Machine Guns,Rocket Launchers,	 
>	Man-Guided Missiles,Small Arms,Knives	 
 
Yep, but call it WF: Military weapons for 2 points 
 
>(2)	KS: Military 11-	 
>(2)	KS: Military History and Customs 11-	 
 
So far so good. 
 
>(12)	Commando Training	 
 
Hmmm.... This would make him a black belt, per NH. I'll be generous and 
allow two manoeuvers for 6 pts 
 
>(3)	Climbing 12-	 
>(3)	Stealth 12-	 
>(3)	Survival 11-	 
>(1)	TF,Parachuting	 
 
:} 
 
>(3)	Navigation 11-	 
 
No, you've already got Orienteering. 
 
>(3)	1 Levels: w/3 related weapons (M16A2, M249 Saw, M9 9mm	 
>	Barett,tight group	 
 
Nope, specialists only - see earlier comments. 
 
>(2)	PS: Forward Observer 11- 
 
I'd put this under Tactics. 
	 
>(3)	Rappeling  11- 
 
I'd suggest Familiarity if at all. 
	 
So, 23 points for the Package. 
 
>Powers Cost: 66 
>Total Cost: 104 
 
 
Powers cost: 30 
Total cost:  47 
 
Now round out with an extra language, or a KS. 
 
Disadvantages would be Subject To Orders (10), and Watched: Service 14- 
(15) 
 
Your writeup would be fine for a Green Beret/SAS type, but not for a 
squaddie. 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "qts" <qts@nildram.co.uk> 
To: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Date: Wed, 15 Apr 98 19:50:06  
Reply-To: "qts" <qts@nildram.co.uk> 
Subject: Re: Knights 
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On Mon, 13 Apr 1998 20:44:04 -0500 (CDT), Tim R. Gilberg wrote: 
 
>You seem really willing to give an awful lot just with the PS.  By 
>this estimation, PS: Doctor will be enough to do any and all medical 
>procedures  
 
With appropriate equipment and practice; PS: Brain Surgeon would be 
another Complimentary Skill, but an 'ordinary' doctor faced with having 
to operate on a brain tumour in the field would still use his PS: 
Doctor as a CS to his Medic skill. True, he might have a -5, but it's 
better than nothing! 
qts 
 
Home: qts@nildram.co.uk. 
 
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Date: Wed, 15 Apr 1998 14:57:45 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Grossly Complex problem 
Sender: owner-champ-l@sysabend.org 
 
On Wed, 15 Apr 1998, Joe Mucchiello wrote: 
 
> > Well, I'm working on my current project (Final Fantasy HERO) and I've come  
> > up against an interesting problem...  
>  
> Does this mean it's an actual published senario you are working on?  If so 
> then my version of hand waving will not work: 
 
Eh? No, only for me and my tabletop group.  I might put the results up on 
the web if enough people are interested, but I don't have the time or the 
energy to try and get licensing from Square and Hero, let alone write 
it up as an 'official' book... 
  
> Use a multipower for all of the combinations.  Each slot is an ultra.   
 
The trouble here is that to have a really powerful 'Royal Flush' attack 
you have a lot of wasted points.  I suppose I could partially limit the 
Multipower pool at the higher levels...but that puts me back at the 'how 
much limitation' stage. 
 
> Put 
> the following limitations on the MP: -1/2 Only one power may be used at a 
> time, -1 slot switched based on hand.  Include in the multipower a slot 
> called: Does nothing (1u: change environment, no perceptible change 1", 1 
> END) and assign all useless hands to it. 
 
Actually, in keeping with the Final Fantasy games, 'High Card' is going to 
be a sort of booby-prize minor healing effect. 
  
> Now, in play, use a real deck.  Every time the player draws a hand, 
> determine which MP slot becomes activated, charge the END cost (thus the 
> reason for "Does nothing"), and let the power happen.  Why did I choose 
> -1?  Because it seems simple enough.  Multipower slots are so small in 
> points that there is not difference between a Royal Flush (120 Active 
> points = 12u, -3 Lim = 4u and 12u, -1 Lim = 6u) and King high (10 Active = 
> 1 u)  It should average out in the end.  If this bothers you give really 
> rare hands (4 of a kind and higher) an addition -1/2 on the slot cost. 
 
What bothers me is having the player spend so many points for a 
power he might never get to use.  I think the minimum I'll go with on the 
high-level powers is Activate 8- (-2) and NCC (-2) - that would make it 
seem to be rare enough... 
 
> Don't let it be more than -1 for the slot switch since the player can 
> choose the "Does nothing" slot. 
 
Actually, I'm saying he has to use the best hand possible, just to keep 
things simple.  The Gambler has little control over his magic... 
  
> "Does nothing" has the added bonus that if you decides to fold the hand it 
> still costs him END. 
 
'Fold' would only cost him the actions - but there's little reason to do 
that, unless he doesn't want to pay the END for the 'high card' healing 
effect...  
  
> P.S. Don't call him Gambler, Call him Stud, that's the game he's playing. 
 
Actually, it's 5-card draw.  'Gambler' is the name of the (for lack of a 
better term) 'character class' - the player will of course choose the 
name.  
 
Thanks for the help! 
 
J 
 
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will              jeffj@io.com 
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
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From: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: RE: Politics in the game... 
Date: Wed, 15 Apr 1998 14:58:15 -0500 
Sender: owner-champ-l@sysabend.org 
 
 
	>I'm going to have to read those things a little more closely. 
	>I haven't noticed any particular political agenda. 
 
	Some don't show it, some do a little, some its blatant. 
	I sensed it as an overall trend though (maybe its just my 
paranoia :) 
	Depends on the author, of course. 
 
	>I do know that as most of the players in our group are more 
	>conservative (libertarian, actually), we have a habit of 
playing 
	>it that way. 
 
	I do the same. 
 
	>There are exceptions.  I find that we play most city officials 
	>as pathetically liberal.  (oops.  redundant.) 
 
	Same here too! ^_^; 
 
^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
	"No flames please, once burnt at the stake, twice shy!"  
					- Joan of Arc's .sig 
     Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
 
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From: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: RE: Politics in the game... 
Date: Wed, 15 Apr 1998 15:32:05 -0500 
Sender: owner-champ-l@sysabend.org 
 
 
	><< Most Champions supplements, modules, etc. have a distinctly 
liberal bent to 
	>them (IMHO). Does anyone run their games more middle of the 
road or 
	>conservative?>> 
 
	  >Now this is an interesting observation. Do you have any 
examples? 
 
	  >Mark @ GRG 
 
Good question. I'll look through some stuff tonight and either: 
 
A) Post a list of examples that I found. Or... 
B) Not find any and say that it was just my paranoia! ^_^; 
 
Just for the record, I'm basically a Libertarian. 
 
^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
	"No flames please, once burnt at the stake, twice shy!"  
					- Joan of Arc's .sig 
     Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
 
 
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Date: Wed, 15 Apr 1998 13:44:12 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Champions Universe 
Sender: owner-champ-l@sysabend.org 
 
At 03:34 PM 4/15/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: David B Stallard <DBStallard@compuserve.com> 
>Subject: Champions Universe 
>Cc: "[unknown]" <champ-l@sysabend.org> 
> 
>I'm trying to get a better feel for why people weren't happy with Champions 
>Universe.  I flipped through it last night, and there were several areas 
>that got me excited, but that may just be the nostalgia of seeing all the 
>old books mentioned in one place.  It's fun to just read through the 
>glossary in the back, and I think the art (mostly from Storn Cook) is 
>generally more exciting than the usual fare.  With all that said, I haven't 
>read the gritty details of any section of this book, and I haven't tried to 
>run a campaign based heavily on CU (I use the published NPCs and 
>adventures, but in the past have not done a good job of tying them 
>together), so maybe I haven't been in the position to see where it fails. 
 
   Brian's and Bill's comments aside, the main problem with CU is in its 
organization and application.  It fails to do what San Angelo and C:NM have 
since succeeded to do: explain *why* superpowers work, how they really 
affect day-to-day life (though this is at least attempted admirably), and 
draw most of the existing characters into a living, breathing, interacting 
world. 
   A few specific faults: 
   1. The given timeline takes all of the adventures that had been 
published to date, and put their events at about the time they were 
published, most of them centering on the Champions' adventures but others 
involving the Protectors or other NPC hero groups.  It would have been much 
better if the background events for most of them had been entered to lead 
up to those times, but most of them left open-ended.  (I do like the Day of 
the Destroyer and the Assault on Sanctuary being in the history, though, 
since they do affect other events.) 
   2. The characters provided should have been enough to base a campaign 
around by themselves, and this was far from the case.  Mostly it was a 
couple of characters who had been mentioned as example characters in the 
Hero System Rulebook, and updates of some old characters from 3rd edition 
supplements. 
   3. Often characters, groups, or alien races are thrown together with 
little attention given to how compatible their write-ups are.  Specific 
examples (and arguably the most blatant) include Lionslayer recruiting 
Deathmask into VOICE (given their original write-ups, the two would be 
enemies) and making Orion the Hunter from an alternate race on the same 
planet as Obsidian (I can see plenty of reason to believe this to not be 
the case). 
   4. Virtually every character and institution ever published by Hero 
Games was included.  This makes it had to practice forward-consistency; it 
would have been much better (in my opinion at least) to only include those 
characters and institutions that were actually created by the Hero Guys, or 
by someone who doesn't mind having their creations become a part of the 
Champions Universe on a continuing basis.  (For the latter category we can 
start myself; I think we can probably also include Chris Avellone, Patrick 
Bradley, Sean Fannon, Scott Heine, Scott Jamison, Steve Long, Phil Masters, 
Steve Perrin, and Andrew Robinson.  I'd want to ask them, though, just as 
I'd want to ask as many of the other one-time authors as I could find.) 
   Now, I've been of a mind to try my hand at a second edition of a guide 
to the Champions Universe (a special Hero Plus edition specifically for 
those of us who happen to like it, at least in principle or as a place to 
visit).  In fact, I've managed to talk Steve Peterson into letting me do 
such a project, and I have a few notes down.  I'm starting to have second 
thoughts, though, given how tepid the response has been here about the book 
and concept in general. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: David B Stallard <DBStallard@compuserve.com> 
Cc: Champions Discussion List <champ-l@sysabend.org> 
Subject: RE: Soliloquies 
Date: Wed, 15 Apr 1998 16:50:54 -0400 
Sender: owner-champ-l@sysabend.org 
 
We only allow brief stuff:  "Look out!"  "Get above him!"  "Don't touch 
her!"  "That one's mine!"  "Flash its eyes!" 
 
We don't allow letting them do stuff like:  "Hey, you circle around and get 
behind him.  The two of us will try to maneuver him onto the manhole cover 
so Sewer Urchin can hit him from below.  Then the Incredible Bulk will jump 
on top of his head and Fire Finger will finish him off!"   
 
No table talk related to the current tactical situation is allowed unless 
its a rules question, power use interpretation, a question about the 
environment, or something like that. 
 
Jason Goode 
 
> -----Original Message----- 
> From:	David B Stallard [SMTP:DBStallard@compuserve.com] 
> Sent:	Wednesday, April 15, 1998 3:07 PM 
> To:	Goode, Jason 
> Cc:	Champions Discussion List 
> Subject:	Re: Soliloquies 
>  
> Thanks for all the responses on this so far, but let me get more specific 
> with my question: 
>  
> In the middle of combat, what if a PC1 asks a question of PC2?  Would you 
> require PC2 to wait until his phase to respond, or allow him to respond 
> immediately?  If he can respond immediately, then the PCs can essentially 
> discuss tactics while the villains sit by and wait for time to "start up" 
> again. 
>  
> In a related question, do you use "table talk" in your game, where 
> anything 
> the player says is assumed to be something his character says?  If so, 
> then 
> the players couldn't relay ideas to each other "offline" and implement 
> them 
> immediately.  If not, then it would seem that their characters immediately 
> came up with a complex battle plan without saying a word to each other.  
> Maybe this is where coded maneuvers (like "Cannonball Special" or 
> "Manuever 
> #9") come in handy.... 
 
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Date: Wed, 15 Apr 1998 13:53:48 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Soliloquies 
Sender: owner-champ-l@sysabend.org 
 
At 05:45 PM 4/15/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: David B Stallard <DBStallard@compuserve.com> 
>Subject: Soliloquies 
>Cc: "[unknown]" <champ-l@sysabend.org> 
> 
>Soliloquies take no time in combat.  Does this mean that characters can 
>talk back and forth to each other at any time?  In the past, I have allowed 
>characters to make soliloquies only on their phase, because sometimes the 
>PCs can relay information back and forth to each other too quickly if I 
>don't (they could have a whole conversation between one move and the next). 
> Is this a good practice, or should I allow a character (PC or otherwise) 
>to say as much as they want, whenever they want?  For instance, say BadGuy 
>uses an Armor Piercing attack on GoodGuy.  Should GoodGuy immediately be 
>allowed to yell to his teammates, "Watch out, BadGuy's laser completely 
>ignored my armor!"? 
 
   It depends on the feel you want.  The usual Silver Age practice was to 
have characters able to say anything whenever they were interacting with 
others -- when they made a move or attacked, they they got attacked, or 
when another character (in one of the other two categories) addressed them. 
 The most blatantly ridiculous example that I can remember came when Ultra 
Boy explained what he was doing with his freeze-breath *while* he was doing 
it!  And I think it was in the Golden Age that the original Captain Marvel 
traded an "after you, Alphonse" with Junior while they teamed up to 
overwhelm a gang of thugs. 
   If you want something more realistic in this sense, then reduce the 
opportunities the characters have for talking.  In a television or movie 
type of setting, making a quick soliloquy would probably be a half Phase, 
while a longer one would take a full Phase.  Yours is closer to the 
"animated television" style, where characters can speak up when they have 
an action phase. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Wed, 15 Apr 1998 13:57:05 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Which published villains do you use? 
Sender: owner-champ-l@sysabend.org 
 
At 07:07 PM 4/15/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: David B Stallard <DBStallard@compuserve.com> 
>Subject: Re: Which published villains do you use? 
>Cc: "[unknown]" <champ-l@sysabend.org> 
> 
>Message text written by Bob Greenwade 
>> My current cast of regulars include:< 
> 
>Wow, even in alphabetical order.  You must keep some organized campaign 
>notes.  Who is Card Shark?  What book does he appear in? 
 
   Dark Champions. 
   (I also have some planned action from local La Cosa Nostra and yakuza 
gangs.) 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
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Date: Wed, 15 Apr 1998 13:59:18 -0700 
To: CHAMP-L@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Champions Universe 
Sender: owner-champ-l@sysabend.org 
 
At 02:42 PM 4/15/1998 -0400, BILL SVITAVSKY wrote: 
>I don't think that's the general philosophy, though....  From what I've 
>gathered, you and Bill Svitavsky (?) have your own worlds, but most others 
>use at least pieces of the Champions Universe.  As for myself, I don't have 
>the time or inclination to create my own world when I know I can't do any 
>better than what's out there.  I do have time, though, to twist and mold an 
>existing world to suit my tastes. 
> 
><<< 
> 
>Thanks for spelling my name right, David! That's a rarity. 
 
   B-I-L-L.  What's so hard about that?  ;-] 
 
>I can certainly understand why you (and others) make use of the  
>existing characters and materials; some days I wonder why I make  
>so much work for myself. 
> 
>But for me, creating my own material is ultimately one of the biggest 
>plusses of the Hero System. I like the world-indendence of the  
>system, letting me make things work the way I want them to. This  
>can be simply creating a superhero whose powers work the way I  
>think they should, or it can extend to a Fantasy Hero game with a  
>distinct magic system, or even to a campaign which doesn't quite  
>fit any established genre. 
 
   Personally, I like both opportunities. 
   Using the Champions Universe is, for me, a lot of fun because there are 
so many possibilities for what can be done. 
   On the other hand, I expect Chaos Theory to be a blast, since it will 
all be from the most warped corners of my own imagination.... 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
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Date: 15 Apr 1998 17:10:31 -0400 
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Tim R Gilberg writes: 
 
> 	I'd have to disagree.  Being unable to teach means you have to be 
> better at "looking good".  They'd have the 11- PS to get and keep the job, 
> and nothing in "Teaching". 
 
Back up.  "PS: <insert job here>" is the skill required to perform that 
job.  "PS: Teacher" is the skill required to be a teacher. 
 
Getting the job is another matter entirely.  A lousy teacher (PS: Teacher 
8- or worse) might have Acting sufficient to be a convincing liar, or the 
schooll that hires him might be so desperate for bodies that they would 
have hired anyone that applied.  There are lots of reasons why an 
incompetant teacher might be hired, but none of them change the fact that 
"PS: Teacher" is the one skill required to *BE* a teacher. 
 
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Date: Wed, 15 Apr 1998 14:12:36 -0700 
To: Champions Mailing List <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Grossly Complex problem 
Sender: owner-champ-l@sysabend.org 
 
At 01:51 PM 4/15/1998 -0500, Sakura wrote: 
> 
>Well, I'm working on my current project (Final Fantasy HERO) and I've come 
>up against an interesting problem... 
> 
>I want to have a 'Gambler' type character whose special powers are random, 
>based on poker hands.  How I'd like to do it is this: 
> 
>The player gets dealt a 5-card hand.  He makes the best poker hand he can 
>out of it.  If he wants to, he can use that hand right then for the 
>effect, or next turn he can take an action to discard and redraw up to 
>three cards. 
> 
>Each hand would have a completely different effect (and a different power 
>level, for that matter - the rarer the hand, the more powerful the effect) 
> 
>(Oh yeah...getting the 'Dead Man's Hand' - black aces & eights - triggers 
>a rather nasty attack pointed at the PCs) 
> 
>So...what's the best way to handle something like this in HERO?  (i.e. how 
>should I work the limitations?)  I loathe the idea of just waving my hand 
>and saying 'it works', especially because it's a power only for this 
>character. (If everyone had it, I'd be more likely to do that).  
> 
>Any help would be much appreciated.  Here's some thought's I've had. 
> 
>* Figure the probabilities of each hand.  The difficulty here is that the 
>probabilities are drastically altered because of the 'draw' thing - given 
>enough time, he could always get a royal flush.  I might be convinced to 
>drop the 'draw' ability if I could find an elegant enough solution. 
> 
>The trouble here is that the Activation only gotd to 8-...maybe multiple 
>activation rolls to get the right %?  Then again, there's a slight 
>advantage in that he can start gathering the power and  
> 
>* Figure the amount of extra time that each hand would take to get, on the 
>average, and charge based on that. 
> 
>* Buy all the powers fueled off of an END reserve, and mimic the drawing 
>of cards by putting points into the END reserve (somehow).  Maybe each pip 
>of END would have limitations.  It'd be pretty ugly. 
 
   This is an ugly problem, but not as ugly as you think. 
   Yes, figuring the probabilities of each hand and simply basing the 
allowed Active Points based on that does allow him to eventually get a 
Royal Flush with time.  But the key phrase here is, "with time." 
   The END Reserve thing would be pretty awful too.  Forget about it. 
   Doing something close to your second option would probably be ideal, if 
you have the mathematical wherewithal to do it.  Create an all-ultra 
Multipower, with the Active Points on each Power based on the odds of 
getting the appropriate hand (1/10 the odds, square root of the odds, or 
whatever).  Give the whole thing OAF: Poker Deck.  If you're allowing a 
Power for "nothing" (probably a small, cosmetic CE), then let that level 
stand as-is; for each level from a simple pair on up, give a cumulative 
-1/4 Limitation for "Must Have [Appropriate Hand] or Better." 
   You're probably thinking that this would be horribly messy in the 
character creation process.  You're right.  The nice thing about character 
creation in any RPG system, though, is that you only have to do it once. 
If you have to go through a hairy time for character creation but the power 
still works smoothly during actual play, then it'd be worth it (that's why 
I recommended nixing the END Reserve idea; it'd be too much trouble during 
play). 
--- 
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   http://www.klock.com/public/users/bob.greenwade/original.htm 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
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Date: 15 Apr 1998 17:13:55 -0400 
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Tim R Gilberg writes: 
 
> 	But a KS doesn't give one ability, it gives one knowledge.  And 
> the study of teaching (Pedantics?) is a knowledge all of its own.  This 
> is a place for a new PRE-based skill, based off of Acting, Conversation, 
> Oratory, etc. 
 
Nah... Oratory is just a very good complimentary skill roll for PS: Teacher 
(my dad was good at that :).  Acting might be useful for the "wacky" type 
of teacher.  Conversation tends to be a one-on-one skill, not so good in 
the classroom. 
 
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Date: Wed, 15 Apr 1998 14:17:09 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: More supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
At 10:56 AM 4/15/1998 -0700, Brian Wong wrote: 
>> >> Kinda cries out for a whole book devoted to say, Asia, for Champions, 
>> >> doesn't it? You could throw the Tiger Squad in, discuss Bhuddism, 
Taoism, 
>> >> Zen, Shinto, Confucianism, etc... 
>> > 
>> >Hmmm... I diubt it would ever get written.  Of course, my Wuxia Hero 
>> >proposal was going to include some of these ideas. 
>>  
>>    Actually, I have some notes and several HeroMaker files for a Far East 
>> Enemies book which would include the entire Tiger Squad, the Pacific Guard, 
>> and several villains and others in an area stretching from Korea to Papua 
>> New Guinea.  But that one's going to have to wait while I finish off other 
>> projects.... 
> 
> Let's just hope that if anyone ever did it they actually had a clue 
>on asia, rather than just learned it all from a Wolverine comic and a 
bunch of 
>anime movies. 
 
   Actually most of my current notes (which are basically just sketches) 
come from the Britannica and World Book Encyclopedias, and periodicals 
about individual countries put out by the US Department of State and the 
Church of Jesus Christ of Latter-Day Saints, all of which was available at 
my local library.  I could do a little more research, but for such a large 
scope not much more detail than what I've been doing would be needed. 
(Remember, this is really supposed to be an Enemies book and not a regional 
sourcebook, at least by my plan.) 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
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Date: Wed, 15 Apr 1998 14:19:11 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: More supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
At 11:40 AM 4/15/1998 -0700, Brian Wong wrote: 
>> > Let's just hope that if anyone ever did it they actually had a clue 
>> >on asia, rather than just learned it all from a Wolverine comic and a 
>> bunch of 
>> >anime movies. 
>> > 
>> You mean those AREN'T historically accurate sources??? 
> 
> Ok. Enough of that from the peanut gallery. 
> 
>If I could ever get myself motified to write, I'd love to do an asia 
>sourcebook. The gaming industry has been one miserably inacurrate book to the 
>next in this area. 
 
   Go ahead.  I'd even be willing to share some of my notes, or trash them. 
 (I suspect that your full-fledged sourcebook would have a somewhat 
different geographical scope than I had planned for my Far East Enemies 
book.) 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
Mail-Copies-To: never 
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Date: 15 Apr 1998 17:20:57 -0400 
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Sakura  writes: 
 
> The 'Mechanic' skill is posessed by any back-yard auto mechanic - my 
> father, for instance, would probably have it at a decent level.  It 
> covers fixing cars, and that's it. 
 
Actually, "Mechanic" is a more general skill.  It applies to repairing all 
sorts of mechanical devices. 
 
> PS: Mechanic would cover: ordering parts from NAPA, operating the cash 
> register, 
 
Um, no.  A trained chimpanzee can run a cash register :). 
 
> probably operating some of the 'professional-level' machinery, how to 
> handle warranty stuff, how to do auto & emissions inspections, etc. 
 
This is the skill that any auto mechanic will have, in addition to 
Mechanics.  It puts a lot of practical knowledge specific to automobiles in 
the mechanic's posession. 
 
Mechanics is the ability to fix a problem. 
 
PS: Auto Mechanic is the ability to correctly diagnose the problem so that 
it can be fixed efficiently, effectively, and correctly.  It also covers 
all the tools in the shop, so that the mechanic will use the most 
appropriate tools for each step in the repair. 
 
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Date: Wed, 15 Apr 1998 14:21:25 -0700 
To: "'Champions'" <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Politics in the game... 
Sender: owner-champ-l@sysabend.org 
 
At 11:54 AM 4/15/1998 -0500, Andreano, Keith         HIM,VA wrote: 
>Most Champions supplements, modules, etc. have a  
>distinctly liberal bent to them (IMHO). Does anyone run  
>their games more middle of the road or conservative? 
 
   I've generally tended to avoid political themes in my gaming, so I 
really can't give you any concrete feedback on it. Once I get the 
Justifiers campaign going, though, I'll be having a gently conservative 
push in those cases where such themes do appear. 
--- 
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   http://www.klock.com/public/users/bob.greenwade/original.htm 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
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Bob Greenwade writes: 
 
>    For the basic 2-point, 11- PS, the character can handle the basics of 
> the profession (paperwork, license applications, and such). 
 
That is Bureacracy, not Teaching. 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Joe Solider on 100 points?!?!? 
To: GoldRushG@aol.com (GoldRushG) 
Date: Wed, 15 Apr 1998 14:32:10 -0700 (PDT) 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
>  
> << Surely just 8- for the rank and file. Only officers get the full skill.>> 
>  
>   Tactics is the small unit stuff. In my old unit, the brass wasn't tactically 
> bright at all. But the troops... now *they* knew how to move, shoot and win! 
> 
 
	I'd agree here. Officiers know strategy 
("Johnson, send a few thousand of em in there and give me a body count when it's 
all over. Somebody give my secretary those pretyped death notices so she can 
stamp my name on em.") :) 
 
	But have no clue on which way a gun even points. :) 
 
	A pilot would have tactics for airial combat though. ussually 
a few points under their brown nose skill. :) 
 
	Ussually an officer in a combat zone is a good sign somebody's going 
to bite it. You want a high tactics skill, get yourself one of those grizzled 
old Senior Msgt types. 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: More supplement reviews 
To: lizard@mrlizard.com (Lizard) 
Date: Wed, 15 Apr 1998 14:46:18 -0700 (PDT) 
Cc: bob.greenwade@klock.com, champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
> >> >	Let's just hope that if anyone ever did it they actually had a clue 
> >> >on asia, rather than just learned it all from a Wolverine comic and a 
> >> bunch of 
> >> >anime movies. 
> >> > 
> >If I could ever get myself motified to write, I'd love to do an asia 
> >sourcebook. The gaming industry has been one miserably inacurrate book to the 
> >next in this area. 
> > 
> Hey, do it! I suspect there really is good demand for "Champions Of The 
> East" or the like, and if you can manage to mesh *accurate* cultural flavor 
> with the paradigms of RPGs, it will be quite a feat. 
> 
	Well, first I'd have to get over being motified (whatever that is), 
and get down to being 'motivated'. :) 
  
> I suspect a lot of the problem is that people writing gaming books look to 
> other gaming books as sources. How did GURPS China and GURPS Japan come out? 
> 
	They were decent, and ocaisionally even accurate. 
 
The problem is twofold. 
 
1. Most westerners have very little clue on asia. That's the nature of our 
	society. By converse, most asian societies today study the west in 
	great detail. 
 
2. Asia is a living breathing place. It's not today what it was 500 years ago, 
	let alone even 5 years ago. Most of the stuff I see on asia uses out 
	of date stereotypes that were hardly accurate to begin with. 
 
	I'd like to see a book on asia written by people who have lived there. 
It's quite a rich place for both fantasy and super roleplay. 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: What are your favorite Hero-published characters? 
To: NBYMAIL11@mln.lib.ma.us (BILL SVITAVSKY) 
Date: Wed, 15 Apr 1998 14:50:17 -0700 (PDT) 
Cc: CHAMP-L@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
> As I've mentioned recently in the published villain & Champions  
> Universe threads, I'm one of those seeming few who don't use  
> any published villains, organizations, etc. in my games, preferring 
> to use my own material.  
 
	Same here. 
 
> I do like to read through the published material now and then.  
 
	Same here. I often buy the stuff in order to pillage it for my own 
nefarious purposes. 
 
> effort to create one of that type.) What Champs characters stand  
> out on their own? (I'm talking concept, not rules construction.) 
 
	I'm not sure. I'm trying over here, but I'm not yet coming up 
with any among the major well known characters. I'm sure there are some 
among the more obscure characters. 
 
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Date: Wed, 15 Apr 1998 14:53:43 -0700 
To: Champions Mailing List <champ-l@sysabend.org> 
From: Nic Neidenbach <naneiden@iswest.com> 
Subject: Re: Grossly Complex problem 
Sender: owner-champ-l@sysabend.org 
 
At 01:51 PM 4/15/1998 -0500, Sakura wrote: 
> 
>Well, I'm working on my current project (Final Fantasy HERO) and I've come 
>up against an interesting problem... 
> 
>I want to have a 'Gambler' type character whose special powers are random, 
>based on poker hands.  How I'd like to do it is this: 
> 
>The player gets dealt a 5-card hand.  He makes the best poker hand he can 
>out of it.  If he wants to, he can use that hand right then for the 
>effect, or next turn he can take an action to discard and redraw up to 
>three cards. 
> 
 
The Hucksters from Deadlands are a lot like this, you should check out the 
core rule book for a solid explanation of how their magic works through 
drawing cards. 
 
As I see it, you could go with something like this. 
 
Character has a set of powers, either a VPP, or a multi-power, depending on 
just how you want to represent the various abilities. Then take a look at 
the various hands in poker (5 card stud is easiest) and determine what 
portion of the active of the power the character can use for a given hand. 
 
For example: 
	2 of a Kind	50% Active 
	3 of a Kind	60% Active 
 
I don't have the rules for poker in front of me, the Deadlands book can 
give you a good idea of the progression involved. The its just a question 
of how much of a limitation the character should get for this. I think it 
would be a rather big limitation, but YMMV. 
 
Secondly, the character would have to have a Gambling skill. Failing the 
skill Roll would give the character the standard 5 cards, nothing more. 
Making the roll would allow the character to spend an extra phase 
discarding up to 3 of the cards to make his hand. Finally, for ever 2 (or 
more, depending) he makes the roll by, he's allowed to draw more cards to 
create his 5 card hand. 
 
Lastly, don't let him reshuffle the deck until he goes through the deck or 
maybe crits his Gambling roll. That way the power will fluctuate the way 
cards do. Unlike dice, you can run out of certain cards. 
 
This might not be very clear, the Deadlands book does a better job of 
explaining it. 
 
-Nic 
 
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From: "qts" <qts@nildram.co.uk> 
To: "GoldRushG" <GoldRushG@aol.com&> "Sakura" <jeffj@io.com> 
Cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Date: Wed, 15 Apr 98 22:00:36  
Reply-To: "qts" <qts@nildram.co.uk> 
Subject: Re: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
 
On Tue, 14 Apr 1998 20:53:35 -0500 (CDT), Sakura wrote: 
 
>On Tue, 14 Apr 1998, GoldRushG wrote: 
> 
>> << My house rules also include the idea the if the Proffesional skill has 
>> another applicable skill than the player must have that skill. For example: 
>>  
>>     Player purchases PS: Computer Programmer. In this case the PS does NOT 
>> help the player perform the skill, for that they need Computer Programing. 
>> However, the skill does help the player know where to look for jobs, the names 
>> of other computer programmers, and other such trivialities. >> 
>>  
>>   Sounds good to me. In fact, that's the way I see PS also.  ;) 
> 
>Hey, wow, my area.  This is even better than 'Mechanic' and 'PS: Mechanic' 
>that I just commented on. 
> 
>Computer Programming: Hacking code.  Lots of people have this.  I got it 
>   in college.  What I /didn't/ have when I entered the workforce was: 
> 
>PS: Computer Programmer, which covers a lot of the 'procedural' stuff - in 
>my case, how to use source control and bug tracking software, some 
>familiarity with how the company's design process works, how the 
>departments interact with each other, etc. 
> 
>Arguably, that skill should be PS: Computer Programmer for (Company), but 
>that might be getting a bit /too/ specific. 
 
OK, as a professional computer bod, I can't help but bite here. IMO the 
PS covers both aspects, and the KS covers the *insight*. Someone with 
just the PS will follow the procedures, do the documentation etc; but 
someone with the KS as well will know when to bend the rules, when to 
go beyond the normal etc. A 'geek' is someone who has the KS but not 
the PS. 
qts 
 
Home: qts@nildram.co.uk. 
 
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Date: Wed, 15 Apr 1998 17:03:34 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
 
On 15 Apr 1998, Stainless Steel Rat wrote: 
 
> Bob Greenwade writes: 
>  
> >    For the basic 2-point, 11- PS, the character can handle the basics of 
> > the profession (paperwork, license applications, and such). 
>  
> That is Bureacracy, not Teaching. 
 
Actually, Bureaucracy is more 'general'.  PS: Teacher would give no help 
with filling out complex immigration forms, while Bureaucracy would. (And 
if one had both PS: Teacher and Bureaucracy, one could use one as a 
complementary skill to the other when filling out teacher-related 
paperwork.) 
 
Hmm.  Maybe the PS should be regarded as a collection of very limited 
skills.  PS: Teacher would include 'Bureaucracy, only for Teaching-related 
matters', among other things.  
 
This would mean that the Mechanic skill is 'fix anything', while PS: Auto 
Mechanic would let you fix cars and nothing else.  Since PS: Auto Mechanic 
covers more than just fixing cars, it helps keep both skills on a similar 
level of how much is covered. 
 
J 
 
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will              jeffj@io.com 
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
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Date: Wed, 15 Apr 1998 18:04:29 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: More supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
On Wed, 15 Apr 1998, Brian Wong wrote: 
 
> If I could ever get myself motified to write, I'd love to do an asia 
> sourcebook. The gaming industry has been one miserably inacurrate book to the 
> next in this area. 
 
 
Well, I will admit that my Wuxia Hero book is deliberaitly written with 
anime and HK action in mind.  It is not so much an Asia sourcebook, but a 
sourcebook for HK (etc) action movies and how to adapt them to Hero. 
Historically accurate?  You must be kidding.  Stererotyped? Possibly, but 
it will HK film-maker sterotypes (noble Triad gangsters and all that). 
Great fun?  I sure hope so.   
 
*************************************************************************** 
* "'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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Date: Wed, 15 Apr 1998 15:05:44 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
 
At 05:22 PM 4/15/1998 -0400, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>Bob Greenwade writes: 
> 
>>    For the basic 2-point, 11- PS, the character can handle the basics of 
>> the profession (paperwork, license applications, and such). 
> 
>That is Bureacracy, not Teaching. 
 
   Think of it as a limited form of Bureaucracy.  (Oh, and throw in things 
like a basic knowledge of teaching sourceworks, how to fill out attendance 
charts, the terminology used in the profession, etc.) 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Wed, 15 Apr 1998 15:06:41 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
 
At 05:20 PM 4/15/1998 -0400, Stainless Steel Rat wrote: 
>> PS: Mechanic would cover: ordering parts from NAPA, operating the cash 
>> register, 
> 
>Um, no.  A trained chimpanzee can run a cash register :). 
 
   You know, I *thought* that clerk at the local 7-11 looked kinda 
hiruite....   ;-] 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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From: "qts" <qts@nildram.co.uk> 
To: "BILL SVITAVSKY" <NBYMAIL11@mln.lib.ma.us&> 
        "CHAMP-L@sysabend.org" <CHAMP-L@sysabend.org> 
Date: Wed, 15 Apr 98 22:09:38  
Reply-To: "qts" <qts@nildram.co.uk> 
Subject: Re: The Average Man... 
Sender: owner-champ-l@sysabend.org 
 
On Tue, 14 Apr 1998 15:08:47 -0400, BILL SVITAVSKY wrote: 
 
>"qts" <qts@nildram.co.uk> wrote: 
> 
>>>> 
> 
> 
>On Tue, 14 Apr 1998 10:55:01 -0700, Lizard wrote: 
> 
>>Language:English, beyond fluent. (This isn't on the chart. How do you 
>>represent someone with a command of the language BEYOND that of the typical 
>>native speaker?) 
> 
>Easy: +1 pt. A 'native' has 4 pts in a language, but you can have 5 
>pts. In a tonal language like Chinese, you could add in Perfect Pitch, 
>too. 
>qts 
> 
><<< 
> 
>It would be interesting to use the +1 point to suggest a  
>large vocabulary, skilled diction, and so on (as you seem to be  
>suggesting), though I believe the BBB pretty specifically  
>states that 5 points in a language gives you the skill to  
>imitate dialects. 
 
IMO this is a reflection of the deeper knowledge: people in different 
areas speak in different ways, and to properly imitate this you have to 
know the rules behind it. 
 
>Other possibilities for language ability include Oratory, KS:  
>English Vocabulary, KS: English Grammar, and PS: Writer. I'd  
>probably assume that most characters with Linguist or any  
>KS's or PS's related to reading or writing have superior  
>language ability as well. 
 
Yes, though someone with all of those would probably be a Professor of 
English or equivalent. 
 
>Now that I think about it, excellent diction could be a good  
>justification (or at least part of the justification) for a  
>high PRE. A high INT might include ability with language in some  
>cases, but certainly not all. 
 
Yes - Only for Repartee. 
 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "qts" <qts@nildram.co.uk> 
To: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Date: Wed, 15 Apr 98 22:14:30  
Reply-To: "qts" <qts@nildram.co.uk> 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
On Tue, 14 Apr 1998 16:57:47 -0500 (CDT), Tim R. Gilberg wrote: 
 
>	Football is probably best handled with specialized combat skills, 
>actually.  PS: Football player would work for many things.  Not for 
>throwing, and probably not for catching, however.  Same for tackling and 
>eluding the tackle.  Heck, even blocking.  Those are all combat skills. 
 
Didn't they do a 'football' martial art? 
qts 
 
Home: qts@nildram.co.uk. 
 
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Date: Wed, 15 Apr 1998 15:16:33 -0700 
To: CHAMP-L@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: What are your favorite Hero-published characters? 
Sender: owner-champ-l@sysabend.org 
 
At 03:03 PM 4/15/1998 -0400, BILL SVITAVSKY wrote: 
> 
>As I've mentioned recently in the published villain & Champions  
>Universe threads, I'm one of those seeming few who don't use  
>any published villains, organizations, etc. in my games, preferring 
>to use my own material.  
> 
>I do like to read through the published material now and then.  
>I'm sure those of you who regularly use it know and appreciate  
>the characters better than I do. I'm curious to hear what  
>characters people really like. In the comics newsgroups, people  
>can rattle on endlessly about the concepts and doings of their  
>favorite heroes & villains; who catches Champions fans fancy? 
> 
>To me, a lot of the most prominent characters don't seem all that  
>inspired. Dr. Destroyer is a thinly disguised Dr. Doom, Mechanon  
>is Ultron, and even Foxbat (whom I like) is only a few steps  
>removed from Ambush Bug (maybe not an imitation, but a conscious  
>effort to create one of that type.) What Champs characters stand  
>out on their own? (I'm talking concept, not rules construction.) 
 
   Actually, BTW, I'm almost completely sure that Foxbat predates Ambush 
Bug by at least a couple of years. 
   I've found that I can get surprisingly good mileage out of COIL.  Most 
of the story hooks there aren't obvious, and the extra ones I've found may 
even have been unintentional, but if you look closely enough through the 
various character descriptions you can find a lot of "things that make you 
go hmmmmmmmm..." 
   Another one I can get a lot of ideas out of is Proteus, from the "Murder 
in Stronghold" scenario in Champions Presents #2.  (Oh, and if anyone knows 
how to get ahold of Timothy Keating, please give him both my email address 
and Dave Mattingly's; we each have something different that we wish to cull 
from this work of his.) 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Wed, 15 Apr 1998 18:22:29 -0400 (EDT) 
From: William K Bushway <wbushway@osf1.gmu.edu> 
X-Sender: wbushway@mason2.gmu.edu 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Grossly Complex problem 
Sender: owner-champ-l@sysabend.org 
 
On Wed, 15 Apr 1998, Sakura wrote: 
 
> > > Well, I'm working on my current project (Final Fantasy HERO) and I've come  
> > > up against an interesting problem...  
> >  
> > Does this mean it's an actual published senario you are working on?  If so 
> > then my version of hand waving will not work: 
>  
> Eh? No, only for me and my tabletop group.  I might put the results up on 
> the web if enough people are interested, but I don't have the time or the 
> energy to try and get licensing from Square and Hero, let alone write 
> it up as an 'official' book... 
 
	Please, put it up on the Web.  Telling my friend that he could 
accurately model his favorite FF characters was one of the ways I 
convinced him to switch from D&D. 
 
> > Use a multipower for all of the combinations.  Each slot is an ultra.   
 
	I've used this setup successfully for a character with powers 
based off a Tarot deck. 
 
> > Put the following limitations on the MP: -1/2 Only one power may be 
> > used at a time, -1 slot switched based on hand. 
 
	Hmmm...  I agree that each slot should be an ultra.  But, 
considering that the size of the point reserve will most likely be based 
on the biggest power (Royal Flush), putting a -1 limit on said power would 
be a bit of a faux pas. ;) 
 
> Actually, in keeping with the Final Fantasy games, 'High Card' is going to 
> be a sort of booby-prize minor healing effect. 
 
	Mugu, mugu. 
 
> What bothers me is having the player spend so many points for a 
> power he might never get to use.  I think the minimum I'll go with on the 
> high-level powers is Activate 8- (-2) and NCC (-2) - that would make it 
> seem to be rare enough... 
 
	Well, time for somebody with a scientific calculator to supply us 
with some probabilities.  I tend to belive that the chance of drawing a 
royal flush is a little less than 8-.  If you're really scrimping for 
points, you could continue the chart in the BBB down to -3, and so on. 
 
	Of course, if you want to follow the FF mold, each slot would have 
the Advantage:0 END cost. 
 
> Actually, I'm saying he has to use the best hand possible, just to keep 
> things simple.  The Gambler has little control over his magic... 
 
	This is why everyone should own one of those miniature working 
slot-machine games, like the ones on keychains they sell at Vegas. 
 
> > P.S. Don't call him Gambler, Call him Stud, that's the game he's playing. 
>  
> Actually, it's 5-card draw.  'Gambler' is the name of the (for lack of a 
> better term) 'character class' - the player will of course choose the 
> name.  
 
	Which FF games are you looking at?  I'm assuming U.S. 2 and 3. 
1 U.S. would be too D&D-ish, and 7 too complex (How would you model a 
limit break?  An END reserve, equal to the END cost of the Limit attack, 
that fills up when you take STUN?) 
 
	          William K. Bushway, wbushway@osf1.gmu.edu 
	          http://Mason.GMU.edu/~wbushway/index.html 
	   "I'm betting that I'm just abnormal enough to survive." 
		    -The Tick, The Tick Vs.The Breadmaster 
 
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Date: Wed, 15 Apr 1998 16:00:53 -0700 
From: Clinton Chard <chud@pioneer.net> 
To: Larry <cpartridge@proaxis.com> 
CC: champ-l@sysabend.org 
Subject: Re: Suggested incremental damage idea 
Sender: owner-champ-l@sysabend.org 
 
 
 
Camille Partridge wrote: 
 
> This is an idea for an "incremental" damge house rule for the Hero system. 
> This is partially in response to the recent discussion about critical 
> hit options.  I would suggest using this house rule instead of a critical 
> hit option in a heroic level game that uses hit locations.  I could also 
> be used without hit locations in a super level game. 
> 
> The basic concept is that a "better" to-hit roll should increase the 
> damage that is done. 
> 
> If you roll 2/3 or better of your to-hit roll, all 1's rolled on damage dice 
> would become 2's.  Similarly, if you rolled 1/2 or better of your to-hit 
> roll, all 1's and 2's on damage dice would become 3's.  This pattern 
> continues for 1/3, 1/4, and 1/5 of your to-hit roll.  Here is a table 
> with the numbers calculated out for those who think better that way: 
> 
>    (n)      (2/3 n)  (1/2 n)    (1/3 n)  (1/4 n)     (1/5 n) 
>   to-hit     1->2     1,2->3   1,2,3->4 1,2,3,4->5 1,2,3,4,5->6 
>   ------    -------  -------   -------- ---------- ------------ 
>     3         -         -         -         -         - 
>     4         3         -         -         -         - 
>     5         3         3         -         -         - 
>     6         4         3         -         -         - 
>     7         5         4         -         -         - 
>     8         5         4         3         -         - 
>     9         6         5         3         -         - 
>     10        7         5         3         3         - 
>     11        7         6         4         3         - 
>     12        8         6         4         3         - 
>     13        9         7         4         3         3 
>     14        9         7         5         4         3 
>     15        10        8         5         4         3 
>     16        11        8         5         4         3 
>     17        11        9         6         4         3 
>     18        12        9         6         5         4 
>     19        13        10        6         5         4 
>     20        13        10        7         5         4 
>     21        14        11        7         5         4 
>     22        15        11        7         6         4 
>     23        15        12        8         6         5 
>     24        16        12        8         6         5 
>     25        17        13        8         6         5 
> 
> For example, assume that your to-hit roll is 12-: 
> 
>         If you roll 13 or above, you miss (just like always). 
> 
>         If you roll 9 to 12, you do the same damage as always. 
> 
>         If you roll 7 or 8, all 1's on your damage dice get changed to 2's. 
> 
>         If you roll 5 or 6, all 1's or 2's get changed to 3's. 
> 
>         If you roll 4, all 1's, 2's, and 3's get changed to 4's. 
> 
>         If you roll 3, all 1's, 2's, 3's, and 4's get changed to 5's. 
> 
> What do you (plural) think? 
> 
 
Well, by changing the 1's to 2's and so forth, this significantly changes the 
amount of body done in the attack. This would certainly be the affect of a 
'critical hit' that is reflective of how well the hit was made. Not bad. 
 
> Larry Woestman (sharing an account with my wife) 
> Camille Partridge 
> Gaelforce Scottish Terriers 
> cpartridge@proaxis.com 
> http://www.proaxis.com/~cpartridge 
 
 
 
-- 
"Contrariwise," Continued Tweedledee, "if it was so, it might be; and if it were 
so, it would be; but as it isn't, it ain't. That's logic." -Lewis Carroll 
 
 Clinton Chard 
 
 
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Date: Wed, 15 Apr 1998 16:26:50 -0700 
From: Clinton Chard <chud@pioneer.net> 
To: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
CC: CHAMP-L@sysabend.org 
Subject: Re: What are your favorite Hero-published characters? 
Sender: owner-champ-l@sysabend.org 
 
 
 
BILL SVITAVSKY wrote: 
 
> As I've mentioned recently in the published villain & Champions 
> Universe threads, I'm one of those seeming few who don't use 
> any published villains, organizations, etc. in my games, preferring 
> to use my own material. 
> 
> I do like to read through the published material now and then. 
> I'm sure those of you who regularly use it know and appreciate 
> the characters better than I do. I'm curious to hear what 
> characters people really like. In the comics newsgroups, people 
> can rattle on endlessly about the concepts and doings of their 
> favorite heroes & villains; who catches Champions fans fancy? 
> 
> To me, a lot of the most prominent characters don't seem all that 
> inspired. Dr. Destroyer is a thinly disguised Dr. Doom, Mechanon 
> is Ultron, and even Foxbat (whom I like) is only a few steps 
> removed from Ambush Bug (maybe not an imitation, but a conscious 
> effort to create one of that type.) What Champs characters stand 
> out on their own? (I'm talking concept, not rules construction.) 
> 
> While I really don't know these characters all that well, I do 
> think Black Paladin and the Slug are pretty good concepts; they'd 
> make passable villains in published comics. I also liked the 
> woman nobody noticed in the Horror Enemies (I think) book. 
 
 I really liked The Exterminators in Alien Enemies. They were jokers 
with some powerful, but unreliable weapons that would give most supers a 
pause. I liked the humor of them chasing an alien PC, so I created one 
for Bob Greenwade's. It should be fun! 
 
-- 
"Contrariwise," Continued Tweedledee, "if it was so, it might be; and if 
it were so, it would be; but as it isn't, it ain't. That's logic." 
-Lewis Carroll 
 
 Clinton Chard 
 
 
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Date: Wed, 15 Apr 1998 18:38:28 -0500 
To: GoldRushG <GoldRushG@aol.com&> champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
>  No, no, not at all. Sorry. What I should have said that PS: Whatever 
confers 
>the knowledge of how to GET the licensing moreso than the actual license 
>itself. There are steps to obtaining and maintaining a license for any 
>profession, obviously enough. I think a PS should allow a character to have 
>this information. 
 
Okay, I'll buy that. 
 
> 
><< He doesn't sound like a mechanic at all. >> 
> 
>  But nevertheless, by definition, he is still a "mechanic." 
 
A person with a 14- in a PS which, as you described it, has more to do with 
running a business -- any business -- than repairing cars, and who happens 
to have an 8- FAM with Mechanics isn't by definition a mechanic.  He's a 
businessman who has a nodding acquanintance with the job his enployees are 
doing, and *they* are mechanics. 
 
>  Being able to do a job and really knowing what your doing in that field are 
>not necessarily the same thing, as others have pointed out. The example of 
>teachers who cannot "teach," lawyers who passed the bar but couldn't litigate 
>to save their lives, etc., are all examples of this line of thought. 
 
And I have no problem with the idea that you may want to buy a KNOWledge 
Skill to go with your PS in some cases, to better KNOW what you're doing in 
that field.  Buying PS: Lawyer and KS: Law should cover it, though.  It 
shouldn't be necessary to buy a new Skill -- Litigation(PRE) to in order to 
"complete" the ability.  Where would this stop, and how would you decide 
where to draw the line?  If you want a litigator, buy PS: Trial Lawyer 
instead of PS: Contracts Lawyer.  Breaking a broad profession down into 
specialties using PS has precedents in the published description:  Brain 
Surgeon, within the broader field of Doctor, and Game Editor, within the 
broader field of Editor. 
 
><< What you are describing doesn't sound like PS: Mechanic to me, it sounds 
>like Business Sense, presumably a Background Skill, which measures how good 
>a businessman you are regardless of your chosen field. >> 
> 
>  Not so. The "unscrupulous mechanic" in my example has to have *some* 
>knowledge of being a mechanic to run the business effectively, thus the 
>Familiarity with Mechanic. Someone with a Masters in Business Administration 
>but nbo background whatsopever in law is going to have a tough time running a 
>paralegal service all by himself. ;) 
 
As might a lawyer without the MBA.  But a business major with a FAM in Law 
isn't a lawyer, any more than a business major with a FAM in Mechanics is 
an auto mechanic. 
Think about this:  you go to a doctor and there on the wall is his diploma 
from Harvard.  But wait!  You look closer and find it's an MBA from Harvard 
Business School. "It's okay," he assures you, "I took pre-med as well." 
This man is not a doctor; in a realistically handled campaign, there'd 
probably be no way for him to obtain a license to practice as one.  Someone 
with only a FAM in Law probably cannot pass the bar, and *may* not have 
graduated law school. 
 
>  So what is the difference, philosophically, between buying (what I deem to 
>be) the prerequisite skill and (what you state) a KS: The Industry? :)  Not 
>much, if any at all, IMO. 
 
The difference is in what we think the prerequisite skill covers, and in 
whether or not, as a result of that coverage (or lack thereof) you have to 
go out and make up new Skills to cover the most central job-related tasks. 
Dave buys PS: Firefighter.  In order to be effective on the job, does he 
need to create a Firefighting Skill to go with it?  Ed buys PS: 
Photographer, but not the [non-existent] Photography Skill.  Oops!  Does 
this mean Dave, with no knowledge of business practices, can start and run 
a photography studio, but that he *doesn't* know how to take 
professional-quality pictures? 
 
><< Not every P.I. will be as good as every other, whis is why you can buy the 
>PS at 11-, 12-, 13- or whatever suits your level of ability. >> 
> 
>  And any PI who doesn't have Detective Work or Deduction or any other 
>"investigative"-type skills won't be very effective at all. I would assert 
>that such a character is a PI by name only (the PS) and not by definition. ;) 
 
Like I said, some people will be better at it than others and complementary 
Skills are always a good idea.  I think if the rules *required* additional 
Skills, they wouldn't simply be made available.  Somewhere there'd be a 
note to the effect that:  "the PS does not confer on a character the 
ability to perform any but the simplest job related tasks.  In order to 
carry out the important, central job functions, the player must create a 
new Skill to describe those abilities.  When a Skill Roll is required, the 
GM will decide whether to roll against the new Skill (central job duties) 
or the PS (any business-related or otherwise minor aspect of the job."  Any 
I just don't see a note like that anywhere, or even anything (except posts 
from you and a handful of others here) even suggesting it. 
 
 
>Right. So someone with PS: Trial Lawyer could argue in court, but without KS: 
>Law he may have no clue what the heck he is arguing about or truly understand 
>how the law works!  
 
I agree.  But you've just described the purchase of a related KS, not the 
creation of a new Litigation Skill.  You handled that by buying PS: Trial 
Lawyer instead of PS: Lawyer.  I have no problem at all with this one, it's 
exactly what I'm suggesting should be done. 
 
>  That';s right. The publisher is ignoring the rules printed in the product. 
>::sigh:: No, I am not blatantly ignoring them. I am interpreting them. I 
think 
>a PS would certainly be sufficient for some jobs that are essentially less 
>technical (PS: Waitress? PS: Video Rental Clerk?). But when it comes to some 
>jobs, other skills are an absolute necessity. One could be a plumber with PS: 
>Plumber, but how many plumbers do you know that really know how to do pipe 
>work and have absolutely no knowledge of water pressure and such? 
 
I haven't taken a poll of the plumbers I've hired.  If they can fix my 
broken pipe, that's all I care about.  Again, I don't see anything in the 
rules that suggests that Professional Skills fall into two categories, 
those that cover all the job requirements and those that don't.  I 
certainly don't see any basis for objectively determining what jobs fall 
into each category.  Bob's suggestion to divide them along the lines of 
Background vs. Char-based Skills might help address this, but I just read 
that in the last 5 minutes and haven't had time to think that one through yet. 
 
>  I am not going to point out specific rules passages to you to try to 
>convince you. I believe much of it is common sense and desired style of play 
>(read: opinion). Besides, you posted one of the same quotes I did. 
 
I don't understand your reluctance to support your position with published 
rules.  *Much* of it is common sense, but unless you take the view that one 
of us is completely devoid of common sense, this specific point apparently 
falls outside the range of "much".  I think I'm making a reasonable 
argument here, and explaining both by example and by rules citation why I 
think so.  I know that you are capable of well reasoned commentary 
yourself, but I'm finding a lot of what you're saying here to be somewhat 
circular -- as opposed to my own comments, which are merely repetitive  ;) 
-- in that it seems to boil down to "I say this is how PS works because I 
say that's how the rules work".  I still don't know what leads you to this 
particular interpretation.   
 
Your view is one possible interpretation, not the only one.  The fact that 
I have offered specific supporting evidence for my view does NOT mean that 
mine is the better argument, but IMO it does mean my argument is presently 
the only supported one at the table, making it harder for me to compare the 
virtues of my position with the virtues of yours.  
 
>  If you are only going to acknowledge the published rules as canon and 
not be 
>open to a differing point of view, then what's the point? I thought we were 
>discussing an interpretation of the rules; a way to present a "realistically 
>detailed" option to the low-point NPCs that many Hero fans are used to. 
 
The published rules *are* canon by definition.  That doesn't make them 
inviolate.  It does make them the starting point for the game.  Individual 
GMs, as always, can do what they like in their own campaigns.  Hero does 
not frown on these sorts of rules deviations.  Part of what I'm trying to 
do here is to establish whether your system, or mine, or both constitutes 
such a rules deviation/modification.  It's less a matter of which of us is 
"right" or "wrong" than which of us (if either) is correctly interpreting 
the original system.  It wouldn't matter if each of us only played in our 
own little corners, but it's conceivable I may someday offer something for 
publication, and you will be doing so routinely; published materials should 
observe standard Hero conventions as far as possible, and flag rules 
additions or modifications where they appear. 
 
>  If we *were* to publish such a rule, would that convince you to consider 
the 
>possibility that PS is not the catch-all skill that some people consider 
it to 
>be? Do you see how silly this all is? <LOL> 
 
I'm already *considering* the possibility, though not as seriously as I 
would be if people would give a rules-supported argument instead of just 
saying "No, it isn't." 
Cerainly I'd welcome clarification of this one way or the other in 5th 
Edition rules.  I don't know how much weight I'd give it if I found such a 
pronouncement in a licensed product of any sort from Atlas, R. Talsorian or 
Gold Rush.  That's because I don't know to what extent licensed products 
are "Watched" (read: edited in any way) by Hero Games. 
How "official" are they, really? 
 
><< What's at issue [is] whether or not a standard PS, as written, covers the 
>basic job-related tasks of its profession. >> 
> 
>  Certainly it does. I never suggested otherwise. In fact, early on I 
listed a 
>number of duties a cop could perform with just PS: Police Officer. Why are 
you 
>making this some type of internal struggle when it's not? It's simply a 
matter 
>of misunderstanding what is being said, I think. 
 
If this is now a struggle, it's become one in part because not one person 
has yet responded to my request for *any kind* of specific rules citation 
in support of the view I've been arguing against.   
 
>  As a publisher of Hero System products I hereby declare it is now an 
Otional 
>Rule. <LOL> Satisfied? 
 
I'm going to assume you entertained no notion that I would be.  Look, I 
behaved Very Badly a couple of days ago (and unfortunately, not for the 
first time) and I've been trying to keep myself under control since then. 
Flatly refusing to respond to my requests, calling the whole question silly 
and laughing at me as you wave the Big Stick of the Licensed Publisher is 
really not calculated to help my mood.  I respect your right to a differing 
viewpoint.  I accept that yours *may be* the [more nearly] correct 
viewpoint, and have asked for evidence of this -- some indication that your 
system is in fact what the original writers had in mind all along -- and 
you haven't offered me any.   
 
The one argument *anyone* has made, pointing out that the existence of 
Computer Programming, Electronics and Mechanics as separate Skills could be 
used to support the contention that PS: Mechanic doesn't make one a 
mechanic (it still sounds bizarre) I have replied to.  I offered a 
different explanation for why those particular Skills, among all the 
possible Professional Skills, might have been listed separately.  No one 
has so much as acknowledged that explanation yet, much less discussed it. 
 
Damon 
 
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Date: Wed, 15 Apr 1998 17:44:47 -0600 
From: kevinc@kuhub.cc.ukans.edu (Kevin Criscione) 
Subject: Japan Sourcebook (was Re: More supplement reviews) 
To: champ-l@sysabend.org 
Cc: Lindsley@kuphsx.phsx.ukans.edu 
Sender: owner-champ-l@sysabend.org 
 
>From Champions Mailing list: 
 
>> >> >  Let's just hope that if anyone ever did it they actually had a clue 
>> >> >on asia, rather than just learned it all from a Wolverine comic and a 
>> >> bunch of 
>> >> >anime movies. 
>> >> > 
>> >If I could ever get myself motified to write, I'd love to do an asia 
>> >sourcebook. The gaming industry has been one miserably inacurrate book 
>>to the 
>> >next in this area. 
>> > 
>> Hey, do it! I suspect there really is good demand for "Champions Of The 
>> East" or the like, and if you can manage to mesh *accurate* cultural flavor 
>> with the paradigms of RPGs, it will be quite a feat. 
>> 
>        Well, first I'd have to get over being motified (whatever that is), 
>and get down to being 'motivated'. :) 
> 
>> I suspect a lot of the problem is that people writing gaming books look to 
>> other gaming books as sources. How did GURPS China and GURPS Japan come out? 
>> 
>        They were decent, and ocaisionally even accurate. 
> 
>The problem is twofold. 
> 
>1. Most westerners have very little clue on asia. That's the nature of our 
>        society. By converse, most asian societies today study the west in 
>        great detail. 
> 
>2. Asia is a living breathing place. It's not today what it was 500 years ago, 
>        let alone even 5 years ago. Most of the stuff I see on asia uses out 
>        of date stereotypes that were hardly accurate to begin with. 
> 
>        I'd like to see a book on asia written by people who have lived there. 
>It's quite a rich place for both fantasy and super roleplay. 
 
  Well, the character write-ups (game mechanics only and with a number of 
familiar anime references) for the proposed "Champions of Nippon" are 
finished and my co-author, who is doing the social aspects of the book has 
had a long time interest in Japanese culture and is currently living and 
working in Japan for two years. Does that qualify? 
 
 
Kevin Criscione             Champions is a simulation of comic book reality. 
kevinc@kuhub.cc.ukans.edu   Congruency with any other reality is purely 
                               coincidental. 
 
 
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Date: Wed, 15 Apr 1998 16:45:26 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Japan Sourcebook (was Re: More supplement reviews) 
Sender: owner-champ-l@sysabend.org 
 
At 05:44 PM 4/15/1998 -0600, Kevin Criscione wrote: 
>>        I'd like to see a book on asia written by people who have lived 
there. 
>>It's quite a rich place for both fantasy and super roleplay. 
> 
>  Well, the character write-ups (game mechanics only and with a number of 
>familiar anime references) for the proposed "Champions of Nippon" are 
>finished and my co-author, who is doing the social aspects of the book has 
>had a long time interest in Japanese culture and is currently living and 
>working in Japan for two years. Does that qualify? 
 
   I should hope it does. 
   Count me as a customer for this book! 
   (PS: Please include Zen Team and other Japanese characters established 
in the Champions Universe.  They may be cheesy, but continuity is important 
to us CU fans.) 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Wed, 15 Apr 1998 16:46:17 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
 
At 03:06 PM 4/15/1998 -0700, Bob Greenwade wrote: 
>At 05:20 PM 4/15/1998 -0400, Stainless Steel Rat wrote: 
>>> PS: Mechanic would cover: ordering parts from NAPA, operating the cash 
>>> register, 
>> 
>>Um, no.  A trained chimpanzee can run a cash register :). 
> 
>   You know, I *thought* that clerk at the local 7-11 looked kinda 
>hiruite....   ;-] 
 
    Typo time again.  Make that "hirsuite." 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Wed, 15 Apr 1998 20:06:14 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: CHAMP-L@sysabend.org 
Subject: Re: What are your favorite Hero-published characters? 
Sender: owner-champ-l@sysabend.org 
 
On Wed, 15 Apr 1998, BILL SVITAVSKY wrote: 
 
> What Champs characters stand  
> out on their own? (I'm talking concept, not rules construction.) 
 
Let's see... off of the top of my head, here are some of my favorite 
Hero System characters: 
 
The Blood  (Blood and Dr. McQuark) - all of them, but especially "The 
Affrighter". Okor showed up in at least 4 local games at last count. 
 
Madame Moonlight (Golden Age of Champions) - best costume *ever* and a 
pretty cool concept. 
 
St. Peter's Star (Classic Organizations) - Mainly due to the art, but I 
really liked certain aspects of the character's personality.   
 
Felix-9 and Long Walker (Allies) - Walker's personality was just too cool, 
and Felix demanded to be droped into my Kazei 5 cyberpunk game. 
 
Normals Unbound - Just about *all* of them. 
 
Morgan Blake (Horror Hero) - I liked him due to his pic (pretty cool) and 
his personality. 
 
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* "'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:        *    
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Date: Wed, 15 Apr 1998 19:16:31 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
 
 
> >That is Bureacracy, not Teaching. 
> 
>    Think of it as a limited form of Bureaucracy.  (Oh, and throw in things 
> like a basic knowledge of teaching sourceworks, how to fill out attendance 
> charts, the terminology used in the profession, etc.) 
 
	Also, how to fill out a lesson plan, the latest homework and paper 
fads, etc.  A whole bunch of skills that are essential to a teache. 
Teaching is not on that list. 
 
	Also, I like the idea of not requiring a second skill unless the 
skill is "important" enough outside of the profession.  Teaching, I think, 
would be here.  This skill would go to elementary and high school 
teachers, college professors, military drill instructiors, industry 
"teaching consultants", etc.  Very valuable.  The other PRE-based skills 
don't quite cover it, so call it a new PRE-based skill. 
 
	I think Writing would be another one "important" enough to have 
its own skill; however, I'd give it as a free 8- Everyman. 
 
	In this way, PS: Dentistry would be fine, though all dentists 
would have a KS and SS or two on account of years of schooling.  PS: 
Plumber would be fine, though a KS would be common.  PS: Doctor is needed 
for all doctors, but specialized ones should add additional PSs (such as 
neurosugeon, etc) which are needed to keep for having huge penalties for 
certain procedures. 
 
	So, can anyone think of any other skills, besides Teaching and 
Writing, that should have their own skill entry besides the PS? 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Wed, 15 Apr 1998 20:26:23 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@sysabend.org 
Subject: Re: More supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
On Wed, 15 Apr 1998, John and Ron Prins wrote: 
 
> >Yeah, but some of them 'super' martial artists are way of the scale (there 
> >are two 800+ point characters in the book) 
>  
> But wouldn't you expect that from the "World's Greatest" super-martial 
> artist? I still wonder if Lin Hu's 80 point VPP is enough to simulate all 
> the martial arts powers of legend! I don't mind the odd 800+ point villian 
> (or hero); it's when the point levels are consistantly 400+ that it bugs me. 
> WotD had martial artists from pretty much all ends of the 'super' martial 
> artist scale, which was fine by me. 
 
I think my argument comes from a 'gut-reaction' of "800 points!  For 
what?"  Li Chun the Destroyer (Hey... "LI CHUN"?  Steve, were you playing 
Streetifhter II while writing this? ^_^).  Any way Li Chun is supposed to 
be a team-trasher, 832 points is okay.  Lin Hu is supposed to be the 
world's best, but does he need 855 points to do it?   
 
To be honest, a closer look does show that some of those points are spent 
on pretty useless KS skills (do you really need to spend 66 points for a 
KS of every known martial art, or could you just by KS: Martial Arts 23- 
and be done with it?)  He also drops 34 points to know how to use every 
weapon known to man... but that's sorta unavoidable. 
 
Finally, so of his stats are (IMHO) a bit inflated.  35 DEX, 8 PSD and -9 
DEX Lightning Reflexes?  Way to much.  I'd go 30 DEX, 7 SPD and skill 
levels.  (Yeah, even on top of his 8 HTH and 2 Overall).  I think too many 
people pump DEX for its CV valuse alone, as oppsoed to using CSLs to 
represent fighting skill and experience . 
 
80 points for martial arts powers sounds okay.  Exactly what super 
abilities do you want to simulate that you can't fit into 80 Active 
Points?  HKAs, AF Punches, AoE Punches, Chi blasts... what else? 
  
Looking at my own Kazei Five manuscript, I find that there is one 836 
point character, one 700 point character ... and then a big drop to 398, 
380 and 353.  And this doesn't count the cyberdroids, which are uh... 368, 
479, 533 and 624 points...  
 
Hmm... maybe I should just shut up now? 
 
The characters taken from actual PCs are 237, 263, 267, 279, 286, 
311 and 313... okay, so maybe it isn't that bad... 
 
> >> Oh, who else wants to see a full write up of all of the Tiger Squad? 
> > 
> >Hmmm... sure.  But isn't that like... 35 people?   
>  
> Yeah. So? 
 
Just that it would be a sourcebook all to itself.  
 
*************************************************************************** 
* "'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:        *    
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From: "Michael Sprague" <msprague@eznet.net> 
To: "Jeff M. Reid" <Morfhis@compuserve.com&> 
        "Champions Mailing List A" <champ-l@sysabend.org> 
Subject: RE: Hero Plus printed versions 
Date: Wed, 15 Apr 1998 20:42:24 -0400 
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Sender: owner-champ-l@sysabend.org 
 
> When I printed my copy, it came out just fine, and the margins were 
> perfect. You might want to check the margin settings on your printer 
> itself. Just a thought... 
 
There is nothing to check on the printer ... and for that matter, it printed 
out pretty much like Acrobat displayed it.  Your definition of perfect could 
simply be different than mine.  Like I said before, if you simply want to 
three hole punch it and put it in a three ring binder, the inside margin is 
large enough. 
 
For reference, when I print I have an inside margin of slightly less than 
3/4" and an outside margin (paper edge to the line) of 2 5/8".  Granted, you 
need room for the fancy graphic around the page number (or do you), but it 
could be made smaller, such that the image could be shifted to the outside 
(1/4" inch would be great). 
 
			~ Mike 
 
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From: "Michael Sprague" <msprague@eznet.net> 
To: <champ-l@sysabend.org> 
Subject: RE: Hero Plus: "Cardboard Heroes"? 
Date: Wed, 15 Apr 1998 20:48:21 -0400 
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There is a software package, called Poser 2, by Fractal Design that _looks_ 
like it could be a good way to create a bunch of Cardboard Heroes.  It's 
intent is to create realistic looking 3-D people, from babies to 
super-heroic physique.  It looks like you can add clothing (costume) and 
additional stuff (extra arms?) to personalize each one.  Once you create 
one, you can rotate and look (print) it at any angle, so it would be easy to 
get a front and rear view of the same pose. 
 
I would love knowing how to use this software, but I simply don't have the 
time.  Has anyone tried it? 
 
			~ Mike 
 
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From: "Michael Sprague" <msprague@eznet.net> 
To: "Dataweaver" <traveler@io.com&> 
        "JASON SULLIVAN" <RAVANOS@jcs1.jcstate.edu> 
Cc: <champ-l@sysabend.org> 
Subject: RE: 0 END DI 
Date: Wed, 15 Apr 1998 21:23:57 -0400 
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Sender: owner-champ-l@sysabend.org 
 
> On Tue, 14 Apr 1998, JASON SULLIVAN wrote: 
> 
> > Anyone here know the offial answer to this problem? 
> > If DI is bought 0 END, do you need to pay the END cost of the 
> STR it grants? 
> 
> Yes. 
 
I agree.  0 END means that you pay no END for DI, which gives you extra 
strength.  Actually using that Strength, however, costs END. 
 
			~ Mike 
 
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Date: Wed, 15 Apr 1998 21:40:34 -0400 (EDT) 
X-Sender: jprins@interhop.net 
To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: What are your favorite Hero-published characters? 
Sender: owner-champ-l@sysabend.org 
 
>> What Champs characters stand  
>> out on their own? (I'm talking concept, not rules construction.) 
 
Well, from Champions of the North: 
 
Borealis: I love this guy. Sure, he's a supervillian, but he's a big 
patriotic Canadian supervillian. He's so anti-stereotypically Canadian  I 
could hug the big guy. I can just see him going around kicking ass in the 
name of the True North, Strong and Free. :-) 
 
Ambrosia: Simply for the very cool nature of her powers. Chemical telepathy... 
 
>From Allies: 
 
The Zen Team. All of them. They're so lovably, cheezily sentai. All they 
need are combining weapons and giant robots... 
 
Le Chevalier D'Honneur: More cheeze, but I like swashbuckler cheeze too. 
 
>From VIPER: 
 
Viperia. Yeah, she's a superman ripoff. But she's a unabashedly blatant 
Superman ripoff, you gotta admire the gall of Scott Bennie and Cliff 
Christiansen. 
 
>From Classic Organizations: 
 
Peace Keeper: Mechanon, reprogrammed to be all nicey-nice. I love it. 
 
Erg: Very nifty character concept. 
 
Tag: I know I shouldn't be pushing CLOWN, but I just love the idea of a guy 
who chases whomever is currently 'it'. 
 
I also like most of the characters from the Zodiac Conspiracy. Using the 
'original' Minotaur was a nice touch. 
 
----------------------------------------------------------------------------- 
"Now, we get bigger guns." 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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Date: Wed, 15 Apr 1998 21:40:40 -0400 (EDT) 
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To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: More supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
>> >Yeah, but some of them 'super' martial artists are way of the scale (there 
>> >are two 800+ point characters in the book) 
>>  
>> But wouldn't you expect that from the "World's Greatest" super-martial 
>> artist?  
 
>I think my argument comes from a 'gut-reaction' of "800 points!  For 
>what?"  Li Chun the Destroyer (Hey... "LI CHUN"?  Steve, were you playing 
>Streetifhter II while writing this? ^_^). 
 
Heh. Just out of curiosity, what does Li Chun mean in Chinese? This could be 
actually significant... 
 
>  Any way Li Chun is supposed to 
>be a team-trasher, 832 points is okay.  Lin Hu is supposed to be the 
>world's best, but does he need 855 points to do it?   
> 
>To be honest, a closer look does show that some of those points are spent 
>on pretty useless KS skills (do you really need to spend 66 points for a 
>KS of every known martial art, or could you just by KS: Martial Arts 23- 
>and be done with it?) 
 
THAT is very true. I wondered on that one myself. And I would have given Lin 
Hu some martial arts - just so he could do the 'normal' Martial Throw which 
is annoying to simulate with dumb stuff like 'Double Knockback'. Martial 
Throw, Martial Strike, and most of the exert maneuvers. Let him use his VPP 
for extra STR only to do damage, 0 END, but he does Knockback like a regular 
martial artist (he just uses martial strike all the time). 
 
  He also drops 34 points to know how to use every 
>weapon known to man... but that's sorta unavoidable. 
 
Yup. Though he has a 60 point weapon VPP; he's paid points for just about 
every martial arts weapon known to man, so he doesn't need the FAM to use 
them, does he? But I suppose he's going to be teaching others...the FAMs 
make sense. 
 
>Finally, so of his stats are (IMHO) a bit inflated.  35 DEX, 8 PSD and -9 
>DEX Lightning Reflexes?  Way to much.  I'd go 30 DEX, 7 SPD and skill 
>levels.  (Yeah, even on top of his 8 HTH and 2 Overall).  I think too many 
>people pump DEX for its CV valuse alone, as oppsoed to using CSLs to 
>represent fighting skill and experience . 
 
I'd feel no remorse giving Lin Hu a 12 SPD. Watching him fight would 
probably be a lot like a movie martial arts fight where everything an 
opponant does has him running into an arm, leg, elbow, knee, forehead, etc. 
IOW, any fight Lin Hu gets into looks like the fight was coreographed for 
Lin Hu to win in the minimum possible time while the bad guys fall all over 
themselves to 'let' Lin Hu beat them up :-). 
 
As for the DEX, I'm afraid that's an artifact of the way 'standard' 
superhero martial artists are built (27 DEX for Seeker, etc.). 
 
>80 points for martial arts powers sounds okay.  Exactly what super 
>abilities do you want to simulate that you can't fit into 80 Active 
>Points?  HKAs, AF Punches, AoE Punches, Chi blasts... what else? 
 
I'd expect Lin Hu to be able to do some _vile_ Dim Mak abilities, but TUMA 
slaps on Invisible (+3/4) and Massive Time Delays for the return rate of the 
Drains. I think Lin Hu should have a 'real' point limitation to his powers, 
but effectively no _active_ point limitation. Lin Hu couldn't even do Qi 
Feng's Dim Mak on 80 points. 
  
>Looking at my own Kazei Five manuscript, I find that there is one 836 
>point character, one 700 point character 
 
That'd be Ran and Shion, truly vile psychokinetics, right? Just how big was 
Ran's VPP again? :-) 
 
>> >> Oh, who else wants to see a full write up of all of the Tiger Squad? 
>> > 
>> >Hmmm... sure.  But isn't that like... 35 people?   
>>  
>> Yeah. So? 
> 
>Just that it would be a sourcebook all to itself.  
 
Yeah. So? :-) While we're at it, we need the Pacific Lords as well...^_^ 
----------------------------------------------------------------------------- 
"Now, we get bigger guns." 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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From: "Michael Sprague" <msprague@eznet.net> 
To: <champ-l@sysabend.org> 
Subject: More supplement reviews (V&V Stuff) 
Date: Wed, 15 Apr 1998 22:12:02 -0400 
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Since we are on the subject, I thought I would toss out something along the 
same lines.  Does anyone have a list of all the V&V superhero stuff? 
 
Here is what I know of: 
 
2000	Villains and Vigilantes (Revised Edition) 
2002	Crisis at Crusaders Citadel 
2003	Death Duel with the Destroyers 
2004	The Island of Doctor Apocalypse 
2005	Force 
2006	Assassin 
2007	Opponents Unlimited 
2008	Most Wanted: Volume 1 
2010	The Dawn of DNA 
2011	From the Deeps of Space 
2012	Battle Above the Earth 
2014	Devil's Domain 
2016	Terror by Night 
2017	Most Wanted: Volume 3 
2018	Pre-Emptive Strike 
2020	Honor (Enter the Dragon's Claw) 
2021	Search for the Sensei 
2051	DNAgents Sourcebook 
 
A lot of missing number there. 
 
If anyone is interested in a summary of any of these, I can write a quick 
one, as the above are all owned by myself or friends.  Some are really good, 
some are poor, and some depend on your campaign. 
 
		~ Mike 
 
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To: champ-l@sysabend.org 
Subject: Re: Politics in the game... 
X-Juno-Line-Breaks: 0-6,8-9,15-17,19 
From: llwatts@juno.com (Leah L Watts) 
Date: Wed, 15 Apr 1998 22:29:06 EDT 
Sender: owner-champ-l@sysabend.org 
 
<< Most Champions supplements, modules, etc. have a distinctly liberal  
>bent to 
>them (IMHO). Does anyone run their games more middle of the road or 
>conservative?>> 
> 
>  Now this is an interesting observation. Do you have any examples? 
 
Or better yet, definitions?  "Liberal" and "Conservative" mean different 
things to different people. 
 
IMHO, the superhero genre does tend to be pro-individualism.  The lone 
hero (or small group of heroes) that challenges evil directly despite 
evil's numerical advantage is shown as worthy of respect.  I don't recall 
any comics where success routinely comes from following along with the 
group.  (I never got into the super-agent comics, though -- or the 
cartoon tie-ins.)  Is this what the original poster meant? 
 
Leah 
(hoping this turned out semi-coherent after the overtime she's put in 
this past week) 
 
_____________________________________________________________________ 
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 
Or call Juno at (800) 654-JUNO [654-5866] 
 
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Date: Wed, 15 Apr 1998 21:33:40 -0500 
From: Tim Statler <tstatler@igateway.net> 
Reply-To: tstatler@igateway.net 
To: hero-l@sysabend.org, Jason Sullivan <ravanos@jcs1.jcstate.edu> 
Subject: Re: Strawberry Ripple 
Sender: owner-champ-l@sysabend.org 
 
Jason Sullivan wrote: 
>  
>         Here's my take on the groovy babe Strawberry Ripple. 
>  
>         She's a far out, man...  She was once a square geek-child, but 
> after an accident with some chemical substances, she gained the ability to 
> change into S.R.  Now she fights 'the man' sand speaks out for the rights 
> of hip and happening young people everywhere.  An activist, the fuzz don't 
> appreciate her much... but she tunes them in with her 'strawberry love 
> wave', (AoE Radius Mental Illusions, based on CON, illusions based on 
> target's subconcious perceptions of the world). 
>  
>         Other powers I would suggest are Aura Perception, Change 
> Environment (just for funked out lighting and lava lamp effects), Mind 
> Control (as above, to instill feelings of serenity, peace, and love for 
> your fellow man), and even gliding or flight (with bad blue screen special 
> effects in the background). 
>  
 
Okay, You've asked for it. Write her up and submit her to the list 
 
Tim Statler 
 (just now catching up from over two weeks on not reading mail during 
the holidays.) 
 
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From: Daniel Pawtowski <dpawtows@access.digex.net> 
Subject: Re: The Average man... 
To: champ-l@omg.org 
Date: Wed, 15 Apr 1998 22:46:01 -0400 (EDT) 
Organization: VTSFFC 
Sender: owner-champ-l@sysabend.org 
 
> >  Averageman is immune to the mighty blasts of Dr. Destroyer, but has to 
> >be very careful when crossing the street....... 
>  
>    Outch.  :-] 
 
  Did I mention DF: Has *precisely* 2.3 kids?  :-) 
 
                               Daniel "Birthdays every third year" Pawtowski 
 
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Date: Wed, 15 Apr 1998 21:57:49 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: What are your favorite Hero-published characters? 
Sender: owner-champ-l@sysabend.org 
 
 
> >From Classic Organizations: 
 
	You forgot Yu Genothrax.  Nice Cuthuloid writeup. 
 
> Tag: I know I shouldn't be pushing CLOWN, but I just love the idea of a guy 
> who chases whomever is currently 'it'. 
 
	Oh, yeah.  CLOWN.  I use them a lot in my game for some comic 
relief.  My group really doesn't like Snapshot, Merry Andrew or, of 
course, Tag. 
 
> I also like most of the characters from the Zodiac Conspiracy. Using the 
> 'original' Minotaur was a nice touch. 
 
	Yes.  About the best villian "team" in the Champions Universe. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 15 Apr 1998 22:59:57 EDT 
To: champ-l@sysabend.org 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
<< A person with a 14- in a PS which, as you described it, has more to do with 
running a business -- any business -- than repairing cars, and who happens 
to have an 8- FAM with Mechanics isn't by definition a mechanic. >> 
 
  This thread is starting to read like the "Argument Clinic" sketch from Monty 
Python. ::sigh:: 
 
  "Look, I don't want to argue about that!" 
 
  "Ah, but you came here to argue." 
 
  IMO, the guy in my example abovbe is every bit as much a mechanic by as is 
the guy who has PS: Mechanic and nothing else. So there. :P 
 
  Mark @ GRG 
 
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From: "Robert" <baron@stlnet.com> 
To: "Champs" <champ-l@sysabend.org> 
Subject: DC Heroes and D6 
Date: Wed, 15 Apr 1998 22:00:16 -0500 
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Sender: owner-champ-l@sysabend.org 
 
<x-html><!DOCTYPE HTML PUBLIC "-//W3C//DTD W3 HTML//EN"> 
<HTML> 
<HEAD> 
 
<META content=text/html;charset=iso-8859-1 http-equiv=Content-Type> 
<META content='"MSHTML 4.72.2106.6"' name=GENERATOR> 
</HEAD> 
<BODY bgColor=#ffffff> 
<DIV><FONT color=#000000 size=2>I know this is not a Champions thing, but I  
thought fans of DC or D6 might want to know the following. This is a reply to a  
letter I got back from Eric Trautmann of West End Games. </FONT></DIV> 
<DIV><FONT color=#000000 size=2></FONT><FONT  
size=2>______________________________________________________________________</FONT></DIV> 
<DIV><FONT size=2></FONT>&nbsp;</DIV> 
<DIV><FONT color=#000000 face=Arial size=2>&lt;&lt;I am a fan of D6 and wish to  
know also about your plans for DC Heroes RPG<BR>which you have acquired the  
rights to produce. Will it be a D6 system? &gt;&gt;<BR><BR>It is a variant  
version of the D6 Rules called &quot;D6 Prime&quot;--it is similar to<BR>what we  
used in our Hercules &amp; Xena game (which ships in the next few weeks).<BR>It  
is easily converted to D6; the main difference is the die rolling  
mechanic.<BR>Instead of counting up your dice for a total, you count 5s and 6s  
as<BR>successes. The overall difference is lower difficulty&nbsp; numbers. By  
multiplying<BR>the difficulty numbers by 3, you can run it using the standard D6  
rules.</FONT></DIV> 
<DIV><FONT color=#000000 face=Arial size=2></FONT>&nbsp;</DIV> 
<DIV><FONT color=#000000 face=Arial size=2>Eric Trautmann<BR>WEG</FONT></DIV> 
<DIV><FONT color=#000000 face=Arial  
size=2>_________________________________________________________________</FONT></DIV> 
<DIV><FONT color=#000000 face=Arial size=2></FONT>&nbsp;</DIV> 
<DIV><FONT color=#000000 face=Arial size=2>Sorry for all the devoted Champs fans  
who wish not to have their list sullied with the concerns of other game  
companies and other peoples heroes. Thanks for your  
time.<BR><BR></FONT></DIV></BODY></HTML> 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 15 Apr 1998 23:01:02 EDT 
To: champ-l@sysabend.org 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
<< Where would this stop, and how would you decide where to draw the line? >> 
 
  Based on one's desired level of detail. :) 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 15 Apr 1998 23:04:18 EDT 
To: champ-l@sysabend.org 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
<< But a business major with a FAM in Law isn't a lawyer, any more than a 
business major with a FAM in Mechanics is an auto mechanic. >> 
 
  On the contrary. All that being a mechanic "requires" is PS: Mechanic and 
Mechanics skill. Now are we to put minimum level requirements on them as well. 
Doesn't *that* go against the philosophy of reducing the level of detail? ;) 
 
  If someone with PS: Techer 8- is a crappy teacher but STILL a teacher, then 
someone with PS: Mechanic 14- and Mechanics 8- is STILL a mechanic. ;) 
 
<< You look closer and find it's an MBA from Harvard Business School. "It's 
okay," he assures you, "I took pre-med as well." This man is not a doctor; in 
a realistically handled campaign, there'd probably be no way for him to obtain 
a license to practice as one.  Someone with only a FAM in Law probably cannot 
pass the bar, and *may* not have graduated law school. >> 
 
  UNLESS the Familiarity level in indicative of a skill gained long ago but 
which degraded over time. ;) 
 
  Mark @ GRG 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 15 Apr 1998 23:11:24 -0400 
Lines: 28 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Sakura  writes: 
 
>> That is Bureacracy, not Teaching. 
 
> Actually, Bureaucracy is more 'general'. 
 
Then a more specific "subskill" of Bureaucracy.  Because "PS: Teacher" is 
not a bureaucratic skill, it is a skill concerned with teaching.  The guy 
that teaches high school physics in Brighton, MA, has PS: Teacher.  The guy 
that teaches Kung Fu in a small monastary in the outlands of China has PS: 
Teacher. 
 
-----BEGIN PGP SIGNATURE----- 
Version: PGPfreeware 5.0 for non-commercial use 
Charset: noconv 
 
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yVgPXr2iwt0g8uYm29Ax1tTJzdNCCgWi6byGR1mwHMwA+8A47pTpuh4ZvqclmaI1 
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=+thv 
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--  
Rat <ratinox@peorth.gweep.net>    \ When not in use, Happy Fun Ball should be 
PGP Key: at a key server near you! \ returned to its special container and 
                                    \ kept under refrigeration. 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 15 Apr 1998 23:13:37 EDT 
To: champ-l@sysabend.org 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
<< I don't understand your reluctance to support your position with published 
rules.  *Much* of it is common sense, but unless you take the view that one of 
us is completely devoid of common sense, this specific point apparently falls 
outside the range of "much". >> 
 
  If nothing I've said (keeping in mind that I am a publisher of Hero System 
books) has given you pause to consider the possibility that my suggestion for 
handling PSs is just as valid as the "skills lite" method, then why in the 
world would quoting previously published rules matter? 
 
<< I think I'm making a reasonable argument here, and explaining both by 
example and by rules citation why I think so. >> 
 
  I think you are a rules-centric player and that is fine. If the printed word 
is all you want to base your gaming decisions on then that's fine. More power 
to you. But please don't preach about the rules. We write and publish rules. 
<LOL> 
 
<< ...it seems to boil down to "I say this is how PS works because I say 
that's how the rules work".  I still don't know what leads you to this 
particular interpretation. >> 
 
  That is your own erroneous inference of the comments I've made. If you or 
anyone else want to continue to skip past the "option" and "anyway you want" 
and "opinions" comments I've made, then this conversation has outlasted its 
usefulness. I'm not going to argue with anyone about this. It is simply one 
manner of handling PSs, and the method I prefer. You can do it any way you 
want. It's your game. Period. Just quit trying to tell me I'm wrong, because 
niether of us is "wrong," okay? 
 
<< Your view is one possible interpretation, not the only one. >> 
 
  Funny, I have been one of those saying that from the beginning. Why do you 
try to make me out to be some kind of closed-minded person on this issue? I 
never claimed mine was the only way. 
 
<< The fact that I have offered specific supporting evidence for my view does 
NOT mean that mine is the better argument, but IMO it does mean my argument is 
presently the only supported one at the table, making it harder for me to 
compare the 
virtues of my position with the virtues of yours.>> 
 
  Again, if you want to stay mired in rules, then that is your choice. I 
prefer a different style of game play and character creation. That's all. 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 15 Apr 1998 23:17:45 EDT 
To: champ-l@sysabend.org 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
<< Flatly refusing to respond to my requests, calling the whole question silly 
and laughing at me as you wave the Big Stick of the Licensed Publisher is 
really not calculated to help my mood. >> 
 
  I have no intention of affecting your mood either way with my comments. I 
simply think this whole thread has gotten silly. 
 
<< I respect your right to a differing viewpoint.  I accept that yours *may 
be* the [more nearly] correct viewpoint, and have asked for evidence of this 
-- some indication that your system is in fact what the original writers had 
in mind all along -- and you haven't offered me any. >> 
 
  To a degree, it's less important what they had in mind 10 years ago. What do 
they have in mind now? Modifications and clarifications are one of the reasons 
for the new 5th Edition of the rules. 
 
  Now if you'll excuse me, I have to do the layouts for San Angelo. ;) 
 
  Take care, and good gaming. 
 
  Mark @ GRG 
 
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Date: Wed, 15 Apr 1998 22:19:39 -0500 
To: Champions Mailing List <champ-l@sysabend.org> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
>With regards to your 'nothing I've objected to so far has anything to do 
>with combat' - why should it be any different when it involves combat?  
 
Why shouldn't it?   
 
 If 
>PS: Knight or Gladiator /doesn't/ cover fighting, then isn't that claiming 
>(as you say below) that 'PS means one thing if the profession it 
>represents is "important" and something else if the profession isn't 
>"important".'? 
 
No, because IF after taking the time to consider it I decided combat should 
be excluded from these considerations, it wouldn't be because I think 
combat is "important", it'd be because combat is already handled separately 
in the game; Skill Levels and Combat Skill Levels, for example, are not 
interchangeable.  Combat isn't based directly on DEX, but on the 
intermediate OCV/DCV rating, which is routinely modified up or down without 
affecting the base DEX.  Since the game already treats combat as separate 
from other Skill uses, I expect I'd find it inconsistent for me to try and 
incorporate it into ordinary Skill use. 
 
>So in your system, PS: Private Investigator would subsume Interrogation, 
>Deduction, Investigation, Shadowing, Bureaucracy, and all the other 
>skills related to Private Detecting?   
 
No, under my system a person is allowed to hold a job as a P.I. with 
nothing more than the PS: Private Investigator and his Everyman Skills in 
Concealment, Shadowing and Deduction, all at 8-.  He won't be as effective 
as someone who buys those things as full Skills, probably along with 
others, but he *is* a legal character and he *is* entitled to the job. 
 
Actually, though I've slipped up on this elsewhere myself, what I'm 
desciribing is not "my system", but rather, an explanation of what I think 
the existing system is.  But that takes too long to say every time... 
 
>If I were a backyard mechanic, and became a professional, shouldn't I get 
>a price break on PS: Mechanic because I already have the skill?  If not, 
>I'm paying twice for the same thing. 
 
Oh?  How much credit did the vocational school give you for the time spent 
in your back yard?  It's not unreasonable that you'd still have to pay the 
full price for the PS, because not only will you be learning how to do more 
things, you will in some cases be re-learning how to do some of the things 
you can already do; that is, how to do them the "right" way. 
 
>PS: Cat Burglar would likewise, under your system, seem to encompass 
>Stealth, Lockpicking, Streetwise, a bit of Merchant... 
 
You are twisting this.  I don't suggest foregoing EXISTING Skills that are 
obviously useful and complementary to the profession.  I resist the notion 
that along with those Skills, the professional cat burglar must create and 
purchase a new Skill called Burglary. 
 
>How about PS: Fast Food Cook vs. PS: Brain Surgeon?  A neurosurgeon has to 
>spend years and years in training, and must have lots of specialized 
>knowledge to do what he does.  Shouldn't it cost more, because it 
>encompasses so much more than how long to leave the fries in the oil? 
 
Again, this isn't the issue I'm addressing.  The problem I have is with the 
notion that in order to do their jobs at the base level, each of the above 
must purchase Cooking or Surgery, respectively in addition to the PS 
listed.  A complementary KS (and in the case of the surgeon, an SS) 
wouldn't be amiss, but I see no need to make up new Skills for fry cooks or 
brain surgeons.  Since cooking is a skill that can be self-taught, or 
picked up initally as a hobby, like computer programming or mechanics, I 
would not think it inappropriate if someone wanted to write up Cooking as a 
separate Skill.  I would, however, be surprised if it happened, given the 
low level of "importance" (read: game impact) such a Skill would generally 
have. 
 
>It seems to me that you are treating "Professional Skill' as some kind of 
>massive package deal that encompasses literally everything that might be 
>done by a particular profession, even if there are other skills for it in 
>the game.  I think that approach is pretty inconsistent, /and/ it means 
>that you effectively cannot build certain types of characters - a teacher 
>who can't teach but has tenure, for example, or even a character who is 
>much better at one aspect of their profession than another. 
 
This is absurd.  (1) I am not trying to stuff a dozen useful Skills into a 
single PS, I am simply saying there should be no need to CREATE NEW SKILLS 
(not that there should be no need to purchase additional existing ones) in 
order for someone with a PS to do his job at the base level of ability. 
(2) All teachers, by definition, can teach.  Some do it poorly.  I confess 
my imagination is not sufficient to envision a tenured (thus, experienced) 
professional who is absolutely incapable of imparting ANY information to 
ANY student under ANY circumstances.  (3) Skill Roll, Skill Roll, Skill 
Roll.  This is one of the more obvious ways of measuring the capabilities 
of a person with any Skill, PS included, as compared with those of another 
person with the same Skill.  I am completely mystified at why you think 
this will no longer be possible if you stick with the existing PS and any 
existing Skills you bought for the character.  
 
>Under your system, all professional mechanics that are good at fixing cars 
>are /also/ good at paperwork, operating the register, dealing with the 
>state bureaucracy to get their certification, etc. Under your system, all 
>professional programmers are equally good at both hacking code and doing 
>all the procedural stuff that comes along with being a programmer.  I can 
>assure you from experience that this is not the case.  
 
No, the mechanic has an 11- (or whatever rating he paid for) as an overall 
measure of how good he is at his job, which includes paperwork, getting 
certification, etc.  Of course he'll be better at some job tasks than 
others.  Similar reasoning applies to the programmer; one will be great at 
hacking but may not be able to follow procedure very well, while another 
has all the approved styles and protocols memorized but wouldn't know where 
to begin to hack into a "secure" server.   When you get a Job Performance 
Evaluation (or whatever it may be called) it is generally true that you get 
numeric ratings describing your performance in key job areas.  You also get 
an aggregate score.  The PS can be related to the aggregate score.  If you 
want to add the detail of bonuses and penalties to Skill Rolls when 
specific job tasks are attempted, to reflect the fact that you are better 
at some things than others, that's up to you.  I wouldn't recommend it 
myself, nor does anything in "my system" require it. 
 
Damon 
 
 
|--------------------------------------------------------------------| 
|****************** Beware of geeks bearing .GIFs *******************| 
|--------------------------------------------------------------------| 
|Damon & Peni's homepages: http://www.geocities.com/Athens/3401/     | 
|   Children's Books -- Dolls -- X-Files -- Pulp Magazines           | 
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|--------------------------------------------------------------------| 
 
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Date: Wed, 15 Apr 1998 22:23:59 -0500 
To: llwatts@juno.com (Leah L Watts), champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Politics in the game... 
Sender: owner-champ-l@sysabend.org 
 
>>  Now this is an interesting observation. Do you have any examples? 
> 
>Or better yet, definitions?  "Liberal" and "Conservative" mean different 
>things to different people. 
 
Right.  For almost everyone, "Liberal" is just a label that means 
"politically to the left of where I am", and "Conservative"...well, you 
know.  For the labels to have any meaning, you have to know where the, uh, 
labeller stands within the political spectrum. 
 
Damon 
 
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Date: Wed, 15 Apr 1998 22:43:55 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
 
 
> Then a more specific "subskill" of Bureaucracy.  Because "PS: Teacher" is 
> not a bureaucratic skill, it is a skill concerned with teaching.  The guy 
> that teaches high school physics in Brighton, MA, has PS: Teacher.  The guy 
> that teaches Kung Fu in a small monastary in the outlands of China has PS: 
> Teacher. 
 
	You've never taught, have you?  Nor have you taken Teaching 
courses in college.  Or been good friends with teachers. 
 
	Believe me, the requirements to be a teacher have almost nothing 
to do with actually teaching.  And some that are recongnized as the very 
best (active in committees, head departments, get records done on time, 
handles detention well, etc) would have very good PS: Teacher.  And they 
may have no Teaching Ability to speak of.  Heck, even what is taught in 
college is more the PS: Teacher end of the profession and not the Teaching 
end.  The latter seems more a natural skill.  Some of the best teachers 
I've seen don't actually Teach in a school at all. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Wed, 15 Apr 1998 22:44:13 -0500 
To: GoldRushG <GoldRushG@aol.com&> champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
At 11:04 PM 4/15/98 EDT, GoldRushG wrote: 
><< But a business major with a FAM in Law isn't a lawyer, any more than a 
>business major with a FAM in Mechanics is an auto mechanic. >> 
> 
>  On the contrary. All that being a mechanic "requires" is PS: Mechanic and 
>Mechanics skill. Now are we to put minimum level requirements on them as 
well. 
>Doesn't *that* go against the philosophy of reducing the level of detail? ;) 
 
Sorry, I was thinking about FAM as applied to a KS or stand-alone Skill, 
though of course it's entirely legitimate to apply it directly to a PS. 
Poorly expressed on my part. 
 
><< You look closer and find it's an MBA from Harvard Business School. "It's 
>okay," he assures you, "I took pre-med as well." This man is not a doctor; in 
>a realistically handled campaign, there'd probably be no way for him to 
obtain 
>a license to practice as one.  Someone with only a FAM in Law probably cannot 
>pass the bar, and *may* not have graduated law school. >> 
> 
>  UNLESS the Familiarity level in indicative of a skill gained long ago but 
>which degraded over time. ;) 
 
You aren't the only one whose posts aren't being read carefully.  Note the 
inclusion of "probably" and "*may* not have" as qualifiers in my last 
sentence. 
 
Damon 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: The Average man... 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 15 Apr 1998 23:46:49 -0400 
Lines: 50 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Michael (Damon) or Peni R Griffin writes: 
 
> No, because IF after taking the time to consider it I decided combat 
> should be excluded from these considerations, it wouldn't be because I 
> think combat is "important", it'd be because combat is already handled 
> separately in the game; 
 
About the size of it. 
 
"PS: Knight" is as much about swinging a sword as "PS: Teacher" is about 
reciting a text book. 
 
To provide a bit of reference, I am a sysmonster.  That means my resume and 
business cards say "Unix Systems Administrator".  "Computer Programming" is 
a skill I have at an 8- at best; I do not write code for a living, though I 
can cobble up shell scripts to automate routine tasks.  A more apt general 
skill would be "Systems Operations", which is a "use computers" type of 
skil rather than "write code" type of skill.  But the real meat of what I 
know is in "PS: Sysmonster".  Any schmuck with a reasonable Systems 
Operation skill can navigate a file system, roll and extract tarballs, copy 
or move files around, etc.  What he will not know is all the useful tricks, 
like 'tar cf - . | ( cd /foo; tar xpf - )' to make an exact duplicate of 
the current directory, including ownerships and permissions.  Sure, the 
schmuck can probably mange holding down a sysmonster's position, if he has 
a GUI to hold his hands all the time (look at all the "Certified Windows/NT 
Administrators" out there these days :).  But he is not going to be 
anywhere near as good at it as I am. 
 
"PS: Knight" gives the knight a similar advantage over some schmuck that 
happens to be good with a sword.  The Professional Skill says that the 
knight knows how to do things that can give him an advantage over the 
schmuck.  What kind of things?  If you are playing a knight, do some 
research into knightly things so you can role-play it. 
 
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PGP Key: at a key server near you! \ of skin. 
                                    \  
 
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Date: Wed, 15 Apr 1998 23:01:30 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Grossly Complex problem 
Sender: owner-champ-l@sysabend.org 
 
On Wed, 15 Apr 1998, William K Bushway wrote: 
 
> 	Please, put it up on the Web.  Telling my friend that he could 
> accurately model his favorite FF characters was one of the ways I 
> convinced him to switch from D&D. 
 
It'll be a while...I've got a /lot/ of work in front of me, and 
playtesting of course.  You'll be able to keep track of my progress by 
watchign this list, I'm sure. ;)  
  
> > > Put the following limitations on the MP: -1/2 Only one power may be 
> > > used at a time, -1 slot switched based on hand. 
>  
> 	Hmmm...  I agree that each slot should be an ultra.  But, 
> considering that the size of the point reserve will most likely be based 
> on the biggest power (Royal Flush), putting a -1 limit on said power would 
> be a bit of a faux pas. ;) 
 
I don't follow you here...I was going to partially limit the 
multipower...10 pts of the reserve (to pull a number out of my hat) 
would be unlimited, the next 10 would have 'only if 1 pair is drawn', the 
next 10 'only if 2 pair', etc.  Overall limitations would be OAF: Cards, 
gestures, full phase, and 'must use best hand'.  I think the 'side 
effects' are a -0 since they're pretty rare. 
  
> > What bothers me is having the player spend so many points for a 
> > power he might never get to use.  I think the minimum I'll go with on the 
> > high-level powers is Activate 8- (-2) and NCC (-2) - that would make it 
> > seem to be rare enough... 
>  
> 	Well, time for somebody with a scientific calculator to supply us 
> with some probabilities.  I tend to belive that the chance of drawing a 
> royal flush is a little less than 8-. 
 
The chance of getting it 'pat (first hand) is somewhere in the .00005% 
range.  That's why I added 'No Conscious Control'.  I was pondering 
applying multiple activation rolls, too, to get the percentages right. 
(i.e. two 11- (50%) activation rolls would really be 25%...) 
 
>  If you're really scrimping for 
> points, you could continue the chart in the BBB down to -3, and so on. 
 
There's the other option... 
  
> 	Of course, if you want to follow the FF mold, each slot would have 
> the Advantage:0 END cost. 
 
Probably going to power it off of an END reserve.  Cheaper that way... 
  
> 	Which FF games are you looking at?  I'm assuming U.S. 2 and 3. 
 
US 3 is my main source, especially for the magic system, although I'm 
taking ideas from FFVj as well - and a bit from FF7.  
 
> 1 U.S. would be too D&D-ish,  
 
True. 
 
> and 7 too complex (How would you model a 
> limit break?  An END reserve, equal to the END cost of the Limit attack, 
> that fills up when you take STUN?) 
 
Actually, this is something I've figured out already. 8) 
 
You have an END reserve equal to the END cost of the limit attack (you 
were right so far) with 0 recovery, and the -1/4 limit 'starts at 0, lost 
when unconscious'.  Then you simply have a couple dice of Absorb (half for 
physical, half for energy) that feed into the Reserve.  It's not a 
perfectly accurate portrayal, but it's close enough in game terms (the 
more powerful an attack, the more it fills up your limit gauge) 
 
Materia would be a bit more difficult, but I didn't care for the materia 
system, because it left the characters too undifferentiated.  I liked 
Sabin having Blitzes and Edgar having Tools and all the other stuff from 
FFIII much better...so that's what I'll be modelign my game after.  The 
plot and world, however, are my own (except for the 'classic bits' - an 
airship, Chocobos, a guy named Cid...) 
 
J 
 
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will              jeffj@io.com 
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
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Date: Wed, 15 Apr 1998 21:02:14 -0700 (PDT) 
From: Dale Ward <daleaward@rocketmail.com> 
Subject: Re: Grossly Complex problem 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
---Joe Mucchiello  wrote: 
> 
> P.S. Don't call him Gambler, Call him Stud, that's the game he's playing. 
> 
 
     I hate to pick nits, but stud poker does not include a draw. 
 
=== 
Dale A. Ward 
($.02 Paid In Full) 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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Date: Wed, 15 Apr 1998 23:09:27 -0500 
To: champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
>  If nothing I've said (keeping in mind that I am a publisher of Hero System 
>books) has given you pause to consider the possibility that my suggestion for 
>handling PSs is just as valid as the "skills lite" method, then why in the 
>world would quoting previously published rules matter? 
 
Yes, we've established repeatedly that you are a publisher of Hero System 
books, no need to beat anyone over the head with it.  I believe I can 
safely assume that you are, overall, more familiar with the Hero rules than 
I am.  But am I also to assume that the publication of a couple of 
adventure books empowers said publisher to be The Final Word on 
interpretation of rules in earlier works he *didn't* publish?  And if so, 
do all publishers of licensed Hero products have equal standing in making 
such determinations? 
 
I wasn't approaching you, individually, as a publisher, to get an 
"official" ruling on this.  For an "official" ruling I probably would have 
asked Steve Long whether any clarification was planned for 5th Edition.  I 
was asking you, Tim and whoever else espoused your interpretation of the 
use of Professional Skills to please explain to me what existing published 
rules shaped that view...because it's frequently true that when I find I'm 
doing something in a non-standard way, it's because I wasn't aware, or had 
forgotten, that a rule was already in place to cover that situation, and if 
someone points it out to me (as was the case recently with my belief that 
certifications should be included in the PS), I can adjust.  As it is, I 
cannot even be certain that what I'm doing is non-standard, though I 
suppose it's likely, given that I seem to be a minority of one on this 
question.   
 
>  I think you are a rules-centric player and that is fine. If the printed 
word 
>is all you want to base your gaming decisions on then that's fine. More power 
>to you. But please don't preach about the rules. We write and publish rules. 
><LOL> 
 
Asking for specific instruction and information is preaching?  I simply 
*must* remember to keep my questions general, and not concern myself with 
whether the response, if any, actually addresses the question I asked.  I 
have as many house rules and modifications of standard rules as anyone, but 
I do think it's appropriate to be sure what the rule says before you go 
changing it. 
 
Why do I suddenly feel like John Adams?  Oh, yeah..."obnoxious and disliked". 
 
Damon 
 
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Date: Wed, 15 Apr 1998 23:11:07 -0500 
To: GoldRushG <GoldRushG@aol.com&> champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
>  Now if you'll excuse me, I have to do the layouts for San Angelo. ;) 
 
Just couldn't let one post go by with bringing up the publisher thing 
again, could you? 
 
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Date: Wed, 15 Apr 1998 23:16:59 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Stainless Steel Rat <ratinox@peorth.gweep.net> 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
 
On 15 Apr 1998, Stainless Steel Rat wrote: 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> Sakura  writes: 
>  
> >> That is Bureacracy, not Teaching. 
>  
> > Actually, Bureaucracy is more 'general'. 
>  
> Then a more specific "subskill" of Bureaucracy.   
 
Which would work how in the rules?  (GURPS has a 'specialization' rule, 
but Hero does't...) 
 
> Because "PS: Teacher" is 
> not a bureaucratic skill, it is a skill concerned with teaching.   
 
Slight correction: it is a skill concerned with being a professional 
teacher.  There is a difference. 
 
One could have the hypothetical 'teaching' or 'instruction' skill without 
being a certified (or certifiable) teacher. Heck, I probably have it at 
8-, but I wouldn't know the first thing about a lot of stuff that someone 
with PS: Teacher would - all the 'procedural stuff' as it's been called 
elsewhere in this thread.  I wouldn't know about choosing and ordering 
textbooks, how to talk to parents about unruly students, how to cause a 
kid to be held back or be placed in an honors program, etc.  PS: Teacher 
would encompass all of those things, because they're things a professional 
teacher ought to know. 
 
> The guy 
> that teaches high school physics in Brighton, MA, has PS: Teacher.  The guy 
> that teaches Kung Fu in a small monastary in the outlands of China has PS: 
> Teacher. 
 
Hmm.  I guess I go into more detail with PSes than you do - I do /not/ 
think that a king fu teacher in China has the same PS as a physics teacher 
in Brighton. I'd use 'PS: High School Physics Teacher' and 'PS: Sifu' or 
'PS: Kung Fu Teacher'.  
 
A sensei does not need to know how to grade papers or prepare his students 
for the AP Physics test.  A physics teacher does not need to know how to 
challenge his student's physical limitations to make him stronger. 
 
There is some overlap, yes, in that both would need to know the basics of 
instruction - but even then, the approaches they use will probably differ 
greatly. 
 
J 
 
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will              jeffj@io.com 
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
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Date: Wed, 15 Apr 1998 23:27:48 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
X-Sender: bastet@iquest7 
To: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
cc: GoldRushG <GoldRushG@aol.com&> champ-l@sysabend.org 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
> >  Now if you'll excuse me, I have to do the layouts for San Angelo. ;) 
>  
> Just couldn't let one post go by with bringing up the publisher thing 
> again, could you? 
 
Cut back on the caffeine a little bit, ok?  It'll help with that tension 
and general irritability.;)    Unless Mark (@GRG) starts saying 'This way 
is the ONLY right way, because I work on the game',  I don't see the 
problem here. 
 
 
 
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Reply-To: "Allen Shock" <ashock@gte.net> 
From: "Allen Shock" <ashock@gte.net> 
To: <CHAMP-L@sysabend.org> 
Subject: Re: What are your favorite Hero-published characters? 
Date: Thu, 16 Apr 1998 00:53:31 -0400 
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Sender: owner-champ-l@sysabend.org 
 
Without a doubt, Foxbat. 
 
My second favorite is the new version of Doctor Destroyer from Champions: 
New Millenium. he's far enough removed from the Doctor Doom clone origins as 
to be a very interesting character. And thanks to the website, he is 
available for Hero. 
 
Allen Shock 
 
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Date: Wed, 15 Apr 1998 21:56:41 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
To: champ-l@sysabend.org 
Subject: Re: Block vs Dodge 
Sender: owner-champ-l@sysabend.org 
 
Stainless Steel Rat wrote: 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "RH" == Rick Holding <rholding@ActOnline.com.au> writes: 
>  
> RH>     You still must declare the block before the attack roll is made but 
> RH> after the attack decleratiaon, that is true.  But many people also play 
> RH> that you must block what the attacker hit (if the attack roll is good, 
> RH> it is harder to block.) 
>  
> This is wrong.  A Block roll is made *before* the attacker rolls to hit. 
> In other words, it is impossible to determine what the attacker hit, 
> because he has not hit anything, yet. 
>  
> It also makes Block nigh-useless as a defense when compared to Dodge. 
 
	First, sorry about the delay in getting back to this.  My server was  
changing hardware and it took several weeks to make the transfer. 
 
	Correct.  The way block is written, the defender makes his roll  
first.  But it is a relatively simple step to have the attacker declare his  
intent to attack, the defender states he will attempt to block the attack,  
then have the attacker make his attack roll to see if a hit needs to be  
blocked and if it needs to be blocked then see how hard it will be to block  
it.  The block action is attempted wether the attack lands or not, so the -2  
effect of extra blocks is still counted.  The proposal just makes combat a  
bit more interesting when you are going toe to toe. 
 
	I am a bit unclear as to the meaning of your last statement.  I think  
you are saying that basing the block attempt on the "relative success" of the  
attack makes it more or less pointless as a defence.  I must disagree here.   
The effect of tying the target number of the block to the attack roll makes  
it easier to block about half the time and harder to block the other half. It  
means that Granite OCV 3 has a chance of getting lucky if Speed Freak OCV 8  
happens to make a pitiful attack (rolls a 16) which while it actually  
connects, is somewhat easier to block. 
 
	Besides, as I said in an alternate post, if all you skill levels are  
on OCV, they do diddly squat when dodging, so blocking is always a viable  
defence. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
 
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Date: Thu, 16 Apr 1998 00:29:29 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
 
> To provide a bit of reference, I am a sysmonster.  That means my resume and 
> business cards say "Unix Systems Administrator".  "Computer Programming" is 
> a skill I have at an 8- at best; I do not write code for a living, though I 
> can cobble up shell scripts to automate routine tasks.  A more apt general 
> skill would be "Systems Operations", which is a "use computers" type of 
> skil rather than "write code" type of skill.  But the real meat of what I 
> know is in "PS: Sysmonster".  Any schmuck with a reasonable Systems 
> Operation skill can navigate a file system, roll and extract tarballs, copy 
> or move files around, etc.  What he will not know is all the useful tricks, 
> like 'tar cf - . | ( cd /foo; tar xpf - )' to make an exact duplicate of 
> the current directory, including ownerships and permissions.  Sure, the 
> schmuck can probably mange holding down a sysmonster's position, if he has 
> a GUI to hold his hands all the time (look at all the "Certified Windows/NT 
> Administrators" out there these days :).  But he is not going to be 
> anywhere near as good at it as I am. 
 
	You've just illustrated it exactly, Rat.  The PS is generally more 
than just a simple ability as so many non PS skills are in Champs. 
Writing, as a new skill, would be expressing PRE through writing, 
basically.  Teaching would be imparting knowledge.  PS: Writing will give 
a lot of the little tricks, etc that someone who makes their living 
writing will know, much as your PS: Sysmonger gives you little tricks 
Systems Ops (or Computer Operations, a personal skill) gives and different 
than what Computer Programming gives. 
 
	A PS: Teacher can do all of the little things (and there are a lot 
of them) that are necessary to keep a teaching job.  This is everything 
from planning parent-teacher conferences to supervising passing periods. 
This isn't easy, but it's not Teaching, that is to say imparting 
knowledge.  That's something different and, sad to say, something some 
teachers who are very good at being teachers are very bad at. 
 
	Similarly, someone with a high Computer Programming roll will be a 
whiz at writing code, though I'd make him take a language skill for each 
programming language.  However, he's not going to know how to follow the 
huge amount of procedure a coding job in the industry will require.  A 
race car driver will take a PS to reflect the working with a pit crew and 
various other little things involved in the profession, but the driving 
portion will be covered by combat driving. 
 
	Now, certain professions, whose skills aren't important outside of 
a professional standpoint, will get along fine with the PS.  PS: Plumber 
is all a plumber needs.  PS: Pizza Delivery Guy will be just fine for him. 
(Though I'd add in a AK at least at the 11- for some of them.)  PS: 
Secretary will be fine for a secretary.  PS: Lawyer will be OK, but it 
won't be very good without a KS or two and some PRE skills for arguing 
persuasively.  He can argue without them, but an opponent with the skills 
will debate circles around him. 
 
> "PS: Knight" gives the knight a similar advantage over some schmuck that 
> happens to be good with a sword.  The Professional Skill says that the 
> knight knows how to do things that can give him an advantage over the 
> schmuck.  What kind of things?  If you are playing a knight, do some 
> research into knightly things so you can role-play it. 
 
	Um.  Why don't _you_ give us some examples, Rat? 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Thu, 16 Apr 1998 01:38:39 -0400 
From: Cory Conrad <opus@sprint.ca> 
Organization: Dreamriders Workshop 
To: "[unknown]" <champ-l@sysabend.org> 
Subject: Re: Hero Plus: "Cardboard Heroes"? 
Sender: owner-champ-l@sysabend.org 
 
David B Stallard wrote: 
>  
> >>Is there a chance that Hero Games might be able to realease some 
> "cardboard 
> hero" type counters in electronic format?<< 
>  
> Lots of people (myself included) are asking for more of those cardboard 
> "miniatures".  Hero or Gold Rush, are you taking notes?  :-)  My personal 
> preference would be to have only silhouettes on these miniatures (just like 
> the character sheets), so we could draw our own heroes/villains onto them. 
> Sounds like an inexpensive project that is highly desired. 
 
Well for what it is worth I am paying attention. :) 
 
I personally own just about all of the old SJG Cardboard Heroes with 
some small plastic ants and spiders thrown in for good measure. 
 
Currently we have all our artists wrapped up in the various comics we 
are producing for the Fuzion game system (Currently FTR: Federal 
Tactical Response, Flat Black, Revenant, and Night's Edge). That and 
there is the Cold Fuzion print magazine which is in the works. 
 
So when we get a chance we will have honest-to-goodness comic artists 
working on cardboard miniatures. 
 
--  
Cory Conrad 
Dreamriders Workshop 
------------------------------------------ 
Fuzion, Comics, and a touch of Magic 
http://www.dreamriders.com/ 
------------------------------------------ 
 
 
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Date: Thu, 16 Apr 1998 01:59:55 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@sysabend.org 
Subject: Re: More supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
On Wed, 15 Apr 1998, John and Ron Prins wrote: 
 
> >I think my argument comes from a 'gut-reaction' of "800 points!  For 
> >what?"  Li Chun the Destroyer (Hey... "LI CHUN"?  Steve, were you playing 
> >Streetfighter II while writing this? ^_^). 
>  
> Heh. Just out of curiosity, what does Li Chun mean in Chinese? This could be 
> actually significant... 
 
Depends on how you write it. 
  
> >  Any way Li Chun is supposed to 
> >be a team-trasher, 832 points is okay.  Lin Hu is supposed to be the 
> >world's best, but does he need 855 points to do it?   
> > 
> >To be honest, a closer look does show that some of those points are spent 
> >on pretty useless KS skills (do you really need to spend 66 points for a 
> >KS of every known martial art, or could you just by KS: Martial Arts 23- 
> >and be done with it?) 
>  
> THAT is very true. I wondered on that one myself. And I would have given Lin 
> Hu some martial arts - just so he could do the 'normal' Martial Throw which 
> is annoying to simulate with dumb stuff like 'Double Knockback'. Martial 
> Throw, Martial Strike, and most of the exert maneuvers. Let him use his VPP 
> for extra STR only to do damage, 0 END, but he does Knockback like a regular 
> martial artist (he just uses martial strike all the time). 
 
I agree, a scattering of throws and such would be nice. 
  
>   He also drops 34 points to know how to use every 
> >weapon known to man... but that's sorta unavoidable. 
>  
> Yup. Though he has a 60 point weapon VPP; he's paid points for just about 
> every martial arts weapon known to man, so he doesn't need the FAM to use 
> them, does he? But I suppose he's going to be teaching others...the FAMs 
> make sense. 
 
Heh, I forgot about that one.  Yeah, he technically has paid the points to 
have any weapon he wants, why the FAM? 
  
> >Finally, some of his stats are (IMHO) a bit inflated.  35 DEX, 8 SPD 
> >and +9 
> >DEX Lightning Reflexes?  Way to much.  I'd go 30 DEX, 7 SPD and skill 
> >levels.  (Yeah, even on top of his 8 HTH and 2 Overall).  I think too many 
> >people pump DEX for its CV valuse alone, as oppsoed to using CSLs to 
> >represent fighting skill and experience . 
>  
> I'd feel no remorse giving Lin Hu a 12 SPD. Watching him fight would 
> probably be a lot like a movie martial arts fight where everything an 
> opponant does has him running into an arm, leg, elbow, knee, forehead, etc. 
> IOW, any fight Lin Hu gets into looks like the fight was coreographed for 
> Lin Hu to win in the minimum possible time while the bad guys fall all over 
> themselves to 'let' Lin Hu beat them up :-). 
 
12 SPD?  Whew... I dunno.   
 
> As for the DEX, I'm afraid that's an artifact of the way 'standard' 
> superhero martial artists are built (27 DEX for Seeker, etc.). 
 
Yeah, I guess so. 
  
> >80 points for martial arts powers sounds okay.  Exactly what super 
> >abilities do you want to simulate that you can't fit into 80 Active 
> >Points?  HKAs, AF Punches, AoE Punches, Chi blasts... what else? 
>  
> I'd expect Lin Hu to be able to do some _vile_ Dim Mak abilities, but TUMA 
> slaps on Invisible (+3/4) and Massive Time Delays for the return rate of the 
> Drains. I think Lin Hu should have a 'real' point limitation to his powers, 
> but effectively no _active_ point limitation. Lin Hu couldn't even do Qi 
> Feng's Dim Mak on 80 points. 
 
Hmm.. I see your point. 
   
> >Looking at my own Kazei Five manuscript, I find that there is one 836 
> >point character, one 700 point character 
>  
> That'd be Ran and Shion, truly vile psychokinetics, right? Just how big was 
> Ran's VPP again? :-) 
 
Uh... err... ahem... 200 points... 
  
Gee... look at the time, I gotta go!  Bye all! 
 
*************************************************************************** 
* "'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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Date: Thu, 16 Apr 1998 02:01:04 -0400 
From: Cory Conrad <opus@sprint.ca> 
Organization: Dreamriders Workshop 
To: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
CC: CHAMP-L@sysabend.org 
Subject: Re: What are your favorite Hero-published characters? 
Sender: owner-champ-l@sysabend.org 
 
BILL SVITAVSKY wrote: 
>  
> As I've mentioned recently in the published villain & Champions 
> Universe threads, I'm one of those seeming few who don't use 
> any published villains, organizations, etc. in my games, preferring 
> to use my own material. 
 
What?!? No one metioned the illustrious Foxbat as their favorite? 
 
I even created a battle cry for him: "Pong!" 
 
Well, I like the Tick for the same reasons. Silly, but dangerous if not 
taken seriously. 
 
--  
Cory Conrad 
Dreamriders Workshop 
------------------------------------------ 
Fuzion, Comics, and a touch of Magic 
http://www.dreamriders.com/ 
------------------------------------------ 
 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 16 Apr 1998 03:47:36 EDT 
To: champ-l@sysabend.org 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
<< You aren't the only one whose posts aren't being read carefully.  Note the 
inclusion of "probably" and "*may* not have" as qualifiers in my last 
sentence. >> 
 
  Lighten up, dude. I was adding to your example, not trying to challenge or 
contradict it. Sheesh.  ;) 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 16 Apr 1998 03:56:24 EDT 
To: champ-l@sysabend.org 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
<< Just couldn't let one post go by with bringing up the publisher thing 
again, could you? >> 
 
  Wasn't trying to beat a dead horse or anything of the sort. I honestly am 
swamped and recently had the layout job dropped in my lap -- two months past 
deadline -- by someone who suddenly had to back out of the project. 
 
  And why do you imply that I mention it every post? I don't. Unless you're 
referring to my "Mark @ GRG" sig. :D 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 16 Apr 1998 04:11:17 EDT 
To: champ-l@sysabend.org 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
<< Yes, we've established repeatedly that you are a publisher of Hero System 
books, no need to beat anyone over the head with it. >> 
 
  That's not my intent. 
 
<< I believe I can safely assume that you are, overall, more familiar with the 
Hero rules than I am.  But am I also to assume that the publication of a 
couple of adventure books empowers said publisher to be The Final Word on 
interpretation of rules in earlier works he *didn't* publish? >> 
 
  Umm... nope. :) 
 
<< I wasn't approaching you, individually, as a publisher, to get an 
"official" ruling on this. >> 
 
  And I didn't initially post my 200 point cop comment with the intent to 
establish an "official ruling" on PSs. That whole degradation came about 
because some people were too unwilling to see one example from an as yet 
unpublished book go by without running it through the proverbial grinder. 
 
  As for official rulings... please bear in mind that I have been flamed for 
NOT providing official rulings on issues, even when it's not my place to do 
so. So what do you people want from me? Either my status as a publisher has 
bearing or it does not. But for crying out loud, please don't make me feel 
unwelcomed just because I disagree with you. 
 
<< For an "official" ruling I probably would have asked Steve Long whether any 
clarification was planned for 5th Edition. >> 
 
  Asking the freelance author for an official ruling makes more sense than 
asking the publisher, or ever the designers of the original rules system?? 
Whoa! Have I been slammed or what? <LOL> 
 
<< I was asking you... to please explain to me what existing published rules 
shaped that view... >> 
 
  And I thought we did just that. But it really revolves around interpretation 
and implementation of a rule, not the mere presence or absence of one in this 
case. :/ 
 
<< Asking for specific instruction and information is preaching? >> 
 
  None of your posts came across to me as asking for specific instruction. If 
you care to reword your question, I can see about tryingf to answer it 
directly. But I'm afraid on this PS issue I may be unable to. I have already 
stated what I believe the spirit of the rules to be in this matter. The only 
way to get a truly official "ruling" is to get a response from the designers. 
 
  If an official ruling isn't needed (i.e., if we're simply debating the 
interpretation of the PS description on a philosophical level) then that's 
another story. ;) 
 
<< I have as many house rules and modifications of standard rules as anyone, 
but I do think it's appropriate to be sure what the rule says before you go 
changing it.>> 
 
  I agree with you 100%. Unfortunately, the rule in question has been posted 
verbatim twice to this list, and yet the debate rages on. <LOL> 
 
  And did I mention that I was a publisher as well? ;) 
 
  Look, I love this list and everybody on it. (Group hugs) We all ove the same 
game, and I will say right here and right now that everybody's style of play 
and interpretations of the rules are the next. I may not agree with someone's 
style of play, but I will defend to "-30 Stun/GM's Option" the right of every 
person to play in that style! :D 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 16 Apr 1998 04:21:31 EDT 
To: rholding@ActOnline.com.au, champ-l@sysabend.org 
Subject: Re: [Fwd: Fwd:  More VIRUS Warnings - Very Important!!!] 
Sender: owner-champ-l@sysabend.org 
 
  This is a very old net hoax. There is no such virus, nor has there ever 
been, and doubtful ever will be. A virus simply cannot be transmitted by an 
ASCII text message (aka e-mail). Now, an attached file *could* carry a virus 
(or *be* a virus). But simply opening e-mail does nothing. 
 
  Mark @ GRG 
 
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Date: Thu, 16 Apr 1998 03:28:42 -0500 (CDT) 
X-Sender: mlnunn@blue.net 
To: GoldRushG <GoldRushG@aol.com&> champ-l@sysabend.org 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
 
At 03:56 AM 4/16/98 EDT, GoldRushG wrote: 
><< Just couldn't let one post go by with bringing up the publisher thing 
>again, could you? >> 
> 
>  Wasn't trying to beat a dead horse or anything of the sort. I honestly am 
>swamped and recently had the layout job dropped in my lap -- two months past 
>deadline -- by someone who suddenly had to back out of the project. 
 
After nearly two years of hearing the cries and lamentations of a few people 
on this list about the lack of an Offical presense on the list I think Mark 
should start all of hhis posts by saying... 
 
I am Mark, I publish 4th edition Hero prouducts and other stuff... 
 
Just my opinion... 
 
Michael 
 
The guy who publishes Herozine... 
Rising Force Publications 
Herozine, The Superhero RPG Fanzine...vist our recently updated web site... 
http://members.aol.com/hzineweb/index.htm 
 
"You have never lived until you have almost died.  
And for those who fight for it, 
life has a flavor the protected never know"  
- anonymous 
 
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Date: Thu, 16 Apr 1998 05:28:44 -0700 
To: Champions Mailing List <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Grossly Complex problem 
Sender: owner-champ-l@sysabend.org 
 
At 11:01 PM 4/15/1998 -0500, Sakura wrote: 
>On Wed, 15 Apr 1998, William K Bushway wrote: 
>>  Hmmm...  I agree that each slot should be an ultra.  But, 
>> considering that the size of the point reserve will most likely be based 
>> on the biggest power (Royal Flush), putting a -1 limit on said power would 
>> be a bit of a faux pas. ;) 
> 
>I don't follow you here...I was going to partially limit the 
>multipower...10 pts of the reserve (to pull a number out of my hat) 
>would be unlimited, the next 10 would have 'only if 1 pair is drawn', the 
>next 10 'only if 2 pair', etc.  Overall limitations would be OAF: Cards, 
>gestures, full phase, and 'must use best hand'.  I think the 'side 
>effects' are a -0 since they're pretty rare. 
 
   In other words, something pretty close to what I suggested? 
   BTW, for "Must Use Best Hand," I'd recommend -1/2 as a bonus level. 
 
>> > What bothers me is having the player spend so many points for a 
>> > power he might never get to use.  I think the minimum I'll go with on the 
>> > high-level powers is Activate 8- (-2) and NCC (-2) - that would make it 
>> > seem to be rare enough... 
>>  
>>  Well, time for somebody with a scientific calculator to supply us 
>> with some probabilities.  I tend to belive that the chance of drawing a 
>> royal flush is a little less than 8-. 
> 
>The chance of getting it 'pat (first hand) is somewhere in the .00005% 
>range.  That's why I added 'No Conscious Control'.  I was pondering 
>applying multiple activation rolls, too, to get the percentages right. 
>(i.e. two 11- (50%) activation rolls would really be 25%...) 
 
   Don't bother with the NCC.  This Limitation basically means that the 
Power is under the control of the GM rather than the player.  By the time 
you get to the "Must Make [Given Hand]" Limitation for that level, though, 
you'll be approaching (if not exceeding) that level of Limitation anyway. 
   And by the way, actually 11- is about 62%; twice that is around 38%.  If 
you want a 25% chance, though, just try an 8- Activation. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Thu, 16 Apr 1998 05:30:33 -0700 
To: <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: Hero Plus: "Cardboard Heroes"? 
Sender: owner-champ-l@sysabend.org 
 
At 08:48 PM 4/15/1998 -0400, Michael Sprague wrote: 
>There is a software package, called Poser 2, by Fractal Design that _looks_ 
>like it could be a good way to create a bunch of Cardboard Heroes.  It's 
>intent is to create realistic looking 3-D people, from babies to 
>super-heroic physique.  It looks like you can add clothing (costume) and 
>additional stuff (extra arms?) to personalize each one.  Once you create 
>one, you can rotate and look (print) it at any angle, so it would be easy to 
>get a front and rear view of the same pose. 
> 
>I would love knowing how to use this software, but I simply don't have the 
>time.  Has anyone tried it? 
 
   I haven't tried it, but for various purposes (this among them) it is on 
my "To Get" list of software.  Therefore I would like to hear what anyone 
else has to say about the program.... 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Thu, 16 Apr 1998 05:39:26 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: More supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
At 09:40 PM 4/15/1998 -0400, John and Ron Prins wrote: 
>>  Any way Li Chun is supposed to 
>>be a team-trasher, 832 points is okay.  Lin Hu is supposed to be the 
>>world's best, but does he need 855 points to do it?   
>> 
>>To be honest, a closer look does show that some of those points are spent 
>>on pretty useless KS skills (do you really need to spend 66 points for a 
>>KS of every known martial art, or could you just by KS: Martial Arts 23- 
>>and be done with it?) 
> 
>THAT is very true. I wondered on that one myself. And I would have given Lin 
>Hu some martial arts - just so he could do the 'normal' Martial Throw which 
>is annoying to simulate with dumb stuff like 'Double Knockback'. Martial 
>Throw, Martial Strike, and most of the exert maneuvers. Let him use his VPP 
>for extra STR only to do damage, 0 END, but he does Knockback like a regular 
>martial artist (he just uses martial strike all the time). 
 
   I think it could be argued that Lin Hu is one of those unique cases 
where one could justify allowing the VPP points to be spent on Martial Arts 
maneuvers (though whether I'd allow him to put a lot of extra Damage 
Classes in with it is a matter of consideration; it would be obscenely 
powerful at 80 points, but then again he *is* the best Martial Artist in 
the world). 
 
>>> >> Oh, who else wants to see a full write up of all of the Tiger Squad? 
>>> > 
>>> >Hmmm... sure.  But isn't that like... 35 people?   
>>>  
>>> Yeah. So? 
>> 
>>Just that it would be a sourcebook all to itself.  
> 
>Yeah. So? :-) While we're at it, we need the Pacific Lords as well...^_^ 
 
   And I have both groups slated for Far East Enemies, once I get around to 
doing that book.  (In fact, I have HeroMaker files as well as sketch notes 
for most of the Pacific Lords, at that, as well as some seeds for internal 
politics and such.) 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Thu, 16 Apr 1998 09:17:22 -0400 
To: champ-l@sysabend.org 
From: Mike Christodoulou <Cypriot@concentric.net> 
Subject: Re: Politics in the game... 
Sender: owner-champ-l@sysabend.org 
 
At 10:29 PM 4/15/98 -0400, Leah L Watts wrote: 
><< Most Champions supplements, modules, etc. have a distinctly liberal  
>>bent to 
>>them (IMHO). Does anyone run their games more middle of the road or 
>>conservative?>> 
>> 
>>  Now this is an interesting observation. Do you have any examples? 
> 
>Or better yet, definitions?  "Liberal" and "Conservative" mean different 
>things to different people. 
> 
 
Oh boy.  Well, it's going to be difficult to keep this in genre, so let  
me at least try to keep it short. 
 
You want a classic definition?  Liberals advocate changes to the system, 
while conservatives resist change.  This definition has gone mostly by 
the wayside. 
 
A spectrum definition:  Liberals are aligned with the "left" on a one- 
dimensional line, while conservatives are plotted on the "right".  This 
has never really made much sense, as it refers to the seating chart of 
the British Parliament. 
 
A more modern application:  Liberals tend to favor higher taxation and 
income redistribution in the name of fairness and level playing fields, 
and support a more lenient or flexible view of personal conduct  
standards.  Conservatives talk of stricter moral and personal  
restrictions in the name of family values and strengthening of the  
moral fiber of civilization, while supporting fewer assaults on personal 
and corporate finances.  In practice, though, there are few modern  
politicians that fall into either of these categories. 
 
As you asked only about "liberals" and "conservatives", I'll save my 
"libertarian" diatribe for another time.  (Personal freedom plus  
financial freedom) 
 
Now, as to how this applies in role-playing, I'm not sure.  Obviously, 
individual characters can have their own personal political philosophies, 
in which case, to say that there's a "liberal bent" would imply that most 
or all of your characters are played as liberals.  The superhero group 
itself might have a political agenda, as shown through speeches and  
public actions.  Again, though, this is not due to the supplements or 
other Champions creations. 
 
One area for political agenda might be the judicial system described 
(I think) in DARK CHAMPIONS -- or for that matter, the judicial system 
as built in your own Champions universe.  Court decisions and precedents 
might tend toward different points on the political chart (which, by the 
way, is not a straight line, folks). 
 
If your campaign deals heavily with the government, you might run into 
political considerations, although I suspect that most of this will run 
toward the fringe, conspiracy theory types. 
 
Another example might be a campaign where the government has swung to 
an extreme political position.  Let's say, the authoritarian, "Big 
Brother" type system.  In this case, the political bent of your campaign 
will probably be exactly opposite to that system -- in this case,  
libertarian freedom fighters.  This could theoretically be done with any 
combination of political philosophies, although most probably (and most 
interestingly) will be done with the diametrical opposites. 
 
I'm thinking of all this as I type, and I still haven't thought of an 
example in the Champions resources where any particular political thought 
is overrepresented.  I'm still hoping that the original poster will  
provide some illustrations, as it is an intriguing subject. 
 
 
======================  ================================================= 
Mike Christodoulou      "Never doubt that a small group of committed  
Cypriot@Concentric.Net   citizens can change the world.  In fact, it is  
(770) 662-5605           the only thing that ever has."  -- Margaret Mead 
======================  ================================================= 
 
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Subject: Re: Which published villains do you use? 
Date: Thu, 16 Apr 1998 09:18:29 -0400 
x-sender: dfair@pop.worldweb.net 
From: David Fair <dfair@sdslink.com> 
To: "Hero Games" <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
 
>I'm just curious, which published villains make regular appearances in your 
>campaigns?  I assume Viper is probably a mainstay in the majority of 
>campaigns, but how about groups like Zodiac or solo villains like Dark 
>Seraph (just to throw out some names)?  My campaign has just started so I 
>haven't pinned down the regulars yet, but in past campaigns Viper and Demon 
>were the two most regularly featured villain organizations, and Terror, 
>Inc. was also a big player. 
 
One team that I use, that I am surprised no one else has mentioned, is  
Deathstroke. This team is great for the circles you can run with their  
competancy, mental stability and they work fine for both  
world-threatening plots and bank robberies. 
 
 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Politics in the game... 
To: andreak@vapo1.him.unisys.com (Andreano Keith HIM VA) 
Date: Thu, 16 Apr 1998 06:57:56 -0700 (PDT) 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
> 	>I do know that as most of the players in our group are more 
> 	>conservative (libertarian, actually), we have a habit of 
>	playing it that way. 
>  
> 	I do the same. 
 
	Heh. Growing up in San Francisco I always assummed RPG'er were 
	a more liberal group. Currently I've somehow amased a group of players 
	from the midwest. Every now and then they say something about guns, 
	the environment, or whatever that from my worldview is absurd. 
	Fortunatley living abroad has tought me to keep from making a scene 
	when my views difer. But I doubt these guys will last too many years 
	with those views in this city. :) 
  
> 	>There are exceptions.  I find that we play most city officials 
> 	>as pathetically liberal.  (oops.  redundant.) 
>  
> 	Same here too! ^_^; 
 
	Reverse here. I guess we Americans assume politicians to be stupid. 
So naturally we play them to the politiical leanings we find to be stupid. 
Which means you conservatives play them liberal while us liberals play them 
conservative. :) 
 
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Date: Thu, 16 Apr 1998 09:06:35 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: RE: Hero Plus: "Cardboard Heroes"? 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 16 Apr 1998, Bob Greenwade wrote: 
 
> At 08:48 PM 4/15/1998 -0400, Michael Sprague wrote: 
> >There is a software package, called Poser 2, by Fractal Design that _looks_ 
> >like it could be a good way to create a bunch of Cardboard Heroes.  It's 
> >intent is to create realistic looking 3-D people, from babies to 
> >super-heroic physique.  It looks like you can add clothing (costume) and 
> >additional stuff (extra arms?) to personalize each one.  Once you create 
> >one, you can rotate and look (print) it at any angle, so it would be easy to 
> >get a front and rear view of the same pose. 
> > 
> >I would love knowing how to use this software, but I simply don't have the 
> >time.  Has anyone tried it? 
>  
>    I haven't tried it, but for various purposes (this among them) it is on 
> my "To Get" list of software.  Therefore I would like to hear what anyone 
> else has to say about the program.... 
 
I've got it, and it works pretty well.  You can adjust the pose or use one 
of several preset poses, you can create a color map to overlay on the 
figure (I haven't done this yet) and if you've got another 3d package, you 
can model stuff there and either import it as a prop or use it to replace 
one of the existing things (hand/forearm/arm/head/chest/etc).  If you were 
really dedicated and a modeling whiz, you could use the program to create 
mecha that moved like humans... 
 
One other thing that Poser 2 does is animate the figures - you can define 
keyframes and watch the thing move.  Be aware that it's a 3d rendering 
program, though, so any anymations you do will take a /long/ time to 
finish, unless (and probably even if) you've got a professional-level 
graphics setup. 
 
You can print directly or (my favorite) export the figure into another 3d 
program, or even export a rendered picture into a regular paint program. 
 
My advice: If you need it for more than just Cardboard Heros, get it. If 
it's just for gaming stuff, it might be a bit expensive - you might want 
to try looking for an old copy of Poser 1 (less features, no animation, 
but cheaper). 
 
J 
 
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will              jeffj@io.com 
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
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Date: Thu, 16 Apr 1998 10:15:08 -0400 
From: Chris Hartjes <hartjes@ionsys.com> 
To: Hero Mailing List <champ-l@sysabend.org> 
Subject: Re: Politics in the game... 
Sender: owner-champ-l@sysabend.org 
 
Do we *really* have to talk about politics.  Are there no other topics 
that can be used for personal assaults and long-winded posts that 
degenerate into "my way or the highway"?  I fail to see what politcs has 
to do with Champions.  Being a Canadian, I find the whole US political 
system a constant source of amusement and I keep politics out of my 
campaigns.  Nothing ruins a good discussion more than politics. 
 
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Date: Thu, 16 Apr 1998 09:30:18 -0500 (CDT) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
To: Champions Discussion List <champ-l@sysabend.org> 
Subject: Re: Block vs Dodge 
Sender: owner-champ-l@sysabend.org 
 
On Wed, 15 Apr 1998, Rick Holding wrote: 
 
> Stainless Steel Rat wrote: 
> > >>>>> "RH" == Rick Holding <rholding@ActOnline.com.au> writes: 
> > RH>     You still must declare the block before the attack roll is made but 
> > RH> after the attack decleratiaon, that is true.  But many people also play 
> > RH> that you must block what the attacker hit (if the attack roll is good, 
> > RH> it is harder to block.) 
> > This is wrong.  A Block roll is made *before* the attacker rolls to hit. 
> > In other words, it is impossible to determine what the attacker hit, 
> > because he has not hit anything, yet. 
> > It also makes Block nigh-useless as a defense when compared to Dodge. 
> 	Correct.  The way block is written, the defender makes his roll  
> first.  But it is a relatively simple step to have the attacker declare his  
> intent to attack, the defender states he will attempt to block the attack,  
> then have the attacker make his attack roll to see if a hit needs to be  
> blocked and if it needs to be blocked then see how hard it will be to block  
> it.  The block action is attempted wether the attack lands or not, so the -2  
> effect of extra blocks is still counted.  The proposal just makes combat a  
> bit more interesting when you are going toe to toe. 
> 	I am a bit unclear as to the meaning of your last statement.  I think  
> you are saying that basing the block attempt on the "relative success" of the  
> attack makes it more or less pointless as a defence.  I must disagree here.   
> The effect of tying the target number of the block to the attack roll makes  
> it easier to block about half the time and harder to block the other half. It  
> means that Granite OCV 3 has a chance of getting lucky if Speed Freak OCV 8  
> happens to make a pitiful attack (rolls a 16) which while it actually  
> connects, is somewhat easier to block. 
 
In order for this analysis to be correct, we have to assume that rolls of 
11+ are about as likely to hit as rolls of 11-... which isn't true. The 
rolls which you really *need* to block are the lower ones, which are more 
likely to hit. In the system as written, blocking an attack is based on 
the relative skill of attacker and defender--OCV vs. OCV... in your system 
blocking is less a matter of skill as it is of luck. While I understand 
your interpretation that "lower rolls mean better attacks," which should 
therefore be more difficult to block, one of the primary appeals of block 
is the much higher defensive capability you have, even if your opponent 
gets "lucky." With block you even out the bell curve... both a good roll 
on your opponent's part and a bad roll on your part are needed to get hit. 
Although the mechanics can have many special effects, you can imagine that 
someone is concentrating on watching his opponent's moves, waiting for the 
chance to deflect a strike; it doesn't matter how "good" the strike is, it 
could be a beauty to your stomach, for instance, but if I can hit your arm 
before you hit me, that's a block. If you wanted to develop some other 
house rule for making attacks more difficult to block, like feints, or 
attacking from unpredictable directions, I'm sure it would be fine. The 
UMA suggests using Sleight of Hand for this purpose... I might also 
suggest allowing one OCV combat level to count as +2 OCV, vs. blocks only. 
 
As for not rolling the block first, I'll repost an older post in this 
thread. 
 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
To: Champions Discussion List <champ-l@sysabend.org> 
Subject: Re: Block vs Dodge 
 
On Tue, 31 Mar 1998, Mike Christodoulou wrote: 
 
> At 09:02 AM 3/31/98 -0600, Darien Phoenix Lynx wrote: 
> >Not true! If the block misses, you can no longer block until your next 
> >action... every block should be rolled, *before* the roll to hit is made. 
 
> I stand corrected.  With multiple attackers, you would have  
> to do it that way.  In a one-on-one combat, you could shave  
> off a little time by ignoring the roll. 
 
Either way, there is 1 or 2 rolls. If the block is successful, you needn't 
roll to see if the attacker hit. I think it's a good idea to get in the 
habit of rolling the block first to avoid confusion. 
 
Even in one-on-one combat, one attacker might get two or more attacks 
against a single block maneuver due to a higher speed or a held action. 
This happens regularly during swashbuckling swordfights in our Fantasy 
Hero campaign... waiting for the chance to throw off your opponent's 
parrying with a quick flourish. 
 
 
 
 
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Date: Thu, 16 Apr 1998 10:49:03 -0400 
From: Justin Calvaneso <jcalvaneso@raptor.com> 
Organization: Raptor Systems 
To: Champions <champ-l@sysabend.org> 
Subject: Foxbat 
Sender: owner-champ-l@sysabend.org 
 
 
 
Allen Shock wrote: 
 
> Without a doubt, Foxbat. 
 
    Yay Foxbat! ^.^  Believe it or not Bay City was my first exposure to this 
character. There's plenty of potential in a comic relief/irritating villian. 
Back in the day when I used to run a Heroes Unlimited campaign (I didn't know 
any better), I always enjoyed using 'The Mighty Static Man' from Villians 
Unlimited to knock the PC's down a few pegs every now and then. Humility is an 
important heroic lesson. =P Bay City (It's Fuzion, for you Hero only guys who 
aren't keeping score) didn't have all that much on the original Foxbat. I'd like 
to scrap together a list of the book he's appeared in thus far. Can anyone help? 
I think there's Enemies Assemble, Foxbat Unhinged, any others? Danke. 
 
--- 
Justin Calvaneso                  Raptor Systems, Inc. 
Test Lab Technician               a division of Axent Technologies 
jcalvaneso@raptor.com             266 Second Avenue 
(781) 530-2362                    Waltham, MA 02154 
--- 
 
 
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Date: Thu, 16 Apr 1998 09:55:36 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Bob Greenwade <bob.greenwade@klock.com> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Grossly Complex problem 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 16 Apr 1998, Bob Greenwade wrote: 
> At 11:01 PM 4/15/1998 -0500, Sakura wrote: 
> > 
> >I don't follow you here...I was going to partially limit the 
> >multipower...10 pts of the reserve (to pull a number out of my hat) 
> >would be unlimited, the next 10 would have 'only if 1 pair is drawn', the 
> >next 10 'only if 2 pair', etc.  Overall limitations would be OAF: Cards, 
> >gestures, full phase, and 'must use best hand'.  I think the 'side 
> >effects' are a -0 since they're pretty rare. 
>  
>    In other words, something pretty close to what I suggested? 
>    BTW, for "Must Use Best Hand," I'd recommend -1/2 as a bonus level. 
 
Yeah. It was the 'must have X hand' that was tripping me up.  Is that 
suggested -1/2 for everything, or should I be using -1/2 instead of -1/4 
for each level of 'Must have X hand'? 
  
> >The chance of getting it 'pat (first hand) is somewhere in the .00005% 
> >range.  That's why I added 'No Conscious Control'.  I was pondering 
> >applying multiple activation rolls, too, to get the percentages right. 
> >(i.e. two 11- (50%) activation rolls would really be 25%...) 
> By the time 
> you get to the "Must Make [Given Hand]" Limitation for that level, though, 
> you'll be approaching (if not exceeding) that level of Limitation anyway. 
 
Well, if I use -1/4 per level, I won't - 10 hands = -2 1/2 limit for the 
Royal Flush.  If I'm using -1/2 per level, then it certainly works 
better...  
 
The thing that bothers me about using a steady progression is that the 
jumps between the odds of getting each hand aren't even...this might be 
small enough to even out in gameplay, I'm not sure. 
 
>    And by the way, actually 11- is about 62%; twice that is around 38%.  If 
> you want a 25% chance, though, just try an 8- Activation. 
 
That'll teach me to post without my reference material.  Lemme try this 
again.  Lets put two 8- activation rolls on the power for a total of -4 
limit - the power has a 6.25% chance of working then (25% of 25%) - 
roughly equivalent to a 5- activation (4.5%).  Continue to add activation 
rolls of various sizes until you get to the % you want... 
 
Does this seem way off or is it actually usable? 
 
J 
 
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will              jeffj@io.com 
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Michael Surbrook <susano@access.digex.net> 
Cc: CHAMP-L@sysabend.org 
Subject: RE: What are your favorite Hero-published characters? 
Date: Thu, 16 Apr 1998 11:00:18 -0400 
Sender: owner-champ-l@sysabend.org 
 
Long Walker Rocks!  Not only is her personality a great source of amusement 
when interacting with the players, but I like her background too. 
 
> -----Original Message----- 
> From:	Michael Surbrook [SMTP:susano@access.digex.net] 
> Sent:	Wednesday, April 15, 1998 8:06 PM 
> To:	Goode, Jason 
> Cc:	CHAMP-L@sysabend.org 
> Subject:	Re: What are your favorite Hero-published characters? 
>  
> Felix-9 and Long Walker (Allies) - Walker's personality was just too cool, 
> and Felix demanded to be droped into my Kazei 5 cyberpunk game. 
>  
 
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Date: Thu, 16 Apr 1998 11:08:27 -0400 
To: champ-l@sysabend.org 
From: Mike Christodoulou <Cypriot@concentric.net> 
Subject: Re: Politics in the game... 
Sender: owner-champ-l@sysabend.org 
 
 
>	Reverse here. I guess we Americans assume politicians to be stupid. 
>So naturally we play them to the politiical leanings we find to be stupid. 
>Which means you conservatives play them liberal while us liberals play them 
>conservative. :) 
 
 
Heh!  An interesting take!  :) 
 
Actually, I'll play them as an exaggerated version of what they 
already are.  And I usually pick the most extreme examples anyway. 
If we have a local bible-thumping conservative in the news, I'll 
use him as an extreme "right-winger".  Whereas, our local race- 
baiters love to criticize our superhero group for being lacking 
in multiculturalism. 
======================  ================================================= 
Mike Christodoulou      "Never doubt that a small group of committed  
Cypriot@Concentric.Net   citizens can change the world.  In fact, it is  
(770) 662-5605           the only thing that ever has."  -- Margaret Mead 
======================  ================================================= 
 
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Date: Thu, 16 Apr 1998 11:11:18 -0400 
To: champ-l@sysabend.org 
From: Mike Christodoulou <Cypriot@concentric.net> 
Subject: Re: Politics in the game... 
Sender: owner-champ-l@sysabend.org 
 
At 10:15 AM 4/16/98 -0400, Chris Hartjes wrote: 
>Do we *really* have to talk about politics.  Are there no other topics 
>that can be used for personal assaults and long-winded posts that 
>degenerate into "my way or the highway"?  I fail to see what politcs has 
>to do with Champions.  Being a Canadian, I find the whole US political 
>system a constant source of amusement and I keep politics out of my 
>campaigns.  Nothing ruins a good discussion more than politics. 
>  
 
Just because *you* don't have the stomach or interest for politics 
doesn't mean that the rest of us can't use it as a useful role-playing 
tool. 
 
P.S.  I sure as hell hope, for the sake of your country, that you  
don't actually vote.   
 
======================  ================================================= 
Mike Christodoulou      "Never doubt that a small group of committed  
Cypriot@Concentric.Net   citizens can change the world.  In fact, it is  
(770) 662-5605           the only thing that ever has."  -- Margaret Mead 
======================  ================================================= 
 
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Date: Thu, 16 Apr 1998 11:12:17 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: CLOWN 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Message text written by John and Ron Prins 
>Tag: I know I shouldn't be pushing CLOWN, but I just love the idea of a 
guy 
who chases whomever is currently 'it'.< 
 
Why do you say you shouldn't be pushing CLOWN?  Do a lot of people on this 
list hate them? 
 
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Date: Thu, 16 Apr 1998 11:50:10 -0400 (EDT) 
From: William K Bushway <wbushway@osf1.gmu.edu> 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: Foxbat 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 16 Apr 1998, Justin Calvaneso wrote: 
 
> I'd like to scrap together a list of the book he's appeared in thus far. 
> Can anyone help?  I think there's Enemies Assemble, Foxbat Unhinged, any 
> others? Danke. 
 
His writeup can be found in Classic Enemies (and I think his _original_ 
writeup first appeared in Enemies 2, for 1st Edition). 
 
He plays a small role in the Sanctuary section of Classic Organizations (I 
don't remember if he was involved in the Assault on Sanctuary, but I do 
recall Freddy Foswell sneaking into the Superhero summercamp scenario). 
 
	          William K. Bushway, wbushway@osf1.gmu.edu 
	          http://Mason.GMU.edu/~wbushway/index.html 
	   "I'm betting that I'm just abnormal enough to survive." 
		    -The Tick, The Tick Vs.The Breadmaster 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Japan Sourcebook (was Re: More supplement reviews) 
To: kevinc@kuhub.cc.ukans.edu (Kevin Criscione) 
Date: Thu, 16 Apr 1998 09:01:50 -0700 (PDT) 
Cc: champ-l@sysabend.org, Lindsley@kuphsx.phsx.ukans.edu 
Sender: owner-champ-l@sysabend.org 
 
>>>>>>  Let's just hope that if anyone ever did it they actually had a clue 
>>>>>>on asia, rather than just learned it all from a Wolverine comic and a 
>>>>> bunch of 
>>>>>>anime movies. 
>>>>>> 
>>> I suspect a lot of the problem is that people writing gaming books look to 
>>> other gaming books as sources. How did GURPS China and GURPS Japan come out? 
>>        They were decent, and ocaisionally even accurate. 
>> 
>>The problem is twofold. 
>> 
>>1. Most westerners have very little clue on asia. That's the nature of our 
>>        society. By converse, most asian societies today study the west in 
>>        great detail. 
>> 
>>2. Asia is a living breathing place. It's not today what it was 500 years ago, 
>>        let alone even 5 years ago. Most of the stuff I see on asia uses out 
>>        of date stereotypes that were hardly accurate to begin with. 
>> 
>>        I'd like to see a book on asia written by people who have lived there. 
>>It's quite a rich place for both fantasy and super roleplay. 
>  
>   Well, the character write-ups (game mechanics only and with a number of 
> familiar anime references) for the proposed "Champions of Nippon" are 
> finished and my co-author, who is doing the social aspects of the book has 
> had a long time interest in Japanese culture and is currently living and 
> working in Japan for two years. Does that qualify? 
 
	I suppose it would, for that one small region of asia. But it would be 
regretable if it falls down to an anime crutch. ANIME HERO is the place for 
that. 
	It's kind of like doing a book on the USA and using 'Pinky and the 
Brain' as your source material. 
 
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Date: Thu, 16 Apr 1998 12:18:21 -0400 (EDT) 
From: William K Bushway <wbushway@osf1.gmu.edu> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Grossly Complex problem 
Sender: owner-champ-l@sysabend.org 
 
On Wed, 15 Apr 1998, Sakura wrote: 
 
> On Wed, 15 Apr 1998, William K Bushway wrote: 
 
> > 	Hmmm...  I agree that each slot should be an ultra.  But, 
> > considering that the size of the point reserve will most likely be based 
> > on the biggest power (Royal Flush), putting a -1 limit on said power would 
> > be a bit of a faux pas. ;) 
>  
> I don't follow you here... 
 
	Sorry, what I was trying to say was that the -1/2 Limitation: only 
one power at a time, should be applied to the powers themselves, not the 
whole multipower.  My reasoning is this; If you place the -1/2  
limitation on the multipower, you are - in effect - placing that 
limitation on every power, right?  Now, with said limitation, it would 
only make sense to make the point pool equal to the cost of the largest 
power in the multipower (Royal Flush).  Because it too will be an Ultra 
slot, and uses up all the points in the pool (thus making it impossible to 
use any other powers, even without the limitation), you are effectively 
putting a limitation on a power that already has said limitation. 
 
	That's still a little confusing... let me put it this way: If I 
have a 50 pt. Multipower, and all my slots are ultras, and all said slots 
use the whole 50 pts., is it fair to give the multipower the Lim: Can only 
use one power at a time?  No, because it already has that limitation built 
in, because of the way I've structured the multipower. 
 
	Yeah, it's nitpicky, so sue me. 
 
> > and 7 too complex (How would you model a limit break?  An END reserve, 
> > equal to the END cost of the Limit attack, that fills up when you take 
> > STUN?) 
>  
> Actually, this is something I've figured out already. 8) 
 
<Snipping the mechanics> 
 
	That makes sense, because in III, each character did possess a 
kind of Limit Break that activated when their health level was critical. 
 
 
> Materia would be a bit more difficult, but I didn't care for the materia 
> system, because it left the characters too undifferentiated. 
 
	Me either, but it was the logical outgrowth of III's Espers.  I 
still think II was the best FF released in the U.S. 
 
> The plot and world, however, are my own (except for the 'classic bits' - 
> an airship, Chocobos, a guy named Cid...) 
 
	Square's explanation for the dis-connectedness of the Final 
Fantasy installments is that each game is the "Final Fantasy", the last 
great epic story, of that world.  Running your own setting is actually 
perfectly consistant with that ideal. 
 
	          William K. Bushway, wbushway@osf1.gmu.edu 
	          http://Mason.GMU.edu/~wbushway/index.html 
	   "I'm betting that I'm just abnormal enough to survive." 
		    -The Tick, The Tick Vs.The Breadmaster 
 
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Date: Thu, 16 Apr 1998 12:21:45 -0400 
From: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
To: CHAMP-L@sysabend.org 
Subject: Re: Foxbat 
Sender: owner-champ-l@sysabend.org 
 
William K Bushway <wbushway@osf1.gmu.edu> wrote: 
 
>>> 
 
 
On Thu, 16 Apr 1998, Justin Calvaneso wrote: 
 
> I'd like to scrap together a list of the book he's appeared in thus far. 
> Can anyone help?  I think there's Enemies Assemble, Foxbat Unhinged, any 
> others? Danke. 
 
His writeup can be found in Classic Enemies (and I think his _original_ 
writeup first appeared in Enemies 2, for 1st Edition). 
 
He plays a small role in the Sanctuary section of Classic Organizations (I 
don't remember if he was involved in the Assault on Sanctuary, but I do 
recall Freddy Foswell sneaking into the Superhero summercamp scenario). 
<<< 
 
Foxbat spoke up in the Adventurer's Club letter column for quite  
a while, and was frequently mentioned even when they decided it  
was silly and tried to get rid of him. He also appeared as the  
illustration for "The Good, the Bad, and the Ugly" game review  
column. 
 
Champions II had a running Foxbat strip appearing throughout the  
rulebook. It also featured his ally Exo-Skeleton Man and the  
infamous Centipedemobile.  
 
I believe he also showed up in some of the Champions comics. (Those  
were pretty awful, by the way.) 
 
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From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Thu, 16 Apr 1998 11:21:50 -0500 (CDT) 
To: champ-l@sysabend.org 
Subject: Re: Politics in the game... 
Sender: owner-champ-l@sysabend.org 
 
 
 
I think the only time politics came up in my game was when one of the 
players said "don't run a 'rescue President 'x'" scenario, because my 
character won't bother".   Of course his character always have the same politics 
as he does. 
 
Curt 
 
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Date: Thu, 16 Apr 1998 10:39:25 -0600 
From: Curtis Gibson <mhoram@relia.net> 
To: champ-l@sysabend.org 
Subject: Re: Which published villains do you use? 
Sender: owner-champ-l@sysabend.org 
 
David B Stallard wrote: 
>  
> I'm just curious, which published villains make regular appearances in your 
> campaigns?  I assume Viper is probably a mainstay in the majority of 
> campaigns, but how about groups like Zodiac or solo villains like Dark 
> Seraph (just to throw out some names)?  My campaign has just started so I 
> haven't pinned down the regulars yet, but in past campaigns Viper and Demon 
> were the two most regularly featured villain organizations, and Terror, 
> Inc. was also a big player. 
 
I used PSI extensively for a while, but for an express purpose. I put 
them in and made them so extremly nasty that the team took them out, 
permanatly.  
 
I use Mechanon (under another alias), because one of the original 
characters in the campaign had a bit of background that she invented 
him. 
 
Terror Inc are fun incompetants (powerfull incompetants but 
incompetants) 
 
In both campaigns I've GMed the Golden Avenger has ended up a villian, 
and usually a campaign favorite. I guess I stress his racism and 
manipulation/slimy factor a bit 8) 
 
ATLAS has been a big deal. The team defeated them, the team PC telepath 
(also a psychologist) fixed Peacemonger, he joined the team, and the 
team took over the moonbase as thier own. Ego ended up in PSI. 
 
VIPER has been used, but just recently completely trashed as a world 
super agent power, the remnants are going to come together under 
Armstrong (leader of VF2). 
 
Genocide is used but with almost nothing in common with any published 
versions. Golden Avenger became on of the bishops. So did Mechanon (the 
PC that built him worked with the guy that became the White King.. 
Mechanon sees her as Mom and him as Dad). 
 
Doctor Destroyer is around, and in the news, but almost never used. Just 
once.. when the team got new members they fought him (and Mechanon, 
Viperia, Archimago and Menton). 
 
The Knightsaber (from Herioc Adventures 2) has been a reaccuring 
character/situation as well. 
--  
 
Not only does the English Language borrow words from other languages, 
it sometimes chases them down dark alleys, hits them over the head, and 
goes through their pockets.    -- Eddy Peters 
 
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Date: Thu, 16 Apr 1998 13:00:55 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: What are your favorite Hero-published characters? 
Cc: "[unknown]" <CHAMP-L@sysabend.org> 
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Message text written by Michael Surbrook 
>The Blood  (Blood and Dr. McQuark) - all of them, but especially "The 
Affrighter". Okor showed up in at least 4 local games at last count.< 
 
Can you tell me a little about this supplement?  I never picked it up, and 
don't know what I might have missed.... 
 
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X-Sender: lizard@dnai.com 
Date: Thu, 16 Apr 1998 10:05:40 -0700 
To: Rick Holding <rholding@ActOnline.com.au&> 
        champion mailing list <champ-l@sysabend.org> 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: [Fwd: Fwd:  More VIRUS Warnings - Very Important!!!] 
Sender: owner-champ-l@sysabend.org 
 
At 06:33 PM 4/16/98 -0700, Rick Holding wrote: 
>-- Just passing this along from a friend. 
 
Someone failed an INT roll. Badly. 
 
PT Barnum was wrong. More like every *second*. 
 
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Date: Thu, 16 Apr 1998 13:10:43 -0400 
From: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
To: CHAMP-L@sysabend.org 
Subject: Re: Politics in the game... 
Sender: owner-champ-l@sysabend.org 
 
 Curt Hicks <exucurt@exu.ericsson.se> wrote: 
 
>>> 
 
I think the only time politics came up in my game was when one of the 
players said "don't run a 'rescue President 'x'" scenario, because my 
character won't bother".   Of course his character always have the same politics 
as he does. 
 
<<< 
 
In one of my old campaigns, the player creating the hero "Shock"  
described his political views as just like his own - he was  
pretty left-wing. 
 
In the course of one of his first adventures, Shock ran into  
Ernie Brown, a lowbrow semi-corrupt cop with a Rush Limbaugh  
Republican world view. Shock started humoring Ernie in an  
attempt to get information out of him, but the player had so  
much fun with the right-wing rhetoric he soon decided that those  
really were Shock's views after all. 
 
Most interestingly, a few years later the player himself swung  
far to the right on the political spectrum. He was a big Ross  
Perot supporter, and now spends most of his time expounding the  
wonders of the free market, despising liberal economic policies. 
 
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From: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: ANIME HERO (WAS Re: Japan Sourcebook) 
Date: Thu, 16 Apr 1998 12:11:30 -0500 
Sender: owner-champ-l@sysabend.org 
 
Puma been saying they should do ANIME HERO since 1992. 
Hero Games people said there was "No Market" for it and 
"Anime doesn't even deserve a sourcebook since it isn't 
a specific genre." Lots people complained, but they no listen! 
Anyone out there disagree?  
Gold Rush Games listening? 
Puma could contribute much for it yes! 
 
^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
	"No flames please, once burnt at the stake, twice shy!"  
					- Joan of Arc's .sig 
     Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
 
 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 16 Apr 1998 13:35:55 EDT 
To: champ-l@sysabend.org 
Subject: Re: Politics in the game... 
Sender: owner-champ-l@sysabend.org 
 
  Okay, this is an outline in progress and is NOT the final outline, 
necessarily. But a few people expressed interest in seeing more Law & Order 
material, so here you go. ;) 
 
  Mark @ GRG 
========================================================= 
     HOW TO USE THIS BOOK <B-Header> 
     AUTHOR'S NOTES <B-Header> 
     USING LAW AND ORDER IN OTHER GENRES <B-Header> 
          FANTASY HERO/MEDIEVAL <C-Header> 
          GOLDEN AGE CHAMPIONS/1930s-1950s <C-Header> 
          HORROR HERO/HORROR <C-Header> 
          STAR HERO/SCI-FI <C-Header> 
          DARK CHAMPIONS/MODERN <C-Header> 
          CHAMPIONS/MODERN SUPERHERO <C-Header> 
     LAW ENFORCEMENT SUB-GENRES <B-Header> 
          ADVENTURE <C-Header> 
          SERIAL DRAMA <C-Header> 
          INVESTIGATION <C-Header> 
          THE LIGHTER SIDE OF LAW ENFORCEMENT <C-Header> 
          COVERT ACTION <C-Header> 
     BIBLIOGRAPHY & FILMOGRAPHY <B-Header> 
 
COPS IN THE CAMPAIGN <A-Header> 
     WHAT IS A COP? <B-Header> 
          DEFINITION <C-Header> 
          A HISTORY OF LAW ENFORCEMENT <C-Header> 
          A DAY IN THE LIFE <C-Header> 
          INSIDE A COP'S HEAD (PSYCHOLOGY) <C-Header> 
               How Cops View Others <D-Header> 
                    Other Cops <E-Header> 
                    Citizens At Large <E-Header> 
                    Politicians <E-Header> 
                    Attorneys <E-Header> 
                    Criminals <E-Header> 
               How Cops View Themselves <D-Header> 
     THE ROLE OF LAW ENFORCEMENT <B-Header> 
          WHAT ARE THEY GOOD FOR? <C-Header> 
          USING COPS INTELLIGENTLY <C-Header> 
     THE BROTHERHOOD <B-Header> 
          THE LAW ENFORCEMENT FAMILY <C-Header> 
          TRUST <C-Header> 
          GOOD OLD BOYS <C-Header> 
          COVER-UPS <C-Header> 
     INTERAGENCY COOPERATION <B-Header> 
          JOINT OPERATIONS <C-Header> 
          CROSSING JURISDICTIONAL LINES <C-Header> 
     DEALING WITH PARANORMALS <B-Header> 
          SANCTIONED HEROES <C-Header> 
          SUPERVILLAINS <C-Header> 
               Arresting Supervillains <D-Header> 
               Special Arrangements <D-Header> 
                    Containment <E-Header> 
                    Transportation <E-Header> 
                    Super Jails <E-Header> 
          EFFECTS OF PARANORMAL POWERS ON CRIME <C-Header> 
               How Are They Viewed? <D-Header> 
               Legal Considerations <D-Header> 
               Police Reactions To Powers <D-Header> 
 
CREATING CHARACTERS <A-Header> 
     CREATING COP CHARACTERS <B-Header> 
          EXISTING SKILLS, TALENTS, PERKS AND DISADS <C-Header> 
               Police Powers <D-Header> 
          NEW SKILLS, TALENTS, PERKS AND DISADS <C-Header> 
               Limited Police Powers <D-Header> 
               Speed Estimation <D-Header> 
     COP PACKAGE DEALS <B-Header> 
     LAW ENFORCEMENT NPCS <B-Header> 
 
POLICE PROCEDURES (ROLEPLAYING?) <A-Header> 
     TRAINING <B-Header> 
          THE ACADEMY (Min. Requirements) <C-Header> 
          ADVANCED OFFICER TRAINING (AOT) <C-Header> 
          SPECIAL TRAINING <C-Header> 
     CALLS FOR SERVICE <B-Header> 
          THE 911/COMMUNICATIONS CENTER <C-Header> 
          DISPATCHING <C-Header> 
               Channels <D-Header> 
               Repeaters <D-Header> 
               Radio Codes <D-Header> 
               Cop Jargon <D-Header> 
          RESPONDING TO THE CALL (Getting There) <C-Header> 
               AREA/CITY KNOWLEDGE <D-Header> 
               (COMBAT) DRIVING <D-Header> 
     MAKING CONTACT <B-Header> 
          ARRIVING AT THE SCENE <C-Header> 
               Observations <D-Header> 
               Securing the Scene/Handling the Crowd <D-Header> 
               Identifying Witnesses & Suspects <D-Header> 
               Interviewing Witnesses <D-Header> 
          OFFICER SAFETY <C-Header> 
          CHASING THE BAD GUY <C-Header> 
               HOT PURSUIT <D-Header> 
               VEHICLE PURSUITS <D-Header> 
               FOOT PURSUITS <D-Header> 
          USE OF FORCE <C-Header> 
               Levels of Force <D-Header> 
               When To USe It <D-Header> 
               Accountability <D-Header> 
     INVESTIGATING CRIMES <B-Header> 
          TIPS FOR INVESTIGATORS <C-Header> 
               Arson <D-Header> 
               Homicide <D-Header> 
               Rape <D-Header> 
               Burglary <D-Header> 
               Auto Theft <D-Header> 
               Narcotics <D-Header> 
               Explosives <D-Header> 
          CONDUCTING STAKE-OUTS <C-Header> 
          UNDERCOVER OPERATIONS <C-Header> 
          CONFIDENTIAL INFORMANTS/CONTACTS <C-Header> 
     MAKING THE ARREST <B-Header> 
          PROBABLE CAUSE <C-Header> 
          APPREHENDING THE SUSPECT <C-Header> 
          SEARCHES <C-Header> 
               Pat-down <D-Header> 
                    Officer Safety <E-Header> 
               Thorough Search <D-Header> 
                    Incident to Arrest <E-Header> 
                    Exigent Circumstances <E-Header> 
               Complete/Cavity Search <D-Header> 
               Opposite Sexes <D-Header> 
          USE OF FORCE <C-Header> 
          LEVELS OF ARREST <C-Header> 
               Citation <D-Header> 
               Cite and Release <D-Header> 
               Cuff 'em and Stuff 'em <D-Header> 
          MIRANADA/RIGHTS ADVISEMENT <C-Header> 
               When is it Required? <D-Header> 
          TRANSPORTING THE PRISONER <C-Header> 
          INTERROGATION AND QUESTIONING <C-Header> 
               Handling Juveniles <D-Header> 
     BOOKING THE PRISONER <B-Header> 
          ENTERING THE JAIL <C-Header> 
          THE BOOKING PROCEDURE <C-Header> 
          CLASSIFICATION <C-Header> 
          ACCOMODATIONS <C-Header> 
          JAILHOUSE RULES <C-Header> 
          TRUSTEES <C-Header> 
          RELEASE <C-Header> 
     THE COURTS <B-Header> 
          COURT SECURITY <C-Header> 
          ESCORTS <C-Header> 
          BAILIFFS <C-Header> 
     PUBLIC RELATIONS <B-Header> 
 
ORGANIZATION OF A LAW ENFORCEMENT AGENCY <A-Header> 
     DEPARTMENTAL STRUCTURE <B-Header> 
          DIVISIONS <C-Header> 
          BUREAUS <C-Header> 
          DETAILS <C-Header> 
     CHAIN OF COMMAND <B-Header> 
          RANK STRUCTURE <C-Header> 
     SECTIONS <B-Header> 
          STAFF <C-Header> 
               Administration <D-Header> 
               Internal Affairs <D-Header> 
               Media Affairs <D-Header> 
               Community Resources/Public Relations <D-Header> 
          PATROL <C-Header> 
               Vehicle Patrol <D-Header> 
               Aero Detail <D-Header> 
               Traffic Enforcement <D-Header> 
               Mounted/Horse Patrol <D-Header> 
               Crowd/Riot Control <D-Header> 
               Canine (K-9) <D-Header> 
               Crime Prevention <D-Header> 
                    Neighborhood Watch <E-Header> 
                    D.A.R.E. <E-Header> 
          TECHNICAL <C-Header> 
               Identification <D-Header> 
               Media <D-Header> 
          INVESTIGATIONS <C-Header> 
               Homicide <D-Header> 
               Missing Persons <D-Header> 
               Burglary <D-Header> 
               Assault <D-Header> 
               Robbery <D-Header> 
               Sex Abuse/Rape <D-Header> 
               Theft <D-Header> 
               Fraud <D-Header> 
               Vice <D-Header> 
                    Prostitution <D-Header> 
                    Gambling <D-Header> 
               Narcotics <D-Header> 
               Organized Crime <D-Header> 
               Gang Suppression <D-Header> 
          TASK FORCES <C-Header> 
               Inter-agency Operations <D-Header> 
          FICTIONAL SECTIONS <C-Header> 
               Special Violence Task Force <D-Header> 
               Paranormal Alert Response Team (PART) <D-Header> 
               Special Crimes Unit <D-Header> 
     SAMPLE LAW ENFORCEMENT AGENCIES <B-Header> 
          NEW YORK CITY POLICE DEPARTMENT <C-Header> 
          LOS ANGELES POLICE DEPARTMENT <C-Header> 
          CHICAGO POLICE DEPARTMENT <C-Header> 
          HUDSON CITY POLICE DEPARTMENT <C-Header> 
          STEWART COUNTY SHERIFF'S DEPARTMENT <C-Header> 
 
TOOLS OF THE TRADE <A-Header> 
     PERSONAL EQUIPMENT <B-Header> 
          THE UNIFORM <C-Header> 
          SAFETY EQUIPMENT <C-Header> 
               Handgun <D-Header> 
               Ammunition <D-Header> 
               Handcuffs 
               Keys <D-Header> 
               Flashlight <D-Header> 
               Mace <D-Header> 
               Oleoresin Capsicum (O.C.) <D-Header> 
               Baton/PR-24 <D-Header> 
               Gloves <D-Header> 
               Portable Radio <D-Header> 
               Whistle <D-Header> 
          MISCELLANEOUS EQUIPMENT <C-Header> 
               First Aid Kit <D-Header> 
               Traffic Accident Investigation Kit <D-Header> 
               Flares <D-Header> 
               Report Forms <D-Header> 
               Citations <D-Header> 
               Cellular Phone <D-Header> 
               Toys <D-Header> 
               Pager <D-Header> 
          EQUIPMENT LIST (Organized by Era/Genre) <C-Header> 
          WEAPONS LIST (Organizaed by Era/Genre) <C-Header> 
     VEHICLE EQUIPMENT <B-Header> 
          MOBILE RADIO <C-Header> 
          LIGHT BAR <C-Header> 
          SIREN/P.A. <C-Header> 
          PUSH-BARS <C-Header> 
          SAFETY CAGE <C-Header> 
          SHOTGUN RACK <C-Header> 
     POLICE VEHICLES <B-Header> 
          THE ROARING TWENTIES <C-Header> 
               Police Car <D-Header> 
               Motorcycle <D-Header> 
          GOLDEN AGE VEHICLES <C-Header> 
               Police Car <D-Header> 
               Motorcycle <D-Header> 
          MODERN VEHICLES <C-Header> 
               1980 Ford Ltd. <D-Header> 
               1990 Mustang Pursuit Car <D-Header> 
               1994 Chevy Caprice Patrol Car <D-Header> 
               1997 Ford Crown Victoria Patrol Car <D-Header> 
               1990 Chevy Blazer <D-Header> 
               1992 Kawasaki Police 1000 <D-Header> 
               Police Helicopter <D-Header> 
               Spotter Plane <D-Header> 
               Outboard Police Boat <D-Header> 
               Crime Scene Investigation Unit <D-Header> 
               Tactical Unit Van <D-Header> 
               Unmarked Police Car <D-Header> 
          FUTURISTIC VEHICLES <C-Header> 
               Hovercar <D-Header> 
               Air Assault Vehicle <D-Header> 
 
STREET CRIMES <A-Header> 
     CRIMES BY TYPE <B-Header> 
          INFRACTIONS <C-Header> 
          MISDEMEANORS <C-Header> 
          FELONIES <C-Header> 
     CRIMES DEFINED <B-Header> 
          CRIMES AGAINST PEOPLE <C-Header> 
               Assault <D-Header> 
               Battery <D-Header> 
               Robbery <D-Header> 
               Mayhem <D-Header> 
               Rape <D-Header> 
               Sexual Assault <D-Header> 
               Fraud <D-Header> 
               Peace Disturbance <D-Header> 
          A WORD ABOUT DOMESTIC VIOLENCE <C-Header> 
          CRIMES AGAINST PROPERTY <C-Header> 
               Theft <D-Header> 
                    Petty Theft <E-Header> 
                    Grand Theft <E-Header> 
               Burglary <D-Header> 
               Vandalism <D-Header> 
               Graffiti <D-Header> 
          VICTIMLESS CRIMES <C-Header> 
               Prostitution <D-Header> 
               Gambling <D-Header> 
               Mentally Ill <D-Header> 
               Transients <D-Header> 
               Panhandlers <D-Header> 
               Public Disturbances <D-Header> 
     SAMPLE CRIMINAL CODES <B-Header> 
          STATE PENAL CODES <C-Header> 
          STEWART COUNTY ORDINANCES <C-Header> 
          HUDSON CITY CODES <C-Header> 
 
GANGS <A-Header> 
     WHITE GANGS <B-Header> 
          Origins <C-Header> 
          Organizations <C-Header> 
          Identifiers <C-Header> 
          Activities <C-Header> 
     BLACK GANGS <B-Header> 
          Origins <C-Header> 
          Organizations <C-Header> 
          Identifiers <C-Header> 
          Activities <C-Header> 
     HISPANIC GANGS <B-Header> 
          Origins <C-Header> 
          Organizations <C-Header> 
          Identifiers <C-Header> 
          Activities <C-Header> 
     ASIAN GANGS <B-Header> 
          Origins <C-Header> 
          Organizations <C-Header> 
          Identifiers <C-Header> 
          Activities <C-Header> 
 
MOST WANTED (NPC Criminals) <A-Header> 
     SERIAL KILLER <C-Header> 
     STRONGARM ROBBERY <C-Header> 
     GANG MEMBER <C-Header> 
     GANG ASSOCIATE <C-Header> 
     CAR THIEF <C-Header> 
     MAD BOMBER <C-Header> 
     PSYCHO KILLER <C-Header> 
     WIFE-BEATER <C-Header> 
     DRUG DEALER <C-Header> 
     PROSTITUTE <C-Header> 
     ARSONIST <C-Header> 
     TERRORIST <C-Header> 
     TAGGER <C-Header> 
 
AGENCIES <A-Header> 
     LOCAL AGENCIES <B-Header> 
          CITY POLICE <C-Header> 
          COUNTY SHERIFF'S <C-Header> 
          UNIVERSITY POLICE <C-Header> 
          AIRPORT POLICE <C-Header> 
          PARK RANGERS <C-Header> 
     STATE AGENCIES <B-Header> 
          HIGHWAY PATROL/DEPARTMENT OF PUBLIC SAFETY <C-Header> 
          STATE POLICE <C-Header> 
          CORRECTIONS <C-Header> 
          BUREAU OF INVESTIGATIONS <C-Header> 
          DEPARTMENT OF JUSTICE <C-Header> 
     FEDERAL AGENCIES <B-Header> 
          FEDERAL BUREAU OF INVESTIGATIONS <C-Header> 
          DEPARTMENT OF JUSTICE <C-Header> 
               Bureau of Alcohol, Tobacco and Firearms <D-Header> 
          DEPARTMENT OF CORRECTIONS <C-Header> 
          BORDER PATROL <C-Header> 
          MARSHALS OFFICE <C-Header> 
          DEPARTMENT OF FORRESTRY <C-Header> 
          CUSTOMS DEPARTMENT <C-Header> 
          DEPARTMENT OF TRANSPORTATION <C-Header> 
               U.S. Coast Guard <D-Header> 
          POSTAL SERVICE <C-Header> 
               Postmaster General <D-Header> 
               Postal Inspections <D-Header> 
          TREASURY DEPARTMENT <C-Header> 
               Secret Service <D-Header> 
          DEPARTMENT OF DEFENSE <B-Header> 
               Department of Defense Police <C-Header> 
     MILITARY LAW ENFORCEMENT AGENCIES <B-Header> 
          U.S. NAVY <C-Header> 
               Master At Arms <D-Header> 
               Shore Patrol <D-Header> 
          U.S. MARINE CORPS <C-Header> 
               Military Police <D-Header> 
               Security Forces <D-Header> 
               Port Security <D-Header> 
          U.S. ARMY <C-Header> 
               Military Police <D-Header> 
               Criminal Investigations Division <D-Header> 
          U.S. AIR FORCE <C-Header> 
               Security Police <D-Header> 
                    Law Enforcement Specialists <E-Header> 
                    Security Specialists <E-Header> 
                    Security Police Investigations <E-Header> 
               Office of Special Investigations (OSI) <D-Header> 
     INTERNATIONAL LAW ENFORCEMENT AGENCIES <B-Header> 
          INTERPOL <C-Header> 
          FOREIGN AGENCIES <C-Header> 
               Royal Canadian Mounted Police <D-Header> 
               Japanese National Police Force <D-Header> 
               German Polizei <D-Header> 
               London Metropolitan Police <D-Header> 
     FICTIONAL LAW ENFORCEMENT AGENCIES <B-Header> 
          BUREAU OF PARANORMAL INVESTIGATIONS <C-Header> 
          DEPARTMENT OF PARANORMAL REGULATION <C-Header> 
          U.S. MARHALS PARANORMAL FUGITIVE DIVISION <C-Header> 
     OTHER SERVICES <B-Header> 
          FIRE DEPARTMENT <C-Header> 
          PARAMEDICS <C-Header> 
          AMBULANCE/EMTS <C-Header> 
 
APPENDICES <A-Header> 
     GLOSSARY OF POLICE AND RELATED TERMS <B-Header> 
 
Return-Path: <owner-champ-l@sysabend.org> 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 16 Apr 1998 13:43:31 EDT 
Subject: Re: Politics in the game... 
Sender: owner-champ-l@sysabend.org 
 
  Here's a bit of short fiction I currently have in the intro section. 
Dopesn't necessarily mean it's going to stay there in its current form, or 
even at all. To be honest, I haven't even looked at it for about a year. But 
it's something else from the book. Enjoy. ;) 
 
  Mark @ GRG 
=============================================== 
Paul took a sip of his coffee and looked through the windshield at the city 
street. Snow flakes drifted downward, leaving a thin white blanket on the 
ground, covering the dirt and grime. Paul reflected on the beauty of the 
virgin snow, a beauty that would last only a few hours. Soon, he thought, the 
silky white cloak would give way to the footsteps and tires, turning the 
streets dark again. Still, he thought, it was pretty while it lasted. 
 
The yellow strobe light of a passing city manintenance truck cast an amber 
glow on the snow-covered street. "Don't eat it" he thought, chuckling to 
himself. He glanced down at the radio as it crackled another message.  
 
"Forty-one David," came the South area dispatcher's voice over the speaker, 
"audible alarm, 6241 Heine." Another burglary alarm, Paul thought. That was 
the fourth audible alarm call he'd heard this shift. Winter always brought 
about a higher number of audible alarm calls, mostly because of the cold 
winds. 
 
"What a way to spend Christmas eve," Paul said aloud to the syrofoam cup he 
held. "Driving around in a stinking squad car chasing false alarms." It could 
be worse, he thought. He could be working in Fall's Point. 
 
Paul reflected back on his days as a rookie and the hard lessons he'd learned 
on these Hudson City streets. Then he thought about the three weeks he was off 
work, collecting city disability while ecoverig from a gunshot wound he'd 
sustained during a routine traffic stop. 
 
"Routine. Hah," Paul muttered. Very little about this job was routine, except 
perhaps the danger and lack of public appreciation. Still, work is good, he 
thought. Four 10-hour shifts a week with three days off, regular meal breaks 
barring some really hot call, and decent pay. Not tremendous pay, mind you, 
but decent pay. And security. There was always job security, because the bad 
guys would always be there. 
 
Of course, so would garbage. Paul thought a moment about the fact that city 
sanitation workers earned more than he did. Paul shrugged his shoulders. They 
don't get to carry guns, he thought sarcastically. Hell, they also don't get 
shot at. Well, not often. 
 
Paul adjusted the metal report case in his lap and finished writing the short 
synopsis of his last call for the shift log. 
 
2354 Hours: Arrival. Domestic violence. Husband arrested/Battery. Wife 
arrested/ADW (assault with a deadly weapon). Both subjects transported to 
Stewart County Jail. See report #94-15867. 
 
That didn't nearly tell the story, Paul thought. 
 
     *  *  *  *  *  * 
 
As he approached the house Paul could see various 40-ouncers littering the 
yard. He could also hear two people fighting; a man and a woman. The man was 
screaming something about kicking portions of her anatomy better left behind, 
so to speak. The 
woman was screaming obscenities relating to the man's ability to "perform," so 
to speak. They must be married, Paul thought to himself. 
 
As Paul neared the front door he could hear the woman screaming about a "close 
personal relationship" she had had with the man's best friend, due in large 
part to the man's inability to engage in close personal relationships, which 
she so desperately craved. 
 
Paul didn't thoroughly explore the ramifications of such a statement, but 
apparently the husband had. Just as Paul reached the front door, the woman's 
face impacted sharply against the man's fist. The outcome was predictable. Her 
face lost. Blood went everywhere as her nose flattened out, and she made a 
limp dive for the ground, backwards at that. 
 
Paul kicked open the door and announced his presence. 
 
"Police officer! Get on the floor, NOW!" Paul noticed that the man had all of 
the stereotypical characteristics of a drunk spouse abuser; matted hair, a 
five o'clock shadow, beer-stained T-sirt, and holey blue jeans. The man 
ignored Paul's instructions and began yelling at him instead. 
 
"Shcrew her," he slurred. "The witch got what she desherves. I should'a never 
married her, the good fer nothin' skank." Then the man made a vain attempt to 
spit on the woman, the saliva instead dribbling down his chin. The man then 
began yelling at Paul, but the words were like an unitelligible string of 
sounds. Paul learned to tune out the ramblings of drunks. All Paul caught were 
a few words here and there. Something about paying rent and tenant rights, or 
some such nonsense. 
 
The man was obviously unimpressed with Paul's official demeanor and 
authoritative voice, so Paul decided to convince the man of his resolve. He 
drew his PR-24 and again instructed the man to assume a position on the floor 
similar to his wife. 
 
Suddenly the man made an assumption in the recesses of his inebriated brain; 
if he could knock out his old lady, then he could knock out this pain-in-the- 
ass cop, too. He was wrong, but he didn't find out until it was too late. 
 
The man's facial expression suddenly changed, signalling Paul that things were 
about to get interesting. The man lunged, but Paul, the only one of the pair 
not feeling the effects of a few 40-ouncers, side stepped. The man was 
staggering past Paul, surprised and off balance. In a quick, fluid motion, 
Paul swung the baton... hard. It landed with a "whoomf!" in the man's stomach. 
He doubled over and began screaming about Paul's relations with his mother. 
 
"Get on the floor, man!" Paul yelled. "This isn't a damned game! Now DO IT! 
Get on the floor and spread your arms out!" 
 
Then all of a sudden, as if inspired to attempt the same stupid maneuver 
again, he started to turn toward Paul. All the while the man was uttering a 
deep, primal growl that often manifests after a few 40-ouncers and an 
encounter with a uniformed authority figure. Paul was ready, however, and 
bounced the baton off of the man's shin with a loud "prang!" More screaming 
and yelling ensued, but the man was more concerned with his wounded body parts 
than with fighting. 
 
As soon as he saw that the fight was out of the man, Paul rolled him over, put 
him in a departmentally-approved wrist lock and handcuffed him. As he stood 
the man up, however, he saw the woman standing in a nearby doorway... with a 
12 inch kitchen knife in her hand! 
 
"You're not takin' my man!" she yelled, and she lunged forward. For a fleeting 
moment Paul contemplated hiding behind "her man," but instead he threw the man 
to the floor and drew his PR-24. The woman slashed at Paul, but he managed to 
narrowly avoid the attack. The woman was not as lucky. As she was off-balance, 
Paul brought the baton down hard on the back of her hand. She screamed 
out loud, but she also dropped the knife. In short order Paul had the woman 
restrained and put his second set of 'cuffs to good use. 
 
Only then did Paul hear the sirens. Within moments, four patrol cars pulled up 
in front of the house. Officers ran toward the front door, dodging various 
bottles and cans that littered the yard. "Are you okay?" one of them asked. 
 
"Yeah, why?" Paul asked between heavy breaths. 
 
"Dispatch's been calling you for the last ten minutes. We thought you got 
hurt." 
 
"Oh, crap," Paul had said. "I must have forgotten to turn my portable on." 
Another typical call, Paul thought. Yeah, right. 
 
Return-Path: <owner-champ-l@sysabend.org> 
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X-SMTP: helo shell.infinex.com from rook@shell.infinex.com server rook@shell.infinex.com ip 207.201.8.250 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: [Fwd: Fwd:  More VIRUS Warnings - Very Important!!!] 
To: GoldRushG@aol.com (GoldRushG) 
Date: Thu, 16 Apr 1998 10:56:46 -0700 (PDT) 
Cc: rholding@ActOnline.com.au, champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
>   This is a very old net hoax. There is no such virus, nor has there ever 
> been, and doubtful ever will be. A virus simply cannot be transmitted by an 
> ASCII text message (aka e-mail). Now, an attached file *could* carry a virus 
> (or *be* a virus). But simply opening e-mail does nothing. 
 
	Actually, this depends upon your email software, and your browser. 
 
It's is quite easy to build a piece of Java code into an email that will crash 
a PC running a browser and reading email through that browser. It can be 
as simple as setting up a continuous loop to keep opening new browser windows. 
 
	Done at the right moment (which can be acheived by calling up the right 
other stuff through Java) this will at least ruin your browser. 
 
Return-Path: <owner-champ-l@sysabend.org> 
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X-SMTP: helo send1d.yahoomail.com from johndesmarais@yahoo.com server @send1d.yahoomail.com ip 205.180.60.48 
Date: Thu, 16 Apr 1998 11:05:01 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: CLOWN 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
---David B Stallard  wrote: 
> 
> Message text written by John and Ron Prins 
> >Tag: I know I shouldn't be pushing CLOWN, but I just love the idea 
of a 
> guy 
> who chases whomever is currently 'it'.< 
>  
> Why do you say you shouldn't be pushing CLOWN?  Do a lot of people 
on this 
> list hate them? 
 
A lot of the more, um, "serious gamers", think that CLOWN is an insult 
the genre.  Personally, I think they're a hoot - but I've only 
actually used them once in a campaign. 
 
 
== 
 
     John Desmarais <champ-l-owner@sysabend.org> 
============================================ 
Got a question about the list?  Just ask.  Or, you can go 
look over at www.sysabend.org/champions.  I've been 
slowly posting information about the list there. 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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Date: Thu, 16 Apr 1998 11:14:56 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: [Fwd: Fwd:  More VIRUS Warnings - Very Important!!!] 
To: Brian Wong <rook@shell.infinex.com> 
Cc: GoldRushG <GoldRushG@aol.com&> rholding@ActOnline.com.au, 
        champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
Brian Wong writes: 
> >   This is a very old net hoax. There is no such virus, nor has there ever 
> > been, and doubtful ever will be. A virus simply cannot be transmitted by 
> > an ASCII text message (aka e-mail). Now, an attached file *could* carry 
> > a virus (or *be* a virus). But simply opening e-mail does nothing. 
>  
>      Actually, this depends upon your email software, and your browser. 
<stuff about java deleted> 
 
Aiii.....this old hoax could gain new strength!   Btw, there actually _is_ a 
virus -- the email itself it a virus.  It spreads by being remailed by people 
who don't recognize it as a hoax.  However, it doesn't do anything except put 
spam in your mailbox ;) 
 
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Date: Thu, 16 Apr 1998 13:21:13 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: William K Bushway <wbushway@osf1.gmu.edu> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Grossly Complex problem 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 16 Apr 1998, William K Bushway wrote: 
 
> 	Sorry, what I was trying to say was that the -1/2 Limitation: only 
> one power at a time, should be applied to the powers themselves, not the 
> whole multipower.  My reasoning is this; 
 
<snip> Ah, that makes sense.  Hadn't really thought of it that way.  I'm 
not completely sure it shouldn't be applied to the entire power, because 
there are several combinations of powers where they 'could' be used 
together - but then again the partially limited pool should take care of 
that.  The limit is going to be vanishingly small when applied to the 
slots anyway... 
 
<Limit Break snip> 
 
> 	That makes sense, because in III, each character did possess a 
> kind of Limit Break that activated when their health level was critical. 
 
The FF3 'desperation attacks' I'd do a different way...I'd just put a 
'Limited Power' on it, only when BODY/Stun is at 10% or less.  That'd 
probably be a fairly large one.  I might also think of it as NCC, since 
the GM decides when they can do it, not the player. There was only a 
chance that the person would use it, if I remember right - it wasn't a 
certainty. 
 
The whole combat/'death' thing is going to have to work a bit different in 
HERO - I'm not entirely sure what exactly I'm going to do, because people 
die and get ressurrected with frightenting regularity in combat, but when 
people actually /die/ they die permanently - there are examples in both 
III and 7 which I won't go into cos they're spoilers - and no amount of 
Phoenix Down or Life2 or magicite/materia is going to save them. 
 
I think that 'death' in FF combat is more being knocked out, possibly to 
the GMO level, and actual death is a much rarer occasion.  That's probably 
how I'll handle it for the game. 
  
> > Materia would be a bit more difficult, but I didn't care for the materia 
> > system, because it left the characters too undifferentiated. 
>  
> 	Me either, but it was the logical outgrowth of III's Espers.  I 
> still think II was the best FF released in the U.S. 
 
<rant on> The thing that bugged me most about the materia was that the 
characters weren't learning the magic and getting more powerful - the 
rocks were.  In FF3 with the Magicite, your character would learn the 
spells...in FF7, you have 'magic rocks' that cast spells.  You don't learn 
how to steal stuff - your rock does. Bah. Bah bah bah. It greatly lessens 
the whole 'improving the characters' aspect of things. <rant off> 
 
(Plus, Materia would be a bitch to handle in HERO, what with all the 
players trading it around all the time...) 
 
On the other hand, I liked the idea of the Espers in FFIII teaching you 
magic, and you being able to summon them (briefly) to help you.  It's all 
in how you look at it. 
 
> > The plot and world, however, are my own (except for the 'classic bits' - 
> > an airship, Chocobos, a guy named Cid...) 
>  
> 	Square's explanation for the dis-connectedness of the Final 
> Fantasy installments is that each game is the "Final Fantasy", the last 
> great epic story, of that world.  Running your own setting is actually 
> perfectly consistant with that ideal. 
 
Ah...I hadn't heard that, but it certainly makes sense.  Not that I was 
going to let myself be stopped anyway. 
 
The campaign didn't actually start out as Final Fantasy...I just wanted 
one that had the same kind of console RPG 'feel' to the world...but it 
kept getting closer and closer and finally I said 'ta heck with it, it's 
FF HERO' and went all-out. 
 
J, writing stats for Chocobos. 
 
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will              jeffj@io.com 
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
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Date: Thu, 16 Apr 1998 14:26:05 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: Hero Plus: "Cardboard Heroes"? 
Cc: "[unknown]" <champ-l@sysabend.org> 
Content-Disposition: inline 
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Sender: owner-champ-l@sysabend.org 
 
Message text written by Cory Conrad 
>Currently we have all our artists wrapped up in the various comics we 
are producing for the Fuzion game system (Currently FTR: Federal 
Tactical Response, Flat Black, Revenant, and Night's Edge). That and 
there is the Cold Fuzion print magazine which is in the works.< 
 
Comics?  Are these "normal" comics that will sit next to Marvel and DC on 
the shelf, or inserts that come with future game books, or something else? 
 
>So when we get a chance we will have honest-to-goodness comic artists 
working on cardboard miniatures.< 
 
Sounds great!  Would this be something that you submit to Hero or GRG for 
publication, or a generic supplement that would be published for anyone to 
use (sorta like those generic "traps" and "dungeons" books that are out 
there)? 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: David B Stallard <DBStallard@compuserve.com> 
Cc: "[unknown]" <champ-l@sysabend.org> 
Subject: RE: CLOWN 
Date: Thu, 16 Apr 1998 14:49:02 -0400 
Sender: owner-champ-l@sysabend.org 
 
When I started my latest campaign, I asked the players what types things 
they would like to see.  CLOWN was specifically requested.... 
 
Jason Goode 
 
> -----Original Message----- 
> From:	David B Stallard [SMTP:DBStallard@compuserve.com] 
> Sent:	Thursday, April 16, 1998 11:12 AM 
> To:	Goode, Jason 
> Cc:	[unknown] 
> Subject:	CLOWN 
>  
> Message text written by John and Ron Prins 
> >Tag: I know I shouldn't be pushing CLOWN, but I just love the idea of a 
> guy 
> who chases whomever is currently 'it'.< 
>  
> Why do you say you shouldn't be pushing CLOWN?  Do a lot of people on this 
> list hate them? 
 
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Date: Thu, 16 Apr 1998 15:29:07 -0400 (EDT) 
From: William K Bushway <wbushway@osf1.gmu.edu> 
X-Sender: wbushway@mason2.gmu.edu 
To: Sakura <jeffj@io.com> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Grossly Complex problem 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 16 Apr 1998, Sakura wrote: 
 
> I think that 'death' in FF combat is more being knocked out, possibly to 
> the GMO level, and actual death is a much rarer occasion.  That's probably 
> how I'll handle it for the game. 
 
	Ah, the old "Swoon" dilemma.  I'd probably model the Life spells 
as a transform that raises the character's BODY and STUN to zero, linked 
to an Aid.  The trick is making the players aware which are "story" 
deaths, and which aren't.  
 
> On the other hand, I liked the idea of the Espers in FFIII teaching you 
> magic, and you being able to summon them (briefly) to help you.  It's all 
> in how you look at it. 
 
	Yeah.  Still, I lied the quests from 2 where you had to convince 
the monster to help you, before you could summon them. 
 
> J, writing stats for Chocobos. 
 
	Just remember, Chocobos are invincible (unless you're playing 
Tactics).  In 2&3, you never even have a chance to attempt to kill a 
Chocobo.  In 7, I defy to attempt to kill them.  I spent a half hour 
repeating the Knights of the Round/Mime/2x Summon combo, only to have the 
slightly miffed chocobo peck each of my characters, and run away. 
 
	          William K. Bushway, wbushway@osf1.gmu.edu 
	          http://Mason.GMU.edu/~wbushway/index.html 
	   "I'm betting that I'm just abnormal enough to survive." 
		    -The Tick, The Tick Vs.The Breadmaster 
 
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Date: Thu, 16 Apr 1998 15:41:56 -0400 (EDT) 
X-Sender: jprins@interhop.net 
To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: ANIME HERO (WAS Re: Japan Sourcebook) 
Sender: owner-champ-l@sysabend.org 
 
>Puma been saying they should do ANIME HERO since 1992. 
 
Puma's been wrong. Anime is not a genre, it's a medium. All anime means is 
animation that comes from Japan. Other than that, there are no conventions 
to follow; not even wide-eyed women. 
 
Next thing you know Puma will be pushing "Literature HERO" or "Poetry HERO". 
Pick a specific genre of anime (giant robot, magical girl, supernatural fu, 
romance, space opera, etc.) 
 
----------------------------------------------------------------------------- 
"Now, we get bigger guns." 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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Date: Thu, 16 Apr 1998 15:41:59 -0400 (EDT) 
X-Sender: jprins@interhop.net 
To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: CLOWN 
Sender: owner-champ-l@sysabend.org 
 
>Message text written by John and Ron Prins 
>>Tag: I know I shouldn't be pushing CLOWN, but I just love the idea of a 
>>guy who chases whomever is currently 'it'. 
> 
>Why do you say you shouldn't be pushing CLOWN?  Do a lot of people on this 
>list hate them? 
 
They're annoying. I know, they're 'supposed' to be annoying, but getting 
humilated is seldom the PC's idea of a good time, and that's what CLOWN is 
there to do - humiliate heroes. And some of them belong in more serious 
villian organizations - like April Foolkiller and Tag. 
 
 
 
----------------------------------------------------------------------------- 
"Now, we get bigger guns." 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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X-Sender: empulse@usa.net (Unverified) 
Date: Thu, 16 Apr 1998 13:02:43 -0700 
To: champ-l@sysabend.org 
From: Nic Neidenbach <naneiden@iswest.com> 
Subject: Re: ANIME HERO (WAS Re: Japan Sourcebook) 
Sender: owner-champ-l@sysabend.org 
 
At 03:41 PM 4/16/98 -0400, John and Ron Prins wrote: 
>>Puma been saying they should do ANIME HERO since 1992. 
> 
>Puma's been wrong. Anime is not a genre, it's a medium. All anime means is 
>animation that comes from Japan. Other than that, there are no conventions 
>to follow; not even wide-eyed women. 
> 
 
I think you're being a little to literal and way to critical. 
 
There has often been discussion about bringing certain aspects of popular 
Anime into genre works for Hero. Michael Surbrook's Kazi Five is a good 
example of combining cyberpunk, psionics, etc... into a game world that can 
easily be recognized as having its roots in Akira, Appleseed, Ghost in the 
Shell and Bubble Gum Crisis. 
 
>Next thing you know Puma will be pushing "Literature HERO" or "Poetry HERO". 
>Pick a specific genre of anime (giant robot, magical girl, supernatural fu, 
>romance, space opera, etc.) 
> 
 
This is what I feel is uncalled for. You can certainly argue the definition 
of Genre and Medium, but there is absolutely no evidence that Puma seeks to 
have a slew of genre books produced for things that are clearly not a 
genre. While his initial comment was not the most articulate, I think its 
clear that what he'd like to see is Hero System supplements that bring 
aspects of Anime into the RPG forum. 
 
-Nic 
 
                +-------------------------------------------------+ 
                |               naneiden@iswest.com               | 
                |         http://www.iswest.com/~naneiden/        | 
                |     "Kame...hame..ha!" - Goku, Gohan & Goten    | 
                +-------------------------------------------------+ 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Japan Sourcebook (was Re: More supplement reviews) 
To: CHAMP-L@sysabend.org 
Date: Thu, 16 Apr 1998 13:06:38 -0700 (PDT) 
Sender: owner-champ-l@sysabend.org 
 
> >        I suppose it would, for that one small region of asia. But it would be 
> >regretable if it falls down to an anime crutch. ANIME HERO is the place for 
> >that. 
>  
>   Although many of the characters (powers and some background ideas) are 
> anime inspired, the characters are being written in such a manner as to be 
> a part of a relatively reasonable campaign setting. Thus, would you mind 
> elaborating on the above? 
> 
	Simple. Even Japan is about more than cartoons. 
Hopefully the individual living there currently who's working with you is 
aware of this. I've met westerners when I lived in asia who weren't. I'd 
like to see such a book cover much more of the society and it's relations to 
it's neighbors (which are generally hostile), as well as it's own internal 
conflicts and successes. Most of which have nothing to do with cartoons. 
	Post WWII radiation and Japanese mythology are both ripe with 
opportunities for supers. As well as martial artists who fled China when 
martial arts were banned there after the communist take over. Though most 
of those went elsewhere. The whole ninja mythology could be exploited, not 
that that hasn't been done to death though. 
	Japans problems in the sex slave trade make ripe topics for Dark 
Champions. As does the Yakuza. 
 
	None of this is cartoon. 
 
Also, presenting the society, it's values, religion, and politics without 
resorting to basing it off of the latest japanese cartoon, but off of an 
actual examination fo what those things are. 
 
	That's more or less what I'm getting at, only I'm out of time and will 
have to follow this up more later. 
 
>   BTW, it is not necessary to send to me and the Champions Mailing list, as 
> I am a subscriber. 
> 
	Well, I'm not going to manually edit all these things, so it's group 
reply as the option now that they took out the all too sensible option of 
having the reply-to in there. 
 
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Subject: Re: Politics in the game... 
Date: Thu, 16 Apr 1998 16:08:05 -0400 
x-sender: dfair@pop.worldweb.net 
From: David Fair <dfair@sdslink.com> 
To: "Hero Games" <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
 
On 4/16/98 1:43 PM GoldRushG (GoldRushG@aol.com) Said: 
 
>  Here's a bit of short fiction I currently have in the intro section. 
>Dopesn't necessarily mean it's going to stay there in its current form, or 
>even at all. To be honest, I haven't even looked at it for about a year. But 
>it's something else from the book. Enjoy. ;) 
> 
Thank you for posting this, I for one found it enjoyable and worthwhile  
(and a welcome respite at that). 
 
 
 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
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From: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: CLOWN 
Date: Thu, 16 Apr 1998 15:12:43 -0500 
Sender: owner-champ-l@sysabend.org 
 
 
>When I started my latest campaign, I asked the players what types 
things 
>they would like to see.  CLOWN was specifically requested.... 
 
>Jason Goode 
 
<pumaese> 
Puma, personally, would get urge for KILL all members of CLOWN! ^_^; 
<\pumaese> 
 
Seriously, they are so obnoxious, they'd get on my nerves real quick! 
 
^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
	"No flames please, once burnt at the stake, twice shy!"  
					- Joan of Arc's .sig 
     Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
 
 
 
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Date: Thu, 16 Apr 1998 15:34:10 -0500 (CDT) 
From: Dataweaver <traveler@io.com> 
To: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
cc: "'Champions'" <champ-l@sysabend.org> 
Subject: Re: ANIME HERO (WAS Re: Japan Sourcebook) 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 16 Apr 1998, Andreano, Keith         HIM,VA wrote: 
 
> Puma been saying they should do ANIME HERO since 1992. 
> Hero Games people said there was "No Market" for it and 
> "Anime doesn't even deserve a sourcebook since it isn't 
> a specific genre." Lots people complained, but they no listen! 
> Anyone out there disagree?  
> Gold Rush Games listening? 
> Puma could contribute much for it yes! 
 
Considering the existence of Fuzion's Animechanics, I think _someone_ out 
there believes that there's a market for Anime.  I'm _not_ so sure that a 
single sourcebook could do it justice, though... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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Date: Thu, 16 Apr 1998 13:48:11 -0700 (PDT) 
From: Sharky Dangerthorn <dangerthorn@yahoo.com> 
Subject: Re: [Fwd: Fwd:  More VIRUS Warnings - Very Important!!!] 
To: Rick Holding <rholding@ActOnline.com.au&> 
        champion mailing list <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
 
FYI to any others on the list that don't know: This is a hoax.  You 
can get info on this and other hoaxes at: 
 
http://ciac.llnl.gov/ciac/CIACHoaxes.html 
 
 
 
 
 
---Rick Holding <rholding@ActOnline.com.au> wrote: 
> 
> -- Just passing this along from a friend. 
> ----------------------------------------------------------- 
> Ricky Holding    Email: rholding@ActOnline.com.au 
> Work is only there to give us time to talk about play 
> ----------------------------------------------------------- 
== 
Jim Dickinson -=- Portland/Salem, OR, USA 
a.k.a. Sharky Dangerthorn, Midget, Hey You! 
Nicks on DALnet (IRC): Da_Midge Game_Knight 
 
Castle Game Knight: http://www.aircyber.net/~jd/cgk 
Join the Circle of HEROs: http://www.aircyber.net/~jd/coh 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 16 Apr 1998 16:56:17 EDT 
To: champ-l@sysabend.org 
Subject: (L&O) Some Cop Equipment 
Sender: owner-champ-l@sysabend.org 
 
  Here is some equipment I wrote up sometime back. These are not final stats, 
to be sure. These are merely transcribed from my notes. Some of the point 
totals may be off, too (they haven't been rechecked). 
 
  Mark @GRG 
=========================== 
 
RADAR "SPEED" GUN 
Detect Speed, Sense, Ranged, AE Cone (768"), Telescopic (+14), OAF Speedgun, 
Concentrate (1/2 DCV), Only registers largest or closest/fastest vehicle 
(-1/2), Doppler Radar Effect (-1/2) 
AP: 82   Real Cost: 25   Price: $1,500 
 
"FLASH-BANG" GRENADE 
Flash vs Sight Group 1D6, AE: 2" Rad., OAF Grenade, 1 Charge, Indirect (+1/4), 
Linked to: 
2D6 NND (Defense is Force Field or Proof vs Sonics), AE: 2" Rad., OAF Grenade, 
1 Charge, Indirect (+1/4) 
AP: 100   Real Cost: 24   Price: $45 
 
RIOT SHIELD 
Armor +5rPD/+5rED, +2 DCV, OAF Shield, Act 14- 
AP: 31   Real Cost: 12   Price: $400 
 
BALLISTIC VEST (Level I/II) 
Armor +5rPD/+5rED, Act 9- (or Locations 11-13), OIF Vest, 1/2 Def vs Blades 
AP: 15   Real Cost: 4   Price: $450 
 
TRAUMA PLATE (added to vest) 
Armor +5rPD/+5rED, Act 8- (or Locations 10-11), OIF Trauma Plate 
AP: 15   Real Cost: 4   Price: $100 
 
ASSAULT/RAID VEST 
Armor +7rPD/+7rED, Act 9- (or Locations 11-13), OIF Assault Vest, 1/2 Def vs 
Blades 
AP: 21   Real Cost: 6   Price: $600 
 
BOMB/EOD SUIT 
Armor +14rPD/+14rED, OIF Bombsuit, Bulky (1/2 DCV, No NC Movement) 
AP: 42   Real Cost: 14   Price: $5,000 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 16 Apr 1998 16:56:20 EDT 
To: champ-l@sysabend.org 
Subject: (L&O) Holsters 
Sender: owner-champ-l@sysabend.org 
 
  Here are some of the holsters with applicable modifiers based on the type. 
I'll say up front that this is all intended to be *optional* stuff for people 
wanting this level of detail. It obviously is going to work better in Heroic- 
level games than Superheroic ones. ;)  These are also straight from my notes, 
so the stats are subject to change. 
 
  Mark @ GRG 
================================= 
TYPE: Type of holster (will be better explained in the book; I'll be happy to 
answer questions here about it). 
GRAB:  This is the modifier to the *attacker's* OCV when trying to Grab the 
weapon in the holster. 
STR: This is the modifiers to the *defender's* STR when trying to retain the 
weapon from being grabbed out of the hoster. Only used if the Grab is 
successful. 
FD: This is the modifier to the Fast Draw roll when the wearer attempts to 
fast draw the weapon from this type of holster. 
COST: The approximate/avg monetary cost of the holster (it may be issued) 
 
  The following are all assumed to be leather holsters. 
 
TYPE | GRAB | STR | FD | COST 
Std Top Draw | +0 | +5 | +0 | $90 
Front Break | -1 | +10 | +1 | $110 
Security II | -1 | +10 | +0 | $100 
Security III | -2 | +15 | -1 | $120 
Strapless | +1 | +0 | +1 | $60 
Shoulder | -1 | +5 | +0 | $90 
Ankle | -2 | +5 | -2 | $60 
Waistband | +0 | +5 | +0 | $70 
 
  The following numbers reflect the same style of holster but made of nylon: 
 
TYPE | GRAB | STR | FD | COST 
Std Top Draw | +0 | +0 | +1 | $45 
Security II | -1 | +5 | +1 | $50 
Strapless | +1 | +0 | +2 | $30 
Shoulder | -1 | +0 | +1 | $50 
Ankle | -2 | +0 | -1 | $30 
Waistband | +0 | +0 | +1 | $40 
 
  And there you have it. A detailed representation (but by no means the ONLY 
way to handle these nor a mandatory-use rule! <LOL>). 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 16 Apr 1998 16:56:23 EDT 
To: champ-l@sysabend.org 
Subject: (L&O) Interpol 
Sender: owner-champ-l@sysabend.org 
 
  Here are few tidbits of info about Interpol, for folks who want to use them 
in their camapign (any campaign): 
 
FUNDING 
  Interpol operates on "budget units" (BU), which are paid by each member 
nation (a "budget unit" was worth 4,850 Swiss Francs in 1976). Since 1956, 
each nation decides how many BUs it will contribute when it joins Interpol. 
Prior to 1956, contributions were based on the member nation's population. 
 
ORGANIZATION 
  Interpol is made up of four groups which coordinate and direct the 
organization: the General Assembly (GA), Executive Committee (EC), General 
Secretariat (GS) and the National Central Bureaus (NCB). 
  The GA and EC are made up of representatives of each member nation. The GA 
is the supreme authority, and it also elects the EC, which includes 13 members 
(a President, 3 Vice Presidents and 9 delegates). The EC meets twice a year 
(ordinarily). 
  The GS and NCBs run the day-to-day ops of Interpol. They are the "permanent 
and visible" elements. An NCB is one designated agency from a member nation 
which acts as the official law enforcement liaison between that nation and 
Interpol. 
 
MEMBERSHIP 
  By 1975, there were 120 member nations, each maintaining its own NCB. NCBs 
include: 
 
  Argentina (?) 
  Australia (Melbourne City Police) 
  Belegium (Palais de Justice) 
  Canada (RCMP) 
  Columbia (?; Bogata) 
  Egypt (?) 
  France (Suete') 
  (W) Germany (Bundeskriminalamt) 
  Hong Kong (May House, Police HQ; Arsenal St.) 
  Italy (Questore) 
  Japan (National Police; Tokyo) 
  Lebanon (?) 
  Malaysia (?) 
  Mexico (?) 
  Norway (Oslo Police - Interpol) 
  Philipines (?; Manila) 
  Spain (Comisaria General de Investigacion Criminal) 
  Sweden (Interpol Sektionen, Rikspolisstyrelson; Stockholm) 
  Switzerland (Bureau Central Swiss) 
  Thailand (Bangkok Police, Foreign Affairs Div.) 
  UK (Scotland Yard; London) 
  USA (Dept of the Treasury; Washington, D.C.) 
  Venezuela (Cuerpo Technico de Policia Judicial O.C.N.; Caracs) 
 
OFFICIAL LANGUAGES 
  The official languages of Interpol are English, French and Spanish. All 
internationally distributed documents (such as bulletins and notices) are 
printed in these three languages. 
 
NOTICES 
  Official notices (including notifications of international criminals being 
in a certain area/country and requests to apprehend them) are published in the 
three languages listed above. They are color coded (with a colored border) to 
indicate the notice's purpose or intent. 
 
  Red: Arrest for extradition 
  Green: Warning notice 
  Blue: Requests for additional information about a suspect 
  Black: Used to establish identity of a corpse 
 
RESTRICTIONS 
  Interpol is forbidden from becoming involved in military, political, 
religious or racial activities. The international officers from one country 
occasionally operate within another country as "advisors," and must adhere to 
the laws of the country they are in, in regards to arrest, search and seizure, 
etc. It's the repsonsibility of each member nation's NCB to "take up the 
chase" that Interpol begins. 
 
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Date: Thu, 16 Apr 1998 16:59:03 -0400 (EDT) 
X-Sender: jprins@interhop.net 
To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: ANIME HERO (WAS Re: Japan Sourcebook) 
Sender: owner-champ-l@sysabend.org 
 
>>>Puma been saying they should do ANIME HERO since 1992. 
>> 
>>Puma's been wrong. Anime is not a genre, it's a medium. All anime means is 
>>animation that comes from Japan. Other than that, there are no conventions 
>>to follow; not even wide-eyed women. 
> 
>I think you're being a little to literal and way to critical. 
> 
>There has often been discussion about bringing certain aspects of popular 
>Anime into genre works for Hero. Michael Surbrook's Kazi Five is a good 
>example of combining cyberpunk, psionics, etc... into a game world that can 
>easily be recognized as having its roots in Akira, Appleseed, Ghost in the 
>Shell and Bubble Gum Crisis. 
 
Yes, a _genre_ of anime Michael calls "Cyberpunk Anime". I know, I helped 
him with the definition. 
 
>>Next thing you know Puma will be pushing "Literature HERO" or "Poetry HERO". 
>>Pick a specific genre of anime (giant robot, magical girl, supernatural fu, 
>>romance, space opera, etc.) 
 
>This is what I feel is uncalled for. You can certainly argue the definition 
>of Genre and Medium, but there is absolutely no evidence that Puma seeks to 
>have a slew of genre books produced for things that are clearly not a 
>genre. 
 
Sigh. That was sarcasm. 
 
>While his initial comment was not the most articulate, I think its 
>clear that what he'd like to see is Hero System supplements that bring 
>aspects of Anime into the RPG forum. 
> 
>-Nic 
 
No, it's not clear. He said he wants a book called "Anime HERO". Which is 
about as clear as mud. Anime is just cartoons from Japan. It has as few 
boundaries on its subject matter and style as american television does (in 
fact, probably fewer boundaries). 
 
----------------------------------------------------------------------------- 
"Now, we get bigger guns." 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 16 Apr 1998 17:07:46 EDT 
To: champ-l@sysabend.org 
Subject: Re: ANIME HERO (WAS Re: Japan Sourcebook) 
Sender: owner-champ-l@sysabend.org 
 
<< Gold Rush Games listening? >> 
 
  Certainly. 
 
<< Puma could contribute much for it yes!>> 
 
  That depends. Is this indicative of your typical writing style? 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 16 Apr 1998 17:09:03 EDT 
To: CHAMP-L@sysabend.org 
Subject: Re: Japan Sourcebook (was Re: More supplement reviews) 
Sender: owner-champ-l@sysabend.org 
 
<< The whole ninja mythology could be exploited, not that that hasn't been 
done to death though. >> 
 
  Not in a historical context it hasn't. ;) 
 
  Mark @ GRG 
 
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From: "Warren E Henderson III" <warren@newenglandpc.net> 
To: "hero-l@sysabend.org" <hero-l@sysabend.org> 
Date: Thu, 16 Apr 98 21:21:56  
Reply-To: "Warren E Henderson III" <warren@newenglandpc.net> 
Subject: Re: The Official Word on PS 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 10 
 
On Thu, 16 Apr 1998 17:35:14 EDT, GoldRushG wrote: 
 
>  Here is a transcript form a recent chat with Bruce Harlick about the whole 
>PS "debate." While I assert that both viewpoints are equally valid, some 
>people expressed an interest in hearing what Hero had to say about it. So, 
>here you go. never say I don't love you guys and do stuff for you. ;) 
> 
>  Mark @ GRG 
>====================================== 
 
Thank you. 
 
 
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Date: Thu, 16 Apr 1998 14:26:04 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: (L&O) Some Cop Equipment 
To: GoldRushG <GoldRushG@aol.com> 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
GoldRushG writes: 
 
> RADAR "SPEED" GUN 
> Detect Speed, Sense, Ranged, AE Cone (768"), Telescopic (+14), OAF 
> Speedgun, Concentrate (1/2 DCV), Only registers largest or closest/fastest 
> vehicle (-1/2), Doppler Radar Effect (-1/2) 
> AP: 82   Real Cost: 25   Price: $1,500 
Hm....strangely implemented and highly overpriced.  For example, 'AE cone' is 
quite unnecessary.  Try 'detect discriminatory speed, ranged, telescopic +6', 
OAF, easily confused (-1/4), 'active' sensor (-1/4?). 
AP: 24.  Real: 10. 
>  
> "FLASH-BANG" GRENADE 
> Flash vs Sight Group 1D6, AE: 2" Rad., OAF Grenade, 1 Charge, Indirect 
> (+1/4), Linked to: 
> 2D6 NND (Defense is Force Field or Proof vs Sonics), AE: 2" Rad., OAF 
> Grenade, 1 Charge, Indirect (+1/4) 
> AP: 100   Real Cost: 24   Price: $45 
Um...indirect?  For that matter, the damage is overstated too.  Try 'flash vs 
sight and hearing 2d6, explosion, OAF, 1 charge' -- 60 active, 15 real.  If you 
really feel like making it do damage, add a 4d6 normal explosion (30/7). 
>  
> RIOT SHIELD 
> Armor +5rPD/+5rED, +2 DCV, OAF Shield, Act 14- 
> AP: 31   Real Cost: 12   Price: $400 
You don't need both '+2 DCV' and 'activation 14-'.  I'd probably go with '+5/+5 
armor, OAF shield, not vs attacks which hit vs DCV+3(-1?)' for 15/5 
>  
> BALLISTIC VEST (Level I/II) 
> Armor +5rPD/+5rED, Act 9- (or Locations 11-13), OIF Vest, 1/2 Def vs Blades 
> AP: 15   Real Cost: 4   Price: $450 
Kevlar isn't all that impressive against flame, nor against blunt trauma.  I'd 
write it up as '+5PD/+1ED damage resistance (half vs blades), +2 PD, +1 ED', 
other limits as noted, for 6 active, 2 real. 
>  
> TRAUMA PLATE (added to vest) 
> Armor +5rPD/+5rED, Act 8- (or Locations 10-11), OIF Trauma Plate 
> AP: 15   Real Cost: 4   Price: $100 
>  
> ASSAULT/RAID VEST 
> Armor +7rPD/+7rED, Act 9- (or Locations 11-13), OIF Assault Vest, 1/2 Def 
> vs Blades 
> AP: 21   Real Cost: 6   Price: $600 
Same as for ballistic vest, but +2 to all numbers: +7/+3 damage resistance, 
+4PD,+3ED.  Active 12, real 4. 
 
>  
> BOMB/EOD SUIT 
> Armor +14rPD/+14rED, OIF Bombsuit, Bulky (1/2 DCV, No NC Movement) 
> AP: 42   Real Cost: 14   Price: $5,000 
 
I'd probably go with +12PD/+8 ED. 
 
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From: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: RE: ANIME HERO (WAS Re: Japan Sourcebook) 
Date: Thu, 16 Apr 1998 16:31:59 -0500 
Sender: owner-champ-l@sysabend.org 
 
 
	>>Puma been saying they should do ANIME HERO since 1992. 
 
	>Puma's been wrong. Anime is not a genre, it's a medium. All 
anime means is 
	>animation that comes from Japan. Other than that, there are no 
conventions 
	>to follow; not even wide-eyed women. 
 
	Well.... Anime tends have its own style for doing things. 
 
	>Next thing you know Puma will be pushing "Literature HERO" or 
"Poetry HERO". 
	>Pick a specific genre of anime (giant robot, magical girl, 
supernatural fu, 
	>romance, space opera, etc.) 
 
	Would expect see all those in "Anime Hero" book. 
	i.e., this is how do 'space opera' anime style, 'romance' anime 
style, etc. 
	Some are anime-specific, like magical girl. 
	It would be really BIG sourcebook! 
	Maybe do several smaller ones. 
 
	 
>----------------------------------------------------------------------- 
------ 
	>"Now, we get bigger guns." 
	 
>----------------------------------------------------------------------- 
------ 
 
	Kei and Yuri say that? ^_^; 
 
	>John D. Prins and Ron Prins 
	>jprins@interhop.net 
 
^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
	"No flames please, once burnt at the stake, twice shy!"  
					- Joan of Arc's .sig 
     Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 16 Apr 1998 17:35:14 EDT 
To: champ-l@sysabend.org 
Subject: The Official Word on PS 
Sender: owner-champ-l@sysabend.org 
 
  Here is a transcript form a recent chat with Bruce Harlick about the whole 
PS "debate." While I assert that both viewpoints are equally valid, some 
people expressed an interest in hearing what Hero had to say about it. So, 
here you go. never say I don't love you guys and do stuff for you. ;) 
 
  Mark @ GRG 
====================================== 
GoldRushG:	Btw, I have a question (on behalf of the HML <G>). 
 
BruceHH:	Ask away... 
 
GoldRushG:	Does one require a related KS for complex jobs in addition to a PS? 
Or does PS cover all job-related tasks regardless of any possible or existing 
skills (e.g., PS: Mechanic and Mechanics)? Yes, it's a raging debate, and some 
people [disagree with me] for thinking the former is true (KSs required for 
complex jobs, where appropriate). 
 
BruceHH:	No. It is assumed that you can function professionally with the PS. 
Having the KS may MAKE you a better mechanic, and certainly, for the game, you 
can't make complex skill checks or anything like that without the proper skil, 
if one exists (such as Mechanics). But you can MAKE A LIVING at the job if you 
have the appropriate PS at 11 or less or greate. 
 
GoldRushG:	Hmm... so theoritically a cop could get by with just PS: Police 
Officer? No need for other skills 'tall? Depends on the genre and level of 
play, I know... 
 
BruceHH:	Yes, but he wouldn't be a great cop. Certainly not PC level. You 
know, one of those guys who puts in his time, but isn't talented or 
particularly skilled... 
 
GoldRushG:	Okay. Now, can the people on the HML take this as an "official 
ruling?" (Keep in mind I plan to cut and paste this to the list). :)  Be 
careful how you word your reply... <LOL> 
 
BruceHH:	Sure. I'm as official as they come.  Ooh, I can steal and adapt your 
stuff for my Fuzion modern game... cool (re: recently posted Law & Order 
stuff) 
 
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Date: Thu, 16 Apr 1998 14:38:23 -0700 
To: champ-l@sysabend.org 
From: Nic Neidenbach <naneiden@iswest.com> 
Subject: Re: ANIME HERO (WAS Re: Japan Sourcebook) 
Sender: owner-champ-l@sysabend.org 
 
At 04:59 PM 4/16/98 -0400, John and Ron Prins wrote: 
>> 
> 
>No, it's not clear. He said he wants a book called "Anime HERO". Which is 
>about as clear as mud. Anime is just cartoons from Japan. It has as few 
>boundaries on its subject matter and style as american television does (in 
>fact, probably fewer boundaries). 
> 
 
That's true. 
A book called 'Anime Hero' would either be a misleading title, or would 
just skim over the various genres most associate with Anime. Neither of 
which would do the subject matter justice. 
 
-Nic 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 16 Apr 1998 17:42:53 EDT 
To: champ-l@sysabend.org 
Subject: Re: (L&O) Some Cop Equipment 
Sender: owner-champ-l@sysabend.org 
 
<< Hm....strangely implemented and highly overpriced.  For example, 'AE cone' 
is 
quite unnecessary. >> 
 
  Oh, really? Hm. And here I thought I learned something in my Radar Operation 
class put on by MPH Laboratories, makers of the most popular radar guns. :D 
That'll show me! 
 
<< 'active' sensor (-1/4?). >> 
 
  Active Sensor. Hm. 
 
<< Um...indirect? >> 
 
  You can huck it over a wall or through a window can't you? ;) 
 
<< For that matter, the damage is overstated too. Try 'flash vs sight and 
hearing 2d6, explosion, >> 
 
  Yeah, I agree explosion is better than AE. 
 
<< If you really feel like making it do damage, add a 4d6 normal explosion 
(30/7).>> 
 
  But it does little real "damage" (i.e. Body), though it can catch things on 
fire... :/ 
  
<< Kevlar isn't all that impressive against flame, nor against blunt trauma. 
>> 
 
  Gosh. And that time I had a torch held to my torso I thought it protected 
me. <LOL> Vests are great against blunt trauma. After all, kevlar dissipates 
kinetic energy over an area larger than the impact point; that's how it 
*works*. I can tell you that I have been hit by a baseball bat while wearing a 
vest, and I'm sure as heck glad I had it on! Otherwise I'd have been out for 
the count! 
 
  Some of your other suggestions I'll be taking a longer look at, however. 
Thanks for the feedback. 
 
  Mark @ GRG 
 
  P.S. I'm totally serious about the torch incident. 
 
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From: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: Examples (Was RE: Politics in the game) 
Date: Thu, 16 Apr 1998 16:52:40 -0500 
Sender: owner-champ-l@sysabend.org 
 
OK, Leafed through few supplements for few minutes last 
night before Babylon 5 came on. Here's what was seen: 
 
Allies: 
Many male characters shown as sexist (females not). 
Nazi type shown, no liberals shown as bad (i.e. Commie-man). 
 
Mutant File: 
Genocide all conservative types. Most liberals shown as good, 
liking mutants. Most conservatives shown as bad, hating mutants. 
 
Red Doom: 
ONLY place Communism/Liberals shown as capable of being bad. 
 
General: 
International liberal (UN) groups (UNTIL) show as mostly good. 
US patriotic (conservative) groups (Primus) shown in negative way. 
Any religious person shown in negative way. 
 
Please note that most religious and/or conservative people are  
NOT evil/racist. Hard to tell that from these game books! ;_; 
 
PS: This is all IMHO. Many will disagree. 
PPS: Please note the .sig! ^_^; 
 
^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
	"No flames please, once burnt at the stake, twice shy!"  
					- Joan of Arc's .sig 
     Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
 
 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: ANIME HERO (WAS Re: Japan Sourcebook) 
To: GoldRushG@aol.com (GoldRushG) 
Date: Thu, 16 Apr 1998 15:01:25 -0700 (PDT) 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
> << Puma could contribute much for it yes!>> 
>  
>   That depends. Is this indicative of your typical writing style? 
 
	I think it's just that 'Puma' has decided to post 'in character' to 
this mailing list; whereas the rest of us post 'out of character'. Trust me, 
you don't want to see me write up my posts 'in character as Cosmo Lass'. :) 
	It'd confuse even me. :) 
 
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Date: Thu, 16 Apr 1998 15:21:06 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: (L&O) Some Cop Equipment 
To: GoldRushG <GoldRushG@aol.com> 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
GoldRushG writes: 
>   Oh, really? Hm. And here I thought I learned something in my Radar 
>   Operation  
> class put on by MPH Laboratories, makers of the most popular radar guns. :D 
> That'll show me! 
 
It's unnecessary within the context of 'detect', since a ranged detect does 
that kind of thing anyway.  You don't need to buy area effect on spatial 
awareness, now do you? 
>  
>   You can huck it over a wall or through a window can't you? ;) 
 
Hm...while true, this isn't exactly what the +1/4 level of indirect does. 
>  
>   But it does little real "damage" (i.e. Body), though it can catch things 
>   on fire... :/ 
Which is why we make it 'normal' damage, possibly with reduced penetration. 
>  
>   Gosh. And that time I had a torch held to my torso I thought it protected 
> me. <LOL> Vests are great against blunt trauma. After all, kevlar 
> dissipates kinetic energy over an area larger than the impact point; 
> that's how it *works*. I can tell you that I have been hit by a baseball bat 
> while wearing a vest, and I'm sure as heck glad I had it on! Otherwise I'd 
> have been out for the count! 
 
Sure, you can stop a blowtorch with a bulletproof vest.  You can also stop a 
blowtorch with padded cloth or leather -- blowtorches have fairly negligible 
penetration (1 pip RKA, half a die if you're being generous).  It's basically 
nonflammable heavy cloth against a blowtorch.  Same thing against blunt trauma. 
If you think my numbers are a bit low, go with +3/+3 armor, with +2 points of 
damage resistance only against bullets.  Modify somewhat depending on what else 
is in the armor, there's various things which can make the vest quite a bit 
stiffer, but ballistic cloth really is optimized strictly for bullets. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 16 Apr 1998 18:28:08 -0400 
Lines: 33 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Tim R Gilberg writes: 
 
> You've never taught, have you? 
 
I don't have the patience for it. 
 
> Nor have you taken Teaching courses in college.  Or been good friends 
> with teachers. 
 
Just the son of one for 30 years. 
 
> 	Believe me, the requirements to be a teacher have almost nothing 
> to do with actually teaching. 
 
What does that have to do with the price of beef in Atlantis?  "PS: 
Teacher" is the ability to teach. 
 
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PGP Key: at a key server near you! \ accelerate to dangerous speeds. 
                                    \  
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Block vs Dodge 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 16 Apr 1998 18:31:32 -0400 
Lines: 28 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Rick Holding writes: 
 
> 	Correct.  The way block is written, the defender makes his roll  
> first.  But it is a relatively simple step to have the attacker declare 
> his intent to attack, the defender states he will attempt to block the 
> attack, then have the attacker make his attack roll to see if a hit needs 
> to be blocked and if it needs to be blocked then see how hard it will be 
> to block it. 
 
Sorry, no.  By the time you know whether or not you are going to be hit, it 
is too late to decide to do something -- because you've been hit already. 
 
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PGP Key: at a key server near you! \  
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Date: Thu, 16 Apr 1998 18:36:16 -0400 (EDT) 
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To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: RE: ANIME HERO (WAS Re: Japan Sourcebook) 
Sender: owner-champ-l@sysabend.org 
 
>>>Puma been saying they should do ANIME HERO since 1992. 
> 
>>Puma's been wrong. Anime is not a genre, it's a medium.  
 
>Well.... Anime tends have its own style for doing things. 
 
Such as? I don't think there's a single set rule that you could give me that 
happens in all anime - other than the fact that it's cartoons from Japan. 
 
>>Pick a specific genre of anime (giant robot, magical girl, 
>>supernatural fu, romance, space opera, etc.) 
> 
>Would expect see all those in "Anime Hero" book. 
>i.e., this is how do 'space opera' anime style, 'romance' anime 
>style, etc. 
>Some are anime-specific, like magical girl. 
 
Not particularly, it's just sentai action with some romantic notions thrown 
in. Hmmm...Sentai HERO...the rules for sentai action can be summed up fairly 
easily: 
 
A.) Use your weakest attack first, then ramp upwards. 
B.) The villians always send in hordes of witless expendibles first. 
C.) Use really cheezy posturing whenever possible. 
D.) Teenagers and/or children are always the top candidates for world-saving 
power. 
 
>It would be really BIG sourcebook! 
 
Too large. Anything over 200 pages is a hard sell, as a sourcebook. And each 
genre has sub-genres and they all seem to follow entirely different 'world 
assumptions'. To do justice would take 400+ pages... 
 
>	Maybe do several smaller ones. 
 
Pick up Kazei 5 when it comes out. BTW, if you want Gundam-style giant robot 
sci-fi, pick up Jovian Chronicles by Dream Pod 9. HERO to this point hasn't 
done well, IMHO, simulating the Giant Robot environment. Mayhap TUSV will 
remedy this; but we'll have to wait and see. 
 
----------------------------------------------------------------------------- 
"Now, we get bigger guns." 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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Date: Thu, 16 Apr 1998 18:36:20 -0400 (EDT) 
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To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: (L&O) Some Cop Equipment 
Sender: owner-champ-l@sysabend.org 
 
>> RADAR "SPEED" GUN 
>> Detect Speed, Sense, Ranged, AE Cone (768"), Telescopic (+14), OAF 
>> Speedgun, Concentrate (1/2 DCV), Only registers largest or closest/fastest 
>> vehicle (-1/2), Doppler Radar Effect (-1/2) 
>> AP: 82   Real Cost: 25   Price: $1,500 
>Hm....strangely implemented and highly overpriced.  For example, 'AE cone' is 
>quite unnecessary.  Try 'detect discriminatory speed, ranged, telescopic +6', 
>OAF, easily confused (-1/4), 'active' sensor (-1/4?). 
>AP: 24.  Real: 10. 
 
Why not just: Radar Sense; OAF (-1), Only for determining speed (-1/2)? I 
wouldn't even call it Discriminatory, sure, it can correctly tell you the 
speed of a vehicle it's pointed at, but probably only to one decimal place 
and is easily confused...  
  
----------------------------------------------------------------------------- 
"Now, we get bigger guns." 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com&> 
        "'Champions'" <champ-l@sysabend.org> 
Subject: RE: Examples (Was RE: Politics in the game) 
Date: Thu, 16 Apr 1998 18:57:45 -0400 
Sender: owner-champ-l@sysabend.org 
 
The "puma-speak" is weird, but you like B5, so you're okay.  ;-) 
 
> -----Original Message----- 
> From:	Andreano, Keith         HIM,VA [SMTP:andreak@vapo1.him.unisys.com] 
> Sent:	Thursday, April 16, 1998 5:53 PM 
> To:	'Champions' 
> Subject:	Examples (Was RE: Politics in the game) 
>  
> OK, Leafed through few supplements for few minutes last 
> night before Babylon 5 came on. Here's what was seen: 
>  
 
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Date: Thu, 16 Apr 1998 19:21:55 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: CLOWN 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 16 Apr 1998, David B Stallard wrote: 
 
> Message text written by John and Ron Prins 
> >Tag: I know I shouldn't be pushing CLOWN, but I just love the idea of a 
> guy 
> who chases whomever is currently 'it'.< 
>  
> Why do you say you shouldn't be pushing CLOWN?  Do a lot of people on this 
> list hate them? 
 
Clown is a group designed to make everyone loook like idiots, something I, 
as a PC< would really dislike really fast.  To be done right, they would 
also require a GM who is *really* good at improv comedy, something easier 
said than done. 
 
*************************************************************************** 
* "'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            * 
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*************************************************************************** 
 
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Date: Thu, 16 Apr 1998 19:43:23 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@sysabend.org 
Subject: Re: ANIME HERO (WAS Re: Japan Sourcebook) 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 16 Apr 1998, John and Ron Prins wrote: 
 
> >Puma been saying they should do ANIME HERO since 1992. 
>  
> Puma's been wrong. Anime is not a genre, it's a medium. All anime means is 
> animation that comes from Japan. Other than that, there are no conventions 
> to follow; not even wide-eyed women. 
>  
> Next thing you know Puma will be pushing "Literature HERO" or "Poetry HERO". 
> Pick a specific genre of anime (giant robot, magical girl, supernatural fu, 
> romance, space opera, etc.) 
 
Although John's a little harsh, I do have to agree. "Anime" is a medium, 
not a genre.  Although one can point to certain elements that are common 
to *many* anime (large-eyed girls, giant robots, leaping to the horizon) 
these elements are not common to *all* anime.  The effect is like trying 
to make a book called "TV Hero", it just wouldn't work. 
 
If one is going to write an anime sourcebook, then you should select a 
reasonably popular type of anime... Mecha Hero for example. 
 
*************************************************************************** 
* "'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            * 
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Date: Thu, 16 Apr 1998 19:47:28 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@sysabend.org 
Subject: Re: ANIME HERO (WAS Re: Japan Sourcebook) 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 16 Apr 1998, John and Ron Prins wrote: 
 
> >There has often been discussion about bringing certain aspects of popular 
> >Anime into genre works for Hero. Michael Surbrook's Kazi Five is a good 
> >example of combining cyberpunk, psionics, etc... into a game world that can 
> >easily be recognized as having its roots in Akira, Appleseed, Ghost in the 
> >Shell and Bubble Gum Crisis. 
>  
> Yes, a _genre_ of anime Michael calls "Cyberpunk Anime". I know, I helped 
> him with the definition. 
 
Yep and thanks, John. 
 
When I created K5, I narrowed down my focus to anime/manga with similar 
themes, that of the slighty (or mostly) dark near-future settings rife 
with low-end mecha, psychokinetics, artifical people and strife - elements 
taht combine to make a pretty cool universe IMHO. 
  
> >>Next thing you know Puma will be pushing "Literature HERO" or "Poetry HERO". 
> >>Pick a specific genre of anime (giant robot, magical girl, supernatural fu, 
> >>romance, space opera, etc.) 
>  
> >This is what I feel is uncalled for. You can certainly argue the definition 
> >of Genre and Medium, but there is absolutely no evidence that Puma seeks to 
> >have a slew of genre books produced for things that are clearly not a 
> >genre. 
>  
> Sigh. That was sarcasm. 
 
Yeah, but sarcasm never really seems to work in text. 
  
> >While his initial comment was not the most articulate, I think its 
> >clear that what he'd like to see is Hero System supplements that bring 
> >aspects of Anime into the RPG forum. 
>  
> No, it's not clear. He said he wants a book called "Anime HERO". Which is 
> about as clear as mud. Anime is just cartoons from Japan. It has as few 
> boundaries on its subject matter and style as american television does (in 
> fact, probably fewer boundaries). 
 
I'd say fewer boundries, considering what I've seen on Ranma 1/2 and 
Dragonball/Dragonball Z shows. 
 
*************************************************************************** 
* "'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            * 
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*************************************************************************** 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 16 Apr 1998 19:54:23 EDT 
To: champ-l@sysabend.org 
Subject: Re: ANIME HERO (WAS Re: Japan Sourcebook) 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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X-UID: 4 
 
<< Trust me, you don't want to see me write up my posts 'in character as Cosmo 
Lass'. :) It'd confuse even me. :) >> 
 
  <LOL> I'll take your word for it. 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 16 Apr 1998 20:08:58 EDT 
To: champ-l@sysabend.org 
Subject: Re: (L&O) Some Cop Equipment 
Sender: owner-champ-l@sysabend.org 
 
<< It's unnecessary within the context of 'detect', since a ranged detect does 
that kind of thing anyway.  You don't need to buy area effect on spatial 
awareness, now do you? >> 
 
 
>  You can huck it over a wall or through a window can't you? ;) 
<< Hm...while true, this isn't exactly what the +1/4 level of indirect does. 
>> 
 
  Sure it is. "+1/4 if the attack always come from the same location and fires 
away from the attacker;" What would you suggest? 
 
>   But it does little real "damage" (i.e. Body), though it can catch things 
>   on fire... :/ 
<< Which is why we make it 'normal' damage, possibly with reduced 
penetration.>> 
 
  Hmm... okay. I'll take that into consideration. 
 
<< blowtorches have fairly negligible penetration (1 pip RKA, half a die if 
you're being generous).  It's basically nonflammable heavy cloth against a 
blowtorch. >> 
 
  Kevlar isa nt the same as heavy cloth. It's a synthetic fiber, for one 
thing. 
 
<< Same thing against blunt trauma. >> 
 
  Horse puckey. I have seen someone wear a heavy cloth jacket and take a full 
swing from a bat. The cloth protects *some* but not more than a few points' 
worth (in game-speak). In the real life incident I witnessed, the victim had a 
moderate injury. Kevlar, on the other hand, is much better at protecting 
against blunt attacks. I know. I've experienced it first hand. 
 
<< Modify somewhat depending on what else is in the armor, there's various 
things which can make the vest quite a bit stiffer, but ballistic cloth really 
is optimized strictly for bullets. >> 
 
  Okay, this I want to know. What else can be "in the armor?" And wqhat kind 
of things can make the vest "stiffer?" I've worn various forms of real-world 
body armor for over 10 years. If there's something I haven't heard of it would 
certainly be helpful to learn about it for L&O. 
 
  Mark @ GRG 
 
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Date: Thu, 16 Apr 1998 17:12:32 -0700 
To: Brian Wong <rook@shell.infinex.com&> GoldRushG@aol.com (GoldRushG) 
From: Lizard <lizard@dnai.com> 
Subject: Re: [Fwd: Fwd:  More VIRUS Warnings - Very Important!!!] 
Cc: rholding@ActOnline.com.au, champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
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-----BEGIN PGP SIGNED MESSAGE----- 
Hash: SHA1 
 
At 10:56 AM 4/16/98 -0700, Brian Wong wrote: 
>>   This is a very old net hoax. There is no such virus, nor has  
there ever 
>> been, and doubtful ever will be. A virus simply cannot be  
transmitted by an 
>> ASCII text message (aka e-mail). Now, an attached file *could*  
carry a virus 
>> (or *be* a virus). But simply opening e-mail does nothing. 
> 
>	Actually, this depends upon your email software, and your browser. 
> 
>It's is quite easy to build a piece of Java code into an email that  
will crash 
>a PC running a browser and reading email through that browser. It  
can be 
>as simple as setting up a continuous loop to keep opening new  
browser windows. 
> 
>	Done at the right moment (which can be acheived by calling up the  
right 
>other stuff through Java) this will at least ruin your browser. 
> 
But it won't propogate itself (the *definition* of a virus!) nor  
destroy any disk files. The worst it can do is crash your browser.  
And about four lines of Javascript can do that, too. 
 
 
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Version: PGP for Personal Privacy 5.0 
Charset: noconv 
 
iQA/AwUBNTaebzKf8mIpTvjWEQJd3wCdHW9SQT9BmLAv4wFplroJFR0Dw88AoLD4 
02oSSELMOp57o282RFbP63WG 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 16 Apr 1998 20:17:12 EDT 
To: champ-l@sysabend.org 
Subject: Re: (L&O) Some Cop Equipment 
Sender: owner-champ-l@sysabend.org 
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<< Why not just: Radar Sense; OAF (-1), Only for determining speed (-1/2)? I 
wouldn't even call it Discriminatory, sure, it can correctly tell you the 
speed of a vehicle it's pointed at, but probably only to one decimal place and 
is easily confused...  >> 
 
  Because that is not how these radar guns work. That's why. 
 
  Radar guns cannot always tell you the speed of the vehicle it's pointing 
toward (I say "toward" because the radar is emitted in a cone, not a line). It 
will tell you the speed of the vehicle that bounces back the strongest signal. 
That vehicle is generally (in tthis order): the one with the largest mass of 
metal (big rigs are easier to "lock on to" than Fieros), the closest (the car 
1/4 mile away will bbounce a much stronger signature than the car 1 mile away) 
or the fastest (all things being equal). 
 
  Mark @ GRG 
 
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Date: Thu, 16 Apr 1998 17:24:00 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Politics in the game... 
Sender: owner-champ-l@sysabend.org 
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At 06:13 PM 4/16/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: GoldRushG <GoldRushG@aol.com> 
>Subject: Re: Politics in the game... 
> 
>  Here's a bit of short fiction I currently have in the intro section. 
>Dopesn't necessarily mean it's going to stay there in its current form, or 
>even at all. To be honest, I haven't even looked at it for about a year. But 
>it's something else from the book. Enjoy. ;) 
 
   I liked it, and would encourage you to keep it (perhaps in slightly 
edited form) for the final work.  However, something in this paragraph 
stood out to me: 
 
>"Forty-one David," came the South area dispatcher's voice over the speaker, 
>"audible alarm, 6241 Heine." Another burglary alarm, Paul thought. That was 
>the fourth audible alarm call he'd heard this shift. Winter always brought 
>about a higher number of audible alarm calls, mostly because of the cold 
>winds. 
 
   *Heine*?  Are we going to be seeing street names in San Angelo like 
Arsenault, Avellone, Bell, Bradley, Christiansen, Jamison, Long, MacDonald, 
Masters, Perrin, Peterson, Robinson, Shomshak, Tong, and West?  (Actually, 
now that I think about it, I think that'd be rather cool....) 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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From: "John Desmarais" <John.Desmarais@ibm.net> 
To: "Hero Mailing List" <champ-l@sysabend.org> 
Date: Fri, 17 Apr 98 00:24:45  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Subject: Re: How do I... 
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On Thu, 16 Apr 98 20:34:49 -0400, John P Weatherman wrote: 
 
>Howdy Listers, 
> 
>I have a couple concepts I'm stumbling over and wondered how 
>you all would build them.   
> 
>The first is a taser.  Near as I can tell, it should be a  
>NND (defence is not being grounded or Personal Immunity to  
>electrical SFX attacks), AOE: Line, Continuous, reduced by  
>range, and Obvious Focus (either accessable or inexcessable).   
>Here's my problem, a jolt from a taser should drop a normal  
>in a single phase, 20 to 25 points of effect or 8d6 using  
>the 3 "rule".  That makes a standard taser a 100 AP power,  
>reduced to around 57 real points (maybe more, any ideas on 
>further limitations?).  So my first question is, does 
>this look right.  My second question is, given a 60 AP/12 DC 
>game, should a taser really be beyond what a beginning character 
>should have? 
 
I'd drop the NND.  Consider, when attacking "normals" the DEF involved is so low that  
bypassing it isn't really worth all that much, but the extra dice you can pack in by not  
making it an NND are quite worthwhile.  As for using against supers - well, how effective  
should a piece of equipment that you can go out an buy really be against them? 
 
I'd also think about the AOE: Line - after all, how did you get a multi-target taser? (I might  
consider the disad "beam attack"). 
 
Continuous? Eh..  No real opinion - but you may want to really think about whether or not  
this is the effect your looking for (since you were concerned about being able to drop  
someone with a singe blow). 
 
All in all, I'd probably just call a taser a stun only energy blast. 
 
 
>The second concept is, can anyone come up with a structure that 
>allows for recovery every phase whether the character is acting 
>or not.  SPX would be a non-intelligent symbiot that is  
>"rebuilding" a host constantly.  Basically it feeds energy back 
>into the host organism.  My basic leaning would be: 
 
Sounds like Regeneration to me. ("Rebuilding" implies Body as opposed to Stun). 
 
 
>a) Aid: No END Persistant Fully Invisible Uncontrolled v STUN and  
>   END both at once Only to Heal, a 27 AP cost per d6 (3 points).   
>   To simulate a normal would be 2d6 and then handle "healing"  
>   limits would need a +14 max for a total of 93 AP and 62 real 
>   points.  This seems awfly expensive relitive to effect. 
>b) SPEED equal to the characters base speed limited Only For  
>   Recoveries.  I have no idea how limiting this should be but 
>   it would have to be rather extreme sence normal SPEED let you 
>   take every action in the game!  Still, this almost feels,  
>   pricewise, farely reasonable. 
>c) REC with say Continuous Uncontrolled advantages or some such. 
>   Honestly, some modifier to REC seems the cleanest, but I really 
>   am at a loss at to exactly what. 
 
I dunno, I can't see most GM's letting this fly. 
 
>Any othe ideas out there?  Are these just things that don't model 
>well, or are they too munchkiny?  Any advise would be appreciated. 
 
 
 
 
 
      John Desmarais <champ-l-owner@sysanbend,org> 
================================================= 
Gotta question about the list? Just ask. Or, you can go look  
over at www.sysabend.org/champions.  I've been slowly 
posting information about the list there. 
 
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Date: Thu, 16 Apr 1998 17:27:04 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: (L&O) Holsters 
Sender: owner-champ-l@sysabend.org 
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At 04:56 PM 4/16/1998 EDT, GoldRushG wrote: 
>  Here are some of the holsters with applicable modifiers based on the type. 
>I'll say up front that this is all intended to be *optional* stuff for people 
>wanting this level of detail. It obviously is going to work better in Heroic- 
>level games than Superheroic ones. ;)  These are also straight from my notes, 
>so the stats are subject to change. 
 
   Looks cool, and looks like yet one more reason for me to buy this book. 
   I do have one question, though:  I noticed that the Fast Draw modifiers 
were all in increments of +5 (to +15).  Why so large?  Do these holsters 
really affect the ability that much? 
--- 
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Date: Thu, 16 Apr 1998 17:32:39 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: (L&O) Interpol 
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At 04:56 PM 4/16/1998 EDT, GoldRushG wrote: 
>  Here are few tidbits of info about Interpol, for folks who want to use them 
>in their camapign (any campaign): 
 
   This is yet another section that I intend to set aside and use until the 
L&O book comes out (you keep selling me on this thing, Mark).  Once again, 
though, I do have a comment: 
 
>MEMBERSHIP 
>  By 1975, there were 120 member nations, each maintaining its own NCB. NCBs 
>include: 
   [snip] 
>  USA (Dept of the Treasury; Washington, D.C.) 
 
   Pardon my ignorance, but I'd thought that the US agency working with 
Interpol was the FBI.  I don't remember my source, and I'll defer to your 
greater wisdom, but if you could clarify this (used to be the FBI, my 
source was wrong, I'm obviously just plain confused again, or whatever), 
I'd appreciate it. 
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Date: Thu, 16 Apr 1998 17:34:11 -0700 
To: Brian Wong <rook@shell.infinex.com&> CHAMP-L@sysabend.org 
From: Lizard <lizard@dnai.com> 
Subject: Re: Japan Sourcebook (was Re: More supplement reviews) 
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Of course, also remember that the America of most gaming supplements  
is hardly the America we live in -- and I'm not merely talking about  
the prescence of superheroes. For example, to judge from most gaming  
supplements, nothing exists except large cities, all of which have  
corrupt administrations (or a very recently elected non-corrupt one  
inheriting a corrupt infrastructure). Moderates don't exist, either -- 
 everyone is either a 60s leftover Marxist or a Straight White  
Christian Male bigot. Moderation in *general* is missing;the middle  
class and the working class don't exist, you are either dirt-poor or  
a billionaire. Banks are about the most unsafe possible places to  
keep your money, as they get robbed at least four times a day. Gang  
and Mafia wars regularly sweep through the business and financial  
districts of most cities. There are no small businesses;only massive  
megacorporations exist, and each one has near-monopoly control over  
some aspect of life. Almost no gay people exist (except in White  
Wolf, where everyone is fashionably androgynous). Etc. 
 
To make a gaming supplement worth buying, it must be different from  
what you can get in a travel guide or history book. The parts of a  
culture that are 'gameable' are different from the parts that govern  
day-to-day life. People picking up a gaming supplement about Japan  
are going to want ninjas, giant robots, and women with really big  
eyes, at least up front. Real details about the government, the  
education system, the real conflicts which can be '4 colorised', etc,  
ought to be in there, but it has to at least *look* like there's  
going to be 'cool stuff' as well. 
 
As for what I'd like --  
a)Info on the different major cities in Japan, and their 'flavor'  
from a gaming perspective. Which is a cosmopolitan, San Franciso type  
city? Which is a 'seedy', crime-ridden, Chicago type? 
b)The nature of government -- what is the equivalent of a 'senator'?  
What are the powers of the Prime Minister? Would asassinating the  
Emperor have any real political impact, or is he primarily a social  
figure, ala the British monarchy? 
c)Note on the language -- the complex system of honorifics and  
suffixes to names can be used to add flavor to character interaction.  
The importance of status and interelationships between people of  
different ranks is great fodder for role-playing. 
d)Minority groups in Japan -- I know there are some, and that like  
minority groups everywhere, they get the short end of the stick. But  
what are their sizes, and where are the enclaves of foreign cultures? 
e)Technical data on the Japanese defense force -- if Godzilla *does*  
attack, how much force can they really muster? 
f)Religious breakdown, with a special focus on the 'gaming' aspects  
of religion -- demons, spirits, the reported powers of priests, etc. 
g)Fringe culture. What's the Japanese equivalent of UFO nuts, militia  
members, radical political groups? Does the left/right pattern map  
well to Japan, or do its extremes have different sets of  
political/social fetishes?  
 
 
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Subject: How do I... 
Date: Thu, 16 Apr 98 20:34:49 -0400 
From: John P Weatherman <asahoshi@nr.infi.net> 
To: "Hero Mailing List" <champ-l@sysabend.org> 
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Howdy Listers, 
 
I have a couple concepts I'm stumbling over and wondered how 
you all would build them.   
 
The first is a taser.  Near as I can tell, it should be a  
NND (defence is not being grounded or Personal Immunity to  
electrical SFX attacks), AOE: Line, Continuous, reduced by  
range, and Obvious Focus (either accessable or inexcessable).   
Here's my problem, a jolt from a taser should drop a normal  
in a single phase, 20 to 25 points of effect or 8d6 using  
the 3 "rule".  That makes a standard taser a 100 AP power,  
reduced to around 57 real points (maybe more, any ideas on 
further limitations?).  So my first question is, does 
this look right.  My second question is, given a 60 AP/12 DC 
game, should a taser really be beyond what a beginning character 
should have? 
 
The second concept is, can anyone come up with a structure that 
allows for recovery every phase whether the character is acting 
or not.  SPX would be a non-intelligent symbiot that is  
"rebuilding" a host constantly.  Basically it feeds energy back 
into the host organism.  My basic leaning would be: 
 
a) Aid: No END Persistant Fully Invisible Uncontrolled v STUN and  
   END both at once Only to Heal, a 27 AP cost per d6 (3 points).   
   To simulate a normal would be 2d6 and then handle "healing"  
   limits would need a +14 max for a total of 93 AP and 62 real 
   points.  This seems awfly expensive relitive to effect. 
b) SPEED equal to the characters base speed limited Only For  
   Recoveries.  I have no idea how limiting this should be but 
   it would have to be rather extreme sence normal SPEED let you 
   take every action in the game!  Still, this almost feels,  
   pricewise, farely reasonable. 
c) REC with say Continuous Uncontrolled advantages or some such. 
   Honestly, some modifier to REC seems the cleanest, but I really 
   am at a loss at to exactly what. 
 
Any othe ideas out there?  Are these just things that don't model 
well, or are they too munchkiny?  Any advise would be appreciated. 
 
PAX, 
John 
 
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Date: Thu, 16 Apr 1998 17:35:42 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: (L&O) Some Cop Equipment 
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At 04:56 PM 4/16/1998 EDT, GoldRushG wrote: 
>  Here is some equipment I wrote up sometime back. These are not final stats, 
>to be sure. These are merely transcribed from my notes. Some of the point 
>totals may be off, too (they haven't been rechecked). 
> 
>  Mark @GRG 
>=========================== 
> 
>RADAR "SPEED" GUN 
>Detect Speed, Sense, Ranged, AE Cone (768"), Telescopic (+14), OAF Speedgun, 
>Concentrate (1/2 DCV), Only registers largest or closest/fastest vehicle 
>(-1/2), Doppler Radar Effect (-1/2) 
>AP: 82   Real Cost: 25   Price: $1,500 
 
   I suspect that the AE could be dropped, unless current radar guns give a 
video "speed map" of each item in the range. 
 
>"FLASH-BANG" GRENADE 
>Flash vs Sight Group 1D6, AE: 2" Rad., OAF Grenade, 1 Charge, Indirect 
(+1/4), 
>Linked to: 
>2D6 NND (Defense is Force Field or Proof vs Sonics), AE: 2" Rad., OAF 
Grenade, 
>1 Charge, Indirect (+1/4) 
>AP: 100   Real Cost: 24   Price: $45 
 
   For Flash Grenades, I like giving a -1/2 Limitation for having to be 
facing the point of impact when it happens.  (Other GMs may consider it a 
"common sense -0 Lim" similar to the fact that normal Flashes only work 
when the target is facing the attacker; use your own judgement on this.) 
   No comment on the rest.  :-] 
--- 
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Date: Thu, 16 Apr 1998 17:44:08 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: ANIME HERO (WAS Re: Japan Sourcebook) 
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At 06:36 PM 4/16/1998 -0400, John and Ron Prins wrote: 
>>It would be really BIG sourcebook! 
> 
>Too large. Anything over 200 pages is a hard sell, as a sourcebook. And each 
>genre has sub-genres and they all seem to follow entirely different 'world 
>assumptions'. To do justice would take 400+ pages... 
 
   Which, of course, would only work in Hero Plus. 
 
>> Maybe do several smaller ones. 
> 
>Pick up Kazei 5 when it comes out. BTW, if you want Gundam-style giant robot 
>sci-fi, pick up Jovian Chronicles by Dream Pod 9. HERO to this point hasn't 
>done well, IMHO, simulating the Giant Robot environment. Mayhap TUSV will 
>remedy this; but we'll have to wait and see. 
 
   As the author, I can tell you that it will help quite a bit (especially 
since it started out as The Ultimate Giant Robot).  However, I don't think 
it's quite the kind of fix that you're looking for of this problem.  The 
best situation would probably be if someone who was a big-time Giant Robots 
fan (bigger than me, at least -- and I'm not exactly a slouch) were to use 
TUSV and the old Robot Warriors game as a starting point to build a Fifth 
Edition genre book for it. 
--- 
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Date: Thu, 16 Apr 1998 17:46:01 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Block vs Dodge 
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At 06:31 PM 4/16/1998 -0400, Stainless Steel Rat wrote: 
>Rick Holding writes: 
> 
>>  Correct.  The way block is written, the defender makes his roll  
>> first.  But it is a relatively simple step to have the attacker declare 
>> his intent to attack, the defender states he will attempt to block the 
>> attack, then have the attacker make his attack roll to see if a hit needs 
>> to be blocked and if it needs to be blocked then see how hard it will be 
>> to block it. 
> 
>Sorry, no.  By the time you know whether or not you are going to be hit, it 
>is too late to decide to do something -- because you've been hit already. 
 
   You slipped again there, Rat.  Block can be Aborted to.  That means that 
you *can*, as Rick said, wait until you know that someone is going to try 
to attack you before deciding to Block. 
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Date: Thu, 16 Apr 1998 17:54:50 -0700 
To: "'Champions'" <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Examples (Was RE: Politics in the game) 
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At 04:52 PM 4/16/1998 -0500, Andreano, Keith         HIM,VA wrote: 
>OK, Leafed through few supplements for few minutes last 
>night before Babylon 5 came on. Here's what was seen: 
> 
>Allies: 
>Many male characters shown as sexist (females not). 
>Nazi type shown, no liberals shown as bad (i.e. Commie-man). 
> 
>Mutant File: 
>Genocide all conservative types. Most liberals shown as good, 
>liking mutants. Most conservatives shown as bad, hating mutants. 
> 
>Red Doom: 
>ONLY place Communism/Liberals shown as capable of being bad. 
> 
>General: 
>International liberal (UN) groups (UNTIL) show as mostly good. 
>US patriotic (conservative) groups (Primus) shown in negative way. 
>Any religious person shown in negative way. 
 
   Far from all religious are bad.  Note the Deacon and St. Peter's Star in 
Classic Organizations, and Barnstormer and Lady Thunder in Allies.  Oh, and 
Jo-Tan in Champions Universe (a devout Buddhist). 
   And just incidentally, Shelley's PRIMUS sourcebook will give PRIMUS, a 
mostly conservative outfit, in a more positive light (based on what I've 
seen from her PBEM campaigns and preview materials).  In fact, if she 
included my write-up of Silver Avenger Richard Stephens (from Seattle) in 
her manuscript, then you will have at least one charactr who is both 
extremely conservative and eminently likeable (who, oddly, was assigned to 
what was at the time one of the most liberal states in the Union to even 
have a PRIMUS base). 
 
>Please note that most religious and/or conservative people are  
>NOT evil/racist. Hard to tell that from these game books! ;_; 
 
   Again, check the five above-mentioned characters.  They do make up, at 
least somewhat, for Reverend Billy Bob, Julie Rainbow, and Rev. Gil Purdue 
(although I do think -- and I say this as a conservative Christian myself 
-- that this last fellow would be a great foil for an all-Christian hero 
team!). 
--- 
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To: champ-l@sysabend.org 
Date: Thu, 16 Apr 1998 19:55:24 -0500 
Subject: Re: (L&O) Some Cop Equipment 
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From: dwtoomey@juno.com (David W Toomey) 
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> 
>RADAR "SPEED" GUN 
>Detect Speed, Sense, Ranged, AE Cone (768"), Telescopic (+14), OAF  
>Speedgun, 
>Concentrate (1/2 DCV), Only registers largest or closest/fastest  
>vehicle 
>(-1/2), Doppler Radar Effect (-1/2) 
>AP: 82   Real Cost: 25   Price: $1,500 
> 
 
Shouldn't that be discriminatory?  As built, all you get is "That's Fast" 
 or  
something like that.  Also, why make it a sense?  Does it go off by 
itself? 
(Doubtful, given the Conc. limit) 
 
 
David W Toomey 
dwtoomey@juno.com 
 
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Date: Thu, 16 Apr 1998 17:58:34 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: How do I... 
To: John P Weatherman <asahoshi@nr.infi.net> 
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John P Weatherman writes: 
> The first is a taser.  Near as I can tell, it should be a  
> NND (defence is not being grounded or Personal Immunity to  
> electrical SFX attacks), AOE: Line, Continuous, reduced by  
> range, and Obvious Focus (either accessable or inexcessable).   
 
Nope.  Your average taser is 'energy blast, stun only'.  ED _is_ insulation, if 
it will stop a lightning bolt it will stop a taser.  Continuous is also 
debatable, I have doubts about how well it will stay attached once the target 
starts jerking around.  It _isn't_ an area effect, and it isn't 'reduced by 
range', it just has crappy range (which is probably the same -1/4 disadvantage, 
so no big deal).  In addition, to 'drop' a normal in a single phase you don't 
need to KO them, stunning them is usually plenty.  I'd call a taser a 5d6 EB, 
OAF, limited range (points/5, -1/4), 6 charges, total 8 points.  A comic-book 
taser might be more. 
>  
> The second concept is, can anyone come up with a structure that 
> allows for recovery every phase whether the character is acting 
> or not. 
 
> Any othe ideas out there?  Are these just things that don't model 
> well, or are they too munchkiny?  Any advise would be appreciated. 
 
In general, any mechanic for this will be somewhat munchkin, because the effect 
itself is pretty unreasonable.  I'd go with using the regeneration as a special 
effect of defenses instead. 
 
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Date: Thu, 16 Apr 1998 17:59:37 -0700 
To: Champions Mailing List <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Grossly Complex problem 
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At 09:55 AM 4/16/1998 -0500, Sakura wrote: 
>On Thu, 16 Apr 1998, Bob Greenwade wrote: 
>> At 11:01 PM 4/15/1998 -0500, Sakura wrote: 
>> > 
>> >I don't follow you here...I was going to partially limit the 
>> >multipower...10 pts of the reserve (to pull a number out of my hat) 
>> >would be unlimited, the next 10 would have 'only if 1 pair is drawn', the 
>> >next 10 'only if 2 pair', etc.  Overall limitations would be OAF: Cards, 
>> >gestures, full phase, and 'must use best hand'.  I think the 'side 
>> >effects' are a -0 since they're pretty rare. 
>>  
>>    In other words, something pretty close to what I suggested? 
>>    BTW, for "Must Use Best Hand," I'd recommend -1/2 as a bonus level. 
> 
>Yeah. It was the 'must have X hand' that was tripping me up.  Is that 
>suggested -1/2 for everything, or should I be using -1/2 instead of -1/4 
>for each level of 'Must have X hand'? 
 
   I'm suggesting a -1/2 for the whole Multipower, in addition to the "Must 
Have X Hand" Limitation. 
 
>> >The chance of getting it 'pat (first hand) is somewhere in the .00005% 
>> >range.  That's why I added 'No Conscious Control'.  I was pondering 
>> >applying multiple activation rolls, too, to get the percentages right. 
>> >(i.e. two 11- (50%) activation rolls would really be 25%...) 
>> By the time 
>> you get to the "Must Make [Given Hand]" Limitation for that level, though, 
>> you'll be approaching (if not exceeding) that level of Limitation anyway. 
> 
>Well, if I use -1/4 per level, I won't - 10 hands = -2 1/2 limit for the 
>Royal Flush.  If I'm using -1/2 per level, then it certainly works 
>better...  
> 
>The thing that bothers me about using a steady progression is that the 
>jumps between the odds of getting each hand aren't even...this might be 
>small enough to even out in gameplay, I'm not sure. 
 
   Then how about a cumulative increase?  Start with -1/4; then 
-(1/4+1/2)=3/4, then -(1/4+1/2+3/4)=1 1/2, then -(1/4+1/2+3/4+1)=2 1/2.... 
 
>>    And by the way, actually 11- is about 62%; twice that is around 38%.  If 
>> you want a 25% chance, though, just try an 8- Activation. 
> 
>That'll teach me to post without my reference material.  Lemme try this 
>again.  Lets put two 8- activation rolls on the power for a total of -4 
>limit - the power has a 6.25% chance of working then (25% of 25%) - 
>roughly equivalent to a 5- activation (4.5%).  Continue to add activation 
>rolls of various sizes until you get to the % you want... 
> 
>Does this seem way off or is it actually usable? 
 
   While I suppose it could work; I just like the pattern of doubling the 
Limitation for every -3 to the Roll. 
   However, you're apparently looking for appropriate Limitation levels for 
given percentage chances.  I suppose you could continue to extrapolate past 
the ~.5% to get bigger bonuses for smaller percentages, if you have the 
mathematical knowhow. 
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Date: Thu, 16 Apr 1998 18:10:50 -0700 
To: Champions Mailing List <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: Hero Plus: "Cardboard Heroes"? 
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At 09:06 AM 4/16/1998 -0500, Sakura wrote: 
>On Thu, 16 Apr 1998, Bob Greenwade wrote: 
> 
>> At 08:48 PM 4/15/1998 -0400, Michael Sprague wrote: 
>> >There is a software package, called Poser 2, by Fractal Design that 
_looks_ 
>> >like it could be a good way to create a bunch of Cardboard Heroes.  It's 
>> >intent is to create realistic looking 3-D people, from babies to 
>> >super-heroic physique.  It looks like you can add clothing (costume) and 
>> >additional stuff (extra arms?) to personalize each one.  Once you create 
>> >one, you can rotate and look (print) it at any angle, so it would be 
easy to 
>> >get a front and rear view of the same pose. 
>> > 
>> >I would love knowing how to use this software, but I simply don't have the 
>> >time.  Has anyone tried it? 
>>  
>>    I haven't tried it, but for various purposes (this among them) it is on 
>> my "To Get" list of software.  Therefore I would like to hear what anyone 
>> else has to say about the program.... 
> 
>I've got it, and it works pretty well.  You can adjust the pose or use one 
>of several preset poses, you can create a color map to overlay on the 
>figure (I haven't done this yet) and if you've got another 3d package, you 
>can model stuff there and either import it as a prop or use it to replace 
>one of the existing things (hand/forearm/arm/head/chest/etc).  If you were 
>really dedicated and a modeling whiz, you could use the program to create 
>mecha that moved like humans... 
 
   For that last item, I'd probably have to wait until MechPoser came out, 
or at least until someone with the talent and inclination created a package 
of Giant Robot frames. 
   It's cool to know that Sledge can live again thanks to this program, 
though.  ;-] 
 
>One other thing that Poser 2 does is animate the figures - you can define 
>keyframes and watch the thing move.  Be aware that it's a 3d rendering 
>program, though, so any anymations you do will take a /long/ time to 
>finish, unless (and probably even if) you've got a professional-level 
>graphics setup. 
 
   My system is nowhere near that, but I do have specific plans to upgrade 
as I start getting royalties (including a top-flight graphics accelerator a 
ways down the road). 
 
>You can print directly or (my favorite) export the figure into another 3d 
>program, or even export a rendered picture into a regular paint program. 
> 
>My advice: If you need it for more than just Cardboard Heros, get it. If 
>it's just for gaming stuff, it might be a bit expensive - you might want 
>to try looking for an old copy of Poser 1 (less features, no animation, 
>but cheaper). 
 
   The animation feature was the main thing I wanted to use it for.  I have 
some ideas for computer-generated animated short subjects for video (read: 
cartoons) that I'd like to try it on.  :-] 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
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   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Thu, 16 Apr 1998 18:33:06 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
To: champion mailing list <champ-l@sysabend.org> 
Subject: [Fwd: Fwd:  More VIRUS Warnings - Very Important!!!] 
Sender: owner-champ-l@sysabend.org 
 
-- Just passing this along from a friend. 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
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From: "Wayne and Shelby Schofield" <strop@orac.net.au> 
To: "Peter Jenkins" <peter.jenkins@mail.sema.co.uk> 
Cc: "Tony Winmill" <winmill@ibm.net&> "Tabbi Bowker" <bowker@palnet.com&> 
        "steve myers" <stevem@homemail.com&> 
        "Rick Holding" <rholding@actonline.com.au&> 
        "Rebecca Ollenich" <thebecksta@hotmail.com&> 
        "Rachelle Coates" <rachellecoates@yahoo.com&> 
        "Phil Hastie" <phastie@dynamite.com.au&> 
        "Peter Tolhurst" <tolhurstpj@hotmail.com> 
Subject: Fwd:  More VIRUS Warnings - Very Important!!! 
Date: Wed, 15 Apr 1998 12:48:25 +1000 
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Subject:	more warnings on viruses 
Sensitivity:	Private 
 
This is a warning I received today... Just keep these in the back of your 
mind..... Michael  
 
>>If you receive an e-mail titled "WIN A HOLIDAY" DO NOT open it, it will 
>>erase everything on your hard drive. Forward this letter out to as many 
>>people as you can. This is a new, very malicious virus and not many 
>>people know about it. This information was announced yesterday morning 
>>from Microsoft, please share it with everyone that might access the 
>>Internet. 
>> 
>>Once again, pass this along to EVERYONE in your address book so that 
>>this 
>>may be stopped. Also, do not open or even look atany mail that says 
>>"RETURNED OR UNABLE TO DELIVER" this virus will attach itself to your 
>>computer components and render them useless.  Immediately delete any 
>>mail 
>>items that say this. AOL has said that this is a very dangerous virus 
>>and 
>>that there is NO remedy for it at this time. please practice cautionary 
>>measures and forward this to all your on-line friends. 
>> 
>>Kimberly J. Griggs 
>>Accounting Manager 
>>Gateway Systems Corporation 
>>4660 S. Hagadorn, Suite 110 
>>East Lansing, MI 48823-5353 
---------- 
 
 
 
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Date: Thu, 16 Apr 1998 18:35:37 -0700 
To: Hero Mailing List <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Politics in the game... 
Sender: owner-champ-l@sysabend.org 
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At 10:15 AM 4/16/1998 -0400, Chris Hartjes wrote: 
>Do we *really* have to talk about politics.  Are there no other topics 
>that can be used for personal assaults and long-winded posts that 
>degenerate into "my way or the highway"?  I fail to see what politcs has 
>to do with Champions.  Being a Canadian, I find the whole US political 
>system a constant source of amusement and I keep politics out of my 
>campaigns.  Nothing ruins a good discussion more than politics. 
 
   Well, then you probably won't like my Northwest supplement, since an 
unusually large proportion of situations in Oregon seem to arise from 
thepolitical views, agendas, and disagreements of various individuals and 
organizations.  In just the past 15 years or so, I've seen incredibly 
bitter, vindictive, and occasionally violent debates on matters ranging 
from abortion, euthenasia, and gay rights to sales tax proposals, term 
limits for elected officials, and even an update of our bottle deposit law. 
 (Yes, folks, there were a couple of personal-attack ads along the lines 
of, "Don't let These People shove their ideas down our throat," over the 
issue of paying a refundable five cents for the bottle that Snapple and 
similar drinks come in.) 
   Yes, I do plan to go into this, at least to an extent, in my book, and 
even include a couple of politically-motivated villains on various sides of 
different issues (including a neo-Nazi, and a group of superpowered 
gay-rights radicals that even radical gay-rights groups don't like). 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Thu, 16 Apr 1998 18:43:47 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Politics in the game... 
Sender: owner-champ-l@sysabend.org 
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At 01:35 PM 4/16/1998 EDT, GoldRushG wrote: 
>  Okay, this is an outline in progress and is NOT the final outline, 
>necessarily. But a few people expressed interest in seeing more Law & Order 
>material, so here you go. ;) 
 
   Looks nifty.  Now I'll probably be able to give Rattler a proper array 
of skills to reflect his background in the US Marshal's Office.  :-] 
   I might suggest moving the bibliography/filmography (is "Barney Miller" 
going to be included?) to an Appendix, but otherwise it looks tres 
magnifique. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Thu, 16 Apr 1998 18:45:10 -0700 
To: "champ-l@sysabend.org" <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Average man... 
Sender: owner-champ-l@sysabend.org 
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At 10:14 PM 4/15/1998, qts wrote: 
>On Tue, 14 Apr 1998 16:57:47 -0500 (CDT), Tim R. Gilberg wrote: 
> 
>> Football is probably best handled with specialized combat skills, 
>>actually.  PS: Football player would work for many things.  Not for 
>>throwing, and probably not for catching, however.  Same for tackling and 
>>eluding the tackle.  Heck, even blocking.  Those are all combat skills. 
> 
>Didn't they do a 'football' martial art? 
 
   It's in Ninja Hero.  I was slightly disappointed that it wasn't carried 
forward into The Ultimate Martial Artist. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: How do I... 
Mail-Copies-To: never 
X-No-Archive: yes 
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Date: 16 Apr 1998 21:52:12 -0400 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
John P Weatherman writes: 
 
> The first is a taser.  Near as I can tell, it should be a NND (defence is 
> not being grounded or Personal Immunity to electrical SFX attacks), 
 
How about a Stun-only Energy Blast? 
 
[...] 
 
> The second concept is, can anyone come up with a structure that allows 
> for recovery every phase whether the character is acting or not. 
 
The system does not allow for it. 
 
> SPX would be a non-intelligent symbiot that is "rebuilding" a host 
> constantly. 
 
That is not recovery, that is Regeneration. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Caution: Happy Fun Ball may suddenly 
PGP Key: at a key server near you! \ accelerate to dangerous speeds. 
                                    \  
 
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Date: Thu, 16 Apr 1998 18:54:28 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Foxbat 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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At 04:08 PM 4/16/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: William K Bushway <wbushway@osf1.gmu.edu> 
>cc: Champions <champ-l@sysabend.org> 
>Subject: Re: Foxbat 
> 
>On Thu, 16 Apr 1998, Justin Calvaneso wrote: 
> 
>> I'd like to scrap together a list of the book he's appeared in thus far. 
>> Can anyone help?  I think there's Enemies Assemble, Foxbat Unhinged, any 
>> others? Danke. 
> 
>His writeup can be found in Classic Enemies (and I think his _original_ 
>writeup first appeared in Enemies 2, for 1st Edition). 
> 
>He plays a small role in the Sanctuary section of Classic Organizations (I 
>don't remember if he was involved in the Assault on Sanctuary, but I do 
>recall Freddy Foswell sneaking into the Superhero summercamp scenario). 
 
   Yes, Foxbat was present at the Assault on Sanctuary.  He'd sacrificed 
his Ping Pong Ball Gun to create a set of tracers that would tell him the 
exact location, powers, and weaknesses of everyone in the room. 
Unfortunately (for him), Merry Andrew got ahold of the things and reversed 
their function so that everyone in the room suddenly knew his exact 
location, powers, and weaknesses.  The Champions, the Ultimates, CLOWN, and 
Road Kill stop their fighting just long enough to track him down to the 
Mechanical Room and punch his lights out. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Thu, 16 Apr 1998 19:11:10 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
To: champ-l@sysabend.org 
Subject: Re: Critical Hits 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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One thing.  Find Weakness is not Int based, its just a plain 11-.  
Otherwise, pretty good. 
 
	What about the person who already has find weakness?  Give him an  
extra +2 perhaps? 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
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From: Daniel Pawtowski <dpawtows@access.digex.net> 
Subject: Re: CLOWN 
To: champ-l@omg.org 
Date: Thu, 16 Apr 1998 22:11:15 -0400 (EDT) 
Organization: VTSFFC 
Sender: owner-champ-l@sysabend.org 
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>  
> A lot of the more, um, "serious gamers", think that CLOWN is an insult 
 
 
   Awww..... 
 
 
> the genre.  Personally, I think they're a hoot - but I've only 
> actually used them once in a campaign. 
 
   Yay, Clown!! 
 
>  
>  
 
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From: Daniel Pawtowski <dpawtows@access.digex.net> 
Subject: Re: CLOWN 
To: champ-l@omg.org 
Date: Thu, 16 Apr 1998 22:14:31 -0400 (EDT) 
Organization: VTSFFC 
Sender: owner-champ-l@sysabend.org 
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>  
> humilated is seldom the PC's idea of a good time, and that's what CLOWN is 
> there to do - humiliate heroes. And some of them belong in more serious 
> villian organizations - like April Foolkiller and Tag. 
 
  They certainly don't have to be played that way.  They can be humiliated, 
too.  (OK, so that happened when CLOWN, Foxbat, and a bunch of Mechanons 
got into a fight atop a giant purple M&M floating in Philladelphia 
harbor.  The PC's later buried the M&M and made it into a secret 
base)  
                                Daniel Pawtowski 
 
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From: "Darien Lynx" <chip@owlnet.rice.edu> 
To: "Champions" <champ-l@sysabend.org> 
Subject: Re: How do I... 
Date: Thu, 16 Apr 1998 21:22:56 -0500 
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One possibility for recovering every phase is used in several campaigns as a 
house rule. It's very simple: you split up the post-segment-12 recovery and 
give a portion of it to the character every phase. My low-speed, high-REC 
players prefer this option. I allow players to choose which they want, but 
their REC has to be evenly divisible by their speed if they want per-phase 
partitioning, and they have to stick by it (no changing!) Sometimes the 
partitioning works for you, and sometimes against. 
 
-----Original Message----- 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Date: Thursday, April 16, 1998 9:02 PM 
Subject: Re: How do I... 
 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>John P Weatherman writes: 
> 
>> The first is a taser.  Near as I can tell, it should be a NND (defence is 
>> not being grounded or Personal Immunity to electrical SFX attacks), 
> 
>How about a Stun-only Energy Blast? 
> 
>[...] 
> 
>> The second concept is, can anyone come up with a structure that allows 
>> for recovery every phase whether the character is acting or not. 
> 
>The system does not allow for it. 
> 
>> SPX would be a non-intelligent symbiot that is "rebuilding" a host 
>> constantly. 
> 
>That is not recovery, that is Regeneration. 
> 
>-----BEGIN PGP SIGNATURE----- 
>Version: PGPfreeware 5.0 for non-commercial use 
>Charset: noconv 
> 
>iQCVAwUBNTa1y56VRH7BJMxHAQEB5AP/TvXcEK+tKsSsudk+aX6PeHOozedzhM7c 
>F4aQYShVlODSHU9K4QAhHNcLuf0oE86OBTrPNmIxGScdRkoNM1rMG/ujGvULvoNl 
>uXkACeRlM6lC7GgBZJ2gu3I0rxLtKMcsvG3aKK0ocbZ4bcwA8iRwQEx37SK3Yrtt 
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>-----END PGP SIGNATURE----- 
>-- 
>Rat <ratinox@peorth.gweep.net>    \ Caution: Happy Fun Ball may suddenly 
>PGP Key: at a key server near you! \ accelerate to dangerous speeds. 
>                                    \ 
> 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Lizard <lizard@dnai.com&> Brian Wong <rook@shell.infinex.com&> 
        GoldRushG@aol.com 
Cc: rholding@ActOnline.com.au, champ-l@sysabend.org 
Subject: RE: [Fwd: Fwd:  More VIRUS Warnings - Very Important!!!] 
Date: Thu, 16 Apr 1998 22:24:03 -0400 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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X-UID: 26 
 
Depends what brower you're running.  Seems like mine sometimes goes down 
with the first line  ;-) 
 
> -----Original Message----- 
> From:	Lizard [SMTP:lizard@dnai.com] 
> Sent:	Thursday, April 16, 1998 8:13 PM 
> To:	Brian Wong; GoldRushG@aol.com 
> Cc:	rholding@ActOnline.com.au; champ-l@sysabend.org 
> Subject:	Re: [Fwd: Fwd:  More VIRUS Warnings - Very Important!!!] 
> >	Done at the right moment (which can be acheived by calling up the  
> right 
> >other stuff through Java) this will at least ruin your browser. 
> > 
> But it won't propogate itself (the *definition* of a virus!) nor  
> destroy any disk files. The worst it can do is crash your browser.  
> And about four lines of Javascript can do that, too. 
>  
 
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To: champ-l@sysabend.org 
Subject: Re: Soliloquies 
X-Juno-Line-Breaks: 1-2,4,6-7,12-13,15,17,19,21-22,24-26,35-37 
From: llwatts@juno.com (Leah L Watts) 
Date: Thu, 16 Apr 1998 22:24:29 EDT 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 27 
 
>In the middle of combat, what if a PC1 asks a question of PC2?  Would 
you 
>require PC2 to wait until his phase to respond, or allow him to respond 
>immediately?  If he can respond immediately, then the PCs can 
essentially 
>discuss tactics while the villains sit by and wait for time to "start 
up" again. 
 
Depends on what sort of response we're talking about.  If PC1 yells for 
help, I'd let PC2 call out "Hold on, I'm coming" or something along that 
line immediately.  I wouldn't let PCs converse during a fight, though, 
unless the villians also got a chance to "freeze frame" and discuss the 
best way to clobber the heroes.  It doesn't seem fair otherwise. 
 
>In a related question, do you use "table talk" in your game, where 
anything 
>the player says is assumed to be something his character says?  If so, 
then 
>the players couldn't relay ideas to each other "offline" and implement 
them 
>immediately.  If not, then it would seem that their characters 
immediately 
>came up with a complex battle plan without saying a word to each other.  
>Maybe this is where coded maneuvers (like "Cannonball Special" or 
"Manuever 
>#9") come in handy.... 
 
I've played with groups that enforced a rule of  "if you say it, your 
character said it" unless a player specifically indicated he was speaking 
out of character.  If you're trying to show a group what role-playing (as 
opposed to rolling dice) is about, it's a workable if brute-force method. 
 If you have a loud-mouthed player who keeps coming up with idiotic 
ideas, this is a good way to slap him down, especially if you combine it 
with a "no takebacks" rule (i.e. you can't say "Oh, I didn't mean that, I 
meant ...).  Personally, I think a group of good roleplayers doesn't need 
this rule, but that's my bias showing. 
 
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 
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Date: Thu, 16 Apr 1998 21:39:11 -0500 (CDT) 
From: Dataweaver <traveler@io.com> 
To: Bob Greenwade <bob.greenwade@klock.com> 
cc: champ-l@sysabend.org 
Subject: RE: ANIME HERO (WAS Re: Japan Sourcebook) 
Sender: owner-champ-l@sysabend.org 
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On Thu, 16 Apr 1998, Bob Greenwade wrote: 
 
> At 06:36 PM 4/16/1998 -0400, John and Ron Prins wrote: 
> >>It would be really BIG sourcebook! 
> > 
> >Too large. Anything over 200 pages is a hard sell, as a sourcebook. And 
> >each genre has sub-genres and they all seem to follow entirely 
> >different 'world assumptions'. To do justice would take 400+ pages... 
>  
>    Which, of course, would only work in Hero Plus. 
 
No, it wouldn't; not unless Hero Plus decides to lower its prices 
(hint...) 
 
> >> Maybe do several smaller ones. 
> > 
> >Pick up Kazei 5 when it comes out. BTW, if you want Gundam-style giant 
> >robot sci-fi, pick up Jovian Chronicles by Dream Pod 9. HERO to this 
> >point hasn't done well, IMHO, simulating the Giant Robot environment. 
> >Mayhap TUSV will remedy this; but we'll have to wait and see. 
>  
>    As the author, I can tell you that it will help quite a bit 
> (especially since it started out as The Ultimate Giant Robot).  However, 
> I don't think it's quite the kind of fix that you're looking for of this 
> problem.  The best situation would probably be if someone who was a 
> big-time Giant Robots fan (bigger than me, at least -- and I'm not 
> exactly a slouch) were to use TUSV and the old Robot Warriors game as a 
> starting point to build a Fifth Edition genre book for it.  
 
Mecha Hero, that is; Anime Hero is simply too broad of a subject.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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From: Kane476323 <Kane476323@aol.com> 
Date: Thu, 16 Apr 1998 22:41:24 EDT 
To: Alurmic@aol.com 
Cc: champ-l@sysabend.org 
Subject: justice inc for sale 
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i am auctioning off a complete boxed set of justice inc and several old V+V 
modules anyone interested please contact me. 
 
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Date: Thu, 16 Apr 1998 20:01:43 -0700 
From: Rook <rook@infinex.com> 
To: Lizard <lizard@dnai.com> 
CC: Brian Wong <rook@shell.infinex.com&> CHAMP-L@sysabend.org 
Subject: Re: Japan Sourcebook (was Re: More supplement reviews) 
Sender: owner-champ-l@sysabend.org 
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> a billionaire. Banks are about the most unsafe possible places to 
> keep your money, as they get robbed at least four times a day. Gang 
> and Mafia wars regularly sweep through the business and financial 
> districts of most cities. There are no small businesses;only massive 
> megacorporations exist, and each one has near-monopoly control over 
> some aspect of life. Almost no gay people exist (except in White 
> Wolf, where everyone is fashionably androgynous). Etc. 
 
	I thought this was about portraying gaming worlds; not 'life in LA'. :) 
 
> To make a gaming supplement worth buying, it must be different from 
> what you can get in a travel guide or history book. The parts of a 
 
	True. 
 
> culture that are 'gameable' are different from the parts that govern 
> day-to-day life. People picking up a gaming supplement about Japan 
> are going to want ninjas, giant robots, and women with really big 
> eyes, at least up front. Real details about the government, the 
> education system, the real conflicts which can be '4 colorised', etc, 
> ought to be in there, but it has to at least *look* like there's 
> going to be 'cool stuff' as well. 
 
	I dunno. My point is that there are many things about asia that can be 
used without having to resort to silly, sometimes demeaning and ussually 
inacurate stereotypes. The place is rife with adventure possibilities. 
The big eyed women and Giant Robots are fine for 'Anime Hero' or 'Mecha 
Hero', but if I buy 'Japan Hero' I'd want to learn some basic details 
about life in Japan, then how to use Japan in diferent points in history 
for various genres of gaming. Obviously, it's quite possible the book I 
buy is not so general; but just a super book (to give an example) in 
which case I'd want to see Hero's and Villians that could actually fit 
the society, rahter than the stereotypes assigned to it. I'd also want 
to see info on taking various aspects of Japan and using them for a 
super's game. A little knowledge on the role Japan plays in asia shows 
that it makes a place good for much struggle.  
Some example topics: 
 
1. Most other asians would view any Japanese hero as a villian by 
default. Covering this stryfe might be handy. It could easily shape the 
nature of many heroes and villians. 
 
2. Two of their cities got a-bombed. That bound to make some good mutant 
origins 
 
3. Their primary religion, Shinto, is shamanic in nature. Mystical 
heroes and villians would be good ideas. 
 
4. Big business is big there, this would affect the kinds of teams 
there. 
 
5. Japan is one of the asian countries that places a higher value on the 
group than the individual. A section could cover how this affects a Hero 
and a Villians motivations and actions could prove interesting. Despite 
what many may think; this way of thinking is VERY diferent from that of 
westerners and leads to actions which seem to us to be highly illogical. 
 
6. On that topic, a basic overview of notable cultural diferences and 
how best to handle roleplaying them if you yourself are not native to 
them would be very handy for most western players and GMs. 
 
> As for what I'd like -- 
> a)Info on the different major cities in Japan, and their 'flavor' 
 
> b)The nature of government -- what is the equivalent of a 'senator'? 
 
> c)Note on the language -- the complex system of honorifics and 
 
> d)Minority groups in Japan -- I know there are some, and that like 
 
> f)Religious breakdown, with a special focus on the 'gaming' aspects 
 
> g)Fringe culture. What's the Japanese equivalent of UFO nuts, militia 
 
	All good ideas. Perhaps also a list of common names would be handy 
and advice on how Japanese name their kids. 
 
	Of course, for me; I'd prefer a book on asia in general over one on 
Japan. Or perhaps as well. I could write one on Korea in my sleep, if I 
could ever get the time and patience to write it all down. The rest of 
the region is familiar to me, but if I did it I'd want to do a lot 
research for it. To date I've yet to see anything for asia in a gaming 
book that did the region justice or in some way wasn't patronizing to 
one aspect or another. 
	I'm hoping Sengoku will do Japan justice for the classical period. I 
should have joined their mailing list too take a look at how well it's 
team knew their stuff; but I didn't. Oh well. (Here's were I imagine 
Mark @ GRG will tell me I still can or something. :) ) 
 
 
--  
Rook			¿Õ ¿ë ±â  
 __ 
/.)\ 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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Date: Thu, 16 Apr 1998 23:24:43 -0400 (EDT) 
X-Sender: jprins@interhop.net (Unverified) 
To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: (L&O) Some Cop Equipment 
Sender: owner-champ-l@sysabend.org 
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><< Why not just: Radar Sense; OAF (-1), Only for determining speed (-1/2)? I 
>wouldn't even call it Discriminatory, sure, it can correctly tell you the 
>speed of a vehicle it's pointed at, but probably only to one decimal place and 
>is easily confused...  >> 
> 
>  Because that is not how these radar guns work. That's why. 
> 
>  Radar guns cannot always tell you the speed of the vehicle it's pointing 
>toward (I say "toward" because the radar is emitted in a cone, not a line). It 
>will tell you the speed of the vehicle that bounces back the strongest signal. 
>That vehicle is generally (in tthis order): the one with the largest mass of 
>metal (big rigs are easier to "lock on to" than Fieros), the closest (the car 
>1/4 mile away will bbounce a much stronger signature than the car 1 mile away) 
>or the fastest (all things being equal). 
 
Well if Radar guns are _that_ inaccurate, I don't see how the cops get away 
with using them! :-) I can accept your explanation of how radar guns 'work' 
in real life, but how does the above game mechanic fail? Radar detects 
objects by bouncing electromagnetic waves off them, and reading the return. 
If it's limited to a cone, fine, limit it to a cone (I assume that ranged 
sense are not 'beams' but roughly 180 degree coverage - so any ranged detect 
that works in a cone would get a limitation, not an area effect advantage!). 
 
To wit; Radar sense bounces radio waves off a target. I assume Police Radar 
Guns do the same, if somewhat imperfectly. So why does Radar Sense fail as 
the 'sense of choice'? 
 
----------------------------------------------------------------------------- 
"Now, we get bigger guns." 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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Date: Thu, 16 Apr 1998 22:27:55 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Hero Games <champ-l@sysabend.org> 
Subject: Re: Which published villains do you use? 
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> One team that I use, that I am surprised no one else has mentioned, is 
> Deathstroke. This team is great for the circles you can run with their 
> competancy, mental stability and they work fine for both 
> world-threatening plots and bank robberies. 
 
	Ya know, I keep meaning to bring these guys in and never get 
around to it.  An ex-GM of mine, before CU came out, updated the 
characters and merged them with the Ultimates.  I wasn't expecting Stinger 
and Deathsinger when going after Binder and Blackstar. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Block vs Dodge 
Mail-Copies-To: never 
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Date: 16 Apr 1998 23:41:43 -0400 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
Bob Greenwade writes: 
 
>    You slipped again there, Rat.  Block can be Aborted to.  That means that 
> you *can*, as Rick said, wait until you know that someone is going to try 
> to attack you before deciding to Block. 
 
Read what Rick wrote again.  He was describing the making of the Block roll 
*AFTER* the attacker makes his attack roll.  In essence, allowing you to 
pick the action to which you abort after you know whether or not you will 
be hit, and by how much. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Warning: pregnant women, the elderly, and 
PGP Key: at a key server near you! \ children under 10 should avoid prolonged 
                                    \ exposure to Happy Fun Ball. 
 
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Date: Thu, 16 Apr 1998 23:01:27 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Foxbat 
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> He plays a small role in the Sanctuary section of Classic Organizations (I 
> don't remember if he was involved in the Assault on Sanctuary, but I do 
> recall Freddy Foswell sneaking into the Superhero summercamp scenario). 
 
	Very much involved in the Assult on Sanctuary.  Both sides ended 
up turning on him to get him out of the combat. 
 
	The Assult on Sanctuary has always been a one-shot-type of thing 
that I'd love to run.  The writeup in CU was great. 
 
	Heck, CU as a whole was great.  It and Classic Enemies have 
probably been my two most useful books.  (Not necessarily best, but 
definately the most useful.) 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Thu, 16 Apr 1998 23:13:14 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: CHAMP-L@sysabend.org 
Subject: Re: Japan Sourcebook (was Re: More supplement reviews) 
Sender: owner-champ-l@sysabend.org 
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> >   BTW, it is not necessary to send to me and the Champions Mailing list, as 
> > I am a subscriber. 
> > 
> 	Well, I'm not going to manually edit all these things, so it's group 
> reply as the option now that they took out the all too sensible option of 
> having the reply-to in there. 
 
	Refusing to follow simple common courtesy in this way is, IMO, a 
good reason to kick someone off of a list. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Thu, 16 Apr 1998 23:15:29 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Subject: Re: The Average man... 
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> >	Football is probably best handled with specialized combat skills, 
> >actually.  PS: Football player would work for many things.  Not for 
> >throwing, and probably not for catching, however.  Same for tackling and 
> >eluding the tackle.  Heck, even blocking.  Those are all combat skills. 
> 
> Didn't they do a 'football' martial art? 
 
	Yup, but only the really good would have the maneuvers.  The rest 
would make do with the freebies that everybody has. 
 
	So what would be the modifiers for trying to get past a grappling 
Offenive Tackle to bring down the sweeping Running Back with a Martial 
Grab? 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Thu, 16 Apr 1998 23:26:45 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
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> > You've never taught, have you? 
> 
> I don't have the patience for it. 
 
	Don't blaim you.  I dropped my Teacher Certification aspect of my 
degree in an effort to teach at the College level and college level only. 
 
> > 	Believe me, the requirements to be a teacher have almost nothing 
> > to do with actually teaching. 
> 
> What does that have to do with the price of beef in Atlantis?  "PS: 
> Teacher" is the ability to teach. 
 
	Nothing to your question.  However, a PS is the minimum needed to 
hold a job in that field, plain and simple.  Holding a job as a teacher is 
more a matter of knowing procedure than teacher.  Sad but true. 
 
	At the same time, this is a great place for a skill that has usage 
outside of the professional field.  A great way to expand the rules. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Thu, 16 Apr 1998 23:29:49 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: CLOWN 
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> > Why do you say you shouldn't be pushing CLOWN?  Do a lot of people on this 
> > list hate them? 
> 
> Clown is a group designed to make everyone loook like idiots, something I, 
> as a PC< would really dislike really fast.  To be done right, they would 
> also require a GM who is *really* good at improv comedy, something easier 
> said than done. 
 
	Comic relief, not "look like idiots".  Though the two are not 
exclusive.  I've had fun with them and the Heroes going toe to toe in a 
battle of pranks.  It ended with a Basketball Game at the United Center to 
save the Jordan Statue with a kidnapped Mike Ditka as guest referee.  BTW, 
CLOWN now has Hunted by Mike Ditka as a disad in my campaign. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 00:39:46 EDT 
To: champ-l@sysabend.org 
Subject: Re: How do I... 
Sender: owner-champ-l@sysabend.org 
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<< The first is a taser.  Near as I can tell, it should be a NND (defence is 
not being grounded or Personal Immunity to electrical SFX attacks), AOE: Line, 
Continuous, reduced by range, and Obvious Focus (either accessable or 
inexcessable). >> 
 
  Okay, here I go in "reality-grounded cop equipment critic" mode. ;) 
 
  Not being grounded is no reliable defense against a taser, IMO. 
 
  The AE: Line isn't applicable because the taser can only hit one target, not 
affect every potential target within the "line." Thos little dart-linke barbs 
can only stick in one target at a time. ;) 
 
  The taser is not Reduced by Range. Whethe the target is struck 3 feet from 
the "gun" or 13 feet away, the damage will be the same. It *does* have a 
limited range, however (and that exact max limit is beyond my recollection at 
the moment). 
 
  The focus would, indeed be OAF. The gun itself is a focus, as is the line 
that runs from the gun to the barb. Cut the line and you stop the damage. Now, 
if we're talking about stun guns, that's a different beast entirely. Those 
have "No Range," needing to be in direct contact with the target. ;) 
 
  You should also add "1 Recoverable Charge," as the gun must be "reloaded" 
(the wires retracted and the barbs reset) to be fired again. 
  
<< Here's my problem, a jolt from a taser should drop a normal in a single 
phase, >> 
 
  NOTE: THE FOLLOWING IS NOT MEANT AS EDITORIALIZING OR INTENDED TO BE A 
POLITICIAL STATEMENT -- ONLY A STATEMENT OF FACTS AND OF GAME MECHANICS. ANY 
OFFENSE TAKEN BY ANY PERSON WHO READS THIS IS PURELY UNINTENTIONAL; DO NOT E- 
MAIL ME WITH FLAMES OR TRY TO ENGAGE ME IN DEBATE ON THIS SUBJECT. 
 
  *Should* is the operative word. To simulate the seemingly miraculous effects 
of situations like the Rodney King incident, in which he was hit by a taser 
*twice* and was not completely incapacitated -- an affect normally only 
encountered with subjects under the influence of PCP or other narcotics or the 
mentally ill -- you could to14- activation roll, or perhaps a Limitation "14- 
Activation against enraged, metally ill or those under the influence of 
narcotics, -1/4" (just a suggestion). 
 
<< So my first question is, does this look right. >> 
 
  Overall, sure, taking into consideration my suggestions above. 
 
<< My second question is, given a 60 AP/12 DC game, should a taser really be 
beyond what a beginning character should have? >> 
 
  The NPC cops have access to it. Why not a PC? 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 00:42:25 EDT 
To: CHAMP-L@sysabend.org 
Subject: Re: Japan Sourcebook (was Re: More supplement reviews) 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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X-UID: 41 
 
<< if Godzilla *does* attack, how much force can they really muster? >> 
 
  haven't you heard? Godzilla is foregoing Tokyo in favor of New York these 
days. The Japanese Defense Forces are downsizing in a big way since this 
latest development. ;) 
 
  Mark @ GRG 
 
  Size DOES Matter! :D 
 
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Date: Thu, 16 Apr 1998 23:52:07 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: "'Champions'" <champ-l@sysabend.org> 
Subject: Re: Examples (Was RE: Politics in the game) 
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>    Again, check the five above-mentioned characters.  They do make up, at 
> least somewhat, for Reverend Billy Bob, Julie Rainbow, and Rev. Gil Purdue 
> (although I do think -- and I say this as a conservative Christian myself 
> -- that this last fellow would be a great foil for an all-Christian hero 
> team!). 
 
	Good points on positive Conservatives.  I'm trying to recall 
others, myself. 
 
	I'm working on a Christian Hero/Villian group.  I'm going with the 
currently popular assumption of Gabrial as a semi-rogue angel trying to 
take the top ArchAngel spot from Michael.  She's (yes, she) has come to 
Earth assuming that all the supernatural/superhuman activity is an 
abhorrance and is starting a group to try to wipe it out, being an Angel 
hero for getting rid of the menace.  So far I've got Revelation, a MA with 
a spiritual sword of holy white flame, and Rapture, a female flying EB 
with holy white flame.  I'm trying to think of a third so I can call the 
team The Trinity, but haven't been able to think of a cool term.  Anyone? 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Fri, 17 Apr 1998 00:02:27 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
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To: Bob Greenwade <bob.greenwade@klock.com> 
cc: "'Champions'" <champ-l@sysabend.org> 
Subject: Re: Examples (Was RE: Politics in the game) 
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> At 04:52 PM 4/16/1998 -0500, Andreano, Keith         HIM,VA wrote: 
> >OK, Leafed through few supplements for few minutes last 
> >night before Babylon 5 came on. Here's what was seen: 
 
I just started watching B5 when it came to TNT and have been very 
impressed.  But it'll be tricky to try to run a RP game based on it. 
 
> >Allies: 
> >Many male characters shown as sexist (females not). 
 
Who?  Only one character had a psych relating to this (Thinks He's God's 
Gift to women).  The Zen Team leader (Zen Lion?)  had 'doesn't understand 
women, would be more comfortable with a submissive woman' line in his 
write up, which is more a relatively common stereotype of Japanese men.  A 
few other characters had little sections in the write up about them dating 
alot, but unless you count that as sexist...;) 
 
> >Nazi type shown, no liberals shown as bad (i.e. Commie-man). 
 
Aryan Man was not in fact shown as bad.  A 'liberal' would make him a 
vile villain, not give him a code of honor and make him someone trying to 
be a hero.  Since Fascism/Naxi is at the far right (At least on the same 
rather inaccurate scale that put the Soviet Union/Communism on the far 
left), a liberal would have used 'The People's Hero' a firm believer in 
Communism trying to be a hero. 
 
> > 
> >Mutant File: 
> >Genocide all conservative types. Most liberals shown as good, 
> >liking mutants. Most conservatives shown as bad, hating mutants. 
 
I have it someplace but could not find it.  Hope I didn't lose it in the 
move. 
 
> > 
> >Red Doom: 
> >ONLY place Communism/Liberals shown as capable of being bad. 
 
Not true.  There is another group in another book, I forget the title, who 
is lead by a Vasalov trained shifter Comminist baddie.  This is of course 
assuming Soviet Communism=Liberalism, which is far from the truth. 
 
I'm not a publisher, just a Political Scientist.;)  Believe me, I'm not 
bragging, I wish I had gone into computers now.:) 
 
> > 
> >General: 
> >International liberal (UN) groups (UNTIL) show as mostly good. 
 
I admit I didn't see anything in the write ups given to UNTIL that had a 
liberal slant.  They just seemed to be an attempt at a international good 
agent group. 
 
> >US patriotic (conservative) groups (Primus) shown in negative way. 
 
Generally true.  I think to a degree this was true because at the time the 
out of control government type was big (Henry Peter Gyrich, anyone?). 
This C:TNM is Fuzion but by Hero Games in the Guard government group 
replacing Primus and SAT is patriotic and shown positively. 
 
> >Any religious person shown in negative way. 
>  
>    Far from all religious are bad.  Note the Deacon and St. Peter's Star in 
> Classic Organizations, and Barnstormer and Lady Thunder in Allies.  Oh, and 
> Jo-Tan in Champions Universe (a devout Buddhist). 
 
Good points. 
 
>    And just incidentally, Shelley's PRIMUS sourcebook will give PRIMUS, a 
> mostly conservative outfit, in a more positive light (based on what I've 
> seen from her PBEM campaigns and preview materials).  In fact, if she 
> included my write-up of Silver Avenger Richard Stephens (from Seattle) in 
> her manuscript, then you will have at least one charactr who is both 
> extremely conservative and eminently likeable (who, oddly, was assigned to 
> what was at the time one of the most liberal states in the Union to even 
> have a PRIMUS base). 
 
I'm looking forward to this book, I've always liked Primus. 
 
>  
> >Please note that most religious and/or conservative people are  
> >NOT evil/racist. Hard to tell that from these game books! ;_; 
 
And most liberals are not evil/bad either.;) 
 
 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 01:06:09 EDT 
To: champ-l@sysabend.org 
Subject: Re: How do I... 
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<< Nope.  Your average taser is 'energy blast, stun only'.  ED _is_ 
insulation, if 
it will stop a lightning bolt it will stop a taser. >> 
 
  I think you are confusing a taser with a stun gun. 
 
<< Continuous is also debatable, I have doubts about how well it will stay 
attached once the target starts jerking around. >> 
 
  Hmm.. that could be a special effect of the OAF Limitation, though, don't 
you think? 
 
  The taser is better simulated by an NND than a standard EB, IMO. 
 
  Btw, I thought of another Limitation for the taser: Cannot penetrate 
Armor/rDEF. 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 01:10:49 EDT 
To: CHAMP-L@sysabend.org 
Subject: Re: Japan Sourcebook (was Re: More supplement reviews) 
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> 	Well, I'm not going to manually edit all these things,  
 
  Why not? I do. 
 
  Mark @ GRG 
 
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Date: Fri, 17 Apr 1998 00:15:46 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: The Average man... 
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> Skills that a person can acquire through a hobby; abilities in these areas 
> does not necessarily require any professional training.  PS: Computer 
> Programmer must include Computer Progamming as a job-related ability, 
 
	Then why buy Computer Programmin when the PS is cheaper?  But the 
Hero Games ruling explained that quite well.  I'm going to go with "all 
abilities unless useful outside the profession."  I'm also going to make 
Writing a separate skill but add it as an Everyman at 8-. 
 
> the separate Computer Programming Skill would represent programming skills 
> picked out on my own, irrespective of the job (BASIC and FORTRAN, both 
> learned years before I was hired as a programmer). 
 
	Computer Programming, no matter where picked up, is Computer 
Programming.  Making different rules based on _where_ it is learned is 
horribly unintuitive.  It's the type of thing that, if in a gaming system, 
earns that gaming system sarcastic comments. 
 
> Dentistry is not practiced as a hobby.  Your ability to perform dental work 
> is part of PS: Dentistry, thus there is no need for a separate Dentistry 
> Skill to stand alongside Electronics and Mechanics. 
 
	Right.  I'd agree, but only because dental work isn't really 
useful outside of a Professional Dentist.  And all dentists would have 
some related KSs as a result of extensive schooling. 
 
 
> I agree with this paragraph, though I'm a bit surprised you didn't require 
> SCI: Mathematics for the accountant.  It seems consistent with the other 
> things you seem to feel are necessary as "support Skills". 
 
	While potentially useful, it really isn't necessary.  Accounting 
doesn't use most of the higher level mathematics covered by SS: 
Matematics.  Although Lightning Calculator would be quite useful. 
 
> Your skill level at a given job should be primarily determined by your 
> Skill Roll in that Skill, not by how many related Skills you can tack onto 
> it.  I say that Dr. Tooth (PS: Dentist 13-) is a better dentist than Dr. 
> Gum (PS: Dentist 11-).  You say (I think) that Dr. Tooth is better at 
> office procedure and business-related aspects of his practice, but that the 
> doctors' levels of medical expertise cannot be measured except in terms of 
> a Science and a [presently] non-existent DEX-based Skill. 
 
	And I've backed down from this on dentistry.  Note, however, Dr. 
Gum may have a specialty PS: Oral Surgeon that will allow him to be better 
at certain parts of dentistry.  Dr. Tooth, attempting oral surgery, will 
be at a minus to his roll compared to Dr. Gum. 
 
> PS: Writer, SFX Journalist (or Speechwriter or Novelist) 
> 
> Yes, I am well aware that these are different disciplines, but not so 
> different they can't be lumped together under the umbrella of Writer. 
> There's only one Animal Handler Skill, but you can define it as applicable 
> to almost any species of animal. 
 
	But only for one species.  You'd have to add another purchase of 
the skill for another species.  (IIRC). 
 
	Specializing PSs will help for the more specialized disciplines. 
There are different things involved with PS: Novelist than with PS: RPG 
Sourcebook Author. 
 
 
> Again, take PS: Entrepreneur and define it as applicable to your particular 
> business, if all it's going to cover is the business-related aspects of 
> your profession. 
 
	Well, it's gonna cover Entrepeneurship in general.  Take a KS or 
PS in the area if you like, but the PS: Entrepreneur is really redundant. 
 
> I am not against the introduction of new Skills (or Powers or any other 
> options) if there's truly a gap that needs to be filled.  I'm against the 
> rampant proliferation of a separate Skill for every conceivable profession, 
> sport, and handicraft.  The Hero System is meant to be as generic as 
> possible at the base level.  You can create a wide variety of things using 
> the existing building blocks.  New blocks shouldn't be added unless there's 
> no [easy or sensible] way of modeling the desired ability already.  You 
> don't need a rectangular block if two squares will do the job just as well. 
 
	I see the point.  Do you see mine on more specialized PSs where 
appropriate and certain skills that have value outside of the profession 
being separate.  (Computer Programming, Combat Driving, Combat Piloting, 
Forensic Medicine, Mechanics, Electronics and others in the BBB plus 
Teaching, Writing, and maybe a few others not in the book.) 
 
 
> Shadowing, Deduction and, if you like, Investigation.  My way, all five men 
> (sorry, persons) get PS: Private Investigator and John gets PS: 
> Entrepreneur as well.  Your way, John gets PS: P.I. and the employees 
 
	Again, the PS: Entrepreneur is unecessary unless he is an expert 
on setting up a business in general.  PS: P.I. is enough to set up a P.I. 
business.  However, Bureaucratics might be nice to signify he's better at 
that sort of stuff. 
 
> get...what?  PS: P.I. with a Limitation?  Concealment, Shadowing and 
> Deduction, plus the license Perk, but no PS Skill?  How can they not have 
> the PS Skill -- they're qualified to do the job, and they're doing it.  It 
> doesn't make sense to say a person isn't fully qualified to do a job 
> (entitled to a PS, in other words) unless he's also capable of starting and 
> running his own business in that field.  A PS gives you the ability to Do A 
> Job, not necessarily Run A Company. 
 
	It gives both if that can be considered part of the job.  Someone 
with a high PS: Food Service Worker can probably start his own pizza 
joint, but may be better off picking up some related KSs. 
 
> Doctors in private practice should have PS: Entrepreneur; if a doctor just 
> works at a hospital, he doesn't need it. 
 
	But even a doctor in a hospital will be dealing with a lot of 
paperwork and business decisions.  Just watch ER.  ;)  Some will have 
Bureacratics, of course. 
 
 
> I'm not sure what you mean by that first sentence; you aren't quoting.  If 
> you mean it includes the ability to use job-related equipment (operating an 
> oil rig), that supports my point.  I assume, then, that's not what you meant. 
 
	It includes the ability unless it is important enough out of the 
profession to cost. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Fri, 17 Apr 1998 00:19:22 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
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> > 	But a KS doesn't give one ability, it gives one knowledge.  And 
> > the study of teaching (Pedantics?) is a knowledge all of its own.  This 
> > is a place for a new PRE-based skill, based off of Acting, Conversation, 
> > Oratory, etc. 
> 
> Nah... Oratory is just a very good complimentary skill roll for PS: Teacher 
> (my dad was good at that :).  Acting might be useful for the "wacky" type 
> of teacher.  Conversation tends to be a one-on-one skill, not so good in 
> the classroom. 
 
	Actually, as I was pointing out, it is similar to these skills in 
mechanics of using PRE, but separate enough to be its own skill.  You can 
attempt to teach without it, but won't really help much more than a 
textbook.  And anyone can read from a textbook.  (Well, almost anyone.) 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Fri, 17 Apr 1998 00:24:10 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions Listserv <champ-l@sysabend.org> 
Subject: Re: The Average man... 
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> The difference is in what we think the prerequisite skill covers, and in 
> whether or not, as a result of that coverage (or lack thereof) you have to 
> go out and make up new Skills to cover the most central job-related tasks. 
> Dave buys PS: Firefighter.  In order to be effective on the job, does he 
> need to create a Firefighting Skill to go with it? 
 
	nope.  But he'll need Paramedic and perhaps (if you require it) a 
TF: Breathing Gear.  Maybe a few other skills, but I can't think of them 
now.  Certainly Mechanics might be helpful. 
 
 
> Ed buys PS: 
> Photographer, but not the [non-existent] Photography Skill.  Oops!  Does 
> this mean Dave, with no knowledge of business practices, can start and run 
> a photography studio, but that he *doesn't* know how to take 
> professional-quality pictures? 
 
	Nope, Photography is only really important in the profession.  I 
might include a KS or SS: Photography for particularly artist-type 
photographers.  (We need a new skill category, related to Science Skill, 
called Art Skill.) 
 
> >Right. So someone with PS: Trial Lawyer could argue in court, but without KS: 
> >Law he may have no clue what the heck he is arguing about or truly understand 
> >how the law works! 
> 
> I agree.  But you've just described the purchase of a related KS, not the 
> creation of a new Litigation Skill.  You handled that by buying PS: Trial 
> Lawyer instead of PS: Lawyer.  I have no problem at all with this one, it's 
> exactly what I'm suggesting should be done. 
 
	Actually, being good at litigating would be a matter of Persuasion 
and Oratory, both separate skills. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Fri, 17 Apr 1998 00:30:50 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: Politics in the game... 
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	Some good points, in general. 
 
> You want a classic definition?  Liberals advocate changes to the system, 
> while conservatives resist change.  This definition has gone mostly by 
> the wayside. 
 
	True. 
 
> A more modern application:  Liberals tend to favor higher taxation and 
> income redistribution in the name of fairness and level playing fields, 
> and support a more lenient or flexible view of personal conduct 
> standards.  Conservatives talk of stricter moral and personal 
> restrictions in the name of family values and strengthening of the 
> moral fiber of civilization, while supporting fewer assaults on personal 
> and corporate finances.  In practice, though, there are few modern 
> politicians that fall into either of these categories. 
> 
> As you asked only about "liberals" and "conservatives", I'll save my 
> "libertarian" diatribe for another time.  (Personal freedom plus 
> financial freedom) 
 
	Good points, but I may be able to give some better explination. 
Instead of seeing politics on one axis, look at it on two 
 
	One involves the trade-off between Freedom and Equality.  The 
other involves the trade-off between Freedom and Order. 
 
	In general, a Conservative will prefer Order over Freedom and 
Freedom over Equality.  A Liberal will desire Equality over Freedom and 
Freedom over Order.  A socialistic/populistic society, in general, will be 
Order and Equality both over Freedom.  Libertarians like Freedom over both 
Equality and Order. 
 
	This is, of course, an abstracted view.  I got it in my Freshman 
American Government class at Northwestern, and I think I went and sold the 
damn book.  (Silly me.  I keep them now for reference.)  Interestingly 
enough, most of the people I know fall closer to the Libertarean ideal 
than anything else. 
 
> might tend toward different points on the political chart (which, by the 
> way, is not a straight line, folks). 
 
	Too true.  I'm still trying to figure out where a Pure Democracy 
and a True Communism would fall.  They have radically different popular 
conceptions, but in reality are incredibly similar.  And both are probably 
equaly impossible in any society of more than one person. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Fri, 17 Apr 1998 00:32:10 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: (L&O) Holsters 
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> >  Here are some of the holsters with applicable modifiers based on the type. 
> >I'll say up front that this is all intended to be *optional* stuff for people 
> >wanting this level of detail. It obviously is going to work better in Heroic- 
> >level games than Superheroic ones. ;)  These are also straight from my notes, 
> >so the stats are subject to change. 
> 
>    Looks cool, and looks like yet one more reason for me to buy this book. 
>    I do have one question, though:  I noticed that the Fast Draw modifiers 
> were all in increments of +5 (to +15).  Why so large?  Do these holsters 
> really affect the ability that much? 
 
	Look at the chart again.  The spacing was messed up, but the 
column under FD modifier was actually STR modifier.  The second to last 
column was FD modifier. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Fri, 17 Apr 1998 00:35:08 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: "'Champions'" <champ-l@sysabend.org> 
Subject: Re: Examples (Was RE: Politics in the game) 
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> Aryan Man was not in fact shown as bad.  A 'liberal' would make him a 
> vile villain, not give him a code of honor and make him someone trying to 
> be a hero.  Since Fascism/Naxi is at the far right (At least on the same 
> rather inaccurate scale that put the Soviet Union/Communism on the far 
> left), a liberal would have used 'The People's Hero' a firm believer in 
> Communism trying to be a hero. 
 
	Good point on "The Aryan."  He really is a handle because he isn't 
the stereotype.  He may have mistaken ideals, but he comes across as a 
"good guy".  How to handle him as Heroes.  Also, note that many Neo-Nazis 
wouldn't like this guy for his views as well.  Does he have any friends? 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Thu, 16 Apr 1998 22:37:14 -0700 (PDT) 
From: Dale Ward <daleaward@rocketmail.com> 
Subject: Re: (L&O) Some Cop Equipment 
To: champ-l@sysabend.org 
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---GoldRushG  wrote: 
> 
> will tell you the speed of the vehicle that bounces back the strongest signal. 
> That vehicle is generally (in tthis order): the one with the largest mass of 
> metal (big rigs are easier to "lock on to" than Fieros), the closest (the car 
> 1/4 mile away will bbounce a much stronger signature than the car 1 mile away) 
> or the fastest (all things being equal). 
>  
>   Mark @ GRG 
>  
     Geee... so that's why the troopers always nabbed me in my rig instead of 
the morons doin' 120 mph. 
 
     And here I thought it was because I was the only one they could catch. 
 
;> 
=== 
Dale A. Ward 
($.02 Paid In Full) 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 01:39:54 EDT 
To: champ-l@sysabend.org 
Subject: Re: (L&O) Some Cop Equipment 
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<< Shouldn't that be discriminatory?  As built, all you get is "That's Fast" 
or  
something like that. >> 
 
  Actually I meant "speed" as in "MPH/KPH." It wouldn't be disriminatory 
because it cannot tell one vehicle from another... only the speed that the 
vehicle with the strongest "signature" is traveling at. 
 
<< Also, why make it a sense?  Does it go off by itself? >> 
 
  Yes, actually. It can be manually turned "on" and "off," or simply left on, 
constantly displaying and updating the speed of the signature vehicle. 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 01:41:09 EDT 
To: champ-l@sysabend.org 
Subject: Re: How do I... 
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<< The system does not allow for it. >> 
 
  Sure it does. "Anything is possible with Hero System."  :D 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 01:43:01 EDT 
To: bob.greenwade@klock.com, champ-l@sysabend.org 
Subject: Re: (L&O) Holsters 
Sender: owner-champ-l@sysabend.org 
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<< I noticed that the Fast Draw modifiers were all in increments of +5 (to 
+15).  Why so large?  Do these holsters really affect the ability that much? 
>> 
 
  Did I mislabel the order of the modifiers? Those are the STR mods for gun 
retention (against Grabs). :/ 
 
  Mark @ GRG 
 
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From: "Matt Korth" <korthmat@cps.msu.edu> 
Organization: United Appeal for the Dead 
To: champ-l@sysabend.org 
Date: Fri, 17 Apr 1998 01:45:24 -0400 
Subject: Re: CLOWN 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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> > Why do you say you shouldn't be pushing CLOWN?  Do a lot of people 
> on this 
> > list hate them? 
>  
> A lot of the more, um, "serious gamers", think that CLOWN is an insult 
> the genre.  Personally, I think they're a hoot - but I've only actually 
> used them once in a campaign. 
 
They provide *wonderful* opportunities for bad puns. :) 
 
Such as the time our team leader sent Merry Andrew a letter written with  
black chalk on black paper, sealed inside a black envelope. 
 
 
 
 
 
 
 
 
 
 
 
What, you've never heard of 'blackmail'? :)  The team leader in question  
had Merry Andrew as a hunted after that one... 
-- 
korthmat@cps.msu.edu  http://www.cps.msu.edu/~korthmat 
*** People who send me UCE/UBE will be crucified. *** 
"_Troops_ is filmed on location with the men of the Imperial Forces. 
All suspects are guilty--period.  Otherwise, they wouldn't be suspect, 
would they?"  --Kevin Rubio's _Troops_ 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 01:47:25 EDT 
To: champ-l@sysabend.org 
Subject: Re: (L&O) Some Cop Equipment 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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>RADAR "SPEED" GUN 
>Detect Speed, Sense, Ranged, AE Cone (768"), Telescopic (+14), OAF Speedgun, 
>Concentrate (1/2 DCV), Only registers largest or closest/fastest vehicle 
>(-1/2), Doppler Radar Effect (-1/2) 
>AP: 82   Real Cost: 25   Price: $1,500 
 
<< I suspect that the AE [on "SPEED" GUN] could be dropped, unless current 
radar guns give a video "speed map" of each item in the range. >> 
 
  Uh.. no. That's why it has the Only registers largest or closest/fastest 
vehicle 
(-1/2)" Lim. How best to describe that? I suppose we could drop the Cone and 
simply assume it has a "standard" 60 degree "field of vision." Thoughts? 
 
<< For Flash Grenades, I like giving a -1/2 Limitation for having to be facing 
the point of impact when it happens. >> 
 
  I see what you're saying here, BUT... Flash-bangs are so incredibly bright 
that they have good effect on anyone nearby who has their eyes open. Again, 
believe me. :)  I've been subjected to them. But I'd be willing to modify them 
to 1/2 effect if not facing it... 
 
<< No comment on the rest.  :-] >> 
 
  THIS is a good sign! <LOL> 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 01:51:09 EDT 
To: champ-l@sysabend.org 
Subject: Re: (L&O) Interpol 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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<< This is yet another section that I intend to set aside and use until the 
L&O book comes out (you keep selling me on this thing, Mark). >> 
 
  Well, I stated several times on the list that L&O was going to have a lot of 
stuff in it and not just 200 pt. cops. ;) I thought I would share a few of 
those things with the list to put my proverbial money where my mouth was. I 
figured if I anted up a bit, that folks would tend to believe me and rest a 
little easier re: the "detailed cop" issue. ;) 
 
<< Once again, though, I do have a comment: >> 
 
<< Pardon my ignorance, but I'd thought that the US agency working with 
Interpol was the FBI.  I don't remember my source, and I'll defer to your 
greater wisdom, but if you could clarify this (used to be the FBI, my source 
was wrong, I'm obviously just plain confused again, or whatever), I'd 
appreciate it. >> 
 
  Well, my source was a book titled "Interpol," published in the late '70s, 
IIRC. It's quite possible that the USA's NCB has since been changed to the 
FBI. However, that is not yet confirmed. 
 
  I wonder if Interpol has a web site? Hmm... 
 
  Mark @ GRG 
 
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Date: Fri, 17 Apr 1998 01:00:43 -0500 (CDT) 
X-Sender: mlnunn@blue.net 
To: Kane476323 <Kane476323@aol.com&> Alurmic@aol.com 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Re: justice inc for sale 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
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At 10:41 PM 4/16/98 EDT, Kane476323 wrote: 
>i am auctioning off a complete boxed set of justice inc and several old V+V 
>modules anyone interested please contact me. 
 
Which V&V modules do you have? 
 
Michael 
Rising Force Publications 
Herozine, The Superhero RPG Fanzine...vist our recently updated web site... 
http://members.aol.com/hzineweb/index.htm 
 
"You have never lived until you have almost died.  
And for those who fight for it, 
life has a flavor the protected never know"  
- anonymous 
 
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Date: Fri, 17 Apr 1998 01:02:21 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
X-Sender: bastet@iquest7 
To: bastet@iquest.net 
cc: champ-l@sysabend.org 
Subject: Re: (L&O) Interpol 
Sender: owner-champ-l@sysabend.org 
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>  
>   Well, my source was a book titled "Interpol," published in the late '70s, 
> IIRC. It's quite possible that the USA's NCB has since been changed to the 
> FBI. However, that is not yet confirmed. 
>  
>   I wonder if Interpol has a web site? Hmm... 
>  
>   Mark @ GRG 
 
Yep.  The official website is at 
 
http://193.123.144.14/interpol-pr/Index.html 
 
It lists some sites for the NCB's as well.  
 
 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 02:04:57 EDT 
To: CHAMP-L@sysabend.org 
Subject: Re: Japan Sourcebook (was Re: More supplement reviews) 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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<< Two of their cities got a-bombed. ...bound to make some good mutant origins 
>> 
 
  Hey, it worked for Godzilla. (I can hardly wait for that to come out!) 
 
<< Their primary religion, Shinto, is shamanic in nature. >> 
 
  What do you mean by this, exactly? I'm just curious, as we';re doing a LOT 
of work on the4 Sengoku magic system to reflect Shinto and esoteric Buddhism 
as historically as we can (in a fantasy game). 
 
<< Minority groups in Japan -- I know there are some, and that like >> 
 
  In Japan, *every* group other than "Japanese" is a minority. ;)  Some of the 
minority groups I know of off hand include: Korean, Chinese, et al (other 
nationalities). I don't recall the term for them, but the people of mixed race 
(half Japanese) are all but ostracized in Japan. Another VERY minority group 
are the Ainu (or Ebisu, the aboriginal inhabitants of Japan; similar to our 
Native Americans but even worse off), who actually are found almost totally in 
small numbers on Hokkaido now. 
 
<< f)Religious breakdown, with a special focus on the 'gaming' aspects >> 
 
  This would be a great section, I agree! 
 
<< Fringe culture. What's the Japanese equivalent of UFO nuts, militia >> 
 
  Elvis fans. :) 
 
<< All good ideas. Perhaps also a list of common names would be handy... >> 
 
  I was going to suggest folks check out the Sengoku plug--in for our list of 
names, but I realize now that those names were specifically reasearched as 
"old" (read: historical) names, and many are not in use today. In fact, one of 
our Japanese readers laughed out loud (I'm told) when they read some of the 
names on the list. "What's funny?" they were asked.are OLD names. Nobody uses 
these names anymore <LOL>"  AHA! I knew we were doing something right! ;) 
 
<< I could write one on Korea in my sleep, if I could ever get the time and 
patience to write it all down. >> 
 
  How about historic Korea? Say, 16th century Korea? If you're interested, 
drop me a line (after checking out our Submission Guidelines, natch).  ;) 
 
<< I'm hoping Sengoku will do Japan justice for the classical period. I should 
have joined their mailing list too take a look at how well it's team knew 
their stuff; but I didn't. Oh well. (Here's were I imagine Mark @ GRG will 
tell me I still can or something. :) ) >> 
 
  [In best Beavis voice]   Uhh.. huh huh. Uhhh... You still can... or 
something. Huh huh... 
 
 Seriously, the Sengoku list is still going, as is the Usagi Yojimbo list 
(there's some subscriber crossover there). If you want to subscribe to either, 
send a request to sengoku-request@dryland.mandarin.org or UYrpg- 
request@dryland.mandarin.org. You'd be welcomed there. All of you would. 
 
  Mark @ GRG 
 
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Date: Thu, 16 Apr 1998 23:14:13 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
Organization: None 
To: Lizard <lizard@mrlizard.com> 
CC: Brian Wong <rook@shell.infinex.com&> 
        Bob Greenwade <bob.greenwade@klock.com&> champ-l@sysabend.org 
Subject: Re: More supplement reviews 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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Lizard wrote: 
 
> At 10:56 AM 4/15/98 -0700, Brian Wong wrote: 
> 
> >       Let's just hope that if anyone ever did it they actually had a clue 
> >on asia, rather than just learned it all from a Wolverine comic and a 
> bunch of 
> >anime movies. 
> > 
> > 
> You mean those AREN'T historically accurate sources??? 
 
  Now they tell us........ 
 
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Date: Fri, 17 Apr 1998 01:16:05 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
X-Sender: bastet@iquest7 
To: GoldRushG <GoldRushG@aol.com> 
cc: CHAMP-L@sysabend.org 
Subject: Re: Japan Sourcebook (was Re: More supplement reviews) 
Sender: owner-champ-l@sysabend.org 
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> << Two of their cities got a-bombed. ...bound to make some good mutant origins 
> >> 
>  
>   Hey, it worked for Godzilla. (I can hardly wait for that to come out!) 
 
I'm looking forward to it also, the commercials have been pretty amusing. 
 
> names, but I realize now that those names were specifically reasearched as 
> "old" (read: historical) names, and many are not in use today. In fact, one of 
> our Japanese readers laughed out loud (I'm told) when they read some of the 
> names on the list. "What's funny?" they were asked.are OLD names. Nobody uses 
> these names anymore <LOL>"  AHA! I knew we were doing something right! ;) 
 
I would still be interested in seeing this.  What's the download address? 
 
>  Seriously, the Sengoku list is still going, as is the Usagi Yojimbo list 
> (there's some subscriber crossover there). If you want to subscribe to either, 
> send a request to sengoku-request@dryland.mandarin.org or UYrpg- 
> request@dryland.mandarin.org. You'd be welcomed there. All of you would. 
 
I'll have to join.  It'd be interesting to see what's up.  Part of the 
reason I've enjoyed taking Japanese so much is my teacher throws in little 
bits about Japanese history and culture, such as why they drive on the 
left there. 
 
 
 
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Date: Thu, 16 Apr 1998 23:22:43 -0700 (PDT) 
From: Dale Ward <daleaward@rocketmail.com> 
Subject: Re: ANIME HERO (WAS Re: Japan Sourcebook) 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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---Brian Wong  wrote: 
> 
> > << Puma could contribute much for it yes!>> 
> >  
> >   That depends. Is this indicative of your typical writing style? 
>  
> 	I think it's just that 'Puma' has decided to post 'in character' to 
> this mailing list; whereas the rest of us post 'out of character'. Trust me, 
> you don't want to see me write up my posts 'in character as Cosmo Lass'. :) 
> 	It'd confuse even me. :) 
>  
 
     Is it just me or does anyone else visualize Zathras (from Babylon 5) when 
reading Puma's posts. ;> 
 
     No offense, Keith! 
 
=== 
Dale A. Ward 
($.02 Paid In Full) 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 02:25:31 EDT 
To: champ-l@sysabend.org 
Subject: Re: (L&O) Some Cop Equipment 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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X-UID: 66 
 
  I've noticed a trend about who posts certain kinds of comments about my own 
messages. :/  ::sigh:: 
 
<< Well if Radar guns are _that_ inaccurate, I don't see how the cops get away 
with using them! :-) >> 
 
  Because they *are* accurate if you know what it is reading. An ooficer has 
to be able to describe in court how they operate (if asked) and how he came to 
determine that the vehicle in question was the one registered on the speed 
gun. You see, that is all part of the KS: Radar/Speed Gun skill. ;)  In any 
case, if you know how they work and how to use it, they are extremely 
accurate. 
 
<< I can accept your explanation of how radar guns 'work' in real life, but 
how does the above game mechanic fail? >> 
 
  It doewsn't fail, per se' but I think it can be better described. I'm not 
even suggesting m posted method is the best. For insatnce, I have doubts about 
whether AE: Cone is needed since someone else posted their comment about it. 
 
<< Radar detects objects by bouncing electromagnetic waves off them, and 
reading the return. >> 
 
  I thought it emitted radio waves? Are those the same as EM? Hmm... Anyway, 
yours is a simplification. 
 
  "Speed guns" work by emitting a steady/repeated series of radio signals. 
Those radio waves all bounce off of objects they strike (even the gound) and 
are returned back toward the gun. Now, some objects will "reflect" or "bounce" 
more of the original signal than others. For instance, a big semi will return 
a larger signal than will a Lamborghini. Also, metal returns a much larger 
portion of the signal than will plastic or asphalt. That's where the size and 
material come into play. 
 
  The returning signals are all received by a passive receiver. The time it 
takes for the signal to return basically indicates distance to the target. 
Distance weakens the signal somewhat. The *difference* between the length of 
time for each successive signal to return is factored in and the little 
computer inside is able to calculate the speed at which the target is moving 
(either toward or away from the gun). That is the doppler effect. 
 
  Now, the gun can only determine (and display) the speed of one item at a 
time (unlike the radar and tracking systems used by F-16s and F-15s, which do 
this with several targets at once!). So, the unit will register and display 
either the strongest signal (i.e., signal from the largest or closest vehicle) 
or the fastest vehicle (most rapid changes in the received signals). 
 
  Clear as mud? :) 
 
  Now, there are ways to throw off radar, like putting big wads of aluminum 
foil in your hubcaps, but I assure you that those tricks are not fool proof. 
While they may mess up the unit's ability to register an accurate speed, a 
trained operator will *know* something is afoot and may (depending on the 
jurisdiction and probable cause laws there) pull you over on those grounds 
alone and subject you to a vehicle inspection! <LOL> 
 
<< If it's limited to a cone, fine, limit it to a cone (I assume that ranged 
sense are not 'beams' but roughly 180 degree coverage - so any ranged detect 
that works in a cone would get a limitation, not an area effect advantage!). 
>> 
 
  That's a very good point. Thanks for pointing that out. 
 
<< To wit; Radar sense bounces radio waves off a target. I assume Police Radar 
Guns do the same, if somewhat imperfectly. So why does Radar Sense fail as the 
'sense of choice'? >> 
 
  Well, on the surface it seems the obvious choice. And it may well be. :D 
I'm just considering all the options here. If we did go with Radar Sense, then 
it would emit an active radar signal, which could be picked up (by PCs or 
radar detectors!). Hmm. I like that... 
 
  Mark @ GRG 
 
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Date: Thu, 16 Apr 1998 23:26:24 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
Organization: None 
To: champ-l@sysabend.org 
Subject: Re: Politics in the game... 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 65 
 
 
 
Mike Christodoulou wrote: 
 
> At 10:15 AM 4/16/98 -0400, Chris Hartjes wrote: 
> >Do we *really* have to talk about politics.  Are there no other topics 
> >that can be used for personal assaults and long-winded posts that 
> >degenerate into "my way or the highway"?  I fail to see what politcs has 
> >to do with Champions.  Being a Canadian, I find the whole US political 
> >system a constant source of amusement and I keep politics out of my 
> >campaigns.  Nothing ruins a good discussion more than politics. 
> > 
> 
> Just because *you* don't have the stomach or interest for politics 
> doesn't mean that the rest of us can't use it as a useful role-playing 
> tool. 
> 
> P.S.  I sure as hell hope, for the sake of your country, that you 
> don't actually vote. 
> 
> ====================== 
> ================================================================================================== 
 
That'll show him insult him and his beliefs! Prove your the better man by 
shouting louder.Good grief, no wonder other countries laugh at us.... 
 
 
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Date: Thu, 16 Apr 1998 23:35:49 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
Organization: None 
To: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
CC: CHAMP-L@sysabend.org 
Subject: Re: What are your favorite Hero-published characters? 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 67 
 
 
 
BILL SVITAVSKY wrote: 
 
> As I've mentioned recently in the published villain & Champions 
> Universe threads, I'm one of those seeming few who don't use 
> any published villains, organizations, etc. in my games, preferring 
> to use my own material. 
> 
> I do like to read through the published material now and then. 
> I'm sure those of you who regularly use it know and appreciate 
> the characters better than I do. I'm curious to hear what 
> characters people really like. In the comics newsgroups, people 
> can rattle on endlessly about the concepts and doings of their 
> favorite heroes & villains; who catches Champions fans fancy? 
> 
> To me, a lot of the most prominent characters don't seem all that 
> inspired. Dr. Destroyer is a thinly disguised Dr. Doom, Mechanon 
> is Ultron, and even Foxbat (whom I like) is only a few steps 
> removed from Ambush Bug (maybe not an imitation, but a conscious 
> effort to create one of that type.) What Champs characters stand 
> out on their own? (I'm talking concept, not rules construction.) 
> 
> While I really don't know these characters all that well, I do 
> think Black Paladin and the Slug are pretty good concepts; they'd 
> make passable villains in published comics. I also liked the 
> woman nobody noticed in the Horror Enemies (I think) book. 
 
  I had a wierd sentimental attachment to the Geodesics I ran them as a 
weak but determined team who desired respect along with their money. The 
kept adding (and occasionally subtracting) new low-powered villians to 
their banner, eventually numbering 12.THEN they started to whoop 
ass..... 
 
 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 02:37:53 EDT 
To: champ-l@sysabend.org 
Subject: Re: How do I... 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 68 
 
<< As for using against supers - well, how effective should a piece of 
equipment that you can go out an buy really be against them? >> 
 
 Well, a super without resistant defenses can be seriously screwed over by a 
shot to the head by a .380 auto. Those go for about $325 these days...  :/ 
 
  Mark @ GRG 
 
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Date: Thu, 16 Apr 1998 23:55:38 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
Organization: None 
To: "Champ's Mailing List" <champ-l@sysabend.org> 
Subject: Favorite moments 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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X-UID: 69 
 
So what are your favorite moments in Champions? 
 
The third adventure in my friend's "Strong Arm" campaign had mine. Our 
characters were the security team for Stronghold, under the direct 
supervision of PRIMUS. Being only two players we each played 2 
characters, Mine; Vanguard and Protector respectively and my Brother's; 
Iron Eagle and some guy whose name escapes me but was a lot like 
marvel's Constrictor. Anyway it turned out that one of the Silver 
Avengers who was to be our liason was i believe a Vampire. (The GM left 
for college shortly after the campaign started and it died...) any how, 
he had taken over the robots and security guards and turned them against 
us and we had taken them down (mostly anyway). He was really tough and 
we were in bad shape, then he began a sililoquy about what he was going 
to do to us and the elevator carrying one of the security robots was 
descending to our level. 
as the doors opened the villain kept on yakking, he didn't even look 
back. Since it was a hover robot and not a clanker it made no noise. 
Protector yelled "Golden Avenger! Thank God you're here!" the villain 
looked back in shock (He had all but killed Avenger earlier). Pete's 
"Constrictor" character grabbed the villain and tossed him in the 
elevator, the doors closed and we ran like rabbits.... 
 
We still yell "Golden Avenger! Thank God you're Here!" when we play. 
 
 
Chad Nostalgic (er, Riley) 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 02:56:27 EDT 
To: champ-l@sysabend.org 
Subject: Re: The Average man... 
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> Dave buys PS: Firefighter.  In order to be effective on the job, does he 
> need to create a Firefighting Skill to go with it? 
 
<< nope.  But he'll need Paramedic and perhaps... a TF: Breathing Gear. >> 
 
  Eh?? 
 
<< Maybe a few other skills, but I can't think of them now. >> 
 
  How about: Climbing; KS: HazMat; KS: Fires/Fire Suppression; CL: +1 w/Ax 
<G>; PS: EMT (some are); RL: +2 w/Hose <G>; TF: Large Ground Vehicles (semi- 
trucks, hook 'n ladder trucks, etc.). Just tossing out some ideas. 
 
<< Actually, being good at litigating would be a matter of Persuasion and 
Oratory, both separate skills. >> 
 
   IMO, those would be good complimentary skills, but I would imagine that 
litigation requires a lot more knowledge of law and legal precedent than 
flattery and nice a speaking voice (an over-simplification, I know). 
 
  Mark @ GRG 
 
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Date: Fri, 17 Apr 1998 01:57:12 -0500 (CDT) 
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To: champ-l@sysabend.org 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Re: How do I... 
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><< As for using against supers - well, how effective should a piece of 
>equipment that you can go out an buy really be against them? >> 
 
A 44 magnum is dangerous against anybody, super or not.  Get really gross 
and pick up a 50 cal sniper rifle,  You can buy those, it's a 3d6 killing 
attack with a +2 stun Mulit, according to Dark Champs.  Any super's thats 
going to laugh off 11 body 55 stun on the average won't be bothered by 
normal weapons. Just think on a great roll... 16 body 112 stun, that should 
get most supers attention... 
 
Then you can get into the specialty ammo, the so called cop killers, they 
hit like that but are AP...  scarry isn't it?  Then there are the Teflon 
coated, spent Uraninum core NATO 223 rounds.  1/4 inch plate steel doesn't 
even slow them down...   
 
It get's even worse, so yes you could have a group of normals with normal 
stuff that could hurt or even kill a super. 
 
Michael 
 
  
 
 
 
Rising Force Publications 
Herozine, The Superhero RPG Fanzine...vist our recently updated web site... 
http://members.aol.com/hzineweb/index.htm 
 
"You have never lived until you have almost died.  
And for those who fight for it, 
life has a flavor the protected never know"  
- anonymous 
 
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From: Pat10355 <Pat10355@aol.com> 
Date: Fri, 17 Apr 1998 02:59:24 EDT 
To: champ-l@sysabend.org 
Subject: Re: Favorite moments 
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<<So what are your favorite moments in Champions?>> 
 
One of my favorites was playing the Hunter, a normal archer with gadget 
arrows, when his hero team battled an evil cult led by supernatural-themed 
villains. 
 
They had captured Psyche, the team psionicist, and the rest of the Minutemen 
tracked them down to rescue her. A huge battle erupts, and one of the 
villains, Plague, threatens the Hunter. 
 
But the team had encountered Plague's biotoxins earlier, and our team 
scientist had devised an antidote. The Hunter broke one of the vials over an 
arrowhead and warned Plague to give up. The villain laughed, of course, so the 
Hunter shot him. 
 
Cured him of his own powers, temporarily anyway, and put him out of the fight. 
:) 
 
Patrick Sweeney 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 03:02:50 EDT 
To: CHAMP-L@sysabend.org 
Subject: Japanese names 
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<< I would still be interested in seeing this.  What's the download address? 
>> 
 
http://members.aol.com/goldrushg 
 
  Just click on the Sengoku cover. While you're at our page, drop by the San 
Angelo site, too. ;) 
 
  The direct link to the file escapes me, but it is listed on the 
http://members.aol.com/goldrushg/sengoku/sengoku.htm page. 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 03:05:49 EDT 
To: CHAMP-L@sysabend.org 
Subject: Re: Japan Sourcebook (was Re: More supplement reviews) 
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<< my teacher throws in little bits about Japanese history and culture, such 
as why they drive on the left there. >> 
 
  Let me guess (because I honestly don't know): Back in the days of the 
Sengoku-jidai and Tokugawa-jidai, samurai and others would walk the relatively 
narrow dirt "highways" (such as the Tokkaido). In order to prevent scabbards 
from striking each other as samurai passed one another, they would walk to 
their left... thus keeping the swords on opposite sides of the road? 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 03:09:50 EDT 
To: champ-l@sysabend.org 
Subject: Re: How do I... 
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<< Then you can get into the specialty ammo, the so called cop killers,... 
Then there are the Teflon coated... >> 
 
  The "cop-killers" generally refer to the teflon-coated rounds. Just FYI. ;) 
 
<< 1/4 inch plate steel doesn't even slow them down... >> 
 
  I have doubts as to whether 1/4 inch plate steel would slow down a *regular* 
.223 round. :D 
 
  Mark @ GRG 
 
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Date: Fri, 17 Apr 1998 02:13:27 -0500 (CDT) 
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To: champ-l@sysabend.org 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Re: Favorite moments 
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While running from an enemy encampment a guard in a tower was taking pot 
shots at our two heros, Col Action, a CPT America type, and Soldjer, a super 
solider who uses guns.  Soldjer had lost his weapons during the adventure, 
but had picked up an Uzi. He turned and fired a single shot at the guard.  
 
Upon figuring the range the weapon minus, and the partial cover the GM 
delared "you need a 4 or less" LOL!!! 
 
I rolled... a three... caught him dead between the eyes. 
 
Col Action turned and calmly said... "Nice shot." 
 
Sometimes the dice like you. 
 
Michael 
Rising Force Publications 
Herozine, The Superhero RPG Fanzine...vist our recently updated web site... 
http://members.aol.com/hzineweb/index.htm 
 
"You have never lived until you have almost died.  
And for those who fight for it, 
life has a flavor the protected never know"  
- anonymous 
 
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Date: Fri, 17 Apr 1998 02:14:30 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
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To: GoldRushG <GoldRushG@aol.com> 
cc: CHAMP-L@sysabend.org 
Subject: Re: Japan Sourcebook (was Re: More supplement reviews) 
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>   Let me guess (because I honestly don't know): Back in the days of the 
> Sengoku-jidai and Tokugawa-jidai, samurai and others would walk the relatively 
> narrow dirt "highways" (such as the Tokkaido). In order to prevent scabbards 
> from striking each other as samurai passed one another, they would walk to 
> their left... thus keeping the swords on opposite sides of the road? 
 
Pretty much, but not the complete story.  Samurai did walk on the left to 
prevent their swords from clashing.  Because the Samurai did, so did 
everyone else.  So even after the samurai were gone it was custom and has 
stayed that way. 
 
May favorite story was about Japan's initial troubles trading.  Since 
silver was more rare than gold, it was what they used in trading (Both the 
words for bank and for market have the word silver in them).  Chinese 
traders would come to Japan to trade gold for silver and both thought they 
got the better of the deal.  Once Japan became more open to trading that 
changed fast. 
 
 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 03:14:38 EDT 
To: champ-l@sysabend.org 
Subject: Re: (L&O) Interpol 
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<< http://193.123.144.14/interpol-pr/Index.html >> 
 
  And there you have it! :) 
 
  Thanks for posting that! I'm going to go have a look right now. 
 
  Mark @ GRG 
 
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To: GoldRushG <GoldRushG@aol.com&> champ-l@sysabend.org 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Re: How do I... 
Sender: owner-champ-l@sysabend.org 
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 "cop-killers" generally refer to the teflon-coated rounds. Just FYI. ;) 
Oh yeah... I knew that... :-0 
> 
><< 1/4 inch plate steel doesn't even slow them down... >> 
> 
>  I have doubts as to whether 1/4 inch plate steel would slow down a *regular* 
>.223 round. :D 
 
Oh, it will slow it down, it won't stop it but it will slow it down. Those 
NATO things, Gee... we shot up an old 113 in training, we each had 3 of the 
NATO Rounds, they went on one side came out the other and buried in the 
sand. It got my attention.  We were told that one of those wouldn't even 
notice that we had on Kevlars and Flak vests.  Makes you feel real safe. 
 
Michael  
Rising Force Publications 
Herozine, The Superhero RPG Fanzine...vist our recently updated web site... 
http://members.aol.com/hzineweb/index.htm 
 
"You have never lived until you have almost died.  
And for those who fight for it, 
life has a flavor the protected never know"  
- anonymous 
 
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Date: Fri, 17 Apr 1998 05:44:33 -0500 
From: Kirby Jones <cyprimus@swbell.net> 
To: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Subject: test, please ignore 
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test 1 
 
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Date: Fri, 17 Apr 1998 06:27:54 -0500 
From: Kirby Jones <cyprimus@swbell.net> 
To: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Subject: Re: test, please ignore 
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> test 2 
 
 
 
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Date: Fri, 17 Apr 1998 07:09:23 -0500 
To: champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: The Average man... 
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>> I am not against the introduction of new Skills (or Powers or any other 
>> options) if there's truly a gap that needs to be filled.  I'm against the 
>> rampant proliferation of a separate Skill for every conceivable profession, 
>> sport, and handicraft.  The Hero System is meant to be as generic as 
>> possible at the base level.  You can create a wide variety of things using 
>> the existing building blocks.  New blocks shouldn't be added unless there's 
>> no [easy or sensible] way of modeling the desired ability already.  You 
>> don't need a rectangular block if two squares will do the job just as well. 
> 
>	I see the point.  Do you see mine on more specialized PSs where 
>appropriate and certain skills that have value outside of the profession 
>being separate.  (Computer Programming, Combat Driving, Combat Piloting, 
>Forensic Medicine, Mechanics, Electronics and others in the BBB plus 
>Teaching, Writing, and maybe a few others not in the book.) 
 
Yes, I do, and if it had been presented this way in this first place I'd 
never have felt any need to question it.  The rules have always allowed you 
to define a PS as more specialized; that is, you've always had the option 
to buy PS: Novelist or PS: RPG 
Sourcebook Author in stead of the more general PS: Writer if you decided 
that better fit your character concept.  No rules additions or 
modifications required there.   
 
And I have no problem with the idea that there may be more Skills, 
primarily associated with a profession (like Teaching) that are potentially 
useful and should be made available to characters outside that profession. 
My complaint all along was your requirement to force *professionals* as 
well as amateurs to purchase these newly-created Skills.  If as a result of 
Bruce's ruling you no longer feel that's necessary, I am entirely satisfied. 
 
>	Again, the PS: Entrepreneur is unecessary unless he is an expert 
>on setting up a business in general.  PS: P.I. is enough to set up a P.I. 
>business.  However, Bureaucratics might be nice to signify he's better at 
>that sort of stuff. 
 
If you don't want the character to be able to set up *any* kind of 
business, you can limit the focus to a certain type of business.  Like any 
other PS, Entrepreneur can be specialized if you want.  Earlier examples 
given in this thread *might* have suggested, for example, that a master 
chef could use his PS to set up a four-star restaurant but he'd be no good 
at making the food unless he also bought a Cooking Skill.  In that case, 
I'd has argued for PS: Restauranteur as a more specific form of PS: 
Entrepreneur, to describe a person who can set up and managae a restaurant 
business but can't cook. 
 
And, no I don't think PS: Entrepreneur is usually a requirement for a 
professional in any given field.  I certainly don't make every character 
with a PS take that one as well.  I only brought it up in the first place 
as a way or [more accurately, I thought] describing those professional 
characters in the earlier examples whose talents all revolved around the 
managing of their respective business, without being able to actually do 
the central job tasks.  That, too, has been resolved now. 
 
>> A PS gives you the ability to Do A Job, not necessarily Run A Company. 
> 
>	It gives both if that can be considered part of the job.  
 
Yes it does, which is why I qualified the above statement with "necessarily". 
 
Am I correct in believing we're both happy with the outcome of all this? 
 
Damon 
 
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Date: Fri, 17 Apr 1998 07:15:45 -0500 
To: Champions Listserv <champ-l@sysabend.org> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: The Average man... 
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At 12:24 AM 4/17/98 -0500, Tim R. Gilberg wrote: 
> 
>> The difference is in what we think the prerequisite skill covers, and in 
>> whether or not, as a result of that coverage (or lack thereof) you have to 
>> go out and make up new Skills to cover the most central job-related tasks. 
>> Dave buys PS: Firefighter.  In order to be effective on the job, does he 
>> need to create a Firefighting Skill to go with it? 
> 
>	nope.  But he'll need Paramedic and perhaps (if you require it) a 
>TF: Breathing Gear.  Maybe a few other skills, but I can't think of them 
>now.  Certainly Mechanics might be helpful. 
 
He will certainly need Paramedic and othe Skills, nor did I suggest 
otherwise.  But PS: Firefighter *does* allow him to fight fires; the PS 
covers his central job task.  In the abovd example I'd say that the use of 
breathing gear is a job requirement and thus covered by the PS. 
 
>	Nope, Photography is only really important in the profession.  I 
>might include a KS or SS: Photography for particularly artist-type 
>photographers.  (We need a new skill category, related to Science Skill, 
>called Art Skill.) 
 
I like the notion of Art Skills, or perhaps Art/Craft Skills. 
 
 
Damon 
 
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Date: Fri, 17 Apr 1998 06:09:47 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: (L&O) Holsters 
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At 05:33 AM 4/17/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
>Cc: champ-l@sysabend.org 
>Subject: Re: (L&O) Holsters 
> 
>>    I do have one question, though:  I noticed that the Fast Draw modifiers 
>> were all in increments of +5 (to +15).  Why so large?  Do these holsters 
>> really affect the ability that much? 
> 
> Look at the chart again.  The spacing was messed up, but the 
>column under FD modifier was actually STR modifier.  The second to last 
>column was FD modifier. 
 
   Quite right.  Correction noted.  :-] 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Fri, 17 Apr 1998 06:17:42 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: (L&O) Some Cop Equipment 
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At 01:47 AM 4/17/1998 EDT, GoldRushG wrote: 
>>RADAR "SPEED" GUN 
>>Detect Speed, Sense, Ranged, AE Cone (768"), Telescopic (+14), OAF Speedgun, 
>>Concentrate (1/2 DCV), Only registers largest or closest/fastest vehicle 
>>(-1/2), Doppler Radar Effect (-1/2) 
>>AP: 82   Real Cost: 25   Price: $1,500 
> 
><< I suspect that the AE [on "SPEED" GUN] could be dropped, unless current 
>radar guns give a video "speed map" of each item in the range. >> 
> 
>  Uh.. no. That's why it has the Only registers largest or closest/fastest 
vehicle 
>(-1/2)" Lim. How best to describe that? I suppose we could drop the Cone and 
>simply assume it has a "standard" 60 degree "field of vision." Thoughts? 
 
   That's how I've built radar guns in the past. 
 
><< For Flash Grenades, I like giving a -1/2 Limitation for having to be 
facing 
>the point of impact when it happens. >> 
> 
>  I see what you're saying here, BUT... Flash-bangs are so incredibly bright 
>that they have good effect on anyone nearby who has their eyes open. Again, 
>believe me. :)  I've been subjected to them. But I'd be willing to modify 
them 
>to 1/2 effect if not facing it... 
 
   Nah.  Now that I think of it, half effect (if any) when facing away from 
the source should probably be a default characteristic of Flash vs the 
Sight Group.  It makes up (partially) for how much more powerful of an 
effect it has than other forms of Flash. 
 
><< No comment on the rest.  :-] >> 
> 
>  THIS is a good sign! <LOL> 
 
   Less so from me than for others on the list....  ;-] 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: champ-l@sysabend.org 
Subject: RE: (L&O) Some Cop Equipment 
Date: Fri, 17 Apr 1998 09:18:19 -0400 
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Yes.  Radio is a small subset of EM. 
 
> -----Original Message----- 
> From:	GoldRushG [SMTP:GoldRushG@aol.com] 
> Sent:	Friday, April 17, 1998 2:26 AM 
> To:	champ-l@sysabend.org 
> Subject:	Re: (L&O) Some Cop Equipment 
>  
>  
>   I thought it emitted radio waves? Are those the same as EM?  
 
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Date: Fri, 17 Apr 1998 06:23:34 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: ANIME HERO (WAS Re: Japan Sourcebook) 
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At 09:39 PM 4/16/1998 -0500, Dataweaver wrote: 
>On Thu, 16 Apr 1998, Bob Greenwade wrote: 
>> At 06:36 PM 4/16/1998 -0400, John and Ron Prins wrote: 
>> >>It would be really BIG sourcebook! 
>> > 
>> >Too large. Anything over 200 pages is a hard sell, as a sourcebook. And 
>> >each genre has sub-genres and they all seem to follow entirely 
>> >different 'world assumptions'. To do justice would take 400+ pages... 
>>  
>>    Which, of course, would only work in Hero Plus. 
> 
>No, it wouldn't; not unless Hero Plus decides to lower its prices 
>(hint...) 
 
   I don't see what that has to do with the practicality of a huge book in 
print versus an equally huge book done electronically (especially since the 
latter would still be around $10 cheaper even as a printout from a 
three-disk set). 
 
>> >> Maybe do several smaller ones. 
>> > 
>> >Pick up Kazei 5 when it comes out. BTW, if you want Gundam-style giant 
>> >robot sci-fi, pick up Jovian Chronicles by Dream Pod 9. HERO to this 
>> >point hasn't done well, IMHO, simulating the Giant Robot environment. 
>> >Mayhap TUSV will remedy this; but we'll have to wait and see. 
>>  
>>    As the author, I can tell you that it will help quite a bit 
>> (especially since it started out as The Ultimate Giant Robot).  However, 
>> I don't think it's quite the kind of fix that you're looking for of this 
>> problem.  The best situation would probably be if someone who was a 
>> big-time Giant Robots fan (bigger than me, at least -- and I'm not 
>> exactly a slouch) were to use TUSV and the old Robot Warriors game as a 
>> starting point to build a Fifth Edition genre book for it.  
> 
>Mecha Hero, that is; Anime Hero is simply too broad of a subject. 
 
   Yes, Mecha Hero (or Giant Robot Hero, or MechHero if you don't mind 
"Golden Arches" jokes) is what I was referring to here. 
--- 
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Date: Fri, 17 Apr 1998 06:27:39 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Block vs Dodge 
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At 11:41 PM 4/16/1998 -0400, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>Bob Greenwade writes: 
> 
>>    You slipped again there, Rat.  Block can be Aborted to.  That means that 
>> you *can*, as Rick said, wait until you know that someone is going to try 
>> to attack you before deciding to Block. 
> 
>Read what Rick wrote again.  He was describing the making of the Block roll 
>*AFTER* the attacker makes his attack roll.  In essence, allowing you to 
>pick the action to which you abort after you know whether or not you will 
>be hit, and by how much. 
 
   I did read it again.  In fact, here it is again, posted from my quote of 
it from your post: 
 
>>  Correct.  The way block is written, the defender makes his roll  
>> first.  But it is a relatively simple step to have the attacker declare 
>> his intent to attack, the defender states he will attempt to block the 
>> attack, then have the attacker make his attack roll to see if a hit needs 
>> to be blocked and if it needs to be blocked then see how hard it will be 
>> to block it. 
 
   This quite clearly and explicitly states that the defender states his 
intent to block (which is *not* the same thing as Rolling to see if it was 
successful) *before* the attacker makes his attack roll. 
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Date: Fri, 17 Apr 1998 06:33:16 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Critical Hits 
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At 07:11 PM 4/16/1998 -0700, Rick Holding wrote: 
>One thing.  Find Weakness is not Int based, its just a plain 11-.  
>Otherwise, pretty good. 
 
   Ah, right.  OK, then the basis for this "accidental FW" would be a basic 
11-. 
 
> What about the person who already has find weakness?  Give him an  
>extra +2 perhaps? 
 
   No.  This basic mechanic is to allow for that rare instance where 
someone actually manages to do it by accident.  I don't think a character 
should be able to apply complementary Skills, Skill Levels, or any other 
kind of bonus to something that basically happens by accident. 
--- 
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From: "Michael Nunn" <mlnunn@bnllc2.blue.net> 
Organization:  Rising Force Publications 
To: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Date:          Fri, 17 Apr 1998 13:40:36 +0000 
Subject:       Re: How do I... 
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Um... bullshit. 
 
First, there are *NO* DU-cored .223 out there.  They are all solid steel or 
steel jacketed lead.  The rounds of which you write are standard issue FMJ 
or solid steel.  DU is rarely used on the battlefield.  It is expensive and 
dangerous; tungsten-carbide has equivalent penetration characteristics, is 
cheaper, and is not a contact poison.  Besides, high density, high tensile 
strength subcaliber penetrators are used in large bore weapons -- cannon -- 
not small arms. 
 
Really,  I will assume that you were present when I went to a 3 hour  
training course on the proper handling and safety factors of using  
SUC-Ammo.  And heard something completely diffrent than I did? 
 
Second, *ALL* military issue .223 are coated in Teflon, not for ballistic 
penetration but to reduce barrel wear.  In fact, the Teflon coating very 
slightly *REDUCES* penetration of ballistic fabrics. 
 
Again really?  Looking at the label on the ammo box setting in my  
closet, it says, Copper coated, 223.  Hum... copper and teflon the same? 
 
 
Third *ALL* steel or steel jacketed lead rounds are considered "light armor 
piercing".  They have very high velocities, and the steel construction 
prevents deformation.  In other words, they tend retain their energy 
(penetrate armor) rather than dumping it into a target (do damage). 
 
I was speaking in game terms, of AP useing Dark Champions as a guide  
line. 
 
 
 
"Herozine" Rising Force Publications "SUPER" RPG 'zine, 
check out our web site at:    
http://users.aol.com/hzineweb/index.htm 
 
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Date: Fri, 17 Apr 1998 06:53:07 -0700 
To: CHAMP-L@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Japan Sourcebook (was Re: More supplement reviews) 
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At 08:01 PM 4/16/1998 -0700, Rook wrote: 
>Some example topics: 
> 
>1. Most other asians would view any Japanese hero as a villian by 
>default. Covering this stryfe might be handy. It could easily shape the 
>nature of many heroes and villians. 
> 
>2. Two of their cities got a-bombed. That bound to make some good mutant 
>origins 
> 
>3. Their primary religion, Shinto, is shamanic in nature. Mystical 
>heroes and villians would be good ideas. 
> 
>4. Big business is big there, this would affect the kinds of teams 
>there. 
> 
>5. Japan is one of the asian countries that places a higher value on the 
>group than the individual. A section could cover how this affects a Hero 
>and a Villians motivations and actions could prove interesting. Despite 
>what many may think; this way of thinking is VERY diferent from that of 
>westerners and leads to actions which seem to us to be highly illogical. 
> 
>6. On that topic, a basic overview of notable cultural diferences and 
>how best to handle roleplaying them if you yourself are not native to 
>them would be very handy for most western players and GMs. 
> 
>> As for what I'd like -- 
>> a)Info on the different major cities in Japan, and their 'flavor' 
> 
>> b)The nature of government -- what is the equivalent of a 'senator'? 
> 
>> c)Note on the language -- the complex system of honorifics and 
> 
>> d)Minority groups in Japan -- I know there are some, and that like 
> 
>> f)Religious breakdown, with a special focus on the 'gaming' aspects 
> 
>> g)Fringe culture. What's the Japanese equivalent of UFO nuts, militia 
> 
> All good ideas. Perhaps also a list of common names would be handy 
>and advice on how Japanese name their kids. 
 
   In addition to all of the above, I'd encourage giving Japanese supers a 
"look and feel" like supers in Japanese TV, anime, manga, and other forms. 
Kingdom of Champions did an excellent job of giving eminently (but mostly 
not stereotypically) British NPC heroes; Champions of Nippon should have 
the same attitude. 
 
> Of course, for me; I'd prefer a book on asia in general over one on 
>Japan. Or perhaps as well. I could write one on Korea in my sleep, if I 
>could ever get the time and patience to write it all down. The rest of 
>the region is familiar to me, but if I did it I'd want to do a lot 
>research for it. To date I've yet to see anything for asia in a gaming 
>book that did the region justice or in some way wasn't patronizing to 
>one aspect or another. 
 
   I'm starting to feel encouraged for a Far East Enemies book.  Mind you, 
it wouldn't give anything like the detail you're asking for; it would be 
merely an enabler for adventures in that area.  My notes are for an Enemies 
book with a few notes on politics and culture that would amount to about 
3/4 page per country (if that much).  I'm starting to suspect that this 
would be a more successful book than I'd even thought originally. 
--- 
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Date: Fri, 17 Apr 1998 06:54:01 -0700 
To: CHAMP-L@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Japan Sourcebook (was Re: More supplement reviews) 
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At 12:42 AM 4/17/1998 EDT, GoldRushG wrote: 
><< if Godzilla *does* attack, how much force can they really muster? >> 
> 
>  haven't you heard? Godzilla is foregoing Tokyo in favor of New York these 
>days. The Japanese Defense Forces are downsizing in a big way since this 
>latest development. ;) 
 
   Oh, that reminds me.  Another thing that should be in the Japanese book 
is the various ways of destroying the Tokyo radio tower... 
   And an update of Hach-U-Rui for 5th Edition...   ;-] 
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Date: Fri, 17 Apr 1998 06:54:21 -0700 
To: CHAMP-L@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Japan Sourcebook (was Re: More supplement reviews) 
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At 01:10 AM 4/17/1998 EDT, GoldRushG wrote: 
>>  Well, I'm not going to manually edit all these things,  
> 
>  Why not? I do. 
 
   As do I. 
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From: "Robert" <baron@stlnet.com> 
To: "Champs" <champ-l@sysabend.org> 
Subject: Re: How do I... 
Date: Fri, 17 Apr 1998 09:05:09 -0500 
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-----Original Message----- 
From: John P Weatherman <asahoshi@nr.infi.net> 
To: Hero Mailing List <champ-l@sysabend.org> 
Date: Thursday, April 16, 1998 7:52 PM 
Subject: How do I... 
 
 
>Howdy Listers, 
> 
>I have a couple concepts I'm stumbling over and wondered how 
>you all would build them. 
> 
>The first is a taser.  Near as I can tell, it should be a 
>NND (defence is not being grounded or Personal Immunity to 
>electrical SFX attacks), AOE: Line, Continuous, reduced by 
>range, and Obvious Focus (either accessable or inexcessable). 
>Here's my problem, a jolt from a taser should drop a normal 
>in a single phase, 20 to 25 points of effect or 8d6 using 
>the 3 "rule".  That makes a standard taser a 100 AP power, 
>reduced to around 57 real points (maybe more, any ideas on 
>further limitations?).  So my first question is, does 
>this look right.  My second question is, given a 60 AP/12 DC 
>game, should a taser really be beyond what a beginning character 
>should have? 
> 
Whoa... why do people insist on making electrical attacks NND? Sheesh. Why 
would they be anything of the sort? You HAVE a defense for electricity. Its 
called energy defense. If your armor is less conducive, you are effected 
less by the electricity and yes, a thick jacket WILL protect you from a 
taser..... sometimes. Do it this way instead, EB does stun only. Simple and 
cheap. Viola. 
 
Being grounded won't help you a damn bit with a taser because it has two 
contact points. One emits and the other recieves, so to speak. When pressed 
to your skin, the electricity, comes out, goes into your skin, then into the 
second contact making it "ground". You get hurt no matter if you are wearing 
rubber golashes or not. 
 
And by the way, what WOULD be an NND then? Contact poisons, sonic attacks 
that cause internal distress and pain, mental attacks that basically cause 
nothing but pain, radiation which easily surpasses armor (though this would 
also, I believe cause body or be a partial transform attack from healthy 
person to person with radiation sickness (with a SLOW recovery), cryokinetic 
or pyrokinetic attacks which warm or chill from the inside out. etc. , etc. 
 
I know whether an attack is NND or not is up to the GM of the game but this 
is just a pet peeve of mine. Electricity is energy that usually comes from 
the outside to a person through appropriate defenses. Thick clothing will 
protect from some electricity but not large amounts. Armor is effective if 
it is less conductive to energy (i.e. iron and steel armor should have 
a -1/4  to -1/2 disad on it (Limited Power:No protection against 
electricity) depending on how often electricity is used as an attack in that 
game world.) 
 
>The second concept is, can anyone come up with a structure that 
>allows for recovery every phase whether the character is acting 
>or not.  SPX would be a non-intelligent symbiot that is 
>"rebuilding" a host constantly.  Basically it feeds energy back 
>into the host organism.  My basic leaning would be: 
> 
>a) Aid: No END Persistant Fully Invisible Uncontrolled v STUN and 
>   END both at once Only to Heal, a 27 AP cost per d6 (3 points). 
>   To simulate a normal would be 2d6 and then handle "healing" 
>   limits would need a +14 max for a total of 93 AP and 62 real 
>   points.  This seems awfly expensive relitive to effect. 
>b) SPEED equal to the characters base speed limited Only For 
>   Recoveries.  I have no idea how limiting this should be but 
>   it would have to be rather extreme sence normal SPEED let you 
>   take every action in the game!  Still, this almost feels, 
>   pricewise, farely reasonable. 
>c) REC with say Continuous Uncontrolled advantages or some such. 
>   Honestly, some modifier to REC seems the cleanest, but I really 
>   am at a loss at to exactly what. 
> 
>Any othe ideas out there?  Are these just things that don't model 
>well, or are they too munchkiny?  Any advise would be appreciated. 
> 
Buy the symbiote (with GM permission) as a follower and put a few levels of 
shrinking on him to reduce his weight and say that he is carried by the main 
character. Now this means that the symbiote can be HURT and must take damage 
if main character is struck, usually, but you can buy separate powers for 
symbiote and it be pretty cost effective. 
 
Next suggestion, if your GM won't allow you to do the symbiote thing, buy 
your original amount of Speed again (double it) but the second half of your 
speed is bought with that Only for recoveries limitation (-2) and recover 
every other round by buying a high recovery and buy regeneration or aid to 
boot 
. 
>PAX, 
>John 
> 
 
Robert Kemp 
 
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From: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: RE: ANIME HERO (WAS Re: Japan Sourcebook) 
Date: Fri, 17 Apr 1998 09:08:12 -0500 
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	><< Gold Rush Games listening? >> 
 
	  >Certainly. 
 
	><< Puma could contribute much for it yes!>> 
 
	  >That depends. Is this indicative of your typical writing 
style? 
 
  >Mark @ GRG 
 
	Um, No! ^_^; I actually have experience in writing. 
	I helped Wizards of the Cost make their Hero 
	Hero System conversion rules for "The Primal 
	Order" (the original ones weren't so hot, mine were 
	in the "Pawns" supplement). Actually got in the credits. 
 
^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
	"No flames please, once burnt at the stake, twice shy!"  
					- Joan of Arc's .sig 
     Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
 
 
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From: "Robert" <baron@stlnet.com> 
To: "Champs" <champ-l@sysabend.org> 
Subject: Re: How do I... 
Date: Fri, 17 Apr 1998 09:26:33 -0500 
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-----Original Message----- 
From: GoldRushG <GoldRushG@aol.com> 
To: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Thursday, April 16, 1998 11:45 PM 
Subject: Re: How do I... 
 
 
><< The first is a taser.  Near as I can tell, it should be a NND (defence 
is 
>not being grounded or Personal Immunity to electrical SFX attacks), AOE: 
Line, 
>Continuous, reduced by range, and Obvious Focus (either accessable or 
>inexcessable). >> 
> 
>  Okay, here I go in "reality-grounded cop equipment critic" mode. ;) 
> 
>  Not being grounded is no reliable defense against a taser, IMO. 
> 
>  The AE: Line isn't applicable because the taser can only hit one target, 
not 
>affect every potential target within the "line." Thos little dart-linke 
barbs 
>can only stick in one target at a time. ;) 
> 
>  The taser is not Reduced by Range. Whethe the target is struck 3 feet 
from 
>the "gun" or 13 feet away, the damage will be the same. It *does* have a 
>limited range, however (and that exact max limit is beyond my recollection 
at 
>the moment). 
> 
>  The focus would, indeed be OAF. The gun itself is a focus, as is the line 
>that runs from the gun to the barb. Cut the line and you stop the damage. 
Now, 
>if we're talking about stun guns, that's a different beast entirely. Those 
>have "No Range," needing to be in direct contact with the target. ;) 
> 
>  You should also add "1 Recoverable Charge," as the gun must be "reloaded" 
>(the wires retracted and the barbs reset) to be fired again. 
> 
And make it a EB, stun only... hey... you Gold Rush guys seem to know your 
Champions.... gosh, I hope you guys talk to Hero about doing some stuff 
(that was a poor attempt at sarcasm and I hope to see 5th edition soon) 
 
><< Here's my problem, a jolt from a taser should drop a normal in a single 
>phase, >> 
> 
>  NOTE: THE FOLLOWING IS NOT MEANT AS EDITORIALIZING OR INTENDED TO BE A 
>POLITICIAL STATEMENT -- ONLY A STATEMENT OF FACTS AND OF GAME MECHANICS. 
ANY 
>OFFENSE TAKEN BY ANY PERSON WHO READS THIS IS PURELY UNINTENTIONAL; DO NOT 
E- 
>MAIL ME WITH FLAMES OR TRY TO ENGAGE ME IN DEBATE ON THIS SUBJECT. 
> 
>  *Should* is the operative word. To simulate the seemingly miraculous 
effects 
>of situations like the Rodney King incident, in which he was hit by a taser 
>*twice* and was not completely incapacitated -- an affect normally only 
>encountered with subjects under the influence of PCP or other narcotics or 
the 
>mentally ill -- you could to14- activation roll, or perhaps a Limitation 
"14- 
>Activation against enraged, metally ill or those under the influence of 
>narcotics, -1/4" (just a suggestion). 
> 
I DON'T CARE ABOUT POLITICAL DEBATE... but can I argue with your 
interpretation of the rules? Whether it effects the mentally ill or drugged 
isn't a limitation of the device, its a power of the mentally ill person or 
the drugs the drugged person is taking. 
 
 
 
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Date: Fri, 17 Apr 1998 10:29:40 -0400 (EDT) 
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To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Japan Sourcebook (was Re: More supplement reviews) 
Sender: owner-champ-l@sysabend.org 
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><< Their primary religion, Shinto, is shamanic in nature. >> 
> 
>  What do you mean by this, exactly? I'm just curious, as we';re doing a LOT 
>of work on the4 Sengoku magic system to reflect Shinto and esoteric Buddhism 
>as historically as we can (in a fantasy game). 
 
Isn't Shinto an animistic religion? 'Every object and place has a 
spirit/kami'? The 'big' kami are pretty indistinguishable from what other 
religions call gods. 
 
----------------------------------------------------------------------------- 
"Now, we get bigger guns." 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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Date: Fri, 17 Apr 1998 10:29:43 -0400 (EDT) 
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To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: (L&O) Some Cop Equipment 
Sender: owner-champ-l@sysabend.org 
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>  I've noticed a trend about who posts certain kinds of comments about my own 
>messages. :/  ::sigh:: 
 
Hey, I'm an argumentative bastard ^_^. 
 
><< Well if Radar guns are _that_ inaccurate, I don't see how the cops get away 
>with using them! :-) >> 
 
>gun. You see, that is all part of the KS: Radar/Speed Gun skill. ;)  In any 
 
Argh! You got me! <flop!> 
 
><< Radar detects objects by bouncing electromagnetic waves off them, and 
>reading the return. >> 
> 
>  I thought it emitted radio waves? Are those the same as EM? Hmm... Anyway, 
>yours is a simplification. 
 
The electromagnetic spectrum includes visible light, radio waves, 
microwaves, etc. I've heard of laser-based 'radar guns', which _would_ be 
very target specific, could you confirm the existance of said device? 
 
>  Clear as mud? :) 
> 
>  Now, there are ways to throw off radar, like putting big wads of aluminum 
>foil in your hubcaps, but I assure you that those tricks are not fool proof. 
>While they may mess up the unit's ability to register an accurate speed, a 
>trained operator will *know* something is afoot and may (depending on the 
>jurisdiction and probable cause laws there) pull you over on those grounds 
>alone and subject you to a vehicle inspection! <LOL> 
 
"Pardon me, sir, would you please remove your hubcaps?" :-) 
 
><< To wit; Radar sense bounces radio waves off a target. I assume Police Radar 
>Guns do the same, if somewhat imperfectly. So why does Radar Sense fail as the 
>'sense of choice'? >> 
> 
>  Well, on the surface it seems the obvious choice. And it may well be. :D 
>I'm just considering all the options here. If we did go with Radar Sense, then 
>it would emit an active radar signal, which could be picked up (by PCs or 
>radar detectors!). Hmm. I like that... 
 
Well, I thought that was obvious - which is why I thought they were 
switching to far less detectable laser-based systems. 
 
----------------------------------------------------------------------------- 
"Now, we get bigger guns." 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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From: "Robert" <baron@stlnet.com> 
To: "Champs" <champ-l@sysabend.org> 
Subject: Re: How do I... 
Date: Fri, 17 Apr 1998 09:34:10 -0500 
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><< Nope.  Your average taser is 'energy blast, stun only'.  ED _is_ 
>insulation, if 
>it will stop a lightning bolt it will stop a taser. >> 
> 
>  I think you are confusing a taser with a stun gun. 
> 
Stun gun is up close, taser sends out two little wires and does it at range 
(In game terms about one hex and two if your are very lucky and a good 
aim... and the guy is standing pretty much still..... and there's no 
wind..... did I mention the guy should be standing still for this? 
 
Still EB stun only... see my previous post. 
 
><< Continuous is also debatable, I have doubts about how well it will stay 
>attached once the target starts jerking around. >> 
> 
>  Hmm.. that could be a special effect of the OAF Limitation, though, don't 
>you think? 
> 
Sometimes what happens is the assailant will grab the wires in an effort to 
pull them off. His hands get the current and clench so they don't let go... 
poor mister assailant. 
 
>  The taser is better simulated by an NND than a standard EB, IMO. 
> 
Ack... PLEASE read the previous argument. 
 
>  Btw, I thought of another Limitation for the taser: Cannot penetrate 
>Armor/rDEF. 
> 
Thats true, if the barbs get caught in the clothing or if only one barb gets 
stuck, then the taser don't work, but the current CAN still pass through 
thick clothing... maybe work it as an Activation with a bonus or minus up to 
GM depending upon the thickness of the clothing. 
 
Robert Kemp 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: RE: Examples (Was RE: Politics in the game) 
Date: Fri, 17 Apr 1998 10:45:10 -0400 
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Which is why Chameleon Eclectic did it for you.  "The Babylon Project" is 
the RPG.  Pick up a copy.  Chameleon worked closely with the show's creator, 
so it's pretty accurate.  It's also great for background on the universe. 
 
Jason Goode 
 
> -----Original Message----- 
> From:	Tokyo Mark [SMTP:bastet@iquest.net] 
> Sent:	Friday, April 17, 1998 1:02 AM 
> To:	Bob Greenwade 
> Cc:	'Champions' 
> Subject:	Re: Examples (Was RE: Politics in the game) 
>  
> > At 04:52 PM 4/16/1998 -0500, Andreano, Keith         HIM,VA wrote: 
> > >OK, Leafed through few supplements for few minutes last 
> > >night before Babylon 5 came on. Here's what was seen: 
>  
> I just started watching B5 when it came to TNT and have been very 
> impressed.  But it'll be tricky to try to run a RP game based on it. 
 
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Date: Fri, 17 Apr 1998 10:54:11 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: Foxbat 
Cc: Champions <champ-l@sysabend.org> 
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Message text written by "Tim R. Gilberg" 
>       The Assult on Sanctuary has always been a one-s< 
 
I don't have my book handy to verify, but doesn't Classic Organizations 
have guidelines on how to run the assault on Sanctuary? 
 
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Date: Fri, 17 Apr 1998 10:13:14 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: The Average man... 
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> > Dave buys PS: Firefighter.  In order to be effective on the job, does he 
> > need to create a Firefighting Skill to go with it? 
> 
> << nope.  But he'll need Paramedic and perhaps... a TF: Breathing Gear. >> 
> 
>   Eh?? 
 
	Well, SCUBA requires a Transport Familiarity, so perhaps the 
breathing gear used by firefighters would as well. 
 
> << Maybe a few other skills, but I can't think of them now. >> 
> 
>   How about: Climbing; KS: HazMat; KS: Fires/Fire Suppression; CL: +1 w/Ax 
> <G>; PS: EMT (some are); RL: +2 w/Hose <G>; TF: Large Ground Vehicles (semi- 
> trucks, hook 'n ladder trucks, etc.). Just tossing out some ideas. 
 
	Right.  I was blanking on stuff like this.  What's HazMat? 
 
>    IMO, those would be good complimentary skills, but I would imagine that 
> litigation requires a lot more knowledge of law and legal precedent than 
> flattery and nice a speaking voice (an over-simplification, I know). 
 
	Hmmm.  Well, at least with Dramatized law, the speaking skills 
seem to be most important, using the PSs and KSs as the complimentaries. 
Also, the BBB comes right out and says that those PRE skills are the ones 
for influencing, etc.  I'd assume they, as more specialized in that, 
would be more effective than the PS. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Fri, 17 Apr 1998 11:15:12 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: The source of all power? 
Cc: "[unknown]" <champ-l@sysabend.org> 
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One of the selling points for San Angelo is that it explains why 
superpowers work.  A weakness that has been pointed out in Champions 
Universe is that it doesn't explain why superpowers work. 
 
What I can't figure out is, why is it so important to know why energy 
blasts are possible for some people?  When I think of the Marvel, DC, or 
Image universes, I don't think they've defined some all-encompassing power 
like "the Force" which allows certain people to have extraordinary powers.  
Some rare individuals just have laser-eyes or whatever...you accept it, and 
get on with the story.  Sometimes the source of your power (such as being a 
volunteer in some experiment which granted them) is valuable to the 
campaign (maybe the lab wants to bring you back for more experimentation), 
but this varies from character to character.  What intrinsic value is added 
to a campaign simply by describing a "force" from which all superpowers 
stem? 
 
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Date: Fri, 17 Apr 1998 10:17:38 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champion mailing list <champ-l@sysabend.org> 
Subject: Re: Professional Skills 
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> 	The professional skill gives you the ability to DO the job, the 
> part that gets your hands dirty.  The knowledge skill gives you the ability 
> to KNOW about the job and the ins and outs that can come about.  Thats what 
> I've always believed. 
 
	But for actual play, combat rules would be used.  I'd say that, 
without the PS, you would be at a negative modifier to all rolls made in 
play.  (Kind of hard to catch a pass when you ran the wrong way.) 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Fri, 17 Apr 1998 11:21:14 -0400 
From: Chris Hartjes <hartjes@ionsys.com> 
To: Hero Mailing List <champ-l@sysabend.org> 
Subject: Re: Politics in the game... 
Sender: owner-champ-l@sysabend.org 
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Bob Greenwade wrote: 
>  
>>    Well, then you probably won't like my Northwest supplement, since an 
> unusually large proportion of situations in Oregon seem to arise from 
> thepolitical views, agendas, and disagreements of various individuals and 
> organizations.  In just the past 15 years or so, I've seen incredibly 
> bitter, vindictive, and occasionally violent debates on matters ranging 
> from abortion, euthenasia, and gay rights to sales tax proposals, term 
> limits for elected officials, and even an update of our bottle deposit law. 
>  (Yes, folks, there were a couple of personal-attack ads along the lines 
> of, "Don't let These People shove their ideas down our throat," over the 
> issue of paying a refundable five cents for the bottle that Snapple and 
> similar drinks come in.) 
>    Yes, I do plan to go into this, at least to an extent, in my book, and 
> even include a couple of politically-motivated villains on various sides of 
> different issues (including a neo-Nazi, and a group of superpowered 
> gay-rights radicals that even radical gay-rights groups don't like). 
> --- 
 
I think that some people may have misconstrued my comments about 
politics (not to say adding unthinking PS comments to their messages).  
I have no problem with using politics in a *game* situation.  It 
obviously creates a lot of opportunities for serious role-playing.  What 
I had a problem with was the conservative vs. liberal arguement for the 
various Champs products.  I fail to see what it has do with the material 
inside. 
 
On a related note, you may find it strange that a Canadian runs a 
campaign set in Oregon!  I created a city in the ficticous town of 
Winchester Bay, where the Smith and Umqua rivers empty into the 
Pacific.  I'll be looking at the Northwest Supllement with great 
interest so I can flesh out some of the details I have no way of knowing 
about. 
 
Chris Hartjes 
 
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Date: Fri, 17 Apr 1998 10:25:34 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Foxbat 
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> >       The Assult on Sanctuary has always been a one-s< 
> 
> I don't have my book handy to verify, but doesn't Classic Organizations 
> have guidelines on how to run the assault on Sanctuary? 
 
	Yeah, but I've never had the time to lay out and work in a 
personal hero group.  Plus, it'd be one heck of a long adventure -- all 
combat. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
Cc: Champions <champ-l@sysabend.org> 
To: <champ-l@sysabend.org> 
Subject: RE: Foxbat 
Date: Fri, 17 Apr 1998 11:32:26 -0400 
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yep. 
 
> -----Original Message----- 
> From:	David B Stallard [SMTP:DBStallard@COMPUSERVE.COM] 
> Sent:	Friday, April 17, 1998 10:54 AM 
> To:	Goode, Jason 
> Cc:	Champions 
> Subject:	Re: Foxbat 
>  
> Message text written by "Tim R. Gilberg" 
> >       The Assult on Sanctuary has always been a one-s< 
>  
> I don't have my book handy to verify, but doesn't Classic Organizations 
> have guidelines on how to run the assault on Sanctuary? 
 
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From: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: RE: Examples (Was RE: Politics in the game) 
Date: Fri, 17 Apr 1998 10:42:59 -0500 
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>  Again, check the five above-mentioned characters.  They do make up, 
at 
>least somewhat, for Reverend Billy Bob, Julie Rainbow, and Rev. Gil 
Purdue 
>(although I do think -- and I say this as a conservative Christian 
myself 
>-- that this last fellow would be a great foil for an all-Christian 
hero 
>team!). 
 
Glad to hear it! Hope this trend continues! 
 
^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
	"No flames please, once burnt at the stake, twice shy!"  
					- Joan of Arc's .sig 
     Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
 
 
 
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Date: Fri, 17 Apr 1998 09:28:19 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: How do I... 
To: GoldRushG <GoldRushG@aol.com&> champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
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---GoldRushG  wrote: 
> 
> << As for using against supers - well, how effective should a piece of 
> equipment that you can go out an buy really be against them? >> 
>  
>  Well, a super without resistant defenses can be seriously screwed 
over by a 
> shot to the head by a .380 auto. Those go for about $325 these 
days...  :/ 
 
Thank you Mark.    :-p  <<imagine the sound of Bronx cheer>> 
 
Ok, I'll admit, there are some out there, but really, rare is the 
Champs character without at least a few of points of resistant DEF. 
 
-=>John D. 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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Date: Fri, 17 Apr 1998 09:43:11 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Favorite moments 
To: chadriley01@sprynet.com, "Champ's Mailing List" <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
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---Chad Riley  wrote: 
> 
> So what are your favorite moments in Champions? 
 
While on an unrelated mission the hero (my character included) flew 
over what turned out to be a Genocide installation (a favorite of the 
GM).  Both my character "Neutrino - the Mighty Mite" (a 3 foot tall 
brick) and the other team brick "Flannaman - the Man of Flanna" (No I 
don't know what flanna is either, so don't ask - big guy though, one 
level growth always on) had long standing hunteds by said group. 
 
Someone down on the ground started firing at out plane (yep, just a 
normal plane - none of us could fly).  The GM looks over me to ask 
what my chatacter is doing 
 
"Running past Flannaman to jump out of the plane first so I can beat 
him to the ground."  My character leaps, followed shortly by 
Flannaman.  The other players are shocked "but you can't fly" 
 
"Who cares, landing is all that matters". 
 
We both plow pretty deaply into the ground (many damage rolled by GM), 
two phases later we climb out, glare at the agents "who's first?".  
Every agent puts his gun on the ground and his hand in the air (the GM 
didnt even bother roling for a PRE attack).  By the time the rest of 
the team had landed Neutrino and Flannaman were eating lunch. 
 
All in all, it's a good thing the agents had no way of determining our 
state of health.  When we climbed out of our respective holes in the 
ground we each had  (after recovering from being stunned and taking 
one recovery) just enough stun to stand up. 
 
 
 
== 
 
     John Desmarais <champ-l-owner@sysabend.org> 
============================================ 
Got a question about the list?  Just ask.  Or, you can go 
look over at www.sysabend.org/champions.  I've been 
slowly posting information about the list there. 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 12:43:36 EDT 
To: champ-l@sysabend.org 
Subject: Re: How do I... 
Sender: owner-champ-l@sysabend.org 
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<< Whoa... why do people insist on making electrical attacks NND? Sheesh. Why 
would they be anything of the sort? You HAVE a defense for electricity. Its 
called energy defense. >> 
 
  Becuase electricity is not simply represented by one specific power in the 
Hero System. Electricity is a special effect that can be used for any power. 
The effect that a stun gun or taser has on a person is a lot different than 
the effect of grabbing onto a live high voltage wire. ;) 
 
  It's the effect of the item that we're trying to best simulate. 
 
<< If your armor is less conducive, you are effected less by the electricity 
and yes, a thick jacket WILL protect you from a taser..... sometimes. >> 
 
  But that is because the barbs cannot penetrate the jacket and deliver the 
charge to your body. It's imperative that the taser be able to deliver the 
electrical charge to your body, else the attack is nigh useless. The taser 
does not deliver a lethal charge of electricity designed to fry one's flesh. 
It is designed to send a non-lethal charge that temporarily disrupts the 
body's ability to send/receive neuro-impulses; muscles don''t work, body falls 
down, person stunned. This is better simulated as an NND, IMO. 
 
<< Do it this way instead, EB does stun only. Simple and cheap. Viola. >> 
 
  I'd rather not. It doesn't represent the affects a taser has as well as an 
NND, IMO. 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 12:49:41 EDT 
To: champ-l@sysabend.org 
Subject: Re: (L&O) Some Cop Equipment 
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<< Hey, I'm an argumentative bastard ^_^. >> 
 
  And this self admission doesn't inspire me to read many more of your posts. 
 
<< "Pardon me, sir, would you please remove your hubcaps?" :-) >> 
 
  Been there. Done that. 
 
>it would emit an active radar signal, which could be picked up (by PCs or 
>radar detectors!). Hmm. I like that... 
 
<< Well, I thought that was obvious >> 
 
  Another example of your tone and "demeanor" in posts. Please bring it down a 
notch, okay? Did you not read my disclaimers at the beginning of my posts 
containing the stats? I am what many refer to as "human," and thus I am 
subbject to some of the same imperfections as anyone else. Those stats were 
from old write-ups and I did say they hadn't been checked in some time and are 
subject to change... 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 12:52:24 EDT 
To: champ-l@sysabend.org 
Subject: Re: Examples (Was RE: Politics in the game) 
Sender: owner-champ-l@sysabend.org 
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<< Chameleon worked closely with the show's creator, so it's pretty accurate. 
>> 
 
  *Pretty* accurate? Unless they structured their license to allow CE to 
create "parallel universe"-type material, I would say that the stuff in book 
would have to be very accurate, else it would not get the approval of the 
licensor. Now, I don't know the details of the agreement between the two, but 
my guess is that everything in the BP:RPG is "official." 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 12:55:28 EDT 
To: champ-l@sysabend.org 
Subject: Re: The Average man... 
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<< What's HazMat? >> 
 
  Hazardous Materials. Basically knowing what type of hazardous material it 
is, what it's effects are, and how to contain, treat or otherwise clean it up. 
HazMat can include everything from spilled gasoline to radiation, and all of 
the nasty chemicals that are transported on our public highways. ;) 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 13:00:28 EDT 
To: champ-l@sysabend.org 
Subject: Re: The source of all power? 
Sender: owner-champ-l@sysabend.org 
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<< One of the selling points for San Angelo is that it explains why 
superpowers work. >> 
 
  More accurately, we explain why they *can* work. The actual origins and 
special effects of powers are still up to the players and the GMs. Just FYI. 
;) 
 
<< What intrinsic value is added to a campaign simply by describing a "force" 
from which all superpowers stem? >> 
 
  Some people have an easier time suspending their disbelief if there is a 
story-based mechanic in place to "allow" things to happen. Without it, there 
is nothing to fall back on, nothing to "blame" for the weirdness of the 
setting. ;)  Some people don't like that. 
 
  Other benefits of defining such a force include: plot hooks, story threads, 
etc. But those are things we're not going to be covering for a while. We'll 
let folks romp around in the city and have fun for a while before we start 
exploring some of that stuff. ;) 
 
  Mark @ GRG 
 
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From: "Robert" <baron@stlnet.com> 
To: "Champs" <champ-l@sysabend.org> 
Subject: Re: Favorite moments 
Date: Fri, 17 Apr 1998 12:00:36 -0500 
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<<So what are your favorite moments in Champions?>> 
 
 
Favorite moment #1: 
 
Character called Ricochet, a marksman with autofire weapons and unlimited 
ammo (teleporting clips, god bless 'em), was trapped in the bottom of a pit 
with a character whose name I think was Rottweiler or something dog-like. 
Anyway, Ricochets weapons were useless against this guy, his armor was just 
too bad ass and he had strength to boot. After several successfull dodges 
and shots in vain, Rottweiler gets Ricochet in a bear hug and starts 
squeezing the heck out of him, laughing at him and mocking him all the 
while. 
 
Player: Crap! What the Hell can I do? My weapons don't effect him. 
 
GM: Sorry... you got yourself in it. 
 
(short pause) 
 
Player: Does this guy breathe? 
 
GM: (thinks and blinks a bit, looks at the character sheet) Well... yeah. 
 
Player: Good, jam my gun in ghis mouth when next he makes a snide comment 
and fire. 
 
GM: (Looks annoyed) His armor is internal too. 
 
Player: Fine.... I have unlimited ammo.... lets see if he can breath lead. 
 
To make a long story short, the villain started swallowing bullets but 
failed an Con check.... The GM thought it was creative and the Rott didn't 
really have enough strength to bite the barrel off sense it was supposedly 
an unbreakable focus. 
 
Ricochet drowned him in bullets. 
 
 
Favorite moment #2: 
 
Two characters in a group, one is the brick named Adonis, the other a 
berserker claw named, (go fig) Claw. Claw has a Berserker when takes 10 stun 
on 14- and is 8 or less to come out. Adonis CONSTANTLY has to grab him after 
a fight to prevent him from hurting innocnets and team mates and Adonis is 
getting irritated about it. Claw's player just loves it and thinks this 
games is just so... neato. 
 
They are raiding a VIPER base in this really large underground hangar and 
have just defeated 20 VIPER armored troops. Adonis is getting irritated at 
all the little underlings but fortunately Claw has not been hit and is still 
in control at the end of the battle. Claw's Player is really getting into 
the "wolverinieness" of his character which just irritates Adonis's Player 
all the more.Just then 40 even weaker VIPER members come out of the doors at 
the other end of the hangar. Adonis sighs and his player gets upset at the 
concept of having to bother with these guys. 
 
Adonis comes up with a solution. 
 
Adonis grabs Claw suddenly, open hand slaps his face for a little over 10 
stun and then mightily hurls him into the middle of the 40 VIPER agents. 
Adonis exits while they clammer for their lives against the berserking Claw. 
All players are lying on the floor crying from laughing and Claw's player 
finally gets upset. 
 
 
Favorite Moment #3 
 
Battle with Dr. Destroyer. 
 
Gauntlet, flying armor character, is on the way there doing max non-combat 
speed. 
 
Dr. D starts with a Presence attack and has the entire group in awe and at 
his whim (+30). 
 
Gauntlet still approaching. Gm dtermines he will arrive on the end of 
post-phase 12. 
 
Dr. D begins to lay waste to the group who currently has 0 DCV. The two long 
range characters and martial artist go down in the first area effect attack 
(high roll and low stun (Gee, our DCV is so high, we'll NEVER be hit)). 
 
Phase 2, Dr. D takes out brick with NND some failed attempts at challenging 
fail after a lucky EGO roll (house rule) is made. To make a long story 
short, at the end of the round, Dr. D has managed to make all but one 
team-mate unconscious and the one still up is primarily a support character 
(one with some weak entangles, an NND (which doesn't effect Dr. D because he 
has Flash defense for hearing), and a lot of aid). 
 
End of Post-phase twelve, Brick wakes up just in time to see Gauntlet 
arrive... he doesn't slow down. He pulls off a 35 Move through even with 
half his OCV. Rolls Hit Location on Dr. D. 
 
He hits the head. 
 
The resulting damage nearly KILLS Gauntlet (Well, nearly makes him 
unconscious anyway) BUT, he takes down Dr. D in one shot. 
 
Guantlet's player later has t-shirt made to commemorate the event "I took 
out Dr. Destroyer in one shot". Its his favorite war story... don't tell 
him, but I thought it was pretty neat too. 
 
 
 
 
 
 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 13:07:09 EDT 
To: champ-l@sysabend.org 
Subject: Re: How do I... 
Sender: owner-champ-l@sysabend.org 
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<< Ok, I'll admit, there are some out there, but really, rare is the Champs 
character without at least a few of points of resistant DEF. >> 
 
  According to what survey or experience? Apparently in our group rDEF is less 
common than in yours. I guess our heroes are just more heroic. ;) 
 
  "Armor? Who need armor? We're SUPERheroes!" 
 
  <LOL> 
 
  Mark @ GRG 
 
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Date: Fri, 17 Apr 1998 10:07:15 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: How do I... 
To: GoldRushG <GoldRushG@aol.com> 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
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GoldRushG writes: 
>   Becuase electricity is not simply represented by one specific power in the  
> Hero System. Electricity is a special effect that can be used for any 
> power. The effect that a stun gun or taser has on a person is a lot 
> different than the effect of grabbing onto a live high voltage wire. ;) 
 
Actually, it's more or less identical to grabbing a high voltage, low amperage 
wire, since that's pretty much what a taser is (it's a 40,000 volt shorted out 
low-amperage power line).  Of course, your average power line is medium voltage 
high amperage instead, which is why it's likely to kill you instead of just 
stunning you (cross-country power lines will be very high voltage very high 
amperage).  Any insulation capable of coping with a power line is capable of 
coping with a taser just fine.  Due to it's relative high voltage and low 
amperage, I might call a taser 'AP energy blast, stun only', since penetration 
is mostly a function of voltage, while 'damage' is mostly a function of 
amperage. 
 
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From: "Robert" <baron@stlnet.com> 
To: "Champs" <champ-l@sysabend.org> 
Subject: Fw: How do I... 
Date: Fri, 17 Apr 1998 12:23:30 -0500 
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-----Original Message----- 
From: Robert <baron@stlnet.com> 
To: GoldRushG <GoldRushG@aol.com> 
Date: Friday, April 17, 1998 12:22 PM 
Subject: Re: How do I... 
 
 
>><< Whoa... why do people insist on making electrical attacks NND? Sheesh. 
>Why 
>>would they be anything of the sort? You HAVE a defense for electricity. 
Its 
>>called energy defense. >> 
>> 
>>  Becuase electricity is not simply represented by one specific power in 
>the 
>>Hero System. Electricity is a special effect that can be used for any 
>power. 
>>The effect that a stun gun or taser has on a person is a lot different 
than 
>>the effect of grabbing onto a live high voltage wire. ;) 
>> 
>>  It's the effect of the item that we're trying to best simulate. 
>> 
>Energy defense is put there for a reason. If its effect you want, lets look 
>at it this way then. Why should a brick who can catch a live wire in his 
>teeth just to please kiddies at a charity benefit be threatened by a cop 
>weilding a taser. Would Superman be intimidated by a taser-weilding cop or 
>would he be amused? The damage is less in intensity and even MORE less 
>likely to affect that brick. Volts shock, amps kill.  Tasers and stun guns 
>deliver volts (some amps but those are the ones that are illegally 
>modified). 
> 
>><< If your armor is less conducive, you are effected less by the 
>electricity 
>>and yes, a thick jacket WILL protect you from a taser..... sometimes. >> 
>> 
>>  But that is because the barbs cannot penetrate the jacket and deliver 
the 
>>charge to your body. 
> 
>No actually its because the ARC of electricity can't penetrate the jacket. 
>You can still have a taser line stuck in your clothing and the arc reach up 
>to two inches or so to you providing how close the other contact is. 
> 
>> It's imperative that the taser be able to deliver the 
>>electrical charge to your body, else the attack is nigh useless. The taser 
>>does not deliver a lethal charge of electricity designed to fry one's 
>flesh. 
> 
>RIGHT... thats why its EB, stun only. 
> 
>>It is designed to send a non-lethal charge that temporarily disrupts the 
>>body's ability to send/receive neuro-impulses; muscles don''t work, body 
>falls 
>>down, person stunned. This is better simulated as an NND, IMO. 
> 
>When we get hit by ANY electricity, that is just a side effect of 
>electricity, hence you takes stun. When you get punched, your 
>"nuero-impulses" tell you it hurts real bad and you take Stun just the same 
>way heat damage stings like the dickens for minutes after you get burned. 
>The fact that it "hurts" is why you are taking stun only. The fact that it 
>doesn't do body isn't good enough reason to make it NND. Tasers and Stun 
>guns are EB, stun only. Simplify. 
>> 
>><< Do it this way instead, EB does stun only. Simple and cheap. Viola. >> 
>> 
>>  I'd rather not. It doesn't represent the affects a taser has as well as 
>an 
>>NND, IMO. 
>> 
>From my experience with them, I disagree. Oh well. 
> 
> 
 
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Date: Fri, 17 Apr 1998 12:30:07 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Grossly Complex problem 
Sender: owner-champ-l@sysabend.org 
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On Thu, 16 Apr 1998, William K Bushway wrote: 
> On Thu, 16 Apr 1998, Sakura wrote: 
 
<death in FF snipped> 
 
> 	Ah, the old "Swoon" dilemma.  I'd probably model the Life spells 
> as a transform that raises the character's BODY and STUN to zero, linked 
> to an Aid.  The trick is making the players aware which are "story" 
> deaths, and which aren't.  
 
Indeed...I think it'll be easiest to just call them 'GMO knockouts' - it 
is difficult to kill someone in HERO, but there's going to be some fairly 
high levels of power flying around.  Still, it's /easy/ to keep from 
killing characters, and if Phoenix Down' doesn't actually cure /real/ 
death, then it prevents all sorts of in-game problems that you will never 
have in a computer RPG.  
 
Hmm...I think the various 'Cure' spells will all have the limit 'only on 
conscious targets'.  What would that be? -1/2? (For that matter, what 
would 'only on unconscious targets' be for Life1, Life2, and Phoenix 
Down?)  
  
> > On the other hand, I liked the idea of the Espers in FFIII teaching you 
> > magic, and you being able to summon them (briefly) to help you.  It's all 
> > in how you look at it. 
>  
> 	Yeah.  Still, I lied the quests from 2 where you had to convince 
> the monster to help you, before you could summon them. 
 
Ooo.  I haven't played 2, so I probably missed out on a lot.  (I hear 
they're rereleasing it for Playstation in Japan - I hope it makes it over 
here...).  Could you give me an example? (don't worry too much about 
spoilers, unless they're shocking revalations in the plot of the game)  
  
> > J, writing stats for Chocobos. 
>  
> 	Just remember, Chocobos are invincible (unless you're playing 
> Tactics).  In 2&3, you never even have a chance to attempt to kill a 
> Chocobo.  In 7, I defy to attempt to kill them.  I spent a half hour 
> repeating the Knights of the Round/Mime/2x Summon combo, only to have the 
> slightly miffed chocobo peck each of my characters, and run away. 
 
Yarf.  I've never tried to 'sense' one so I have no idea what their stats 
are.  I'll probably go with the 'Tactics' model (after I rent the game and 
play it a bit) since if I didn't, I'd have players trying to train 
invincible War Chocobos. 
 
Plus, there might be some deviant who wants to /play/ one...<g> 
 
J 
 
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will              jeffj@io.com 
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
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Date: Fri, 17 Apr 1998 10:33:58 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: How do I... 
To: GoldRushG <GoldRushG@aol.com&> champ-l@sysabend.org 
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---GoldRushG  wrote: 
> 
> << Ok, I'll admit, there are some out there, but really, rare is the 
Champs 
> character without at least a few of points of resistant DEF. >> 
>  
>   According to what survey or experience? Apparently in our group 
rDEF is less 
> common than in yours. I guess our heroes are just more heroic. ;) 
 
Well, the published Champions heroes and villains.  Not very many that 
don't have at lesat some resitant def 
 
  
>   "Armor? Who need armor? We're SUPERheroes!" 
 
Maybe, but it's damn embarressing to, after saving the planet from the 
ravages of the Kosmic Kumquat, to be killed by a punk with handgun.   
 
 
== 
 
     John Desmarais <champ-l-owner@sysabend.org> 
============================================ 
Got a question about the list?  Just ask.  Or, you can go 
look over at www.sysabend.org/champions.  I've been 
slowly posting information about the list there. 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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From: Hero Games <HeroGames@aol.com> 
Date: Fri, 17 Apr 1998 13:35:57 EDT 
To: owner-champ-l@sysabend.org 
Cc: champ-l@sysabend.org 
Subject: Re:  The source of all power? 
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In a message dated 4/17/98 8:24:03 AM, DBStallard@compuserve.com wrote: 
 
>One of the selling points for San Angelo is that it explains why 
>superpowers work.  A weakness that has been pointed out in Champions 
>Universe is that it doesn't explain why superpowers work. 
> 
Actually, that was a deliberate design decision on our part. We felt that 
people would want the flexibility to come up with their own explanations. 
> 
>What I can't figure out is, why is it so important to know why energy 
>blasts are possible for some people?  When I think of the Marvel, DC, or 
>Image universes, I don't think they've defined some all-encompassing power 
>like "the Force" which allows certain people to have extraordinary powers.  
>Some rare individuals just have laser-eyes or whatever...you accept it, and 
>get on with the story.  Sometimes the source of your power (such as being a 
>volunteer in some experiment which granted them) is valuable to the 
>campaign (maybe the lab wants to bring you back for more experimentation), 
>but this varies from character to character.  What intrinsic value is added 
>to a campaign simply by describing a "force" from which all superpowers 
>stem? 
 
We did go further in the New Millennium setting towards explaining 
superpowers, because we felt it would be helpful to newer GMs. We even set up 
a list of common SFX that powers are based on, and integrated that into the 
Origin Path tables. This makes it easy to create characters who are connected 
to the campaign background and therefore to other characters; I recommend that 
people do something similar for their own campaign settings. You don't need to 
roll on the Origin Tables unless you want a random idea; you can use them as 
reference points to fit into a concept you're developing. 
 
-- Steve Peterson, Hero Games  
 
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Date: Fri, 17 Apr 1998 18:52:23 +0100 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Ultimate Utility Belt 
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As a bit of a fan of gadgeteers and thier biggest and best gadget the 
utility belt, and I working on a site called (in ture Hero fash') 2The 
Ultimate Utility Belt" 
I have almost finished converting Batman's utility belt (which has to be 
the mother of them all) from DCH over to Hero and was wondering what 
other cool gadgets people have written themselves they might want to 
submit, or what gadgets people are  having trouble with which I could 
try and do. 
 
 
Thanks in advance.... 
 
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From: "Robert" <baron@stlnet.com> 
To: "Champs" <champ-l@sysabend.org> 
Subject: Re: Hero Plus: "Cardboard Heroes"? 
Date: Fri, 17 Apr 1998 13:04:50 -0500 
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-----Original Message----- 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
To: David B Stallard <DBStallard@compuserve.com> 
Cc: [unknown] <champ-l@sysabend.org> 
Date: Friday, April 17, 1998 1:03 PM 
Subject: Re: Hero Plus: "Cardboard Heroes"? 
 
 
>David B Stallard wrote: 
>> 
>> >>Is there a chance that Hero Games might be able to realease some 
>> "cardboard 
>> hero" type counters in electronic format?<< 
>> 
>> Lots of people (myself included) are asking for more of those cardboard 
>> "miniatures".  Hero or Gold Rush, are you taking notes?  :-)  My personal 
>> preference would be to have only silhouettes on these miniatures (just 
like 
>> the character sheets), so we could draw our own heroes/villains onto 
them. 
>> Sounds like an inexpensive project that is highly desired. 
> 
 
>If there is a big enough demand for this then I might give it a try and 
>stick on my web page. Before I embark on this epic mission..... just how 
>desperate are you guys (if we're bribing again I only except cash) 
> 
We're desparate and would appreciate it. Very much. Thanks for your hard 
work.... and no, no money, just kudos and accolades if it gets done. Its a 
dirty job, but someone has to shirk it off on someone else. 
 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Power Question: Gas Cloud 
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Rick Holding writes: 
 
> 	I'm not aware of any place that states that a power with charges  
> that has an extended time needs also to have Continuous or are we talking  
> about different effects? 
 
Check the FAQ.  The official ruling is that Continuous Charges requires 
either a constant base power or the Continuous advantage.  Also of import 
is that a continuous attack requires a half-phase attack action to maintain 
it unless you also have Uncontrolled. 
 
I was simply running along with the idea. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
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Tim R Gilberg writes: 
 
> 	Nothing to your question.  However, a PS is the minimum needed to 
> hold a job in that field, plain and simple.  Holding a job as a teacher 
> is more a matter of knowing procedure than teacher.  Sad but true. 
 
The ability to hold a job as a teacher without the ability to teach is the 
nebulous "other skill" you have been trying to create.  I tend to think of 
it as a combination of Bureaucracy and some type of practical political 
skill.  "PS: Teacher" is still the skill to be able to teach well. 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: champ-l@sysabend.org 
Subject: RE: Examples (Was RE: Politics in the game) 
Date: Fri, 17 Apr 1998 14:13:34 -0400 
Sender: owner-champ-l@sysabend.org 
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I was trying to be brief with an off-topic subject.  Allow me to expand and 
clarify. 
 
First, *pretty* can be interpreted differently depending on you personal set 
of connotations.  We dedicated B5 fans tend to have annoyingly high (to 
other people) standards for accuracy and conformance to the show.  For me, 
*pretty* accurate is 90% or better in reference to B5. 
 
Second, the show has multiple sources of sometimes conflicting but still 
'canon' material, i.e., the TV show, the TV movies, the novels, the comics, 
the A-to-Z guide, the Official Guide CD-ROM, JMS' (the show's creator, 
Joseph Michael Strackzinsky) comments on the net (he has an extraordinarily 
high web presence for a writer/producer of TV), comments of the other 'high 
ranking' people on the show, AOG's Babylon 5 Wars (a tactical game), the 
Babylon Project itself, and others.  These, sometimes conflicting, 
information sources can lead to confusion and inaccuracy.  Reportedly, 
Strackzinsky has contradicted himself multiple times. 
 
Three, the setting for the game is actually prior to the events in the 
television show, and contains much speculation and extrapolation on the part 
of the game's creator's, as well as the occasional compromise for 
playability's sake (all approved by JMS and Warner Brothers' lawyers). 
 
Four, JMS, Doug Netter and the rest have much more important things to do 
than go over every word submitted for the RPG (such as producing a quality 
show each week, as well as filming the movies). 
 
Etc., etc., you get the point.  Mind you, I think that they did an excellent 
job and so do most other people.  It's a great game and I wish I could GM 
that type of environment.  Unfortunately (or fortunately for you guys) I do 
much better with fantastical environments, like superheroes.  Which means 
I'm stuck not playing until I find someone else who lives with 50 miles or 
so and wants to GM it. 
 
Jason Goode 
 
 
 
> -----Original Message----- 
> From:	GoldRushG [SMTP:GoldRushG@aol.com] 
> Sent:	Friday, April 17, 1998 12:52 PM 
> To:	champ-l@sysabend.org 
> Subject:	Re: Examples (Was RE: Politics in the game) 
>  
> << Chameleon worked closely with the show's creator, so it's pretty 
> accurate. 
> >> 
>  
>   *Pretty* accurate? Unless they structured their license to allow CE to 
> create "parallel universe"-type material, I would say that the stuff in 
> book 
> would have to be very accurate, else it would not get the approval of the 
> licensor. Now, I don't know the details of the agreement between the two, 
> but 
> my guess is that everything in the BP:RPG is "official." 
>  
>   Mark @ GRG 
 
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Date: Fri, 17 Apr 1998 14:13:57 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: San Angelo continuity 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Another of San Angelo's selling points is that importance will be placed on 
continuity, and supplement authors will not just be allowed to make stuff 
up as they go along.  This sounds like a good idea to me, but I was 
thinking....  Does this mean that people who only buy, say, supplement #1 
and supplement #5 are going to be missing chunks of the story and might 
have a hard time figuring out how the world got from #1 to #5? 
 
I guess what I'm confused about is past continuity vs future continuity.  
It certainly makes sense to me that supplements would have to comply with 
established groups and world events, or else get approval to introduce a 
new one.  Now, if the San Angelo world is going to change as more 
supplements come out, then the "missing chunk" idea I mentioned before 
could be correct. 
 
* Minor Earthdawn spoiler alert * 
 
To take an example from another RPG, Earthdawn (from FASA) released a 
supplement called "Prelude to War" which was exactly that...it set the 
stage for a full-scale war.  An upcoming supplement is planned to deal with 
the war itself, and then following supplements will deal with a post-war 
Barsaive.  Thus, if I'm a new player to the game coming in at the post-war 
time, there's a lot of stuff that I'll have to piece together unless I go 
get all the previous supplements.  Now, each campaign can have the war 
happen at different points, or they can ignore the war altogether, but it 
is a "world change" and future supplements have the right to assume that 
the war has taken place in your campaign. 
 
I guess what I'm asking is, will the San Angelo timeline advance through 
various supplements with world events similar to the Assault on Sanctuary 
or the temporary conquering of SA by aliens or whatever, with future 
supplements referencing these events, or will supplements essentially add 
new "features" (like a new villain group) to the current day San Angelo?  I 
think the Champions Universe and C:NM (so far) both just kept adding stuff 
to the current day, rather than advancing the "world status".  I guess all 
the paragraphs other than this one aren't needed anymore, since I think I 
asked the question clearly enough...I think it just took me those "rough 
drafts" to figure out exactly what I wanted to ask.  -grin- 
 
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Date: Fri, 17 Apr 1998 14:14:04 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: The source of all power? 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Message text written by GoldRushG 
>  Some people have an easier time suspending their disbelief if there is a 
story-based mechanic in place to "allow" things to happen. Without it, 
there 
is nothing to fall back on, nothing to "blame" for the weirdness of the 
setting. ;)  Some people don't like that.< 
 
I suppose that's understandable, but wouldn't these people have problems 
with comic books too?  I'm pretty sure Marvel and Image don't have a 
"father of all powers" concept, and I'd guess that DC doesn't either. 
 
>  Other benefits of defining such a force include: plot hooks, story 
threads, 
etc. But those are things we're not going to be covering for a while. We'll 
let folks romp around in the city and have fun for a while before we start 
exploring some of that stuff. ;)< 
 
I can see the benefits as far as story goes, and I'd rather have it than 
not have it, but I don't see why the lack of such a concept would be 
considered a downfall of Champions Universe.  It seems like a minor detail 
when compared to all the other information that a book like CU or San 
Angelo would provide. 
 
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From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Fri, 17 Apr 1998 13:16:43 -0500 (CDT) 
To: champ-l@sysabend.org 
Subject: Re: Professional Skills 
Sender: owner-champ-l@sysabend.org 
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What I did was 
  
5 PS: Artist 
2 PS: Commercial Artist 
2 PS: Graphic Artist 
2 KS: Comic Book Industry  
 
Thanks for the suggestions guys.  (No, I'm not real clear on the difference 
between 'Commercial Artist' and 'Graphic Artist'.) 
 
 
 
>  
> Curt Hicks wrote: 
> >  
> > So what do I need to buy for my new character ? 
> > A professional comic book artist with a degree from the Art Institute, 
> > and former worker in a commercial art shop. 
> >  
> > Curt Hicks 
>  
>  
>  
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
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Tim R Gilberg writes: 
 
> 	Actually, as I was pointing out, it is similar to these skills in 
> mechanics of using PRE, but separate enough to be its own skill.  You can 
> attempt to teach without it, but won't really help much more than a 
> textbook.  And anyone can read from a textbook.  (Well, almost anyone.) 
 
Thing is, different teachers use different techniques to achieve the same 
end (keeping students interested in learning).  And some do not even 
bother.  The point is that you cannot roll it all up into one single skill, 
because it is really a small variety of different skills, all (or at least 
most) of which already exist. 
 
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X-Sender: lizard@dnai.com 
Date: Fri, 17 Apr 1998 11:30:49 -0700 
To: Rick Holding <rholding@ActOnline.com.au&> champ-l@sysabend.org 
From: Lizard <lizard@dnai.com> 
Subject: Re: Low Gravity and STR 
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Hash: SHA1 
 
Y'all are forgetting one important thing. No, you couldn't just shove  
the Titanic with one hand in space, because it was 'weightless'. But,  
ultimately, ANY force acting on it, given time, WILL move it, because  
there's no other forces acting on it. 
 
IOW, in the Titanic was floating in space, not in any kind of orbit  
or otherwise influenced by gravity, someone with a peashooter and  
enough peas could *eventually* get it to move. 
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From: Dave Mattingly <dmattingly@platsoft.com> 
To: "'champ-l@sysabend.org'" <champ-l@sysabend.org> 
Subject: Re: Ultimate Utility Belt 
Date: Fri, 17 Apr 1998 11:30:57 -0700 
Sender: owner-champ-l@sysabend.org 
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Cool idea. 
 
Bob G and I are working on The Ultimate Gadgeteer, and the Utility Belt 
is definitely going to get some good coverage. 
 
Here's one that I tend to use: 
 
15 Belt: OAF 
1u Radios:       High Range Radio Hearing, usable by 1 other 
1u Telescope:    +10 Telescopic Sight 
1u Light:        Change Environment @ 0 END 
1u Steroids:     2d6 Aid STR, lose 1/minute      [16 charges] 
1u Duller:       1d6 Drain EGO, recover 1/minute [8 continuing charges: 
1 turn] 
1u Antidote:     5d6 Dispel Poison               [16 charges] 
1u Skateboard:   +5" Running @ 0 END 
1u Suction Cups: Clinging, usable by 1 other 
1u Swing Lines:  10" Swinging, usable by 1 other 
1u Parachute:    15" Gliding                     [1 recoverable charge] 
1u Air Bag:      +15 PD                          [1 recoverable charge] 
1u Gas Masks:    LS: Self-Contained, usable by 1 other 
1u Smoke Bomb:   1" Darkness to normal, IR       [4 continuing charges: 
1 minute] 
1u Flash Bomb:   1d6 Flash explosion             [4 charges] 
1u Tear Gas:     1d6 AVLD Flash defense          [4 continuing charges: 
1 minute] 
-- 
30 Utility Belt 
 
With all the drugs and chemicals in here, you can see that this is for a 
hero who knows his pharmacology. There are tons of other gadgets that 
can, of course, go in. Just pick a 15-point power and insert it. 
Actually, you can go up to 30-points if you want, but I stuck with 15, 
so that two gadgets can be going at once. 
 
Dave Mattingly 
http://www.haymaker.org 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Block vs Dodge 
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Date: 17 Apr 1998 14:33:22 -0400 
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Rick Holding writes: 
 
> 	No, sorry, but you have to read what I sent again.  At no point did 
> I say that you declare a block after the attack roll.  I said you declare 
> a block after the attack statement but before the attack roll. 
 
Okay, I did misunderstand. 
 
> So, your opponent winds up, you say you attempt to block, he attacks and 
> IF he hits, you roll the block based on how well he hits. 
 
That makes block completely useless.  Watch: 
 
First example (dodge): two characters with OCV 5, DCV 5.  A is the 
attacker, D is the defender.  D decides to dodge.  A has a constant 25% 
chance to hit D. 
 
Second example (standard block method): D attempts to block A's strike.  D 
has an 11- chance to stop the attack; if he fails, A has an 11- chance to 
hit.  A has a constant, slightly less than 25% chance of hitting D. 
 
Third example (your proposed method): A announces his attack, D opts to 
block.  A has an 11- chance to hit D; if he hits, D has an 11- less chance 
to block, less the difference between his DCV and the highest DCV A could 
have hit with that roll.  A has at least a slightly less than 25% chance of 
hitting D, modified up based on the difference between D's DCV and the 
highest DCV A could have hit. 
 
Using your method, one will *ALWAYS* be better off using a dodge maneuver 
instead of a block maneuver. 
 
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Date: Fri, 17 Apr 1998 11:33:55 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Cardboard Heroes.  A question... 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
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Anyone have any handy?  If so, what were the dimensions? Height, 
width, amount left at the bottom to stick in the base (or foldover to 
form a base)? 
 
 
 
 
 
 
 
== 
 
     John Desmarais <champ-l-owner@sysabend.org> 
============================================ 
Got a question about the list?  Just ask.  Or, you can go 
look over at www.sysabend.org/champions.  I've been 
slowly posting information about the list there. 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: How do I... 
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Michael Nunn writes: 
 
> Then you can get into the specialty ammo, the so called cop killers, they 
> hit like that but are AP...  scarry isn't it?  Then there are the Teflon 
> coated, spent Uraninum core NATO 223 rounds.  1/4 inch plate steel 
> doesn't even slow them down... 
 
Um... bullshit. 
 
First, there are *NO* DU-cored .223 out there.  They are all solid steel or 
steel jacketed lead.  The rounds of which you write are standard issue FMJ 
or solid steel.  DU is rarely used on the battlefield.  It is expensive and 
dangerous; tungsten-carbide has equivalent penetration characteristics, is 
cheaper, and is not a contact poison.  Besides, high density, high tensile 
strength subcaliber penetrators are used in large bore weapons -- cannon -- 
not small arms. 
 
Second, *ALL* military issue .223 are coated in Teflon, not for ballistic 
penetration but to reduce barrel wear.  In fact, the Teflon coating very 
slightly *REDUCES* penetration of ballistic fabrics. 
 
Third *ALL* steel or steel jacketed lead rounds are considered "light armor 
piercing".  They have very high velocities, and the steel construction 
prevents deformation.  In other words, they tend retain their energy 
(penetrate armor) rather than dumping it into a target (do damage). 
 
Gah! I hate it when people spread the "Teflon cop killer" myth. 
 
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Date: Fri, 17 Apr 1998 14:45:20 -0400 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Re: Favorite Moments 
To: Champions Mailing List A <champ-l@sysabend.org> 
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Zenith (my character, patterned after Ultra Boy of the Legion of Super 
Heroes), and the other members of the Sentinels, were confronted by about a 
dozen agents of the Knights of Genetic Purity. We knew they were no 
challenge but we didn't have time to deal with them, so Zenith grabbed the 
weapon of the nearest agent.  
 
Pointing the weapon (a 2d6 RKA) at his own head, he said, "Pay attention! 
THIS is your gun... THIS is my HEAD!" He fired the weapon, taking maximum 
damage (with Head Shot modifiers). Nearly, but not quite, Stunned, he 
glared at the agent and said, "Any questions?" 
 
Jeff Reid 
Morfhis@compuserve.com 
http://www.now-online.com/morfhis/bugloony.htm 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: The Average man... 
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Tim R Gilberg writes: 
 
> 	Then why buy Computer Programmin when the PS is cheaper? 
 
"Computer Programming" is used to write code.  "PS: Computer Programmer" is 
used in addition to "Computer Programming" when you write lean, fast, 
well-documented code.  They are complimentary, not redundant. 
 
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From: Hero Games <HeroGames@aol.com> 
Date: Fri, 17 Apr 1998 15:04:01 EDT 
To: owner-champ-l@sysabend.org 
Cc: champ-l@sysabend.org 
Subject: Re:  San Angelo continuity 
Sender: owner-champ-l@sysabend.org 
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In a message dated 4/17/98 11:25:27 AM, DBStallard@compuserve.com wrote: 
 
> I think the Champions Universe and C:NM (so far) both just kept adding stuff 
>to the current day, rather than advancing the "world status".   
 
The Champions: The New Millennium setting will be advancing the "world status" 
in the forthcoming cycle of books, beginning with Champions Worldwide and 
continuing through the VIPER and UNTIL books. Some events are occurring which 
can serve to generate some very interesting adventures for the heroes, and the 
world won't be quite the same afterwards. Though I suppose you could ignore 
those events if you wanted to, as the fundamental institutions will still be 
around, but some of the relationships may alter. 
 
-- Steve Peterson, Hero Games  
 
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Date: Fri, 17 Apr 1998 15:11:58 -0400 
From: Cory Conrad <opus@sprint.ca> 
Organization: Dreamriders Workshop 
To: David B Stallard <DBStallard@compuserve.com&> 
        Hero Mailing List <champ-l@sysabend.org> 
Subject: Re: Hero Plus: "Cardboard Heroes"? 
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David B Stallard wrote: 
>  
> Message text written by Cory Conrad 
> >Currently we have all our artists wrapped up in the various comics we 
> are producing for the Fuzion game system (Currently FTR: Federal 
> Tactical Response, Flat Black, Revenant, and Night's Edge). That and 
> there is the Cold Fuzion print magazine which is in the works.< 
>  
> Comics?  Are these "normal" comics that will sit next to Marvel and DC on 
> the shelf, or inserts that come with future game books, or something else? 
 
Yup normal comics in every way. Plots, villains, heroes, spandex. The 
only thing we are missing are the grossly out-of-proportioned 
"bad-girls" which are currently saturating the market. 
 
FTR: Federal Tactical Response, the first of the Fuzion Powered books, 
is currently listed in Preview under Dreamriders Workshop and will be 
available through any comic store who orders it (hint: you have to ask 
them to, ususally), as well as our web site. It will be shipped to 
retailers the week of June 22cnd. 
 
> >So when we get a chance we will have honest-to-goodness comic artists 
> working on cardboard miniatures.< 
>  
> Sounds great!  Would this be something that you submit to Hero or GRG for 
> publication, or a generic supplement that would be published for anyone to 
> use (sorta like those generic "traps" and "dungeons" books that are out 
> there)? 
 
It will be a generic supplement that anyone can use, just like the old 
SJG Cardboard Heroes were. We can also include characters which look 
coincidentally just like the Heroes and villains in our comics. :) 
 
Wether GRG wants to distribute them or not is up to Mark and his 
buddies. I haven't asked them yet. Still, if there is enough demand for 
them from the stores I assume it would be possible, but to start out we 
will probably just release them through our web store and see how things 
progress from there. 
 
--  
Cory Conrad 
Dreamriders Workshop 
------------------------------------------ 
Fuzion, Comics, and a touch of Magic 
http://www.dreamriders.com/ 
------------------------------------------ 
 
 
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Date: Fri, 17 Apr 1998 14:12:09 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
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> > 	Actually, as I was pointing out, it is similar to these skills in 
> > mechanics of using PRE, but separate enough to be its own skill.  You can 
> > attempt to teach without it, but won't really help much more than a 
> > textbook.  And anyone can read from a textbook.  (Well, almost anyone.) 
> 
> Thing is, different teachers use different techniques to achieve the same 
> end (keeping students interested in learning).  And some do not even 
> bother.  The point is that you cannot roll it all up into one single skill, 
> because it is really a small variety of different skills, all (or at least 
> most) of which already exist. 
 
	You've made no point here, Rat. 
 
	Look at some book skills. 
 
	Computer Programmer: Different people will use different methods 
to write code, really made up of a variety of different little skills. 
 
	Mechanics: Different people may have wildly different techniques 
and, of course, with all the different things that can be worked on this 
is really a compilation of a lot of little skills. 
 
	Seduction: (Very close to the Teaching example).  Lots of 
different techniques to achieve the same end.  Some won't even bother. 
(But yes, you can roll it up into a small variety of different skills.) 
 
	Conversation: See seduction -- lots of different techniques to get 
information out of people. 
 
	Interrogation: See seduction. 
 
	Oratory: See seduction. 
 
	Persuasion: See seduction. 
 
	Deduction: Lots of different ways to come to a conclusion on 
something.  Again, one skill taking together a lot of techniques. 
 
	So, therefore, how can you say: 
 
> Thing is, different teachers use different techniques to achieve the same 
> end (keeping students interested in learning).  And some do not even 
> bother.  The point is that you cannot roll it all up into one single skill, 
> because it is really a small variety of different skills, all (or at least 
> most) of which already exist. 
 
	Also, you say that some don't even bother, right?  Well they still 
have the job, so they have some skill at fulfilling the job requirements 
of a teacher.  There are enough things they will be obligated to do that 
will be part of a PS: Teacher skill.  By pulling Teaching out into its own 
skill we establish a parallel with the above PRE-based skills as well as 
allowing those who _aren't_ professional teachers and who don't know all 
of the little things that go into teaching in a school environment to 
still be effective teachers.  This would allow little Aunt Betsy, NPC 
extrodinaire, to teach her KS: Piano to Little Billy.  (Who's actually 
HeroBoy in disguise.) 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Fri, 17 Apr 1998 14:16:28 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: The Average man... 
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> > 	Then why buy Computer Programmin when the PS is cheaper? 
> 
> "Computer Programming" is used to write code.  "PS: Computer Programmer" is 
> used in addition to "Computer Programming" when you write lean, fast, 
> well-documented code.  They are complimentary, not redundant. 
 
	I knew that.  The post I was referring to was suggesting that PS: 
Computer Programmer would be taken if one learned the skill on the job and 
would allow coding just as Computer Programmer does.  That I didn't agree 
with. 
 
	As a parallel, I guess, Teaching, as a skill, would allow one to 
teach, to impart knowledge.  PS: Teacher would allow one to do it in an 
environment of 33 bored and hormone-charged teenagers. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Professional Skills 
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Date: 17 Apr 1998 15:20:36 -0400 
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Curt Hicks writes: 
 
> Thanks for the suggestions guys.  (No, I'm not real clear on the difference 
> between 'Commercial Artist' and 'Graphic Artist'.) 
 
The degree of detail and GM's discretion. 
 
A has "PS: Artist" 11-.  B has "PS: Comerical Artist" 11-.  Assume that 
both are "competing" against each other in the following examples. 
 
Scenario 1: produce an advertisement for a product.  The GM should assess a 
small to moderate penalty (-1 to -3) to A's roll, because his skill is not 
as focused as B's. 
 
Scenario 2: paint something, Art for Art's sake.  The GM should assess a 
small to moderate penalty to B's roll because the task is somewhat outside 
of his skill concentration. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Ultimate Utility Belt 
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Dave Mattingly writes: 
 
> 1u Steroids:     2d6 Aid STR, lose 1/minute      [16 charges] 
 
Stimulants, not steroids. 
 
> 1u Skateboard:   +5" Running @ 0 END 
 
In a utility belt?!?! :) 
 
I'd model it as NCMs, or a mix of a little extra Running and an NCM. 
 
> 1u Suction Cups: Clinging, usable by 1 other 
 
If these are UBO, so should the skateboard. 
 
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Date: Fri, 17 Apr 1998 13:32:10 -0600 
From: Curtis Gibson <mhoram@relia.net> 
To: champ-l@sysabend.org 
Subject: Re: Favorite moments 
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Chad Riley wrote: 
>  
> So what are your favorite moments in Champions? 
 
The team: Tempest (named for how well the team got along originally) 
Black Cat; a martial Artist with Darkforce powers 
Gibralter; a density increase brick 
Thunderstike; an Energy projector with lightning and Videogame Martial 
arts 
Oraclese /or-a-cleez/; a flying speedster who thinks he is the herald of 
Zues 
 
Oraclese is a real 'looney'. Always doing annoying things.... 
 
Shortly after the team was formed, we were all giving speeches. Black 
Cat (my character) who was a bit nervous about doing the news conferance 
got booed. She found out later that Oraclese set up people to boo all 
but his speech. Cat caught up to him later and tapped him on the 
shoulder. He turned. Pushed martial Punch. Out cold. 
 
A few months later, Gibralter (the team leader) has had enough of 
Oraclese mouthing off, and tells him off. He does a full speed move 
through on her. She braces for Knockback- end result she is stunned, and 
doesn't take KB. Oraclese is out cold. 
 
After this it became a running gag about the team one punching Oraclese. 
 
A few months after that Oraclese gets kidnapped. We rescue him (why I 
don't know) and he seems much more stable. Then another guy shows up 
with oraclese face, but new powers- Telekenetic in nature. It turns out 
we got a clone, and the orginization had played with his powers.  
 
The imposter Oraclese tries a full speed move through on the original 
(but improved) oraclese. He uses his TK to redirect the movement into 
the ground. The clone is out cold. 
 
Oraclese "HEY! I one punched myself!" 
 
--  
 
Not only does the English Language borrow words from other languages, 
it sometimes chases them down dark alleys, hits them over the head, and 
goes through their pockets.    -- Eddy Peters 
 
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From: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: RE: The source of all power? 
Date: Fri, 17 Apr 1998 14:33:21 -0500 
Sender: owner-champ-l@sysabend.org 
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[The following has been translated from the Pumaese] 
 
I for one, would like to see this. 
Can you give any hints or do we all have to wait until June. 
That is when it will be in the stores yes? 
 
Also, how about power level guidelines. 
Not all (read most) Comic book heroes are built on 100pt base. 
I like to look at it like this: A 100pt base super is like a first  
level D&D character. That's where the game system says to  
start, but the typical examples from fantasy books, movies, etc. 
are NOT first level characters! Your typical comic book hero is 
the same (more that 100pt base) even though the system says 
to start at that level. This is what causes most "munchkinism". 
The GM runs a comic book like game with 100pt base (read 
totally outclassed) heroes, so they have to take -873429 in 
power limitations to get the active points they need to cope. 
This isn't good for game balance so... 
 
Have stuff for the San Angelo universe take this into account 
by having supplements spell out what point totals its targeted 
to and how to scale up/down for a given campaign power level. 
 
Just a thought. 
 
^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
	"No flames please, once burnt at the stake, twice shy!"  
					- Joan of Arc's .sig 
     Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
 
 
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Date: Fri, 17 Apr 1998 14:40:58 -0500 (CDT) 
From: Dataweaver <traveler@io.com> 
To: David B Stallard <DBStallard@compuserve.com> 
cc: "[unknown]" <champ-l@sysabend.org> 
Subject: Re: The source of all power? 
Sender: owner-champ-l@sysabend.org 
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On Fri, 17 Apr 1998, David B Stallard wrote: 
 
> One of the selling points for San Angelo is that it explains why 
> superpowers work.  A weakness that has been pointed out in Champions 
> Universe is that it doesn't explain why superpowers work.  
>  
> What I can't figure out is, why is it so important to know why energy 
> blasts are possible for some people?  When I think of the Marvel, DC, or 
> Image universes, I don't think they've defined some all-encompassing 
> power like "the Force" which allows certain people to have extraordinary 
> powers. 
 
Not entirely true; DC Comics has posited both a "metagene" and "the 
Source" (capitals theirs) as an overall explanation for the existence of 
superpowers, and Marvel has likewise given explanations (although I'm not 
as well-versed on those).   
 
> Some rare individuals just have laser-eyes or whatever...you accept it, 
> and get on with the story.  Sometimes the source of your power (such as 
> being a volunteer in some experiment which granted them) is valuable to 
> the campaign (maybe the lab wants to bring you back for more 
> experimentation), but this varies from character to character.  What 
> intrinsic value is added to a campaign simply by describing a "force" 
> from which all superpowers stem?  
 
Cohesiveness and believability.  If a common cause for all superpowers 
does not add either of these elements to your game, then by all means, 
don't use them.  I, OTOH, will.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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Date: Fri, 17 Apr 1998 15:47:21 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Favorite adventures 
Cc: Champions Mailing List A <champ-l@sysabend.org> 
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I thought I'd expand this "favorite" theme even further, since I find this 
sort of thing much more valuable as a GM than nitpicking over some obscure 
rule. 
 
What are some of your favorite adventures and/or campaign themes that you 
have run or been involved in? 
 
One of my favorite campaign themes didn't directly involve my character at 
all, and the details are sketchy because I was never privy to them all.  
Another player's character (a Darkness-based character who's powers were 
based on his big cloak...I forget his name, but I'll call him Cloak...I 
think he was based on Cloak from the Marvel comic Cloak & Dagger) was in a 
hospital room guarding another PC who was in a coma.  One night, this 
bright light forms in the room and out steps this guy dressed like a 
cowboy, except he has gnarled skin like he was undead or something.  He 
says something along the lines of "You have been chosen", and then he 
shoots Cloak with these "soul guns" that were at his sides. 
 
To make a long story short, this cowboy was some sort of interdimensional 
guardian or hunter (hunter sounds right), and Cloak had been chosen to take 
over the job.  After getting shot with the soul guns, Cloak started 
developing new powers (in addition to his own), and I suspect he was worth 
many more points than any other PC--I think there was a 2nd character sheet 
that only he and the GM ever saw.  I think he was eventually going to be 
given the soul guns, which from what I understand were mighty powerful but 
which brought some added responsibility.  I don't know how much Cloak's 
player knew about what was happening, and the campaign disbanded before the 
transformation was complete, but it was fascinating to see this play out 
from the sidelines, as one of your teammates started undergoing weird 
changes like having his eyes glow red and exhibiting powers you never knew 
he had (like Teleportation).  I don't know that I've described this very 
well, since it was always sketchy to me and I was learning it as the PC and 
GM revealed it to me, but I thought it was a brilliant campaign twist on 
the part of the GM. 
 
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From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Fri, 17 Apr 1998 14:51:17 -0500 (CDT) 
To: champ-l@sysabend.org 
Subject: Re: Professional Skills 
Sender: owner-champ-l@sysabend.org 
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 Stainless Steel Rat <ratinox@peorth.gweep.net> wrote:  
 
> Curt Hicks writes: 
>  
> > Thanks for the suggestions guys.  (No, I'm not real clear on the difference 
> > between 'Commercial Artist' and 'Graphic Artist'.) 
>  
> The degree of detail and GM's discretion. 
>  
 
Right. It's a question of scope, similar to Area Knowledge.  As you say,  
'commercial artist' is a specialization of 'artist' and is better at  
'commercial art' than other types of art.  Not being a professional artist, 
the part I was unclear about was the difference, if any, between the different 
art fields. e.g. 'commercial' vs. 'graphic'.   
 
Anybody familiar with this ? 
 
Curt 
 
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Date: Fri, 17 Apr 1998 12:51:45 -0700 (PDT) 
From: Dale Ward <daleaward@rocketmail.com> 
Subject: Re: (L&O) Some Cop Equipment 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
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Greetings, 
 
>   Okay, this I want to know. What else can be "in the armor?" And wqhat kind 
> of things can make the vest "stiffer?" I've worn various forms of real-world 
> body armor for over 10 years. If there's something I haven't heard of it would 
> certainly be helpful to learn about it for L&O. 
>  
>   Mark @ GRG 
 
     I haven't caught up with all my list mail yet, so this may have already 
been addressed. 
 
     Mark, I think what he was referring to are the hard plate inserts that 
are available for vests like the "Second Chance".  They fit into pockets in 
the vest and provide a hard barrier to supplement the protection of the cloth. 
 
     Actually, I believe this results in the vest being upgraded to the next 
higher item in your list.  Correct me if I'm wrong.  The gods know I have been 
before. ;> 
 
=== 
Dale A. Ward 
($.02 Paid In Full) 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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Date: Fri, 17 Apr 1998 12:56:17 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: AID to Psychological Disads. 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
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---JASON SULLIVAN  wrote: 
> 
> 	ProZak has the glorious ability to create pills and liquids that 
> temporarily negate various forms of Psychological Disadas. 
> 	Is it possible to have an AID vs. Psychologiocal Disads? 
> 	...just wondering. 
>  
 
A Psychologiocal Limitation can be ignored by the character (in 
theory) by an Ego roll.  Just use an Aid to EGO, only for overcoming 
Psych Lim. 
 
-=>John D 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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Date: Fri, 17 Apr 1998 15:56:32 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re:  San Angelo continuity 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Message text written by Hero Games 
>The Champions: The New Millennium setting will be advancing the "world 
status" 
in the forthcoming cycle of books, beginning with Champions Worldwide and 
continuing through the VIPER and UNTIL books. Some events are occurring 
which 
can serve to generate some very interesting adventures for the heroes, and 
the 
world won't be quite the same afterwards. Though I suppose you could ignore 
those events if you wanted to, as the fundamental institutions will still 
be 
around, but some of the relationships may alter.< 
 
That sounds great.  My concern, though, is that a player could own 
supplement #1 and supplement #5 and they could seem contradictory, because 
he doesn't have supplement #3 where group X switched from villain to hero 
status (to throw out an example).  I suppose this could promote "supplement 
collecting" sorta like comic collecting, where you don't want to miss a 
supplement because you'll have holes in the overall timeline.  Maybe this 
is a wise marketing move, to get people to buy supplements that they may 
have passed over.... 
 
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From: Dave Mattingly <dmattingly@platsoft.com> 
To: "'champ-l@sysabend.org'" <champ-l@sysabend.org> 
Subject: Re: Ultimate Utility Belt 
Date: Fri, 17 Apr 1998 12:57:09 -0700 
Sender: owner-champ-l@sysabend.org 
 
Rat writes: 
 
>> 1u Steroids:     2d6 Aid STR, lose 1/minute      [16 charges] 
>Stimulants, not steroids. 
 
Good points, thanks. 
 
>> 1u Skateboard:   +5" Running @ 0 END 
>In a utility belt?!?! :) 
 
Sure. It can be tri-folding, telescoping, or otherwise compactable. Or 
in this case, the whole back of the belt contained just the skateboard. 
Not everything in a utility belt has to be the size of a marker... Or 
you could always just call it roller skates attachments. 
 
>> 1u Suction Cups: Clinging, usable by 1 other 
>If these are UBO, so should the skateboard. 
 
He has two pairs of suction cups, but only one skateboard. Any focus can 
already be given to someone else. 
 
Dave Mattingly 
http://www.haymaker.org 
 
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Date: Fri, 17 Apr 1998 16:01:04 -0400 
To: champ-l@sysabend.org 
From: Mike Christodoulou <Cypriot@concentric.net> 
Subject: Re: AID to Psychological Disads. 
Sender: owner-champ-l@sysabend.org 
 
At 03:27 PM 4/17/98 -0500, JASON SULLIVAN wrote: 
>	ProZak has the glorious ability to create pills and liquids that 
>temporarily negate various forms of Psychological Disadas. 
>	Is it possible to have an AID vs. Psychologiocal Disads? 
>	...just wondering. 
 
 
It's an interesting idea, but I would explore ANY OTHER possible 
implementation besides AID vs. Disad.  The problem there is that 
you would be removing points from the person's disad bonus.  How 
would the character make up those points? 
 
Instead, look at something along the lines of AID PRE, where the 
PRE works against the disad. 
======================  ================================================= 
Mike Christodoulou      "Never doubt that a small group of committed  
Cypriot@Concentric.Net   citizens can change the world.  In fact, it is  
(770) 662-5605           the only thing that ever has."  -- Margaret Mead 
======================  ================================================= 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Proffesional Skills x2 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 17 Apr 1998 16:06:25 -0400 
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Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Tim R Gilberg writes: 
 
> 	You've made no point here, Rat. 
 
Actually, I did, you just missed it. 
 
The point is that there is no need to start introducing new skills because 
the ones you want/need are already there. 
 
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X-SMTP: helo mail.interhop.net from jprins@interhop.net server root@mail.interhop.net ip 204.50.138.29 
Date: Fri, 17 Apr 1998 16:13:56 -0400 (EDT) 
X-Sender: jprins@interhop.net 
To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: The source of all power? 
Sender: owner-champ-l@sysabend.org 
 
>> What I can't figure out is, why is it so important to know why energy 
>> blasts are possible for some people?  When I think of the Marvel, DC, or 
>> Image universes, I don't think they've defined some all-encompassing 
>> power like "the Force" which allows certain people to have extraordinary 
>> powers. 
> 
>Not entirely true; DC Comics has posited both a "metagene" and "the 
>Source" (capitals theirs) as an overall explanation for the existence of 
>superpowers, and Marvel has likewise given explanations (although I'm not 
>as well-versed on those).   
 
There are a couple; the big one is that the Celestials played genetic games 
on early humanity; which would have mutations showing up when certain 
background conditions were met (radiation levels, environmental changes, etc.). 
 
But even the Champions Universe has given a reason for all the supers; in 
The Zodiac Conspiracy it's the fault of Capricorn, who is going around 
weakening the barriers of reality to allow for a wholesale return of 
'magical' creatures. The big side-effect of all his (centuries of) work is 
that superpowers are becoming more and more common. As I recall, there are a 
couple of other reasons given in Champions (Q'rrrm Effect?). 
 
But as for 'all encompassing' powers, most comic books have at least four: 
Biological, Psionic, Magical, or Technological. 
 
  
----------------------------------------------------------------------------- 
"Now, we get bigger guns." 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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From: "qts" <qts@nildram.co.uk> 
To: "Hero Mailing List" <champ-l@sysabend.org&> 
        "John P Weatherman" <asahoshi@nr.infi.net> 
Date: Fri, 17 Apr 98 20:15:35  
Reply-To: "qts" <qts@nildram.co.uk> 
Subject: Re: How do I... 
Sender: owner-champ-l@sysabend.org 
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On Thu, 16 Apr 98 20:34:49 -0400, John P Weatherman wrote: 
 
>The second concept is, can anyone come up with a structure that 
>allows for recovery every phase whether the character is acting 
>or not.  SPX would be a non-intelligent symbiot that is  
>"rebuilding" a host constantly.  Basically it feeds energy back 
>into the host organism.  My basic leaning would be: 
 
Buy Regeneration. 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: JASON SULLIVAN <RAVANOS@jcs1.jcstate.edu&> champ-l@sysabend.org 
Subject: RE: AID to Psychological Disads. 
Date: Fri, 17 Apr 1998 16:15:36 -0400 
Sender: owner-champ-l@sysabend.org 
 
Ahh, but then what would be the fun of playing a 24' giant with 90 STR and 
60 EDr/PDr, who ran away from Viper agents because the snake motif freaked 
him out, if he can just pop a pill?   
 
 
(No, I don't have a character like this.  It's exaggeration for effect.) 
 
> -----Original Message----- 
> From:	JASON SULLIVAN [SMTP:RAVANOS@jcs1.jcstate.edu] 
> Sent:	Friday, April 17, 1998 4:27 PM 
> To:	champ-l@sysabend.org 
> Subject:	AID to Psychological Disads. 
>  
> 	ProZak has the glorious ability to create pills and liquids that 
> temporarily negate various forms of Psychological Disadas. 
> 	Is it possible to have an AID vs. Psychologiocal Disads? 
> 	...just wondering. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: The Average man... 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 17 Apr 1998 16:17:44 -0400 
Lines: 38 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Tim R Gilberg writes: 
 
> 	I knew that.  The post I was referring to was suggesting that PS: 
> Computer Programmer would be taken if one learned the skill on the job and 
> would allow coding just as Computer Programmer does.  That I didn't agree 
> with. 
 
Oh, okay.  Yeah, that is wrong.  Like I said, they are complimentary 
skills, not redundant. 
 
> 	As a parallel, I guess, Teaching, as a skill, would allow one to 
> teach, to impart knowledge.  PS: Teacher would allow one to do it in an 
> environment of 33 bored and hormone-charged teenagers. 
 
The analogy breaks because there is no "Teaching" skill.  It is more like 
the example of a plumber with "PS: Plumber", which is described as being 
the requisite skill to do plumber things (it specifically mentions working 
with pipes).  There is no "Plumbing" skill. 
 
Is there a need for a separate Teaching skill?  I don't think so, not 
within the context of the game. 
 
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Date: Fri, 17 Apr 1998 16:21:14 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: The source of all power? 
To: Dataweaver <traveler@io.com> 
Cc: "[unknown]" <champ-l@sysabend.org> 
Content-Disposition: inline 
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Message text written by Dataweaver 
>Cohesiveness and believability.  If a common cause for all superpowers 
does not add either of these elements to your game, then by all means, 
don't use them.  I, OTOH, will.< 
 
It seems that too many people on this list think that if you ask a question 
about something, you must be opposed to it.  I definitely would prefer to 
have a common cause (or causes) for superpowers, because of the added link 
between the PCs and the gameworld, but I don't think it's such an important 
thing that Champions Universe should be considered a failure for not 
including it.  I realize that this isn't the only gripe against CU, but I'm 
just saying that I don't find this particular omission to be a critical 
flaw. 
 
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Date: Fri, 17 Apr 1998 16:23:30 -0400 
To: champ-l@sysabend.org 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: AID to Psychological Disads. 
Sender: owner-champ-l@sysabend.org 
 
At 03:27 PM 4/17/98 -0500, JASON SULLIVAN wrote: 
 
>	ProZak has the glorious ability to create pills and liquids that 
>temporarily negate various forms of Psychological Disadas. 
>	Is it possible to have an AID vs. Psychologiocal Disads? 
>	...just wondering. 
> 
 
This is a really interesting idea, but I'd say it's definitely not legal. 
There's nothing saying Aid can be used on Disads, and Disads are different 
from skills and powers in a lot of ways - they can't have Advantages or 
Limitations either. 
 
Even more importantly, this could easily get unbalancing. If Aid could be 
applied to Psych Lim's, it could probably be applied to any Disadvantage. 
While this would provide a neat mechanic for healing (Aid to Phys. Lim.), 
buy down the recovery time far enough and a character could effectively 
eliminate all his or her own Disadvantages. 
 
Still, it's an amusing thought. Hand someone's DNPC a good book and tell 
them to stay out of trouble (Aid to DNPC). Reason with the psychotic who 
spends his life seeking vengeance on you (Aid to Hunted.) A tempting 
power...  
 
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Date: Fri, 17 Apr 1998 15:27:13 -0500 (EST) 
From: JASON SULLIVAN <RAVANOS@jcs1.jcstate.edu> 
Subject: AID to Psychological Disads. 
To: champ-l@sysabend.org 
X-VMS-To: IN%"champ-l@sysabend.org" 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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X-UID: 158 
 
	ProZak has the glorious ability to create pills and liquids that 
temporarily negate various forms of Psychological Disadas. 
	Is it possible to have an AID vs. Psychologiocal Disads? 
	...just wondering. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: How do I... 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 17 Apr 1998 16:27:25 -0400 
Lines: 51 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Michael Nunn writes: 
 
> Really,  I will assume that you were present when I went to a 3 hour  
> training course on the proper handling and safety factors of using  
> SUC-Ammo.  And heard something completely diffrent than I did? 
 
DU is used against slab steel armor.  It is an interesting chemical 
reaction: uranium + steel + heat from impact = an alloy similar to lead: 
very soft, easily melted.  Thus, the "hot knife through butter" effect. 
Against the modern composite armors, tungsten-carbide is as effective as 
DU, without the hazards. 
 
[...] 
 
> Again really?  Looking at the label on the ammo box setting in my  
> closet, it says, Copper coated, 223.  Hum... copper and teflon the same? 
 
I did say *MILITARY* issue are steel or steel jacketed; these are the ones 
with Teflon "jackets".  Civilian rounds are usually copper full or 
semi-jacketed.  Copper is softer than steel, so causes significantly less 
barrel wear than steel or steel jacketed rounds.  No need for Teflon on 
copper jacketed rounds. 
 
Steel or steel jacketed ammunition is generally not available to civilians, 
because it is a light armor penetrating type.  They are almost always 
coated with Teflon, which has given rise to the myth of the "Teflon cop 
killer".  It is not the Teflon, but the steel, that makes them AP. 
 
[...] 
 
> I was speaking in game terms, of AP useing Dark Champions as a guide  
> line. 
 
Yeah, well, Dark Champions is wrong. 
 
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Date: Fri, 17 Apr 1998 15:28:38 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Ultimate Utility Belt 
Sender: owner-champ-l@sysabend.org 
 
 
> > 1u Skateboard:   +5" Running @ 0 END 
> 
> In a utility belt?!?! :) 
 
	Sure, the fold-out model.  I'd add a "requires DEX roll" and a 
side-effect (crash) though. 
 
> I'd model it as NCMs, or a mix of a little extra Running and an NCM. 
 
	Makes more sense, yeah. 
 
> > 1u Suction Cups: Clinging, usable by 1 other 
> 
> If these are UBO, so should the skateboard. 
 
	Nah.  This would be you and the other being able to use these. 
The skateboard doesn't have room for two and/or there's only one 
skateboard. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: RE: Favorite moments 
Date: Fri, 17 Apr 1998 16:37:30 -0400 
Sender: owner-champ-l@sysabend.org 
 
Island of Doctor Destroyer... 
All heroes defeated (way outclassed)... 
My brick/super genius character [Nexus] 
barely manages to make it to a computer console. 
Dr. Destroyer leaves in his SST [laughing maniacally] 
as the Hypno Ray satellite rocket takes off. 
Nexus [having computer programming, security 
systems, etc. on 18-] cracks into the system. 
 
Me: "Can I get it to self-destruct." 
 
GM: "No, but you can affect some basic systems." 
 
Me: "I try to set a new target for the rocket." 
 
GM: "Roll good!" 
 
I roll an 8, and the rocket carrying the Hypno Ray 
satellite turns around, and slams right into Dr. 
Destroyer's SST! We found pieces of his armor 
on the sea floor. He never showed up again! ^_^ 
 
^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
	"No flames please, once burnt at the stake, twice shy!"  
					- Joan of Arc's .sig 
     Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Champions <champ-l@sysabend.org> 
Subject: RE: The Average man... 
Date: Fri, 17 Apr 1998 17:25:45 -0400 
Sender: owner-champ-l@sysabend.org 
 
Without one, characters (PC or NPC) cannot teach other characters (PC or 
NPC) anything other than the most basic of skills, unless they are 
professional teachers.  This is important in the context of our games, since 
our characters need justification for gaining in abilities.  Thus, we have 
Teaching skill.  With this skill, the group martial artist can teach the 
mentalist how to defend himself if he gets in a situation where his mental 
powers can't help him.  This avoids the need for the player to say "Well, 
yes, I know that I have a regular job, and I have a family and I am a 
superhero constantly on patrol, but somewhere I manage to squeeze in a 
karate class or two.  That gives me martial punch, right?" or the equally 
lame "My constant superheroing over the last six months has increased my 
combat skills."  "How, you always stay out of sight and use your mental 
blasts, illusions and control from a safe distance." "Umm...I watched the 
other characters and have been secretly practicing in my room at night."  
 
Jason  "Gee, too bad we couldn't teach those people the skills they needed 
to survive on their own."  "Yeah, I know.  We have the skills, but none of 
us are professional teachers."  Goode 
 
> -----Original Message----- 
> From:	Stainless Steel Rat [SMTP:ratinox@peorth.gweep.net] 
> Sent:	Friday, April 17, 1998 4:18 PM 
> To:	Champions 
> Subject:	Re: The Average man... 
>  
> Is there a need for a separate Teaching skill?  I don't think so, not 
> within the context of the game. 
>  
> Rat <ratinox@peorth.gweep.net>    \ When not in use, Happy Fun Ball should 
> be 
> PGP Key: at a key server near you! \ returned to its special container and 
>                                     \ kept under refrigeration. 
 
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Date: Fri, 17 Apr 1998 14:28:36 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The source of all power? 
Sender: owner-champ-l@sysabend.org 
 
At 06:26 PM 4/17/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: David B Stallard <DBStallard@compuserve.com> 
>Subject: Re: The source of all power? 
>Cc: "[unknown]" <champ-l@sysabend.org> 
> 
>Message text written by GoldRushG 
>>  Some people have an easier time suspending their disbelief if there is a 
>story-based mechanic in place to "allow" things to happen. Without it, 
>there 
>is nothing to fall back on, nothing to "blame" for the weirdness of the 
>setting. ;)  Some people don't like that.< 
> 
>I suppose that's understandable, but wouldn't these people have problems 
>with comic books too?  I'm pretty sure Marvel and Image don't have a 
>"father of all powers" concept, and I'd guess that DC doesn't either. 
> 
>>  Other benefits of defining such a force include: plot hooks, story 
>threads, 
>etc. But those are things we're not going to be covering for a while. We'll 
>let folks romp around in the city and have fun for a while before we start 
>exploring some of that stuff. ;)< 
> 
>I can see the benefits as far as story goes, and I'd rather have it than 
>not have it, but I don't see why the lack of such a concept would be 
>considered a downfall of Champions Universe.  It seems like a minor detail 
>when compared to all the other information that a book like CU or San 
>Angelo would provide. 
 
   The problem (as I've had it given to me) is that CU doesn't only not 
give a "blanket explanation" for all powers, but doesn't do very much to 
really explain why *any* type of superpower works in this universe when it 
wouldn't in our own.  There isn't even an "X-gene" type of thing to explain 
why mutants are so different from other types of paranormal. 
   Note that while I do consider this to be a weakness, I consider it a 
fairly piddling little thing.  It's others (most of whom, I think, are no 
longer on this list for various reasons) who have made a big issue out of it. 
   Heck, I don't even know that I go along with the need for flux or Gate 
Keys or that kind of thing to explain *all* paranormal abilities.  It is 
cool to have, and I'm not against it; it just seems like a unnecessary 
thing (aside from the story hooks and such Mark mentioned). 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Fri, 17 Apr 1998 14:35:44 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: AID to Psychological Disads. 
Sender: owner-champ-l@sysabend.org 
 
At 04:01 PM 4/17/1998 -0400, Mike Christodoulou wrote: 
>At 03:27 PM 4/17/98 -0500, JASON SULLIVAN wrote: 
>> ProZak has the glorious ability to create pills and liquids that 
>>temporarily negate various forms of Psychological Disadas. 
>> Is it possible to have an AID vs. Psychologiocal Disads? 
>> ...just wondering. 
> 
>It's an interesting idea, but I would explore ANY OTHER possible 
>implementation besides AID vs. Disad.  The problem there is that 
>you would be removing points from the person's disad bonus.  How 
>would the character make up those points? 
 
   "Make up the points?"  The Disad isn't bought bought off any more than 
an Aided Power or Characteristic is being bought up. 
   I'd allow the construct, given this Special Effect (or certain others). 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Fri, 17 Apr 1998 14:38:11 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Block vs Dodge 
Sender: owner-champ-l@sysabend.org 
 
At 02:33 PM 4/17/1998 -0400, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
>> So, your opponent winds up, you say you attempt to block, he attacks and 
>> IF he hits, you roll the block based on how well he hits. 
> 
>That makes block completely useless.  Watch: 
> 
>First example (dodge): two characters with OCV 5, DCV 5.  A is the 
>attacker, D is the defender.  D decides to dodge.  A has a constant 25% 
>chance to hit D. 
> 
>Second example (standard block method): D attempts to block A's strike.  D 
>has an 11- chance to stop the attack; if he fails, A has an 11- chance to 
>hit.  A has a constant, slightly less than 25% chance of hitting D. 
> 
>Third example (your proposed method): A announces his attack, D opts to 
>block.  A has an 11- chance to hit D; if he hits, D has an 11- less chance 
>to block, less the difference between his DCV and the highest DCV A could 
>have hit with that roll.  A has at least a slightly less than 25% chance of 
>hitting D, modified up based on the difference between D's DCV and the 
>highest DCV A could have hit. 
 
   Why does D's DCV affect A's chance to hit in the proposed Block method, 
and not in the standard block method? 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
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Date: Fri, 17 Apr 1998 14:53:50 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Ultimate Utility Belt 
Sender: owner-champ-l@sysabend.org 
 
At 03:23 PM 4/17/1998 -0400, Stainless Steel Rat wrote: 
>> 1u Skateboard:   +5" Running @ 0 END 
> 
>In a utility belt?!?! :) 
> 
>I'd model it as NCMs, or a mix of a little extra Running and an NCM. 
 
   I tend to agree.  In TUSV I make mention of muscle-powered Vehicles such 
as skateboards and bicycles, which should (in most cases) be modeled as 
NCMs in a Focus. 
 
>> 1u Suction Cups: Clinging, usable by 1 other 
> 
>If these are UBO, so should the skateboard. 
 
   The Skateboard is a Universal Focus (well, it really should need a 
Vehicle Familiarity; even before my knees started giving way, I couldn't 
ride one more than five feet or so).  The Suction Cups, as Dave pointed 
out, can be used simultaneously with the owner. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Fri, 17 Apr 1998 14:57:19 -0700 
To: "'champ-l@sysabend.org'" <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Ultimate Utility Belt 
Sender: owner-champ-l@sysabend.org 
 
At 11:30 AM 4/17/1998 -0700, Dave Mattingly wrote: 
>Cool idea. 
> 
>Bob G and I are working on The Ultimate Gadgeteer, and the Utility Belt 
>is definitely going to get some good coverage. 
 
   In fact, the "Utility Belt Wearer" is a Gadgeteer Archetype. 
 
>Here's one that I tend to use: 
> 
>15 Belt: OAF 
>1u Radios:       High Range Radio Hearing, usable by 1 other 
>1u Telescope:    +10 Telescopic Sight 
>1u Light:        Change Environment @ 0 END 
>1u Steroids:     2d6 Aid STR, lose 1/minute      [16 charges] 
>1u Duller:       1d6 Drain EGO, recover 1/minute [8 continuing charges: 
>1 turn] 
>1u Antidote:     5d6 Dispel Poison               [16 charges] 
>1u Skateboard:   +5" Running @ 0 END 
>1u Suction Cups: Clinging, usable by 1 other 
>1u Swing Lines:  10" Swinging, usable by 1 other 
>1u Parachute:    15" Gliding                     [1 recoverable charge] 
>1u Air Bag:      +15 PD                          [1 recoverable charge] 
>1u Gas Masks:    LS: Self-Contained, usable by 1 other 
>1u Smoke Bomb:   1" Darkness to normal, IR       [4 continuing charges: 
>1 minute] 
>1u Flash Bomb:   1d6 Flash explosion             [4 charges] 
>1u Tear Gas:     1d6 AVLD Flash defense          [4 continuing charges: 
>1 minute] 
>-- 
>30 Utility Belt 
> 
>With all the drugs and chemicals in here, you can see that this is for a 
>hero who knows his pharmacology. There are tons of other gadgets that 
>can, of course, go in. Just pick a 15-point power and insert it. 
>Actually, you can go up to 30-points if you want, but I stuck with 15, 
>so that two gadgets can be going at once. 
 
   Another good example of a utility belt in Hero is Crusader's, in his 
update in Underworld Enemies.  This was a 20-point Multipower with various 
10- and 20-point Powers, and even a set of two 6-point Powers and a 
7-pointer that could all be used at the same time (flashlight, rebreather, 
and lockpick set). 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Fri, 17 Apr 1998 15:03:25 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: How do I... 
Sender: owner-champ-l@sysabend.org 
 
At 02:42 PM 4/17/1998 -0400, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>Michael Nunn writes: 
> 
>> Then you can get into the specialty ammo, the so called cop killers, they 
>> hit like that but are AP...  scarry isn't it?  Then there are the Teflon 
>> coated, spent Uraninum core NATO 223 rounds.  1/4 inch plate steel 
>> doesn't even slow them down... 
> 
>Um... bullsh-- 
 
   This, of course, is a large part of why so few people on this list take 
you seriously.  I stopped reading this post right here (though I did go 
through Michael's response to it). 
   First, cut the profanity. 
   Second, cut the hostility. 
   Third, back up your statements with sources. 
   When someone describes a firsthand experience with something and you 
come around with contradictory "facts" that you refuse to back up with 
personal background or some other source, it really makes you look 
incredibly stupid. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: The Average man... 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 17 Apr 1998 18:07:19 -0400 
Lines: 26 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Goode, Jason writes: 
 
> Without one, characters (PC or NPC) cannot teach other characters (PC or 
> NPC) anything other than the most basic of skills, unless they are 
> professional teachers. 
 
This is not a justification for a *separate* teaching skill when "PS: 
Teacher" already encompasses teaching, just as "PS: Plumber" encompasses 
plumbing. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ When not in use, Happy Fun Ball should be 
PGP Key: at a key server near you! \ returned to its special container and 
                                    \ kept under refrigeration. 
 
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Date: Fri, 17 Apr 1998 18:08:03 -0400 
To: champ-l@sysabend.org 
From: TokyoMark <bastet@iquest.net> 
Subject: Babylon 5 
Sender: owner-champ-l@sysabend.org 
 
 
I have the Babylon Project RPG, and it does indeed look accurate.  But 
starting off running would still take alot of work.  If you have not 
watched all the series so far, the game gives pretty sketchy info on the 
universe and seems to assume you'll be running a Earthforce game.  Since 
one of my thoughts was a Psicop campaign, this will still take alot of 
work.  Can anyone comment on the Earthforce Source book?   
 
Thanks. 
 
 
 
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From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Fri, 17 Apr 1998 17:11:48 -0500 (CDT) 
To: champ-l@sysabend.org 
Subject: RE: AID to Psychological Disads. 
Sender: owner-champ-l@sysabend.org 
 
 
How about Mind Control ?  Or Dispel ?   Curt 
 
>  
> > -----Original Message----- 
> > From:	JASON SULLIVAN [SMTP:RAVANOS@jcs1.jcstate.edu] 
> > Sent:	Friday, April 17, 1998 4:27 PM 
> > To:	champ-l@sysabend.org 
> > Subject:	AID to Psychological Disads. 
> >  
> > 	ProZak has the glorious ability to create pills and liquids that 
> > temporarily negate various forms of Psychological Disadas. 
> > 	Is it possible to have an AID vs. Psychologiocal Disads? 
> > 	...just wondering. 
>  
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 18:20:30 EDT 
To: champ-l@sysabend.org 
Subject: Re: How do I... 
Sender: owner-champ-l@sysabend.org 
 
>  Btw, I thought of another Limitation for the taser: Cannot penetrate 
>Armor/rDEF. 
 
<< Thats true, if the barbs get caught in the clothing..., then the taser 
don't work, but the current CAN still pass through thick clothing... >> 
 
  So then what's wrong (in your opinion) with portraying it as an NND? 
 
  Mark @ GRG 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Champions <champ-l@sysabend.org> 
Subject: RE: The Average man... 
Date: Fri, 17 Apr 1998 18:42:12 -0400 
Sender: owner-champ-l@sysabend.org 
 
It may not be for you, but it is for me. 
 
Jason Goode 
 
> -----Original Message----- 
> From:	Stainless Steel Rat [SMTP:ratinox@peorth.gweep.net] 
> Sent:	Friday, April 17, 1998 6:07 PM 
> To:	Champions 
> Subject:	Re: The Average man... 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> Goode, Jason writes: 
>  
> > Without one, characters (PC or NPC) cannot teach other characters (PC or 
> > NPC) anything other than the most basic of skills, unless they are 
> > professional teachers. 
>  
> This is not a justification for a *separate* teaching skill when "PS: 
> Teacher" already encompasses teaching, just as "PS: Plumber" encompasses 
> plumbing. 
>  
> -----BEGIN PGP SIGNATURE----- 
> Version: PGPfreeware 5.0 for non-commercial use 
> Charset: noconv 
>  
> iQCVAwUBNTfSlp6VRH7BJMxHAQE7MgP+Nop/s5XQfGhTgWvizcHOL8N24+D3P/vN 
> hKYy0S3IB2StXIdXBEeg5iEYgpfGnB43hymyW7pMBRl+vGkVOu4yprd9ejZdC8ez 
> Jo2N+OxmFmKWCUaoOhMOX/JSoUDSRvV5ABHPyCaWA/ap/cHr5t/AusXVq4s754jo 
> NUIws4jaeIY= 
> =7xPk 
> -----END PGP SIGNATURE----- 
> --  
> Rat <ratinox@peorth.gweep.net>    \ When not in use, Happy Fun Ball should 
> be 
> PGP Key: at a key server near you! \ returned to its special container and 
>                                     \ kept under refrigeration. 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 18:47:56 EDT 
To: champ-l@sysabend.org 
Subject: Re: The source of all power? 
Sender: owner-champ-l@sysabend.org 
 
<< I suppose that's understandable, but wouldn't these people have problems 
with comic books too? >> 
 
  I suppose some might. :/ 
 
<< I'm pretty sure Marvel and Image don't have a "father of all powers" 
concept, and I'd guess that DC doesn't either. >> 
 
<< I can see the benefits as far as story goes, and I'd rather have it than 
not have it, but I don't see why the lack of such a concept would be 
considered a downfall of Champions Universe. >> 
 
  I don't consider the downfall of the CU. I consider it a strength. The GM 
can make up whatever he wants, if anything at all. 
 
<< It seems like a minor detail when compared to all the other information 
that a book like CU or San Angelo would provide. >> 
 
  You said it best yourself. "I'd rather have it than not have it." 
 
  Mark @ GRG 
 
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Date: Fri, 17 Apr 1998 17:48:22 -0500 (CDT) 
From: Dataweaver <traveler@io.com> 
To: Bob Greenwade <bob.greenwade@klock.com> 
cc: champ-l@sysabend.org 
Subject: RE: ANIME HERO (WAS Re: Japan Sourcebook) 
Sender: owner-champ-l@sysabend.org 
 
On Fri, 17 Apr 1998, Bob Greenwade wrote: 
> At 09:39 PM 4/16/1998 -0500, Dataweaver wrote: 
> >On Thu, 16 Apr 1998, Bob Greenwade wrote: 
> >> At 06:36 PM 4/16/1998 -0400, John and Ron Prins wrote: 
> >> >>It would be really BIG sourcebook! 
> >> > 
> >> >Too large. Anything over 200 pages is a hard sell, as a sourcebook. 
> >> >And each genre has sub-genres and they all seem to follow entirely 
> >> >different 'world assumptions'. To do justice would take 400+ 
> >> >pages... 
> >>  
> >>    Which, of course, would only work in Hero Plus. 
> > 
> >No, it wouldn't; not unless Hero Plus decides to lower its prices 
> >(hint...) 
>  
>    I don't see what that has to do with the practicality of a huge book 
> in print versus an equally huge book done electronically (especially 
> since the latter would still be around $10 cheaper even as a printout 
> from a three-disk set).  
 
Oh, I'm not disputing that it would be less impractical electronically; 
I'm just saying that it would still be impractical, given Hero Plus' 
apparent pricing schemes.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 18:56:10 EDT 
To: champ-l@sysabend.org 
Subject: Re: San Angelo continuity 
Sender: owner-champ-l@sysabend.org 
 
<< Another of San Angelo's selling points is that importance will be placed on 
continuity, and supplement authors will not just be allowed to make stuff up 
as they go along.  Does this mean that people who only buy, say, supplement #1 
and supplement #5 are going to be missing chunks of the story and might have a 
hard time figuring out how the world got from #1 to #5? >> 
 
  If they are following the SA continuity, that is a distinct possibility. 
That's an issue inherent in maintaining a continuity and applies to every 
product that has one. 
 
<< I guess what I'm confused about is past continuity vs future continuity. 
It certainly makes sense to me that supplements would have to comply with 
established groups and world events, or else get approval to introduce a new 
one. >> 
 
  And that is our emphasis. Continuity between products as well as the 
setting. 
 
<< ...will the San Angelo timeline advance through various supplements with 
world events similar to the Assault on Sanctuary or the temporary conquering 
of SA by aliens or whatever, with future supplements referencing these events, 
or will supplements essentially add new "features" (like a new villain group) 
to the current day San Angelo? >> 
 
  Our intent is to introduce new elements in a logical fashion. If we 
introduce aliens, there will be a story element explaining their arrival or 
discovery. However, none of our products are going to be making sweeping 
changes to the world. Our focus remains on San Angelo itself. Even so, we 
won't be making gross cahnges to San Angelo either. The occasional bridge may 
be destroyed, then rebuilt, characters die, come back again, etc., but nothing 
that will invalidate an entire existing campaign that folks are playing. Just 
stuff to keep it interesting and "real." ;) 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 18:59:01 EDT 
To: champ-l@sysabend.org 
Subject: Re: How do I... 
Sender: owner-champ-l@sysabend.org 
 
<< Um... bullshit. >> 
 
  I'm no list-master, but I think it's time for you to clean up your act a bit 
if you plan to stay on this list, rat. There are far more civil ways to 
express an opinion, clarify and issue or correct someone's inaccurate 
statement. 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 19:03:10 EDT 
To: champ-l@sysabend.org 
Subject: Re: The source of all power? 
Sender: owner-champ-l@sysabend.org 
 
<< I for one, would like to see this. Can you give any hints or do we all have 
to wait until June. That is when it will be in the stores yes? >> 
 
  What are you referring to specifically? What do you want hints about? If you 
haven't already, you should download the free San Angelo preview from our web 
page. We're hoping for a June release. It will take another week after that 
for it to hit stores. 
 
<< Also, how about power level guidelines. >> 
 
  Guidelines in the San Angelo book? I believe those were written in about 6 
months ago or more. 
 
<< Have stuff for the San Angelo universe take this into account by having 
supplements spell out what point totals its targeted to and how to scale 
up/down for a given campaign power level. >> 
 
  Scaling up or down is a matter of the GM making changes to the characters 
that he feels are appropriate for his campaign. 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 19:07:49 EDT 
To: champ-l@sysabend.org 
Subject: Re: (L&O) Some Cop Equipment 
Sender: owner-champ-l@sysabend.org 
 
<< Mark, I think what he was referring to are the hard plate inserts that are 
available for vests like the "Second Chance".  They fit into pockets in the 
vest and provide a hard barrier to supplement the protection of the cloth. >> 
 
  Yes, I know what they are. They are commonly referred to as "trauma plates." 
I have one written up on the equipment list I posted. 
 
<< Actually, I believe this results in the vest being upgraded to the next 
higher item in your list.  Correct me if I'm wrong.  The gods know I have been 
before. ;> >> 
 
 No, a trauma plate is extra protection for a small portion of the vest (the 
area over the heart/center chest). 
 
  What is happening is that some people are making criticisms and posting 
information about subjects which they have little or no real experience or 
knowledge. People can disagree with my opinions all they want. But if you're 
going to talk about my profession, at least know what it is you're talking 
about. <LOL> 
 
   Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 19:09:56 EDT 
To: champ-l@sysabend.org 
Subject: Re: Proffesional Skills x2 
Sender: owner-champ-l@sysabend.org 
 
<< The point is that there is no need to start introducing new skills... >> 
 
  There is nothing wrong with adding new skills. The list in teh book is not 
exhaustive. 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 17 Apr 1998 19:15:31 EDT 
To: champ-l@sysabend.org 
Subject: Re: The source of all power? 
Sender: owner-champ-l@sysabend.org 
 
<< It is cool to have, and I'm not against it; it just seems like a 
unnecessary thing (aside from the story hooks and such Mark mentioned). >> 
 
  If you don't like it, don't use it. It's just there because some people 
asked for something like it. Better to have and not need than not have and 
need, IMO. ;) 
 
  Mark @ GRG 
 
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From: Hero Games <HeroGames@aol.com> 
Date: Fri, 17 Apr 1998 19:40:22 EDT 
To: owner-champ-l@sysabend.org 
Cc: champ-l@sysabend.org 
Subject: Re:  RE: ANIME HERO (WAS Re: Japan Sourcebook) 
Sender: owner-champ-l@sysabend.org 
 
 
In a message dated 4/17/98 3:51:41 PM, traveler@io.com wrote: 
 
>Oh, I'm not disputing that it would be less impractical electronically; 
>I'm just saying that it would still be impractical, given Hero Plus' 
>apparent pricing schemes.   
 
I'm not sure what you mean. What's wrong with the Hero Plus pricing scheme? 
We're offering the books for anywhere from 30% to 50% less in electronic 
format than they would be in print. Basically, books of up to about 100 pages 
are $10; books up to about 250 pages are $15; and larger books are $20. That's 
all based on our production costs, and I think it's also important to note 
that for copies we sell direct (through our web site or at cons) the creators 
get 30% of that revenue. 
 
-- Steve Peterson, Hero Games  
 
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To: champ-l@sysabend.org 
Date: Fri, 17 Apr 1998 18:47:29 -0500 
Subject: Re: (L&O) Some Cop Equipment 
X-Juno-Line-Breaks: 0-8,10,12-22,24-44 
From: dwtoomey@juno.com (David W Toomey) 
Sender: owner-champ-l@sysabend.org 
 
 
On Fri, 17 Apr 1998 01:39:54 EDT GoldRushG <GoldRushG@aol.com> writes: 
><< Shouldn't that be discriminatory?  As built, all you get is "That's  
>Fast" 
>or  
>something like that. >> 
> 
>  Actually I meant "speed" as in "MPH/KPH."  
 
Perhaps I've read it wrong, but I've always treated straight detect as 
binary, i.e., 
"Detect Gold" = Yes, this is gold or No, this is Not gold.  Normally 
detailed 
descriprions require Discriminatory.  
 
 
>It wouldn't be  
>disriminatory 
>because it cannot tell one vehicle from another... only the speed that  
>the 
>vehicle with the strongest "signature" is traveling at. 
 
 
 I can see a limitation on the power to simulate this....Please note, I 
don't 
disagree with you on what the device actually does- you seem to have much 
more experience here- only with the mechanics to simulate it. 
 
 
><< Also, why make it a sense?  Does it go off by itself? >> 
> 
>  Yes, actually. It can be manually turned "on" and "off," or simply  
>left on, 
>constantly displaying and updating the speed of the signature vehicle. 
> 
 
If so, how does the Concentrate limitation come into play? 
 
 
David W Toomey 
dwtoomey@juno.com 
 
 
 
 
 
_____________________________________________________________________ 
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 
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To: champ-l@sysabend.org 
Subject: Re: Politics in the game) 
X-Juno-Line-Breaks: 0-1,4-5,13-14,30-32 
From: llwatts@juno.com (Leah L Watts) 
Date: Fri, 17 Apr 1998 20:26:44 EDT 
Sender: owner-champ-l@sysabend.org 
 
> >US patriotic (conservative) groups (Primus) shown in negative way. 
 
If I'm reading this right, patriotic=conservative.  Sorry, I've met 
liberals who may not have been superpatriots to the 25 point level but 
who were definitly patriotic. 
 
I prefer the version of PRIMUS that Shelley has on her web site to the 
original Organizations Book, but we're discussing published works, and 
the PRIMUS Sourcebook isn't out yet.  I'll agree that the higher-ups in 
both SAT and the original PRIMUS were corrupt (the original Golden 
Avenger was a jerk, and I'm glad Shelley killed him off), but maybe I'm 
odd -- I never saw the rank and file as automatically corrupt.  Yeah, 
they had attitude problems, but nothing worse than many PC heroes I've 
played with.   
 
Branching off a bit (because I don't have some of the originally 
referenced books), Golden Age Champions includes some Axis supers who 
were pretty decent people -- considering the stereotypes of the time 
period, that's a bit surprising.  Veltro and Decurian are written as 
heroic characters, even though they start the war as "villians" (from an 
Allied point of view).  Shocktrooper may be in the SS, but only because 
he's got a 20 point code of honor and two SS doctors saved his life -- I 
could see a group of Allied supers letting him "escape" after the war, 
especially if the GM ran "Target: Skull Island".  On the other hand, 
Doktor Qual is evil with capital letters, underlining and all the 
flourishes your WP software can handle, Vampir is described as a "racist 
jerk", and Gertrude: Queen of the Jungle (why do the German females get 
such dumb code names?) is a white supremacist.  Now, if you want to find 
evidence of  "liberal" bias in that book, you can (the two smartest 
members of the GOSH team are the female and the African-American).  
Taking it as a whole, though, I personally find it balanced. 
 
Leah 
 
_____________________________________________________________________ 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: champ-l@sysabend.org 
Subject: RE: Babylon 5 
Date: Fri, 17 Apr 1998 20:34:00 -0400 
Sender: owner-champ-l@sysabend.org 
 
Well, I have it, but since it looks like I'm not going to be playing any 
time soon, I haven't read it.  I heard plenty of good reviews on the B5 RPG 
list and even the B5W list.  I, too, think a Psi-Cop campaign would be cool. 
I scanned the book for references to military teeps, but I didn't find 
anything. 
 
Jason Goode 
 
> -----Original Message----- 
> From:	TokyoMark [SMTP:bastet@iquest.net] 
> Sent:	Friday, April 17, 1998 6:08 PM 
> To:	champ-l@sysabend.org 
> Subject:	Babylon 5 
>  
>  
> I have the Babylon Project RPG, and it does indeed look accurate.  But 
> starting off running would still take alot of work.  If you have not 
> watched all the series so far, the game gives pretty sketchy info on the 
> universe and seems to assume you'll be running a Earthforce game.  Since 
> one of my thoughts was a Psicop campaign, this will still take alot of 
> work.  Can anyone comment on the Earthforce Source book?   
>  
> Thanks. 
>  
>  
 
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Date: Fri, 17 Apr 1998 19:50:08 -0500 
To: hero-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Favorite (?) campaign moments 
Sender: owner-champ-l@sysabend.org 
 
Well, a *classic* moment anyway, and one of our favorite "war stories", 
though we didn't enjoy it much at the time.  The very first Champions game 
for our group, circa 1983, had three characters:  The Saint (a mentalist, 
sort of a poor man's Professor X), Magnus (unimaginative and blatant 
rip-off of Magneto) and Swanmay, my wife's character.  She was in the 
cliche lab accident, went deaf and gained a variety of sonic powers.  Our 
foe was to be Armadillo.  Could have been tailor made for our team: a 
250-pt character with Vulnerabilities to both sonic and mental attacks, and 
a Susceptibility to strong magnetic fields.  We should have been able to 
take him, or so our GM thought.   
 
Swanmay gets to him first and fires off a 5d6 sonic EB, which is entirely 
shrugged off by his 24 ED.  He retaliates by firing his 10d6 EB Blaster and 
gets a pretty good damage roll.  "So, how much Armor do you have?" asks the 
GM.  "Armor?!?" Peni says, "Steve, I'm wearing a blue leotard!"  Oops. 
Swanmay drops.  Looks like it's all over for her, since we can't possibly 
get her to a trauma center in time. 
 
Swanmany had been given a power we didn't think we'd see for some time, if 
ever.  Her "Swansong" was a 0-END sonic RKA of monstrous damage (I don't 
recall just how much) with a huge pile of Limitations on it to bring the 
cost down to something bearable.  It was a sort of "Death Blossom" attack 
(remember The Last Starfighter?) that activated in the event of her 
imminent death -- and only then -- with an AOE of something like a 10" 
radius.  Armadillo died, his henchmen died, his van was destroyed, damage 
was done to the fountain and front steps of the museum where this took 
place...it was a mess.  The whole thing took place before Magnus and the 
Saint had quite got into position, so being outside the damage radius, they 
survived.  But we didn't let Steve GM another game for a while. 
 
Damon 
 
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