Week Ending May 2, 1998

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Date: Sun, 26 Apr 1998 00:32:35 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
Organization: None 
To: champ-l@sysabend.org 
Subject: Re: New Champions Team in Fifth? 
Sender: owner-champ-l@sysabend.org 
 
 
 
Captain Spith wrote: 
 
> Goode, Jason wrote: 
> > 
> > You mean sort of like the C:NM Champions team was redone...? 
> 
>    Ugh!  I was significantly unimpressed with the New Champions.  Not 
> Hero's fault, they were following the trend in comics; I have been 
> significantly unimpressed with that particular trend in comics. 
> 
>    I think the team(s) presented in any upcoming Champions Sourcebook 
> 5th ed., should be 1)The Champions, not redone, but updated and 
> redesigned with the same simple archetypal concepts, 2)The Gaurdians, 
> updated the same way, with as much of their original flavour as 
> possible, and 3)Keep the Standard Roster of Villians from the back of 
> the BBB (Brick, Dragonfly, Howler, etc.) 
> 
>   I concur  on the topic of the Champions and the Guardians and the 
> Standard Roster Villains. I tend to wax nostalgic and I really didn't like 
> the way that the Champions were altered in the C:NM. I didn't see a reason 
> to cut Obsidion and Jaguar (although I guess since they REALLY cut back on 
> the number of alien races that have had contact with earth I can see why 
> Obsidian didn't fit in, but I think that they could have kept him). I my 
> self even liked the Third edition alternate hero/villain forms for the 
> Roster NPC's.(except of course Mechanon). I am wondering; since it has 
> been established by those producing the book that it is rules only and 
> that the Champions genre book will be a seperate entity, when they plan to 
> release the Champions genre book (in relation to the HSR) Has production 
> started on it? 
 
 
 
mostly curious 
chad riley 
 
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Date: Sun, 26 Apr 1998 00:36:13 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
Organization: None 
To: Michael Surbrook <susano@access.digex.net> 
CC: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: New Champions Team in Fifth? 
Sender: owner-champ-l@sysabend.org 
 
 
 
Michael Surbrook wrote: 
 
> On Sat, 25 Apr 1998, Chad Riley wrote: 
> 
> > Hell, Bring Back Mark Williams! Bring Back Mark Williams *sigh* nostalgia.... 
> 
> Uh... no thanks.  *I* can draw significantly better then Mark Williams and 
> I have *no* desire to see his artwork re-appear in any Hero product. 
> 
> *************************************************************************** 
> * "'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 * 
> *************************************************************************** 
 
Sure, it wasn't all pretty but he did do the Galactus Wannabe that they all talked 
about earlier; and I liked his Black Paladin and Armadillo. I also liked his 
Gargoyle snippits and since he owns the character (at least that's what they said 
in the short lived Champions comic), he'd need to be compensated somehow. Have you 
seen his comic Sisters of Mercy?Not to bad. 
 
 
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Date: Sun, 26 Apr 1998 00:44:39 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
Organization: None 
To: champ-l@sysabend.org 
Subject: Re: New Champions Team in Fifth? 
Sender: owner-champ-l@sysabend.org 
 
 
 
Tim R. Gilberg wrote: 
 
> >    The Guardians, whose existance did not continue into the new CU.  The 
> > original Champions (per CU, at least) were Defender, Centurion, Quantum, 
> > Jaguar, Mecha, and Peregrine; the BBB version, of coruse, are Seeker, 
> > Obsidian, Jaguar, Quantum, Defender, and Solitaire. 
> 
>         Ah yes, then the original Champions weren't ever published?  I've 
> seen the info in CU. 
> 
>         And the Guardians were Gargoyle, Marksman, Atlas? and Icestar? 
> I'm probably missing a few. 
> 
>                                 -Tim Gilberg 
> 
>                     -"Hey!  MacLeod!  Get off of my ewe!" 
 
  Ridiculous TriviaMan stikes again!!!! 
"The answer Tim,  (dramatic pause) [and this is only to the best of his 
knowledge*] 
Icestar, Flare, Gargoyle, Marksman, Rose, and Goliath." 
 
 
*from his sidekick -Geek Disclaimer Boy. 
 
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Date: Sun, 26 Apr 1998 02:59:39 -0500 (CDT) 
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To: champ-l@sysabend.org 
From: Palace of Dwarves <pod@avalon.net> 
Subject: Bungee Cord 
Sender: owner-champ-l@sysabend.org 
 
 
        I recently went and saw a movie called "The Big Hit".  In it, the 
main character used a bungee cord in some funky ways.  I'm curious how 
people would construct a bungee cord. 
 
        Obliously it would have Stretching with "X" inches on it, but what 
other advantages and disadvantages would it have. 
 
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Date: Sun, 26 Apr 1998 06:56:28 -0500 (CDT) 
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To: champ-l@sysabend.org 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Hey, Steve! is this the Champions Team?  
Sender: owner-champ-l@sysabend.org 
 
>  Ridiculous TriviaMan stikes again!!!! 
>"The answer Tim,  (dramatic pause) [and this is only to the best of his 
>knowledge*] 
>Icestar, Flare, Gargoyle, Marksman, Rose, and Goliath." 
 
There was an aditional member mentioned once or twice called Airacobra, or 
something. 
 
 
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: Sun, 26 Apr 1998 06:56:31 -0500 (CDT) 
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To: champ-l@sysabend.org 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Characters in Fifth? 
Sender: owner-champ-l@sysabend.org 
 
Since the 5th Edition will be a rule book only I would like to see several 
characters done in diffrent settings, maybe a Fantasy Hero mage, a Space 
Marine, a Viper/Primus agent, and of course a Superhero, maybe two, a 
Super-powerful-man type along with a more street level Dark Champions 
detective type.  
 
When the new edition of the Champions source book come out I would love to a  
Golden/Silver/Modern age run down as examples of teams.   
The Golden age heros from GAC. 
The Guardians, as the silver age. 
The Champions as the modern age. 
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: Sun, 26 Apr 1998 06:49:59 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: New Champions Team in Fifth? 
Sender: owner-champ-l@sysabend.org 
 
At 04:57 AM 4/26/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
>Cc: champ-l@sysabend.org 
>Subject: Re: New Champions Team in Fifth? 
> 
>>    The Guardians, whose existance did not continue into the new CU.  The 
>> original Champions (per CU, at least) were Defender, Centurion, Quantum, 
>> Jaguar, Mecha, and Peregrine; the BBB version, of coruse, are Seeker, 
>> Obsidian, Jaguar, Quantum, Defender, and Solitaire. 
> 
> Ah yes, then the original Champions weren't ever published?  I've 
>seen the info in CU. 
 
   To the best that I can remember, Centurion, Mecha, and Peregrine figured 
into either origins of published characters or the background of published 
adventures (Third Edition in each case, having not carried forward into 
Fourth but still considered a part of the CU). 
 
> And the Guardians were Gargoyle, Marksman, Atlas? and Icestar? 
>I'm probably missing a few. 
 
   Marksman, Flare, Rose, Goliath, and Gargoyle (and maybe one more that 
I'm forgetting).  In an interview I've read (I forget where), Steve 
Peterson stated that they're all retired (with Goliath having gone back to 
his parents' ranch in Colorado and such).  Just as a personal taste, I wish 
they'd been mentioned in CU, but I get the idea that these were PCs from 
The Original Champions Campaign. 
--- 
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: "Michael Sprague" <msprague@eznet.net> 
To: <champ-l@sysabend.org> 
Subject: RE: Hey, Steve! is this the Champions Team?  
Date: Sun, 26 Apr 1998 09:56:48 -0400 
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While he is not on the cover of the old Champions books (like Icestar, 
Flare, Gargoyle, Marksman, Rose, and Goliath), I believe the Champions 
Comics implied that there was also a member called Dove at one point.  A 
miniature for Dove was included in the Champions minis set made by Grenadier 
some 10 to 15 years ago. 
 
- Mike Sprague 
- msprague@eznet.net 
 
> -----Original Message----- 
> From: owner-champ-l@sysabend.org [mailto:owner-champ-l@sysabend.org]On 
> Behalf Of Michael Nunn 
> Sent: Sunday, April 26, 1998 7:56 AM 
> To: champ-l@sysabend.org 
> Subject: Hey, Steve! is this the Champions Team? 
> 
> 
> >  Ridiculous TriviaMan stikes again!!!! 
> >"The answer Tim,  (dramatic pause) [and this is only to the best of his 
> >knowledge*] 
> >Icestar, Flare, Gargoyle, Marksman, Rose, and Goliath." 
> 
> There was an aditional member mentioned once or twice called Airacobra, or 
> something. 
> 
> 
> 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: "Michael Sprague" <msprague@eznet.net> 
To: <champ-l@sysabend.org> 
Subject: RE: Characters in Fifth? 
Date: Sun, 26 Apr 1998 10:01:20 -0400 
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I'll second this request.  There is no need for the basic rules to include a 
"team."  Instead, characters presented should be good solid examples of how 
characters should be created (heroes or villains)! 
 
Teams of Superheroes and Villains (and I find villains more useful than 
Heroes) should be contained in source books. 
 
- Mike Sprague 
- msprague@eznet.net 
 
> -----Original Message----- 
> From: owner-champ-l@sysabend.org [mailto:owner-champ-l@sysabend.org]On 
> Behalf Of Michael Nunn 
> Sent: Sunday, April 26, 1998 7:57 AM 
> To: champ-l@sysabend.org 
> Subject: Characters in Fifth? 
> 
> 
> Since the 5th Edition will be a rule book only I would like to see several 
> characters done in diffrent settings, maybe a Fantasy Hero mage, a Space 
> Marine, a Viper/Primus agent, and of course a Superhero, maybe two, a 
> Super-powerful-man type along with a more street level Dark Champions 
> detective type. 
> 
> When the new edition of the Champions source book come out I 
> would love to a 
> Golden/Silver/Modern age run down as examples of teams. 
> The Golden age heros from GAC. 
> The Guardians, as the silver age. 
> The Champions as the modern age. 
> 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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Reply-To: "Allen Shock" <ashock@gte.net> 
From: "Allen Shock" <ashock@gte.net> 
To: "FUZION mailing list" <fuzion@dour.org> 
Cc: "Champions Mailing List" <champ-l@sysabend.org> 
Subject: JUSTICE INC. package deals 
Date: Sun, 26 Apr 1998 11:56:17 -0400 
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Sender: owner-champ-l@sysabend.org 
 
Having long ago lost my copy of JI, I am in a slight bind re: a project. If 
anyone would be so kind, could someone send me a list of the package deals 
that were available in the game? Not neccesarily the package deals 
themselves (although if someone is that ambitious, I would be eternally 
grateful), just a list of which ones they were. Also, any additional ones 
that were published in A.C. would be appreciated :) 
 
Allen 
 
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Date: Sun, 26 Apr 1998 13:24:09 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: New Champions Team in Fifth? 
Sender: owner-champ-l@sysabend.org 
 
On Sat, 25 Apr 1998, Dataweaver wrote: 
 
> >  
> > True, but a wider range of sample characters would still help, and they 
> > wouldn't all have to be Champions characters -- bring in samples from 
> > other genres.  OK, the 100+150 would be superhero range, but the others 
> > could be anything from pulp to SF to fantasy to whatever. 
>  
> Agreed; a wider range of sample characters would be great.  The HSR (4th)  
> contained three samples, IIRC; one Star Hero character, one Fantasy Hero 
> character, and one Champions character.   
 
I agree as well.  In fact, the sample characters list should have 
something like a dozen characters.  From 0 Point base to 25, to 50 to 75 
to 100 and possibly 150.  Normals, DNPC samples (like a reporter), a 
sample cop, pulp era two-fisted crimefighters, fantasy knights, Dark 
Champions characters, superheroes, modern day detectives, space-opera 
smugglers... who knows.   
 
Hey Steve, I bet you could get the list to create a number of sample 
designs for you!  Heck, I've got a great 150 point Fantasy Hero knight you 
could use! 
 
*************************************************************************** 
* "'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, 26 Apr 1998 13:27:20 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@sysabend.org 
Subject: RE: Hey, Steve! is this the Champions Team?  
Sender: owner-champ-l@sysabend.org 
 
On Sun, 26 Apr 1998, Michael Sprague wrote: 
 
> While he is not on the cover of the old Champions books (like Icestar, 
> Flare, Gargoyle, Marksman, Rose, and Goliath), I believe the Champions 
> Comics implied that there was also a member called Dove at one point.  A 
> miniature for Dove was included in the Champions minis set made by Grenadier 
> some 10 to 15 years ago. 
 
Champions Third Edition lists Ray "Dove" Greer on the inside cover. 
 
Hmm... the dedication list lists these characters: 
 
Icestar, Force, Marksman, Mind Maid, Mercenary, Airacobra, Rose & Dove. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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From: SteveL1979 <SteveL1979@aol.com> 
Date: Sun, 26 Apr 1998 13:29:54 EDT 
To: champ-l@sysabend.org 
Subject: Re: New Champions Team in Fifth? 
Sender: owner-champ-l@sysabend.org 
 
In a message dated 98-04-26 13:27:54 EDT, susano@access.digex.net writes: 
 
<< Hey Steve, I bet you could get the list to create a number of sample 
 designs for you!  Heck, I've got a great 150 point Fantasy Hero knight you 
 could use! >> 
 
  I appreciate the offer, but at this point I'm not sure how much space we'll 
have for such things.  But we'll see. ;) 
 
Steve Long 
 
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Date: Sun, 26 Apr 1998 14:07:49 -0400 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: HSR vs Champs Deluxe 
To: Champions Mailing List A <champ-l@sysabend.org> 
Content-Disposition: inline 
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Sender: owner-champ-l@sysabend.org 
 
> I'm sick and tired of dealing with my version of the Champions 
> (not Deluxe) hardcover which is in plastic sheets in a 3-ring binder (the 
> pages fell out of the hardcover soon after purchase), so I've decided to 
> try buying another book. 
 
This was a common occurrence in books from the first printing of the BBB. I 
bought mine at Gen Con the first year it came out, and it began to fall 
apart within a couple of weeks. I took it back the next year and the guys 
at Hero Games cheerfully replaced it, no questions asked. This one act, 
more than any other, keeps me a Hero fan for life. 
 
Jeff Reid 
Morfhis@compuserve.com 
http://www.now-online.com/morfhis/bugloony.htm 
 
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From: "Michael Nunn" <mlnunn@scrtc.blue.net> 
To: <champ-l@sysabend.org> 
Subject: Re: New Champions Team in Fifth? 
Date: Sun, 26 Apr 1998 13:13:52 -0500 
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In an interview I've read (I forget where), Steve 
Peterson stated that they're all retired (with Goliath having gone back to 
his parents' ranch in Colorado and such).  Just as a personal taste, I wish 
they'd been mentioned in CU, but I get the idea that these were PCs from The 
Original Champions Campaign. 
 
 
 
That interview was in an of Herozine!!! 
 
Michael "Happy that some one actually read that issue" Nunn 
Editor 
Herozine 
 
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From: Hero Games <HeroGames@aol.com> 
Date: Sun, 26 Apr 1998 14:18:54 EDT 
Cc: champ-l@sysabend.org 
Subject: Re:  Re: New Champions Team in Fifth? 
Sender: owner-champ-l@sysabend.org 
 
 
In a message dated 4/26/98 10:27:54 AM, susano@access.digex.net wrote: 
 
<<I agree as well.  In fact, the sample characters list should have 
something like a dozen characters.>> 
 
At this stage I don't know how many sample characters we'll have room for; 
they are less important than the rules. We'll have to see what we can fit in 
after we have the book written. 
 
-- Steve Peterson, Hero Games  
 
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From: "John Desmarais" <John.Desmarais@ibm.net> 
To: "Allen Shock" <ashock@gte.net> 
Cc: "Champions Mailing List" <champ-l@sysabend.org> 
Date: Sun, 26 Apr 1998 18:27:45 +0000 
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Subject: Re: JUSTICE INC. package deals 
Sender: owner-champ-l@sysabend.org 
 
On Sun, 26 Apr 1998 11:56:17 -0400, Allen Shock wrote: 
 
>Having long ago lost my copy of JI, I am in a slight bind re: a project. If 
>anyone would be so kind, could someone send me a list of the package deals 
>that were available in the game? Not neccesarily the package deals 
>themselves (although if someone is that ambitious, I would be eternally 
>grateful), just a list of which ones they were. Also, any additional ones 
>that were published in A.C. would be appreciated :) 
> 
>Allen 
 
Justice Inc. had very few package deals in it: Reporter, Policemane, G-Man. 
 
I have a few posted at http://www.sysabend.org/champions/package/ 
 
and Dany St-Pierre has some more at  
http://www.geocities.com/TimesSquare/Realm/6532/p_deal.html 
 
 
 
 
 
      John Desmarais <champ-l-owner@sysabend.org> 
================================================= 
Gotta question about the list? Just ask. Or, you can go look  
over at www.sysabend.org/champions.  Yeah, yeah, I know, 
it's ugly.  I'll make the site prettier when I have time. 
 
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Date: Sun, 26 Apr 1998 11:33:50 -0700 
To: Hero Games <HeroGames@aol.com> 
From: Lizard <lizard@dnai.com> 
Subject: Re:  Re: New Champions Team in Fifth? 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
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At 02:18 PM 4/26/98 EDT, Hero Games wrote: 
> 
>In a message dated 4/26/98 10:27:54 AM, susano@access.digex.net  
wrote: 
> 
><<I agree as well.  In fact, the sample characters list should have 
>something like a dozen characters.>> 
> 
>At this stage I don't know how many sample characters we'll have  
room for; 
>they are less important than the rules. We'll have to see what we  
can fit in 
>after we have the book written. 
> 
This is true if the target for 5ed is everyone who owns 4ed. However,  
one of the big stumbling blocks of the Hero System for new users is  
how to USE the system -- how to turn 'Energy Blast' into 'Captain  
Cosmics Omnipotent Cone Of Destruction', 'Vandellars Lightning Strike  
Spell', and the 'With&Sesson Mark II Blaster Pistol'. Examples are  
VERY important to new players. 
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Date: Sun, 26 Apr 1998 13:41:15 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re:  Re: New Champions Team in Fifth? 
Sender: owner-champ-l@sysabend.org 
 
 
> <<I agree as well.  In fact, the sample characters list should have 
> something like a dozen characters.>> 
> 
> At this stage I don't know how many sample characters we'll have room for; 
> they are less important than the rules. We'll have to see what we can fit in 
> after we have the book written. 
 
	Now this is a _major_ mistake in thinking by Hero.  Example 
characters, with some creativity behind them, will really help to 
illustrate the rules.  Look at the Crusader writeup in 3rd edition, but 
more of them. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Sun, 26 Apr 1998 14:53:01 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@sysabend.org 
Subject: Re:  Re: New Champions Team in Fifth? 
Sender: owner-champ-l@sysabend.org 
 
On Sun, 26 Apr 1998, Hero Games wrote: 
 
>  
> In a message dated 4/26/98 10:27:54 AM, susano@access.digex.net wrote: 
>  
> <<I agree as well.  In fact, the sample characters list should have 
> something like a dozen characters.>> 
>  
> At this stage I don't know how many sample characters we'll have room for; 
> they are less important than the rules. We'll have to see what we can fit in 
> after we have the book written. 
 
I disagree.  If you want to illustrate that Hero is a 'generic' system, 
you are going to need more than 1 (or 3) sample characters.  There needs 
to be enough to show new people 'how it's done'.  Granted a dozen may be a 
bit much, but more than 3 at least. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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From: SteveL1979 <SteveL1979@aol.com> 
Date: Sun, 26 Apr 1998 14:58:49 EDT 
To: champ-l@sysabend.org 
Subject: Re: New Champions Team in Fifth? 
Sender: owner-champ-l@sysabend.org 
 
Steve Peterson writes: 
 
>> At this stage I don't know how many sample characters we'll have room for; 
they are less important than the rules. We'll have to see what we can fit in 
after we have the book written.<< 
 
And Tim Gilbert responds: 
  
>>Now this is a _major_ mistake in thinking by Hero.  Example characters, with 
some creativity behind them, will really help to illustrate the rules.  Look 
at the Crusader writeup in 3rd edition, but more of them. >> 
 
And Lizard further opines:  
 
>>This is true if the target for 5ed is everyone who owns 4ed. However, one of 
the big stumbling blocks of the Hero System for new users is how to USE the 
system -- how to turn 'Energy Blast' into 'Captain Cosmics Omnipotent Cone Of 
Destruction', 'Vandellars Lightning Strike Spell', and the 'With&Sesson Mark 
II Blaster Pistol'. Examples are VERY important to new players.<< 
 
  Tim and Lizard are right that examples are important, but I have to agree 
with Steve P. that it's more important to make sure that the book, as a 
rulebook, is as complete as reasonably possible with regard to the rules. 
We're working with a relatively small number of pages, so the issue of how 
many character examples to have, and how big they can be (i.e., whether they 
can be "expanded" like the Crusader explanation in 3rd Ed.) has to be put on 
the back burner until we see how much space the rules themselves take up. 
However, we are working on several ways to integrate copious examples into the 
text in reader-friendly ways, and I think that will, at least in part, address 
the sorts of concerns Tim and Lizard are expressing. 
 
Steve Long 
 
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From: Hero Games <HeroGames@aol.com> 
Date: Sun, 26 Apr 1998 15:31:44 EDT 
Cc: champ-l@sysabend.org 
Subject: Re:  Re:  Re: New Champions Team in Fifth? 
Sender: owner-champ-l@sysabend.org 
 
 
In a message dated 4/26/98 11:39:23 AM, lizard@dnai.com wrote: 
 
<<This is true if the target for 5ed is everyone who owns 4ed. However,  
one of the big stumbling blocks of the Hero System for new users is  
how to USE the system -- how to turn 'Energy Blast' into 'Captain  
Cosmics Omnipotent Cone Of Destruction', 'Vandellars Lightning Strike  
Spell', and the 'With&Sesson Mark II Blaster Pistol'. Examples are  
VERY important to new players.>> 
 
Yes, examples like the ones you cited are important. But they are not the same 
as complete character examples. We'll have plenty of examples in the rules (a 
rather incredible amount, I think), but complete character examples are not as 
important as power creation examples. 
 
-- Steve Peterson, Hero Games  
 
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From: Hero Games <HeroGames@aol.com> 
Date: Sun, 26 Apr 1998 15:35:43 EDT 
Cc: champ-l@sysabend.org 
Subject: Re:  Re:  Re: New Champions Team in Fifth? 
Sender: owner-champ-l@sysabend.org 
 
 
In a message dated 4/26/98 11:42:09 AM, trgilber@hilltop.ic.edu wrote: 
 
<<	Now this is a _major_ mistake in thinking by Hero.  Example 
characters, with some creativity behind them, will really help to 
illustrate the rules.  Look at the Crusader writeup in 3rd edition, but 
more of them.>> 
 
Again, character examples are not as important as power examples. If the 
readers of the rules don't understand how a power works or how it can be 
manipulated to represent a variety of things, then character examples won't do 
them that much good. Our first responsibility is to show how the powers work 
and what they can be used for; after that we can show how to work those into a 
complete character, as much as we have room for. We are also limited space 
considerations because of length, printing costs, and retail pricing. I know 
for a fact that there will not be room for everything we'd like to put in. So 
we have to make some tough decisions on exactly what goes into this book, and 
what we leave for other books. 
 
-- Steve Peterson, Hero Games  
 
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Date: Sun, 26 Apr 1998 12:48:20 -0700 
To: <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: New Champions Team in Fifth? 
Sender: owner-champ-l@sysabend.org 
 
At 01:13 PM 4/26/1998 -0500, Michael Nunn wrote: 
>In an interview I've read (I forget where), Steve 
>Peterson stated that they're all retired (with Goliath having gone back to 
>his parents' ranch in Colorado and such).  Just as a personal taste, I wish 
>they'd been mentioned in CU, but I get the idea that these were PCs from The 
>Original Champions Campaign. 
> 
>That interview was in an [issue] of Herozine!!! 
 
   And now that I think about it, HeroZine really was the only candidate 
for such an interview. 
--- 
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: Sun, 26 Apr 1998 23:11:36 EDT 
To: champ-l@sysabend.org 
Subject: Re: Characters in Fifth? 
Sender: owner-champ-l@sysabend.org 
 
<< There is no need for the basic rules to include a "team."  Instead, 
characters presented should be good solid examples of how characters should be 
created >> 
 
  The team provides examples of creating each of several archetypes of heroes 
(energy projector, shapeshifter, whatever). 
 
  Mark @ GRG 
 
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Date: Sun, 26 Apr 1998 23:18:24 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@sysabend.org 
Subject: Re: Characters in Fifth? 
Sender: owner-champ-l@sysabend.org 
 
On Sun, 26 Apr 1998, GoldRushG wrote: 
 
> << There is no need for the basic rules to include a "team."  Instead, 
> characters presented should be good solid examples of how characters should be 
> created >> 
>  
>   The team provides examples of creating each of several archetypes of heroes 
> (energy projector, shapeshifter, whatever). 
 
Yes, but the basic rules should give examples of more than just 
superheroes.  This is the *Hero* System, not Champions.  If you want to 
seperate the two, one needs to make sure all genres are covered in 
examples, art and sample 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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From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 26 Apr 1998 23:53:01 EDT 
To: champ-l@sysabend.org 
Subject: Re: Characters in Fifth? 
Sender: owner-champ-l@sysabend.org 
 
<< Yes, but the basic rules should give examples of more than just 
superheroes.  This is the *Hero* System, not Champions.  If you want to 
seperate the two, one needs to make sure all genres are covered in examples, 
art and sample characters.>> 
 
  You're exactly right, Michael. I was thinking in terms of the Champions 
book. That'll teach me to post messages without first drinking copious amounts 
of coffee. Doh! The HSR should have examples of a few chaarcters from 
different genres, I agree. That doesn't necessarily mean it will happen, but I 
do agree. ;) 
 
  Mark @ GRG 
 
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From: "John Desmarais" <John.Desmarais@ibm.net> 
To: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Date: Mon, 27 Apr 1998 07:14:36 +0000 
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Subject: META: The List 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 3 
 
I had a request from a  subscriber this weekend about a change to the list so I'm doing  
a quick poll (please respond to me <john.desmarais@ibm.net> or  
<champ-l-owner@sysabend.org> to minimize the impact to the list as a whole). 
 
The request was to append a prefix to the subject line of all messages from the list  
(something like CHAMP: or HERO:) to make it easier to filter messages from the list. 
 
Any thoughts? (what a loaded question) 
 
 
 
 
      John Desmarais <champ-l-owner@sysabend.org> 
================================================= 
Gotta question about the list? Just ask. Or, you can go look  
over at www.sysabend.org/champions.  Yeah, yeah, I know, 
it's ugly.  I'll make the site prettier when I have time. 
 
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Date: Mon, 27 Apr 1998 07:47:57 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Characters in Fifth? 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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X-UID: 4 
 
On Sun, 26 Apr 1998, GoldRushG wrote: 
 
> << Yes, but the basic rules should give examples of more than just 
> superheroes.  This is the *Hero* System, not Champions.  If you want to 
> seperate the two, one needs to make sure all genres are covered in examples, 
> art and sample characters.>> 
>  
>   You're exactly right, Michael. I was thinking in terms of the Champions 
> book. That'll teach me to post messages without first drinking copious amounts 
> of coffee. Doh! The HSR should have examples of a few chaarcters from 
> different genres, I agree. That doesn't necessarily mean it will happen, but I 
> do agree. ;) 
 
And I agree with you.  The Champions book should have some more 'unusual' 
characters than the Champions.  I like the idea of a shapeshifter, or one 
with a Variable Power Pool or some sort of odd power combinations. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: champ-l@sysabend.org 
Subject: RE: META: The List 
Date: Mon, 27 Apr 1998 08:54:51 -0400 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 5 
 
It works well for other lists.  The format I see most often would look 
something like: 
 
[CHAMP] Picking a fight with Dr. Destroyer 
 
I'm all for it.  Of course, that would be normal, so why go with that when 
we have such wonderfully abnormal things like having to hit reply to all, 
then editing out everything but champ-l@sysabend.org.   
 
> -----Original Message----- 
> From:	John Desmarais [SMTP:John.Desmarais@ibm.net] 
> Sent:	Monday, April 27, 1998 3:15 AM 
> To:	champ-l@sysabend.org 
> Subject:	META: The List 
>  
>  
> Any thoughts? (what a loaded question) 
>  
>  
>       John Desmarais <champ-l-owner@sysabend.org> 
> ================================================= 
> Gotta question about the list? Just ask. Or, you can go look  
> over at www.sysabend.org/champions.  Yeah, yeah, I know, 
> it's ugly.  I'll make the site prettier when I have time. 
 
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Date: Mon, 27 Apr 1998 06:12:30 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Hero: Ignore this message 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 6 
 
 
 
 
 
 
 
---"Desmarais, John"  wrote: 
> 
>  
>  
>  
>  
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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From: "Desmarais, John" <jdesmara@novanthealth.org> 
To: "'champ-l@sysabend.org'" <champ-l@sysabend.org> 
Subject: Hero: Ignore this message 
Date: Mon, 27 Apr 1998 09:14:15 -0400 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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X-UID: 10 
 
 
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X-SMTP: helo exchange-irvine.platsoft.com from dmattingly@platsoft.com server @mail.platsoft.com ip 206.215.12.10 
From: Dave Mattingly <dmattingly@platsoft.com> 
To: "'champ-l@sysabend.org'" <champ-l@sysabend.org> 
Subject: Re: JUSTICE INC. package deals 
Date: Mon, 27 Apr 1998 06:16:10 -0700 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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X-UID: 7 
 
In addition to the ones that John D posted, I have sixty to seventy 
package deals at http://www.haymaker.org/haym16.html. 
 
Dave Mattingly 
 
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From: Dave Mattingly <dmattingly@platsoft.com> 
To: "'champ-l@sysabend.org'" <champ-l@sysabend.org> 
Subject: RE: META: The List 
Date: Mon, 27 Apr 1998 06:33:01 -0700 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 8 
 
I agree as well. 
 
I wouldn't even mind breaking it out more. Mail to champ-l would be 
prefixed [CHAMP], mail to hero-l would be prefixed [HERO], same goes for 
[FANTASY], [MECHANICS], [PBEM], etc., if you can even set up new e-mail 
addresses for the list. 
 
Dave Mattingly 
 
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Date: Mon, 27 Apr 1998 09:51:07 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: HSR vs Champs Deluxe 
Cc: "[unknown]" <champ-l@sysabend.org> 
Content-Disposition: inline 
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Message text written by GoldRushG 
><< I'm sick and tired of dealing with my version of the Champions (not 
Deluxe) 
>hardcover which is in plastic sheets in a 3-ring binder (the pages fell 
out of 
>the hardcover soon after purchase), so I've decided to try buying another 
>book. >> 
 
>  Is this an example of someone not reading my posts and announcements, 
not 
remembering them or just plain ignoring them? ;)< 
 
Is this an example of unnecessary rudeness, extreme defensiveness, or a 
mindset that only fools would not read official GRG postings?  It's bad to 
be ridiculed by a fellow list member, but by a company rep?  Perhaps you 
took the "sick and tired" comment as an insult for some reason and decided 
to retaliate, but I merely meant that the 3-ring notebook is inconvenient 
because it's big and bulky (makes Champions hardcover look like a pamphlet 
in comparison), and page-flipping is somewhat slower than with a regular 
book.  I was not attacking Hero for using shoddy bindings...if I were to do 
that, I would have to attack many other RPG publishers as well. 
 
>  Send us your decrepid book plus $3 for S&H and we'll send you a 
replacement.< 
 
This is the first I've heard of this policy....  I would guess that this 
announcement was made months ago, before I joined the mailing list.  
Regardless of when this policy was announced, the first comment was 
unwarranted. 
 
I'm willing to pay for another book, but I still haven't been able to 
figure out what the difference is between "Champions hardcover" and 
"Champions Deluxe hardcover (without software)".  The book I have is not 
deluxe.  I understand that Hero System Rules is a more recent version of 
the rules than Champions hardcover, but I was wondering if Champions Deluxe 
is simply HSR with the Champs-specific stuff tacked onto the end, or if it 
includes additional updates not found in the HSR. 
 
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Date: Mon, 27 Apr 1998 09:51:12 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: RE: Hey, Steve! is this the Champions Team? 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Message text written by "Michael Sprague" 
>While he is not on the cover of the old Champions books (like Icestar, 
Flare, Gargoyle, Marksman, Rose, and Goliath), I believe the Champions 
Comics implied that there was also a member called Dove at one point.  A 
miniature for Dove was included in the Champions minis set made by 
Grenadier 
some 10 to 15 years ago.< 
 
I don't have the book handy to verify, but I think that Dove is mentioned 
several times in Champions: New Millennium's timeline. 
 
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Date: Mon, 27 Apr 1998 11:05:06 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Subject: Re: META: The List 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 12 
 
 
> The request was to append a prefix to the subject line of all messages from the list 
> (something like CHAMP: or HERO:) to make it easier to filter messages from the list. 
 
	Well, it'd make it harder to filter based on the subject line 
according to actual subject. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Mon, 27 Apr 1998 09:14:05 -0700 
To: "champ-l@sysabend.org" <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: META: The List 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 16 
 
At 07:14 AM 4/27/1998 +0000, John Desmarais wrote: 
>I had a request from a  subscriber this weekend about a change to the list 
so I'm doing  
>a quick poll (please respond to me <john.desmarais@ibm.net> or  
><champ-l-owner@sysabend.org> to minimize the impact to the list as a whole). 
> 
>The request was to append a prefix to the subject line of all messages 
from the list  
>(something like CHAMP: or HERO:) to make it easier to filter messages from 
the list. 
> 
>Any thoughts? (what a loaded question) 
 
   I would prefer not, though I don't feel strongly about it. 
   If one or the other, take HERO: since it's short and can work better for 
those with limited Subject header fields. 
--- 
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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Reply-To: <filkhero@usa.net> 
From: "David Nasset" <filkhero@usa.net> 
To: <champ-l@sysabend.org> 
Subject: Re: Grond? 
Date: Mon, 27 Apr 1998 10:17:06 -0700 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
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On Tuesday, April 28, 1998 7:38 PM, Rick Holding wrote: 
>  
> Can somebody please tell who or what Grond is?  Some stats could be  
> nice.  I get the impression he is a walking major disaster looking for a 
party. 
 
A four-armed Hulk rip-off with a bad attitude, several dice of Unluck, and 
a general major pain in the neck. I used him three times that I recall. 
First, he was a temporary part of a team run by Affrighter of The Blood. As 
I recall, our team brick convinced him that another person had left with 
some prized possession of Affrighter's, and Grond left to recover it. The 
second time, he was Mind Controlled by Demon and was a major problem. The 
third wasn't a fight at all. I decided that the Mind Control device had 
corrected the defect that turned an ordinary con into a complete moron, and 
he showed up to say hi, so to speak. He was going to see if the team brick 
treated him as condescendingly and insultingly as before he got his brains 
back, and if he did he was going to demonstrate how to wedge a wall made of 
massive loose concrete blocks much tighter by using someone's head. 
 
No luck, though.:) 
 
Filksinger 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 27 Apr 1998 13:37:59 EDT 
To: champ-l@sysabend.org 
Subject: Re: META: The List 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 15 
 
  Please post replies to Johns question (re: list message headers) to him at 
  champ-l-owner@sysabend.org rather than to this list. There's already a ton 
of stuff to wade through. ;) Thanks. 
 
  Mark @ GRG 
 
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From: Joe Mucchiello <why@superlink.net> 
Subject: Re: META: The List 
To: champ-l@sysabend.org 
Date: Mon, 27 Apr 1998 15:49:58 -0400 (EDT) 
Sender: owner-champ-l@sysabend.org 
 
Bob Greenwade said: 
>    I would prefer not, though I don't feel strongly about it.  
>    If one or the other, take HERO: since it's short and can work better for  
> those with limited Subject header fields.  
 
I actually feel strongly against it.  The way threads on this group morph 
we need all of the subject line for subject. 
 
The Average Man (was Re: Skills) 
 
would become: 
 
HERO: The Average Man (was HERO: Re: Skills) 
 
Besides, what happens when you hit reply-to: 
 
HERO: The Average Man 
HERO: Re: HERO: The Average Man 
HERO: Re: HERO: Re: HERO: The Average Man 
 
Editting "HERO" out of every response would become annoying.  It would 
also make sorting in my list archive require a filter. 
 
Dave Mattingly (I think) wanted to include tags for the type of post. 
That would be okay because it would not be an automatic addition to the 
text.  The author would have to do it. 
 
  Joe 
 
(Sorry, Mark, I had to respond to the list.) 
 
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Date: Mon, 27 Apr 1998 13:02:59 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: META: The List 
To: Joe Mucchiello <why@superlink.net&> champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
---Joe Mucchiello  wrote: 
> 
> Bob Greenwade said: 
> >    I would prefer not, though I don't feel strongly about it.  
> >    If one or the other, take HERO: since it's short and can work 
better for  
> > those with limited Subject header fields.  
>  
> I actually feel strongly against it.  The way threads on this group 
morph 
> we need all of the subject line for subject. 
>  
> The Average Man (was Re: Skills) 
>  
> would become: 
>  
> HERO: The Average Man (was HERO: Re: Skills) 
>  
> Besides, what happens when you hit reply-to: 
>  
> HERO: The Average Man 
> HERO: Re: HERO: The Average Man 
> HERO: Re: HERO: Re: HERO: The Average Man 
 
I checked this out myself this morning.  Majordomo does not additional 
prefixes (it's smart enough to see that the prefix is already in the 
line).  My test post looked like this 
 
HERO: Ignore this message 
Re: HERO: Ignore this message 
 
 
  
 
== 
 
     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, 27 Apr 1998 16:32:38 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Grond 
Cc: "[unknown]" <champ-l@sysabend.org> 
Content-Disposition: inline 
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Sender: owner-champ-l@sysabend.org 
 
Does anybody have some interesting ways that Grond has been used in a 
campaign?  I've only used him once...the heroes saw him running across the 
desert after there was a big jailbreak at Stronghold.  They tried to 
apprehend him, but after I gave them a healthy respect for Grond's strength 
and toughness, he got bored and superlept away....they chose not to go 
after him but instead headed for Stronghold where there might be some 
easier pickings.  -grin-  Anyway, is Grond smart enough to get hired out as 
a mercenary, or should he just show up to go on rampages from time to time? 
 
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From: Eric Burns <burns@cug.dorm.usm.maine.edu> 
Subject: Re: HSR vs Champs Deluxe 
To: champ-l@omg.org (champions listserv) 
Date: Mon, 27 Apr 1998 16:41:35 -0400 (EDT) 
Sender: owner-champ-l@sysabend.org 
 
> >  Is this an example of someone not reading my posts and announcements, 
> not 
> remembering them or just plain ignoring them? ;)< 
>  
> Is this an example of unnecessary rudeness, extreme defensiveness, or a 
> mindset that only fools would not read official GRG postings?  It's bad to 
> be ridiculed by a fellow list member, but by a company rep?  Perhaps you 
> took the "sick and tired" comment as an insult for some reason and decided 
> to retaliate, but I merely meant that the 3-ring notebook is inconvenient 
 
Why do most listserv discussions here degrade into angry and embittered 
shouting matches?  This is not a criticism, just an observation. 
 
<puts on his _War_ CD and begins playing "Why Can't We Be Friends?">  
 
-Eric 
 
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Date: Mon, 27 Apr 1998 16:55:40 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Yet more supplement reviews 
Cc: "[unknown]" <champ-l@sysabend.org> 
Content-Disposition: inline 
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Sender: owner-champ-l@sysabend.org 
 
Can someone give some reviews for the following (Bob G, you're normally the 
man for these types of posts -grin-)?  For the last three, I'd appreciate 
if you could talk about how these books can be used for a campaign that 
doesn't involve a lot of globetrotting. 
 
Also, I realize the last one (Fantasy Hero) probably requires a lengthy 
review, but I'm more curious about the setting than in the rules.  
Basically, my impression has been that it tells you how to to run a fantasy 
game, but it is pretty sparse on specific setting information--the GM 
either has to make one up or "steal" one from another system.  I think it 
did come with a setting but it was pretty small and was better used as an 
example rather than as your campaign setting.  How accurate is that? 
 
Thanks! 
 
* European Enemies 
* Champions of the North 
* Kingdom of Champions 
* Road Kill 
* Fantasy Hero line (including Companion and whatever else exists) 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: META: The List 
Reply-To: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 27 Apr 1998 16:56:49 -0400 
Lines: 36 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
John Desmarais writes: 
 
> I checked this out myself this morning.  Majordomo does not additional 
> prefixes (it's smart enough to see that the prefix is already in the 
> line).  My test post looked like this 
 
*sigh* 
 
No. 
 
"tags" break good MUAs that properly handle "threads" based on Subject 
headers.  They utterly destroy any attempt at properly sorting messages. 
 
Majordomo generates a perfectly good "Sender" header upon which any good 
MUA can filter messages into the appropriate "folder". 
 
"tags" are just as broken as Reply-To headers pointing at a mailing list, 
if for different reasons.  Like Reply-To, tags only serve to encourage bad 
or broken mail clients and lazy (l)users.  And to encourage me off the list. 
 
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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: Mon, 27 Apr 1998 14:25:17 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Grond 
Sender: owner-champ-l@sysabend.org 
 
At 08:45 PM 4/27/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: David B Stallard <DBStallard@compuserve.com> 
>Subject: Grond 
>Cc: "[unknown]" <champ-l@sysabend.org> 
> 
>Does anybody have some interesting ways that Grond has been used in a 
>campaign?  I've only used him once...the heroes saw him running across the 
>desert after there was a big jailbreak at Stronghold.  They tried to 
>apprehend him, but after I gave them a healthy respect for Grond's strength 
>and toughness, he got bored and superlept away....they chose not to go 
>after him but instead headed for Stronghold where there might be some 
>easier pickings.  -grin-  Anyway, is Grond smart enough to get hired out as 
>a mercenary, or should he just show up to go on rampages from time to time? 
 
   On that latter question, it's really a matter of the GM's preference. 
He's really kind of borderline in my view. 
   In my campaign, he has a history of being manipulated into doing certain 
things by smarter villains.  Like the time King Cobra had Grond convinced 
(for a while, at least) that he was the big guy's father.  Or when Pulsar 
told him that Quantum was the individual responsible for his condition.  Or 
when Foxbat had him convinced that playing with real trains like toy trains 
would be a world of fun. 
   Of course, more recently he's been recruited by Doctor Destroyer to lead 
a group called the Elementals, of whom he is the smartest (others include 
Glacier, Genetic Deviant X, Griffin, Black Death, Lava, and the 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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X-Sender: bob.greenwade@klock.com 
Date: Mon, 27 Apr 1998 14:28:09 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: META: The List 
Sender: owner-champ-l@sysabend.org 
 
At 03:49 PM 4/27/1998 -0400, Joe Mucchiello wrote: 
>Bob Greenwade said: 
>>    I would prefer not, though I don't feel strongly about it.  
>>    If one or the other, take HERO: since it's short and can work better 
for  
>> those with limited Subject header fields.  
> 
>I actually feel strongly against it.  The way threads on this group morph 
>we need all of the subject line for subject. 
> 
>The Average Man (was Re: Skills) 
> 
>would become: 
> 
>HERO: The Average Man (was HERO: Re: Skills) 
> 
>Besides, what happens when you hit reply-to: 
> 
>HERO: The Average Man 
>HERO: Re: HERO: The Average Man 
>HERO: Re: HERO: Re: HERO: The Average Man 
> 
>Editting "HERO" out of every response would become annoying.  It would 
>also make sorting in my list archive require a filter. 
 
   Actually, I'm on another list that adds the tag, and it would just go 
from "The Average Man" on the original poster's message, to "HERO: The 
Average Man" when it's sent to everyone else, and then star "Re: HERO: The 
Average Man" thereafter, unless someone screwed with it (like we already 
get from time to time with 3-4 "Re:" prefixes on a post). 
 
>Dave Mattingly (I think) wanted to include tags for the type of post. 
>That would be okay because it would not be an automatic addition to the 
>text.  The author would have to do it. 
 
   This would be helpful as well; the [CHAR] header currently given when 
someone uploads a character to the list is helpful. 
--- 
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, 27 Apr 1998 17:52:14 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
On Mon, 27 Apr 1998, David B Stallard wrote: 
 
> * European Enemies 
 
Don't even bother to but this one.  It has to be the worst product Hero 
ever put out.  The character designs are very poorly conceived, designed 
and written up.  I own it and wish I havd never bought the thing.  The 
only reason I still have the book as an example of what not to do. 
 
*************************************************************************** 
* "'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, 27 Apr 1998 17:04:29 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: META: The List 
Sender: owner-champ-l@sysabend.org 
 
 
> "tags" are just as broken as Reply-To headers pointing at a mailing list, 
> if for different reasons.  Like Reply-To, tags only serve to encourage bad 
> or broken mail clients and lazy (l)users.  And to encourage me off the list. 
 
	Again, one good reason for them is included.  But for all except 
the last, Rat is right.  I've been on a list that did use tags, and 
experienced nothing but trouble.  Automatic sorting by subject became a 
problem.  I will admit, however, that it is much less of a problem or 
annoyance than a "reply-to-list" situation. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Mon, 27 Apr 1998 17:08:34 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: Grond 
Sender: owner-champ-l@sysabend.org 
 
 
>    On that latter question, it's really a matter of the GM's preference. 
> He's really kind of borderline in my view. 
 
	However, once heroes have gone against him, they don't wish to do 
it again.  One hit is enough to get a, "Oh, *that* Grond!" 
 
>    In my campaign, he has a history of being manipulated into doing certain 
> things by smarter villains.  Like the time King Cobra had Grond convinced 
> (for a while, at least) that he was the big guy's father.  Or when Pulsar 
> told him that Quantum was the individual responsible for his condition.  Or 
> when Foxbat had him convinced that playing with real trains like toy trains 
> would be a world of fun. 
 
	Yup.  A party mentalist once made a long lasting enemy by getting 
Grond to "sit-and-spin" (like the old 80s toy) for a few days. 
 
>    Of course, more recently he's been recruited by Doctor Destroyer to lead 
> a group called the Elementals, of whom he is the smartest (others include 
> Glacier, Genetic Deviant X, Griffin, Black Death, Lava, and the like). 
 
	Ouch. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Mon, 27 Apr 1998 17:27:38 -0500 
To: hero-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Houston, we have a problem 
Sender: owner-champ-l@sysabend.org 
 
We had our first game in a new Star Hero campaign this weekend.  It was not 
a great success.  Over the past several weeks, I'd helped players who were 
unfamiliar with Hero System put together a workable group of characters and 
build the spaceship they designed for themselves.  Some of the characters 
seemed unfinished to me; I'd asked everyone to make sure their characters 
had Skills which would be useful aboard ship, as well as some that would be 
useful planetside, and I said more than once  that each character needed to 
have at least one useful Skill, Talent or KS that was unique within the 
group, so that no one would be completely redundant.   
 
Despite this, I had one player turn in a character built on only 57 points, 
about one-third of the point total I'd allowed everyone.  He was a 
Pilot/Navigator, with a representative Package Deal that had a net cost of 
0, so he had more Skills than the 57 points might suggest.  However, all 
the Skills he bought outside the Package dealt directly with his being a 
Pilot, and he was only one of three characters qualified to fly their ship. 
 Under-developed and with no unique contribution.  It was like pulling 
teeth to get him to spend any more points, but we finally built him up to 
an 83 point character.  He'd added, among other things, EVA Operations and 
Demolitions, figuring if the crew needed any small asteroids blown up he 
could do that.  Fine, but he only bought these Skills at the base roll.  I 
pointed out that both could have nasty, even lethal, side effects with a 
badly missed roll, and he might want to improve his Skill Roll a bit.  He 
still had 17 points left of his base 100, not to mention another 75 
available through Disadvantages, but remained reluctant.  Well, what do I 
know?  I'm only the GM.  I figured I'd let him start with the character as 
is, and if he found he didn't have enough to do, or kept missing Skill 
Rolls, he could beef up the character later. 
 
With the exception of the above pilot, and the captain (who has a military 
background) all the crew are scientists and/or engineers of some stripe. 
I'd asked repeatedly over the last couple of months what kinds of things 
they'd want their characters to look into, and all I could ever get out of 
them was "We want to explore."   The campaign setting encompasses our solar 
system, plus one colony world each in the Alpha Centauri and Tau Ceti 
systems.  No evidence of intelligent alien life has yet been found.  Their 
ship has 64x FTL capability, making it roughly a 68 day trip from Earth to 
the Tau Ceti system.  I decided to start the game at the Tau Ceti colony, 
since it was still largely unexplored (a little smaller than Earth, the 
planet Midgard was settled only 34 years earlier and has a resident 
population of less than 3 million)  and should give them plenty to do.  The 
first thing they looked into was finding a cargo to haul to the Sol system. 
 A crew of scientists with a fairly well-supplied research vessel, and they 
just want to haul cargo!?!?  Okay, if they happen to be headed that way, it 
makes sense to defray expenses by doing some cargo hauling on the side, but 
they weren't supposed to be leaving, they'd just arrived.  Also, some of 
the players were apparently under the impression that, though I'd spent the 
last couple of months creating two colony worlds and a timeline and 
background for Near Space, I'd be pleased to have them immediately quit the 
campaign area to go explore other stars.  They hadn't thought to mention 
that before now, of course. 
 
Before I started describing the local opportunities for 
exploration-for-profit, I introduced what I expected to be a subplot: the 
absence of a new crew member.  One Dr. Aleksander Rojasnik was supposed to 
have met them at the Tau Ceti orbiting spaceport to join their crew, but he 
wasn't there as expected.  He would have been the only crewman with any 
medical background above Paramedic (though one of the scientists does have 
Biochemistry at 15-), and he'd been expected to bring the various medical 
equipment for the ship and supervise its installation in their (presently 
empty) medlab.  The equipment had arrived, but the doctor had vanished. 
They quite naturally investigated, and it turned out his body was inside 
one of the medical equipment packing crates.   
 
Now, realize:  with no doctor among the crew and no immediate prospect of 
getting one, they should have had no use for the equipment, and when I'd 
found out only a few days earlier that the player who'd be running that 
doctor had reluctantly had to back out of the campaign, I told the players 
they could use the points spent on the medlab for something else, a 
robotics lab or whatever, and just retcon that part of the ship's 
construction.  But the captain decided at the last minute they'd paid for 
the medical equipment, and here it was in station storage, they might as 
well hook it up and worry about little details later.  The robotics expert 
downloaded the medical database into one of their survey robots, figuring 
it could act as a kind of medical aide.  But the robot's sensors and arms 
weren't designed with medicine in mind, so at the moment all they have is a 
robot capable of performing geologic surveys on a human body.  He says he 
wasn't trying for a full robotic doctor in any case, and will think about 
creating some robotic arms more suitable to the new functions.  They 
informed station security about the body when it was found inside the 
shipping crate.  The local authorities were both interested and competent, 
but the PCs kept investigating the murder mystery anyway, ignoring any 
opportunities to explore anything planetside. 
 
There were three other passengers on the ship that had brought the doctor 
and his equipment in.  One of the passengers was still on board that ship 
(which had departed four days before the PCs arrived on station), having 
continued on past Midgard.  The others had disembarked here.  There was 
some talk about leaving to chase the ship down, on the chance that the 
killer was the passenger who'd stayed on board.  It didn't seem to occur to 
anyone that they had no authority, so if they did catch up to the ship, 
they could not demand to be allowed on board, if allowed on board could not 
demand to speak to the passenger, and certainly could not legally have 
taken him anywhere against his will.  Fortunately, they decided against 
this course of action, and settled for hacking into the bank records of the 
dead man and the other passengers; they were in particular looking for 
activity on the doctor's account, since his bank card wasn't on his body 
when it was found. 
 
The local police had naturally had the same notion, and were monitoring 
those bank accounts; a failed Security Systems roll on the part of our 
crew's Security Officer allowed the police to trace the attempt back to the 
PC's, still docked at the Tau Ceti spaceport.  They were let off with a 
warning to limit any further investigating to legal avenues of inquiry. 
The captain promised to speak to his crew.  He did.  He said "Don't get 
caught again."   
 
Two of the characters made some attempt to look for local opportunities for 
profit, but were much too vague: "I'll put out some flyers on the station 
to see if anyone is looking for someone to do anything like we could do." 
That's it.  No one ever got more specific than that.  I gave them three 
different things to choose from, and one player grumpily decided the group 
was unqualified for any of them (not true, based on their available Skills 
and backgrounds, nor did she offer any alternative that would hint at the 
sort of job she'd be interested in). 
 
At the moment it appears that beginning next session they will be doing an 
extensive undersea site survey to determine the best location for an 
suboceanic colony city/research institute.  It seems clear they won't be 
happy unless I do something like planting a crashed alien ship for them to 
find down there. 
 
Damon 
 
---------------------------------------------------------- 
Check the Star Hero campaign pages at  
<http://www.txdirect.net/~griffin/starhero.htm> 
 
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Date: Mon, 27 Apr 1998 15:53:45 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: META: The List 
Sender: owner-champ-l@sysabend.org 
 
At 04:56 PM 4/27/1998 -0400, Stainless Steel Rat wrote: 
>> I checked this out myself this morning.  Majordomo does not additional 
>> prefixes (it's smart enough to see that the prefix is already in the 
>> line).  My test post looked like this 
> 
>*sigh* 
> 
>No. 
> 
>"tags" break good MUAs that properly handle "threads" based on Subject 
>headers.  They utterly destroy any attempt at properly sorting messages. 
 
   Why?  I've been on two different mailing lists that did this (and I'm on 
one of them now), and I've never had any problem with proper sorting.  None 
at all. 
--- 
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, 27 Apr 1998 16:03:46 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
At 09:10 PM 4/27/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: David B Stallard <DBStallard@compuserve.com> 
>Subject: Yet more supplement reviews 
>Cc: "[unknown]" <champ-l@sysabend.org> 
> 
>Can someone give some reviews for the following (Bob G, you're normally the 
>man for these types of posts -grin-)?  For the last three, I'd appreciate 
>if you could talk about how these books can be used for a campaign that 
>doesn't involve a lot of globetrotting. 
 
   I think you mean, for the *first* three, don't you?  :-] 
   Yeah, I seem to be pretty adept at writing fairly thorough reviews of 
all the old books.  If anyone still has copies of them, and wants to 
archive them to a website somewhere, feel free to do so.  (Just let me 
know, so I can link them.) 
 
>Also, I realize the last one (Fantasy Hero) probably requires a lengthy 
>review, but I'm more curious about the setting than in the rules.  
>Basically, my impression has been that it tells you how to to run a fantasy 
>game, but it is pretty sparse on specific setting information--the GM 
>either has to make one up or "steal" one from another system.  I think it 
>did come with a setting but it was pretty small and was better used as an 
>example rather than as your campaign setting.  How accurate is that? 
> 
>Thanks! 
> 
>* European Enemies 
 
   It's not for nothing that this book has been nicknamed "Plan Nine from 
Hero Games."  It certainly is the lowest quality item Hero has ever put 
out, and even if they hadn't raised their standards considerably since then 
it would still be likely to hold that title for a very long time.  The 
biggest problem comes from the fact that nearly all of the characters are 
drawn from either cliches or stereotypes; the second biggest comes from a 
number of typos and rules gaffes.  (What's Chromedome's STR?  How does 
Increased STUN Mod apply to Energy Blast under the 4th Ed rules?)  On the 
other hand, it's not quite the 101% piece of trash that others have deemed 
it, either.  There are a couple of surprisingly useful characters, such as 
the vicious female stretcher known as Doppleganger (whom I have added to 
Eurostar's roster in my campaign) or the cosmic-powered Despoiler.  If it 
comes out on Hero Plus, I'd suggest getting it and printing out just the 
good characters; otherwise buy it from a discount shelf (don't pay over $10 
for it) or wait for the Second Edition that was being discussed a couple of 
years ago. 
   As useless as this book is for a globetrotting campaign, it's almost 
completely useless for one that isn't.  I think you can take a pass on it 
unless you have some reason to send your PCs to Europe, or just want it for 
background material. 
 
>* Champions of the North 
 
   It's not saying much, but this is indeed a considerable improvement over 
European Enemies.  In fact, I'd give this work a B+ overall.  Though it's a 
pale imitation of Kingdom of Champions, author Jon Mattson has done a nice 
job of representing Canada for Americans and other barbarians.  It would 
have been nice to have more extensive information on the land, but 
evidently there were space considerations getting in the way of that.  Oh, 
and take complaints that the villains are mostly on the "nice" side  with 
the point that Canadians are, by reputation, nicer on the whole than their 
cousins to the south (witness the respective behavior of the Men's Olympic 
hockey teams, for example). 
   One thing that Jon did nicely that Phil Masters had a harder time with 
was creating villains and situations that could carry into the United 
States and other locales, and good excuses to bring a PC group that 
normally doesn't do much travelling abroad into Canada.  It helps somewhat 
that Canada is our neighbor to the immediate north, but some of his ideas 
can be applied to other countries as well (to replace either Canada or the 
US in the scenarios). 
 
>* Kingdom of Champions 
 
   The only real complaint I have about this book is that so many of the 
characters are written up in "brief" form rather than given full character 
sheets, though this too was probably a matter of space.  There's quite a 
bit here about British history, culture, and lifestyle; in fact, the text 
could probably be separated from the rest of the book, edited only slightly 
(as much to update the information as to remove references to gaming), and 
published in the mainstream without much notice.  And then there are the 
characters and scenarios, which only add to the flavor -- all eminently 
British, with few cliches and no bitter after-taste.  And besides the 
explicit scenario ideas, there are seeds scattered throughout the first 
part of the book. 
   As with Champions of the North, there are seeds for bringing characters 
who are not normally globe-hoppers into Britain, as wel as for bringing the 
British NPCs to the (presumably American) campaign city.  There just aren't 
quite as many.  This is a hard call for your own particular campaign needs, 
David, but I'd recommend it. 
   (A side note for anyone planning a geographic supplement:  do be sure to 
include ways that characters, institutions, and situations in your book can 
influence a campaign that doesn't do a lot of travelling.  This includes 
adventure seeds that can bring characters who don't normally travel into 
the area, reasons for villains to go to where the PCs are, corporate 
influences, and so forth.) 
 
>* Road Kill 
 
   Though it's not anywhere near the top of the list of Hero's best 
supplements, I think of it as the most underrated.  It seems like many of 
its critics miss the point that the heavy metal band turned supervillain 
group Road Kill should be played for laughs -- probably because Larry 
Johnson has a rather subtle sense of humor.  (At least, that's how *I* read 
it.)  The book has a number of "quick" adventures for the group, several 
seeds and suggestions for further adventures, and even suggestions on how 
the villains can spend their experience points (something unique to this 
book, and which I happen to like).  If you find this in a discount game 
bin, pounce on it, especially if you like humorous adventures.  Even if you 
have to pay full price, though, it's worth the trouble. 
 
>* Fantasy Hero line (including Companion and whatever else exists) 
 
   Even though I do own this, I'm going to defer to others on this.  I like 
the whole Fantasy Hero line very much, and was disappointed that there 
weren't at least two more Companions, but I think others probably have more 
direct experience with it and would be able to comment more lucidly. 
--- 
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, 27 Apr 1998 19:50:56 -0400 
To: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net&> 
        hero-l@sysabend.org 
From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Houston, we have a problem 
Sender: owner-champ-l@sysabend.org 
 
At 05:27 PM 4/27/98 -0500, Michael (Damon) or Peni R. Griffin wrote: 
>We had our first game in a new Star Hero campaign this weekend.  It was not 
>a great success.  Over the past several weeks, I'd helped players who were 
>unfamiliar with Hero System put together a workable group of characters and 
>build the spaceship they designed for themselves.  Some of the characters 
>seemed unfinished to me; I'd asked everyone to make sure their characters 
>had Skills which would be useful aboard ship, as well as some that would be 
>useful planetside, and I said more than once  that each character needed to 
>have at least one useful Skill, Talent or KS that was unique within the 
>group, so that no one would be completely redundant.   
[snip] 
 
Sounds to me like the players don't want to play a Star Hero game, are not 
familiar with Space Gaming, or you have made the game too open ended for 
the players that you have.  I glanced at your site and the background  
 
It also sounds like you have too many Hero rookies.  175 points is usually 
a LOT for non-powered characters (you don't mention any but the 83 point 
guy, whom I assume has no disads). 
 
You did a lot of background work but it seems the players have not bought 
into it yet.  Whenever I try an open ended game like non-epic fantasy (I 
don't do scifi), I try to get the players to decide together why they 
travel together, what common purpose they share.  It sounds like your 
players are using the "well we, the players, are all here in this room, so 
we all must trust one another" method.  In an open ended game that is not 
good enough.  In a superhero game, players form groups, because it's genre. 
 How many Fantasy or Sci-Fi novels have you read where 6-8 people travel 
everywhere together? 
 
Good luck. 
  Joe 
 
 
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Date: Mon, 27 Apr 1998 20:22:51 -0500 
From: Tim Statler <tstatler@igateway.net> 
Reply-To: tstatler@igateway.net 
To: hero-l@omg.org 
Subject: Bab 5 racial package deals 
Sender: owner-champ-l@sysabend.org 
 
The recent Babylon 5 conversation fit into something I was working on 
myself. I am trying to work up a Bab5 Hero. 
 
This is the first Time I've tried to use the package deal rules so I 
could use some input from the list. Here is the Racial Pkg Deals I've 
worked on so far. These aren't final, but from what I've watched is a 
start. 
 
Note: increased stats are listed in the from of #/#. this is base stat 
and max stat. ie: Narns str is listed as 15/25, they start stronger than 
humans and also have a greater potential. 
 
 
Mimbari: cost 7 
Str 10/23                                    3 
Con 13/23                                   12 
Bdy 12/22                                    8 
Int 13/23                                    6 
Ego 12/22                                    8 
disads: 
DF: Mimbari conceal/noticed                 -10 
Beserk: if drinks acohol unc 14- 11-        -20 
 
notes: the beserk represents their problem with acohol. A Phys Lim just 
didn't cut it. 
 
Narn:  cost 20 
STR 15/25                                10 
CON 15/25                                20 
BDY 15/25                                20 
PD  -/10                                  2 
ED  -/10                                  2 
disads: 
DF: Narn conceal/noticed                -10 
Psych Lim: Hates Centauri VC, Strong    -20 
COM  8/18                                -1 
DEX 10/18                                -3 
 
notes: The TV show pretty well shows that a Narn has to use an Ego roll 
to be civil to the Centauri.  
 
Centauri: cost 5 (7)  
 Con 13/23                                              12 
 Ego 12/22                                               8 
(6 extra limbs: can only lift less than a pound ea (-2) (2) 
disads 
DF: Centauri easily/noticed                             -5 
Pysch Lim: Prejudiced about Narns C, mod               -10 
 
notes: the parentheical values are for Centauri males only. Several 
times they were shown as prehensil. the Psych Lim is that nearly all 
Centauri hold some sort of prejudice about Narns. Whether its "They're 
Barbarians" to "They're just animals." The only 2 on the show that don't 
(or bought it off) was Vir and Londo. 
 
 
How do they look. Any Suggestions? 
 
Tim Statler 
 
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From: "Michael Sprague" <msprague@eznet.net> 
To: <champ-l@sysabend.org> 
Subject: RE: Characters in Fifth? 
Date: Mon, 27 Apr 1998 21:35:21 -0400 
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Sender: owner-champ-l@sysabend.org 
 
> << There is no need for the basic rules to include a "team."  Instead, 
> characters presented should be good solid examples of how 
> characters should be 
> created >> 
> 
>   The team provides examples of creating each of several 
> archetypes of heroes 
> (energy projector, shapeshifter, whatever). 
 
But ... isn't it going to be a "Hero System" rulebook? 
 
Showing the various superhero archetypes is well and good, but the game 
system is much more than just Champions!  A team, as in your example, belong 
in a Champions supplement, not the basic rulesbook.  The rulesbook should 
have characters examples from various genres, and not concentrate on one 
specific one. 
 
- Mike Sprague 
- msprague@eznet.net 
 
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From: "Michael Sprague" <msprague@eznet.net> 
To: <champ-l@sysabend.org> 
Subject: RE: META: The List 
Date: Mon, 27 Apr 1998 21:42:09 -0400 
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I also am not fond of this idea ... mostly because I sort (but not filter) 
my messages by the subject field.  I have been on other lists that do this, 
and I just don't care for the results. 
 
- Mike Sprague 
- msprague@eznet.net 
 
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Reply-To: <jonesmj@topaz.cqu.edu.au> 
From: "happyelf" <cgtmljon@pronet.net.au> 
To: <champ-l@sysabend.org> 
Cc: "[unknown]" <champ-l@sysabend.org> 
Subject: Re: Yet more supplement reviews 
Date: Tue, 28 Apr 1998 11:44:16 +1000 
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X-Status:  
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>  
> Can someone give some reviews for the following (Bob G, you're normally 
the 
> man for these types of posts -grin-)?  For the last three, I'd appreciate 
> if you could talk about how these books can be used for a campaign that 
> doesn't involve a lot of globetrotting. 
>  
> Also, I realize the last one (Fantasy Hero) probably requires a lengthy 
> review, but I'm more curious about the setting than in the rules.  
> Basically, my impression has been that it tells you how to to run a 
fantasy 
> game, but it is pretty sparse on specific setting information--the GM 
> either has to make one up or "steal" one from another system.  I think it 
> did come with a setting but it was pretty small and was better used as an 
> example rather than as your campaign setting.  How accurate is that? 
>  
> Thanks! 
>  
> * European Enemies 
A bunch of enemies, who are mostly european. Rampant EC's but quite a few  
good characters in there, although if you want to take advantage of 
mastadon  
give him a different look (maybe covered in ivory-spikes which look like a 
wolly coat.) 
Well, ee is really a stat-book anyway, just plonk the triad down in new 
york and watch the 'sparks' fly. same goes for argent anarchy and eclipse, 
in fact the teams 
have good reson to be anywhere.  
 
 
> * Kingdom of Champions 
good book, nice short review of stuff, the characters are interesting 
although  
you may have trouble getting much of the value from the book unless you 
skip the pond. I'd suggest bying it just for the read, to improve your 
outlook on super setting  
in general. I think everyone can benefit from looking at a book this well 
done.  
 
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From: "happyelf" <cgtmljon@pronet.net.au> 
To: <champ-l@sysabend.org> 
Cc: "[unknown]" <champ-l@sysabend.org> 
Subject: Re: Yet more supplement reviews 
Date: Tue, 28 Apr 1998 11:44:16 +1000 
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>  
> Can someone give some reviews for the following (Bob G, you're normally 
the 
> man for these types of posts -grin-)?  For the last three, I'd appreciate 
> if you could talk about how these books can be used for a campaign that 
> doesn't involve a lot of globetrotting. 
>  
> Also, I realize the last one (Fantasy Hero) probably requires a lengthy 
> review, but I'm more curious about the setting than in the rules.  
> Basically, my impression has been that it tells you how to to run a 
fantasy 
> game, but it is pretty sparse on specific setting information--the GM 
> either has to make one up or "steal" one from another system.  I think it 
> did come with a setting but it was pretty small and was better used as an 
> example rather than as your campaign setting.  How accurate is that? 
>  
> Thanks! 
>  
> * European Enemies 
A bunch of enemies, who are mostly european. Rampant EC's but quite a few  
good characters in there, although if you want to take advantage of 
mastadon  
give him a different look (maybe covered in ivory-spikes which look like a 
wolly coat.) 
Well, ee is really a stat-book anyway, just plonk the triad down in new 
york and watch the 'sparks' fly. same goes for argent anarchy and eclipse, 
in fact the teams 
have good reson to be anywhere.  
 
 
> * Kingdom of Champions 
good book, nice short review of stuff, the characters are interesting 
although  
you may have trouble getting much of the value from the book unless you 
skip the pond. I'd suggest bying it just for the read, to improve your 
outlook on super setting  
in general. I think everyone can benefit from looking at a book this well 
done.  
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Houston, we have a problem 
Mail-Copies-To: never 
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Date: 27 Apr 1998 21:57:15 -0400 
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Joe Mucchiello writes: 
 
> It also sounds like you have too many Hero rookies.  175 points is 
> usually a LOT for non-powered characters (you don't mention any but the 
> 83 point guy, whom I assume has no disads). 
 
Definitely.  "Average" heroic charcters -- that is, characters with a bit 
of history behind them before the start of the game -- are 75 + 75.  The 
"fresh out of the accademy" rookie is probably going to be a good 50 points 
less than that. 
 
> You did a lot of background work but it seems the players have not bought 
> into it yet.  Whenever I try an open ended game like non-epic fantasy (I 
> don't do scifi), I try to get the players to decide together why they 
> travel together, what common purpose they share. 
 
That is frequently the greatest problem that a game faces: *WHY* is this 
group of people together?  It is difficult to keep the game together when 
the characters do not have a common purpose. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: META: The List 
Reply-To: Stainless Steel Rat <ratinox@peorth.gweep.net> 
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Bob Greenwade writes: 
 
>    Why?  I've been on two different mailing lists that did this (and I'm 
> on one of them now), and I've never had any problem with proper sorting. 
> None at all. 
 
Okay, just for some background.  I wrote the inital code in Gnus (a mail 
and news reader for GNU Emacs) that deals with "nonstandard" Subject 
leaders.  That is, the code that goes through strings and removes all the 
variations of "Re" I knew of at the time.  The end result is that "Foo", 
"Re: Foo", "Re: Re: Foo", "Re[3]: Foo", and combinations and variations of 
the same would be properly sorted.  Then Microsoft released the German 
Exchange client which added "AW:" to the list, and I had to go back and 
recode for that.  That started the cascade of each new mail client doing 
things a little bit differently than everyone else.  At best it was ugly, 
and it broke more frequently than I would like to know, as new mail clients 
would do things differently. 
 
Any mailing list manager that adds tags to Subject strings has to deal with 
this if it wants to even vaguely approximate reliability.  None do, not to 
the extent that my Gnus code did, at least.  Too frequently, when something 
that the code does not know about appears on the list, it will either add a 
tag when it should not, or it will fail to add one when it should.  When 
that happens, "threading" on Subjects will fail. 
 
And then there are the problems when, say, someone on an S&M mailing list 
with "SM" tags decides to subscribe to a Sailor Moon mailing list that also 
uses "SM" tags.  The subject tags that are generated to ensure proper 
filtering will cause that same filtering to break. 
 
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Date: Mon, 27 Apr 1998 22:15:51 -0400 
To: Champions <champ-l@sysabend.org> 
From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Houston, we have a problem 
Sender: owner-champ-l@sysabend.org 
 
At 09:57 PM 4/27/98 -0400, Stainless Steel Rat wrote: 
>Joe Mucchiello writes: 
>> You did a lot of background work but it seems the players have not bought 
>> into it yet.  Whenever I try an open ended game like non-epic fantasy (I 
>> don't do scifi), I try to get the players to decide together why they 
>> travel together, what common purpose they share. 
 
>That is frequently the greatest problem that a game faces: *WHY* is this 
>group of people together?  It is difficult to keep the game together when 
>the characters do not have a common purpose. 
 
Exactly.  That's why I always get the players to decide this for 
themselves.  I can then tailor the game to what works with that and, 
hopefully, the players will enjoy it as well. 
 
  Joe 
 
 
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Reply-To: <jonesmj@topaz.cqu.edu.au> 
From: "happyelf" <cgtmljon@pronet.net.au> 
To: <hero-l@sysabend.org> 
Subject: Re: Houston, we have a problem 
Date: Tue, 28 Apr 1998 12:26:12 +1000 
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>  
> We had our first game in a new Star Hero campaign this weekend.  It was 
not 
> a great success.  Over the past several weeks, I'd helped players who 
were 
> unfamiliar with Hero System put together a workable group of characters 
and 
> build the spaceship they designed for themselves.  Some of the characters 
> seemed unfinished to me; I'd asked everyone to make sure their characters 
> had Skills which would be useful aboard ship, as well as some that would 
be 
> useful planetside, and I said more than once  that each character needed 
to 
> have at least one useful Skill, Talent or KS that was unique within the 
> group, so that no one would be completely redundant.   
>  
 
Well, it's often better to just get the player to come up with a concept 
and  
let the cards fall where they may. That way you can often get a more 
diverse set of  
characers than if you try and base things on skill lists to begin with.  
 
> Despite this, I had one player turn in a character built on only 57 
points, 
> about one-third of the point total I'd allowed everyone.  He was a 
> Pilot/Navigator, with a representative Package Deal that had a net cost 
of 
> 0, so he had more Skills than the 57 points might suggest.  However, all 
> the Skills he bought outside the Package dealt directly with his being a 
> Pilot, and he was only one of three characters qualified to fly their 
ship. 
>  Under-developed and with no unique contribution.  It was like pulling 
> teeth to get him to spend any more points, but we finally built him up to 
> an 83 point character.  He'd added, among other things, EVA Operations 
and 
> Demolitions, figuring if the crew needed any small asteroids blown up he 
> could do that.  Fine, but he only bought these Skills at the base roll.  
I 
> pointed out that both could have nasty, even lethal, side effects with a 
> badly missed roll, and he might want to improve his Skill Roll a bit.  He 
> still had 17 points left of his base 100, not to mention another 75 
> available through Disadvantages, but remained reluctant.  Well, what do I 
> know?  I'm only the GM.  I figured I'd let him start with the character 
as 
> is, and if he found he didn't have enough to do, or kept missing Skill 
> Rolls, he could beef up the character later. 
>  
> 
 
Hmmm. well the question is WHY? was he bored with character creation? 
Does he think point spent all involve disadvantages?  
perhaps you could allow him to by a 'neural interface' helmet to run the 
ship better,  
as a superherioc-style foci? My players are flat out not maxing their 
disadvantages.  
Perhaps he hopes for a radiation experiment later? I'm kinda in the dark 
here.  ...  
 
> With the exception of the above pilot, and the captain (who has a 
military 
> background) all the crew are scientists and/or engineers of some stripe. 
> I'd asked repeatedly over the last couple of months what kinds of things 
> they'd want their characters to look into, and all I could ever get out 
of 
> them was "We want to explore."   The campaign setting encompasses our 
solar 
> system, plus one colony world each in the Alpha Centauri and Tau Ceti 
> systems.  No evidence of intelligent alien life has yet been found.  
Their 
> ship has 64x FTL capability, making it roughly a 68 day trip from Earth 
to 
> the Tau Ceti system.  I decided to start the game at the Tau Ceti colony, 
> since it was still largely unexplored (a little smaller than Earth, the 
> planet Midgard was settled only 34 years earlier and has a resident 
> population of less than 3 million)  and should give them plenty to do.  
The 
> first thing they looked into was finding a cargo to haul to the Sol 
system. 
>  A crew of scientists with a fairly well-supplied research vessel, and 
they 
> just want to haul cargo!?!?  Okay, if they happen to be headed that way, 
it 
> makes sense to defray expenses by doing some cargo hauling on the side, 
but 
> they weren't supposed to be leaving, they'd just arrived.  Also, some of 
> the players were apparently under the impression that, though I'd spent 
the 
> last couple of months creating two colony worlds and a timeline and 
> background for Near Space, I'd be pleased to have them immediately quit 
the 
> campaign area to go explore other stars.  They hadn't thought to mention 
> that before now, of course. 
>  
 
 
Patience . . .communication. . patience. .. communication  .. patience. . . 
.  
patience.  .. patience. . ..  
 
<snip> 
> At the moment it appears that beginning next session they will be doing 
an 
> extensive undersea site survey to determine the best location for an 
> suboceanic colony city/research institute.  It seems clear they won't be 
> happy unless I do something like planting a crashed alien ship for them 
to 
> find down there. 
>  
 
Wellll. . i think you're maybe missing the point of exploration. When one 
explores, one  
deas not stay in the place they start in. The ocean idea is good- don't be 
so quick 
to think that(alien ship) is  what they want. Put a bunch of 
salvage-pirates down there, or maybe a nasty 
alien bug(disease). Remember, this is sci-fi- not bor-dom. Have the company 
they work 
for ignore their report of a nasty bug (even after an npc goes mad under 
it's effect and  
almost floods the ship). Have them decide wether they want to go through 
other circles,  
maybe hint that the dead doctor was working in simmilar circles. Think 
possitive, remember they're 
playing too- don't blame them for wantiog something different than you.  
 
> Damon 
>  
> ---------------------------------------------------------- 
> Check the Star Hero campaign pages at  
> <http://www.txdirect.net/~griffin/starhero.htm> 
 
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Date: Mon, 27 Apr 1998 22:49:20 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
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On Mon, 27 Apr 1998, Bob Greenwade wrote: 
 
> >* European Enemies 
>  
>    It's not for nothing that this book has been nicknamed "Plan Nine from 
> Hero Games."  It certainly is the lowest quality item Hero has ever put 
> out, and even if they hadn't raised their standards considerably since then 
> it would still be likely to hold that title for a very long time.  The 
> biggest problem comes from the fact that nearly all of the characters are 
> drawn from either cliches or stereotypes; the second biggest comes from a 
 
Indeed.  The Swiss character makes clocks, the English character is an 
archer, the French guy is modeled after Napoleon, the Monaco character 
uses a gambling motif, the Iltalian is in the Mafia... it is pretty poor. 
 
 
> number of typos and rules gaffes.  (What's Chromedome's STR?  How does 
> Increased STUN Mod apply to Energy Blast under the 4th Ed rules?)  On the 
 
Also pay close attention to character descriptions and their write-ups. 
You get an acne scarred man with (like) a 20 COM.  There is a guy with a 
6d6 EB only usable within his gas cloud.  His gas cloud is always on... 
Hoarfrost kills herself is she uses her No Range RKA.  There is a Fractal 
Energies EC (a what?).  This same character (Mandelbrot) has 16 points for 
a computer, except there are no statsgiven for this computer (and a 300 
END Reserve to run it!)  Oh, and he's Hunted by a RPG company!  What sort 
of diads are these? 
 
> other hand, it's not quite the 101% piece of trash that others have deemed 
> it, either.  There are a couple of surprisingly useful characters, such as 
> the vicious female stretcher known as Doppleganger (whom I have added to 
> Eurostar's roster in my campaign) or the cosmic-powered Despoiler.  If it 
 
I dunnno.  I can usually pick a few characters out of any supplement that 
appeal to me.  EE has given me ZERO in all the time I've had it. 
 
> comes out on Hero Plus, I'd suggest getting it and printing out just the 
> good characters; otherwise buy it from a discount shelf (don't pay over $10 
> for it) or wait for the Second Edition that was being discussed a couple of 
> years ago. 
 
Yeah, well I can't think of any good characters. 
 
>    As useless as this book is for a globetrotting campaign, it's almost 
> completely useless for one that isn't.  I think you can take a pass on it 
> unless you have some reason to send your PCs to Europe, or just want it for 
> background material. 
 
I agree, give EE a big pass.  Buy GRUPS IST instead, you can probably get 
better European character ideas out of that instead (I know that I did). 
 
*************************************************************************** 
* "'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, 27 Apr 1998 22:25:19 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Houston, we have a problem 
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> Definitely.  "Average" heroic charcters -- that is, characters with a bit 
> of history behind them before the start of the game -- are 75 + 75.  The 
> "fresh out of the accademy" rookie is probably going to be a good 50 points 
> less than that. 
 
	The Gospel According To Rat! 
 
	Seriously, that's one gamer's opinion.  (Or many gamers'opinions.) 
But starting points really are a matter of preference and GM style.  That 
said, 175 is a bit much for my personal style. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Mon, 27 Apr 1998 22:33:16 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
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> Indeed.  The Swiss character makes clocks, the English character is an 
> archer, the French guy is modeled after Napoleon, the Monaco character 
> uses a gambling motif, the Iltalian is in the Mafia... it is pretty poor. 
 
	And what's wrong with stereotypes for a short jaunt to Europe. 
People will be expecting something somewhat familiar.  Though, of course, 
I could think of other stereotypes for each country -- an Arthurian themed 
villian (they have that one, actually) for England, a Joan of Arc related 
French Villianess, a member of the Monaco Royal Familiy, a villian related 
to the Roman empire for Italy. 
 
> Hoarfrost kills herself is she uses her No Range RKA.  There is a Fractal 
> Energies EC (a what?).  This same character (Mandelbrot) has 16 points for 
> a computer, except there are no statsgiven for this computer (and a 300 
> END Reserve to run it!)  Oh, and he's Hunted by a RPG company!  What sort 
> of diads are these? 
 
	Hey!  I _like_ Mandelbrot.  Why are Fractal Energies any less 
believable then Mystical Flame?  And Hunted by the T$R of a gaming world 
might actually be worth something, if you consider possible ties to real 
alternate dimensions.  The computer is fine, though needs to be written 
up.  The END reserve is trash. 
 
> I agree, give EE a big pass.  Buy GRUPS IST instead, you can probably get 
> better European character ideas out of that instead (I know that I did). 
 
	Don't listen to him.  I've tried to convert GURPS Supers 
characters, and found it n excercise in futility.  The EE characters at 
least have stats resembling those of the Hero Rules. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Mon, 27 Apr 1998 22:41:12 -0500 
To: Champions <champ-l@sysabend.org> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Houston, we have a problem 
Sender: owner-champ-l@sysabend.org 
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>> It also sounds like you have too many Hero rookies.  175 points is 
>> usually a LOT for non-powered characters (you don't mention any but the 
>> 83 point guy, whom I assume has no disads). 
> 
>Definitely.  "Average" heroic charcters -- that is, characters with a bit 
>of history behind them before the start of the game -- are 75 + 75.  The 
>"fresh out of the accademy" rookie is probably going to be a good 50 points 
>less than that. 
 
There was no academy.  My wife and I currently belong to a gaming group 
that's been taking turns in a GURPS-Harn hybrid (run by the player who's 
the Chief Engineer in the Star Hero game) and an AD&D Forgotten Realms game 
(run by the ship's robotics expert).  In introducing these guys to Hero, I 
decided the easiest way to simulate the existing group dynamic was to 
create a back story where they'd all been part of the crew of a corporate 
freighter/transport vessel; their ship was decommissioned and the PCs 
decided to go into business for themselves, doing research-for-hire or 
exploration-for-profit (this last part they decided for themselves). 
 
The ship's captain has several years Naval experience, most of the rest of 
the PCs were scientists and/or engineers in various fields.  One of the 
characters used to do a regular science show for kids on TV (now, he just 
does the occasional TV special).  I gave them 75+75 points, then allowed 
them up to take up to an addtional 25 points in order to finance the 
construction of their ship; the actual characters (not counting the ship 
cost) couldn't be more than 150 points. 
 
>> You did a lot of background work but it seems the players have not bought 
>> into it yet.  Whenever I try an open ended game like non-epic fantasy (I 
>> don't do scifi), I try to get the players to decide together why they 
>> travel together, what common purpose they share. 
> 
>That is frequently the greatest problem that a game faces: *WHY* is this 
>group of people together?  It is difficult to keep the game together when 
>the characters do not have a common purpose. 
 
I gave them a back story that would explain how they knew each other and 
how they happen to all be in a situation that requires them to look for 
gainful employment.  I explained to them that they'd be free to take on 
short-term work-for-hire projects if that's what they wanted to do, but 
that the range of available jobs would depend on their areas of expertise; 
if they were all a bunch of geologists and mining engineers, there'd only 
be so many things they could do with that.  They did manage to create a 
group of characters with a decent range of Skills (especially while they 
still had their doctor), but had not yet managed to evolve a group purpose 
beyond "Let's explore."  I can't give them that.  Given at least some idea 
of the kinds of things the crew will be interested in purusing, I can 
create a variety of oppotunities that will allow them to do that.  Until I 
get some idea, I can take shots in the dark and create one oppotunity after 
another and see what they go for.  But I can't dictate to them, "This is 
what you want to do." 
 
Damon 
---------------------------------------------------------- 
Check the Star Hero campaign pages at  
<http://www.txdirect.net/~griffin/starhero.htm> 
 
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From: "happyelf" <cgtmljon@pronet.net.au> 
To: <hero-l@omg.org> 
Subject: Re: Bab 5 racial package deals-EXTRA LIMBS?? 
Date: Tue, 28 Apr 1998 13:42:49 +1000 
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---------- 
>  
>  
> Centauri: cost 5 (7)  
>  Con 13/23                                              12 
>  Ego 12/22                                               8 
> (6 extra limbs: can only lift less than a pound ea (-2) (2) 
> disads 
 
excuse my language, but WTF???????? what, can they pick stuff up with their 
hair?  
or are you talking about them little keepers? 
 
 
> DF: Centauri easily/noticed                             -5 
> Pysch Lim: Prejudiced about Narns C, mod               -10 
>  
> notes: the parentheical values are for Centauri males only. Several 
> times they were shown as prehensil. the Psych Lim is that nearly all 
> Centauri hold some sort of prejudice about Narns. Whether its "They're 
> Barbarians" to "They're just animals." The only 2 on the show that don't 
> (or bought it off) was Vir and Londo. 
>  
>  
> How do they look. Any Suggestions? 
>  
> Tim Statler 
>  
 
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Date: Mon, 27 Apr 1998 20:54:29 -0700 
To: <jonesmj@topaz.cqu.edu.au&> <hero-l@omg.org> 
From: Lizard <lizard@dnai.com> 
Subject: Re: Bab 5 racial package deals-EXTRA LIMBS?? 
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At 01:42 PM 4/28/98 +1000, happyelf wrote: 
> 
> 
>---------- 
>>  
>>  
>> Centauri: cost 5 (7)  
>>  Con 13/23                                              12 
>>  Ego 12/22                                               8 
>> (6 extra limbs: can only lift less than a pound ea (-2) (2) 
>> disads 
> 
>excuse my language, but WTF???????? what, can they pick stuff up  
with their 
>hair?  
>or are you talking about them little keepers? 
 
You, ah, never saw the infamous poker scene then? 
(Spoiler space, just in case) 
1 
2 
3 
4 
5 
6 
7 
8 
9 
10 
11 
12 
13 
14 
15 
16 
17 
18 
19 
20 
 
Centauri males have six penii, which are in sets of three on the left  
and right side of their bodies. These are long (several feet), agile,  
and under voluntary control. Londo used his to cheat at poker. This  
does not seem to be common knowledge among other races, but both  
Londo and Vir talked about it freely to other characters, so it isn't  
a racial secret, either. 
 
We also got to see them, briefly, in "The Very Long Night Of Londo  
Mollari" -- perhaps the first adult male full frontal nudity on non- 
pay TV! 
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Date: Mon, 27 Apr 1998 23:25:48 -0500 
To: <hero-l@sysabend.org> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Houston, we have a problem 
Sender: owner-champ-l@sysabend.org 
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>Well, it's often better to just get the player to come up with a concept 
>and let the cards fall where they may. That way you can often get a more 
>diverse set of characers than if you try and base things on skill lists to 
begin with. 
 
Que?  Each player was free to come up with his/her own concept.  If anyone 
*had* created a character that didn't fit the idea of the earlier freighter 
crew, that character would have been introduced separately (as the doctor 
was supposed to be, and the security officer was; these two players joined 
late in the preparation stages).  I did not dictate Skill lists to anyone, 
I just said each player needed to be sure his character wasn't made 
redundant by any of the others. 
  
>Hmmm. well the question is WHY? was he bored with character creation? 
>Does he think point spent all involve disadvantages?  
>perhaps you could allow him to by a 'neural interface' helmet to run the 
>ship better, as a superherioc-style foci? 
 
The chief engineer and one of the other pilots already have neural links to 
the ship, so it wouldn't add anything.  Good try, though.  This player is 
The Quiet One in our group and I don't know why he is reluctant to spend 
more points.  His characters in the other two games aren't very flashy (not 
that that's a bad thing).  I think he has played some space adventures 
before...2300 A.D. or something, but hasn't offered any anecdotes about 
those campaigns.  Like I said, he doesn't talk a lot. 
 
>Patience . . .communication. . patience. .. communication  .. patience. . . 
 
Yeah, I know.  I'm not giving up or anything, nor do I blame the players 
[exclusively] for the situation. 
 
>Wellll. . i think you're maybe missing the point of exploration. When one 
>explores, one deas not stay in the place they start in.  
 
One does if the place they start in is (a) 99.9% unexplored, (b) a place 
where they can be paid to explore in various ways, and (c) the location 
they know the GM has spent most of his time detailing for them recently. 
No, they will not be expected to stay here.  Yes, they will be allowed and 
expected to visit the other colony world, plus Mars (undergoing 
terraforming), Luna, Earth, any of the 53 free-floating cities in the Sol 
system, whatever.  But they've known from the beginning that these three 
star systems represented Known Space at the time of the campaign.   
 
They want to go off and explore uncharted solar systems?  Fine.  Not one of 
them is an astronomer.  Not one of them is an astrophysicist.  Not one of 
them has any Skill with the prefix "xeno-" in front of it.  Only the 
captain and one pilot have EVA Skills.  They have no one with medical 
Skills, except one scientist with Biochemistry as a sideline, and a couple 
of people with Paramedic Skill.  These guys are barely equipped to 
*recognize* another star system, much less do any meaningful exploration of 
one.  They all have things like geology, meteorology, ecology, 
pharmacology, biology (not as widely useful as you might suppose; I'm only 
dealing with carbon-based Life As We Know It built on DNA.  Many stars 
won't support such life, not all stars will have planets, not all planets 
that *could* have life will, and so on.)  If the characters had been given 
Skills or backgrounds that suggested space exploration rather than 
planetside exploration, I could have either headed that off or adjusted 
part of the scope of the campaign to allow for that.  Exploration of neaby 
stars is pretty much a dead end, though, because there's no one out there 
(as far as anyone knows yet) to interact with.  You spend months sailing 
along at Warp 37.9, get to a new star, take some readings, look for 
planets.  It has four.  You take some more readings.  None of them can 
support terrestrial life.  Next star system.  Ho hum.  The colony worlds 
provide colonists to interact with, local governments (most of the crew has 
Bureaucratics) to be hassled by and diverse yet DNA-based biospheres to 
investigate. 
 
 
 
The ocean idea is good- don't be so quick 
>to think that(alien ship) is  what they want. Put a bunch of 
>salvage-pirates down there, or maybe a nasty 
>alien bug(disease). 
 
Some form of the pirate thing might be workable.  They are not equipped, 
without a real medical person, to do anything about alien diseases. 
 
>almost floods the ship). Have them decide wether they want to go through 
>other circles, maybe hint that the dead doctor was working in simmilar 
circles. Think 
>possitive, remember they're playing too- don't blame them for wantiog 
something different than you.  
 
I don't blame them for wanting something different, I blame them for not 
giving me the slightest notion of what they *do* want, despite repeated 
queries.  Again, it is not true that this whole situation is their fault, 
but I feel like I've provided a decent backdrop for them to get started 
with, and not been given enough from them to work with to create specific 
adventures.  In our GURPS-Harn campaign, we're all colonists, off to the 
New World to establish a brand new colony.  We all knew ahead of time 
that's what we were going to be doing, the only flexibility is in how the 
individual characters react to situations as they come up.  We can't just 
decide, "Orbaal sucks.  Let's head for Tharda."  and have the GM guide us 
there.  Our route is planned for us.  I didn't want to dictate a route or 
itinerary for the group.  At the same time, the campaign setting does not 
encompass the entire Galaxy.  In effect, the group has been asked "Within 
these boundaries, what would you like to do?" and the answers have so far 
been (a) escape the boundaries, and (b) engage in some unspecified activity 
other than anything the GM has suggested. 
 
Damon 
 
---------------------------------------------------------- 
Check the Star Hero campaign pages at  
<http://www.txdirect.net/~griffin/starhero.htm> 
 
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Date: Mon, 27 Apr 1998 22:02:59 -0700 
To: "Tim R. Gilberg" <champ-l@sysabend.org> 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Houston, we have a problem 
Sender: owner-champ-l@sysabend.org 
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At 10:25 PM 4/27/98 -0500, you wrote: 
> 
>> Definitely.  "Average" heroic charcters -- that is, characters with a bit 
>> of history behind them before the start of the game -- are 75 + 75.  The 
>> "fresh out of the accademy" rookie is probably going to be a good 50 points 
>> less than that. 
> 
>	The Gospel According To Rat! 
> 
>	Seriously, that's one gamer's opinion.  (Or many gamers'opinions.) 
>But starting points really are a matter of preference and GM style.  That 
>said, 175 is a bit much for my personal style. 
 
We tend to stay at 50+50, keeps the PCs low in power with lots of growth 
potential :) 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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Date: Tue, 28 Apr 1998 00:03:17 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
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Subject: Re: Bab 5 racial package deals 
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On Mon, 27 Apr 1998, Tim Statler wrote: 
 
> The recent Babylon 5 conversation fit into something I was working on 
> myself. I am trying to work up a Bab5 Hero. 
>  
> This is the first Time I've tried to use the package deal rules so I 
> could use some input from the list. Here is the Racial Pkg Deals I've 
> worked on so far. These aren't final, but from what I've watched is a 
> start. 
>  
> Note: increased stats are listed in the from of #/#. this is base stat 
> and max stat. ie: Narns str is listed as 15/25, they start stronger than 
> humans and also have a greater potential. 
 
Interesting this pops up just now.  Just this weekend I started working on 
something like this for a campaign of my own. 
 
>  
>  
> Mimbari: cost 7 
> Str 10/23                                    3 
 
I'd start them at 13 Strength.  They are listed as stronger than the 
normal human in the Bab5 Gamebook, and in the show we've seen Lennier lift 
Marcus off the ground by one hand with no apparent strain. 
 
> Con 13/23                                   12 
 
I'd probably leave this at 10.  Minbari in the book have the same 
endurance as Humans. 
 
> Bdy 12/22                                    8 
> Int 13/23                                    6 
> Ego 12/22                                    8 
 
They are the most mentally oriented of the races, so this makes sense. 
Since they also have the highest perception in the game, I'd probably even 
add +1 perception. 
 
> disads: 
> DF: Mimbari conceal/noticed                 -10 
> Beserk: if drinks acohol unc 14- 11-        -20 
>  
> notes: the beserk represents their problem with acohol. A Phys Lim just 
> didn't cut it. 
 
It seems to fit, but I might make it 8- to recover.  Or mod it by how much 
alcohol they have.  It sounds like they'd be berzerk as long as it was at 
a certain level in their system.  When Lennier first said this I thought 
he was lying to Londo (Like he lied to someone else about having a rare, 
fatal illness, just to get the person to go away from him), but it's been 
brought up since. 
 
I'd probably also add Rep:  Minbari (Never tells a lie, but never tells 
all they know either).  This perception of Minbari has come up several 
times. 
 
>  
> Narn:  cost 20 
> STR 15/25                                10 
> CON 15/25                                20 
> BDY 15/25                                20 
> PD  -/10                                  2 
> ED  -/10                                  2 
 
All seems reasonable, they are the brutes of the major races. 
 
> disads: 
> DF: Narn conceal/noticed                -10 
> Psych Lim: Hates Centauri VC, Strong    -20 
 
I don't think I would put it this strong as a required racial thing. 
Certainly many Narn did have this.  But when the Centauri conquered Narn 
again it did not take them long to get Narn servents and Quislings.  So 
either they had alot of EXP saved up to buy it off, or not all Narn are 
this full of hate. 
 
> COM  8/18                                -1 
 
Com is so much a product of viewpoint I don't think I'd mess with it, 
unless all the PC's will be one set race.  
 
> DEX 10/18                                -3 
 
Hard to say.  In the Bab5 Gamebook they are even with humans in dex. 
 
I'd pobably also add a Rep: here.  Narns are known to be warlike, 
involved in dirty deals and no picky about who they work with as long as 
they are not Centauri. 
 
>  
> Centauri: cost 5 (7)  
>  Con 13/23                                              12 
 
This works.  Centauri are second only to Narn in Endurance. 
 
>  Ego 12/22                                               8 
 
I'd also add Int, maybe some Pre.  They are a society that prizes wit and 
showy displays, as well as manipulation and intrigue.  Vir is the obvious 
exception.;)  I would even be tempted to make High Society a Background 
skill. 
 
> (6 extra limbs: can only lift less than a pound ea (-2) (2) 
 
I had totally forgotten about this, I probably would not allow fine 
manipulation or some other limitation.  They can pick up a card, but not 
fire a gun. 
 
> disads 
> DF: Centauri easily/noticed                             -5 
> Pysch Lim: Prejudiced about Narns C, mod               -10 
 
Rep:  Decadant and Fading Race.  Vice seems to be a specialty of the 
Centauri. 
 
I agree their DF should be lower.  Centauri can pass off as humans to a 
casual observer, as humans can look like Centauri. 
 
>  
> notes: the parentheical values are for Centauri males only. Several 
> times they were shown as prehensil. the Psych Lim is that nearly all 
> Centauri hold some sort of prejudice about Narns. Whether its "They're 
> Barbarians" to "They're just animals." The only 2 on the show that don't 
> (or bought it off) was Vir and Londo. 
 
I'm trying to decide what to do with humans for Bab5 Hero.  In the book 
they have the best Pre score of all, and the series seems to show humans 
have a gift for being able to work with nearly any race.  I'm not sure if 
this would really be Pre, or if a better way to sim it would be just a 
racial reaction modifier (IE, non-humans just tend to trust them a little 
more or humans get a generally better reaction). 
 
Suggestions? 
 
 
 
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From: Doc Weird <DocWeird@aol.com> 
Date: Tue, 28 Apr 1998 01:03:32 EDT 
To: hero-l@sysabend.org 
Subject: Reply: Houston, we have a problem 
Sender: owner-champ-l@sysabend.org 
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In a message dated 98-04-28 00:31:15 EDT, griffin@txdirect.net writes: 
 
<< In effect, the group has been asked "Within 
 these boundaries, what would you like to do?" and the answers have so far 
 been (a) escape the boundaries, and (b) engage in some unspecified activity 
 other than anything the GM has suggested. 
  >> 
 
 
     Thus we come to the heart of the problem........Gamers, in general, are 
non conformists-----Just look at all the unwillingness to conform on this list 
alone........ 
 
      Maybe   you should ALL discuss what you want from your game---as 
theplayer theshould have some idea what they want, if not------try to 
communicate what YOU are hoping to get from the game....... 
 
      And if that doesn't work, you can always have the party captured by 
space pirates, have to steal one of THEIR ships, and then try to convince the 
authoirties they are not the real pirates themselves... 
 
     Involve them in something that is bigger than what they 'want' to do.... 
 
 Say the doctor was working on some 'space-bug' he quit his former job to get 
away but was killed before he could leak any information  and now they have 
installed HIS lab equipment----nice place to put a copy of the 'space-bug' 
research-----Now the party has proof of some scientific/military/insane 
group/anything else  conspiracy/plot/plan etc...   3 star systems, 50 cities, 
terra formed moon, and mars-----plenty of space to run from/to something 
 
 
      They want to explore---let them, when they get back from their '5 year 
mission' and only get 1/2 pay because they return with inadequate 
information..... 
 
    Neway, that's a few ideas that i hope will help 
 
------------------------------------------------------------------Doc 
 
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From: Tokyo Mark <bastet@iquest.net> 
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Subject: Re: Houston, we have a problem 
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On Mon, 27 Apr 1998, Michael (Damon) or Peni R. Griffin wrote: 
 
> I don't blame them for wanting something different, I blame them for not 
> giving me the slightest notion of what they *do* want, despite repeated 
> queries.  Again, it is not true that this whole situation is their fault, 
> but I feel like I've provided a decent backdrop for them to get started 
> with, and not been given enough from them to work with to create specific 
> adventures.  In our GURPS-Harn campaign, we're all colonists, off to the 
> New World to establish a brand new colony.  We all knew ahead of time 
> that's what we were going to be doing, the only flexibility is in how the 
> individual characters react to situations as they come up.  We can't just 
> decide, "Orbaal sucks.  Let's head for Tharda."  and have the GM guide us 
> there.  Our route is planned for us.  I didn't want to dictate a route or 
> itinerary for the group.  At the same time, the campaign setting does not 
> encompass the entire Galaxy.  In effect, the group has been asked "Within 
> these boundaries, what would you like to do?" and the answers have so far 
> been (a) escape the boundaries, and (b) engage in some unspecified activity 
> other than anything the GM has suggested. 
 
JUst in my own personal experience, it's hard to make open ended space 
games work.  I've been in a few and they all broke down past a point. 
Barring the players starting with a really clear idea of what they want, 
the GM needs to provide direction to the campaign. 
 
Part of the reason I like trying to work B5 for the group I'm with is they 
are familiar with genre and no matter if I do PsiCops or put the PC's on 
B5 itself, there will be some direction given to start.  Either orders 
from higher ups or the type of missions offered. 
 
One possibly is to let them hook up with a short term patron.  Someone 
they might initially meet because he's looking to hire a pure exploration 
ship.  As he questions them about their qualifications, he should figure 
out they are not suited to that type of work, but could have some other 
job for them. 
 
 
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From: Daniel Pawtowski <dpawtows@access.digex.net> 
Subject: Re: Grond 
To: champ-l@sysabend.org 
Date: Tue, 28 Apr 1998 02:23:39 -0400 (EDT) 
Organization: VTSFFC 
Sender: owner-champ-l@sysabend.org 
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> after him but instead headed for Stronghold where there might be some 
> easier pickings.  -grin-  Anyway, is Grond smart enough to get hired out as 
> a mercenary, or should he just show up to go on rampages from time to time? 
 
  Grond is.... easily manipulated.  Many villians, having a use for his 
strength, will get Grond to do things by either tricking him, flattering 
him, telling him "Captain Good-Guy said you're a sissy", etc.  Mentalists 
have a very easy time with him. 
 
  One early session in a game opened with the PC's in their new base 
being informed that "Grond is on a rampage in a bus station downtown!" 
They rushed out the door and promptly tripped on a bent front fender. 
Seems Grond had randomly chucked a car in their general direction, they  
looked up to the skyline and saw badly bent motor vehicles tumbling 
into view periodically (I think one of them later wrote that up as  
a screen saver).   The arrived on-site to find a very distraught Viper 
agent wearing a big blinking helmet, whose patterns matched the  
broken-looking "Control Collar" on Grond's neck.  
 
  Then there was the time Merry Andrew gave him a ring that, once a day, 
would dispense a pill that would let Grond grow several hundred feet tall 
for an hour.  Grond promptly swam to Japan and challenged Godzillia to 
a wrestling match.   
  Soon after that, most of the rest of the 'big dumb bricks' started begging 
Andrew for similar rings of their own.  He gave in.  The inhabitants of 
Monster Island took quite a pounding until the rings ran out..... 
 
 
                                   Daniel PAwtowski 
 
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Date: Tue, 28 Apr 1998 00:09:44 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
Organization: None 
To: champ-l@sysabend.org 
Subject: Re: Grond 
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Bob Greenwade wrote: 
 
> At 08:45 PM 4/27/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
> >From: David B Stallard <DBStallard@compuserve.com> 
> >Subject: Grond 
> >Cc: "[unknown]" <champ-l@sysabend.org> 
> > 
> >Does anybody have some interesting ways that Grond has been used in a 
> >campaign?  I've only used him once...the heroes saw him running across the 
> >desert after there was a big jailbreak at Stronghold.  They tried to 
> >apprehend him, but after I gave them a healthy respect for Grond's strength 
> >and toughness, he got bored and superlept away....they chose not to go 
> >after him but instead headed for Stronghold where there might be some 
> >easier pickings.  -grin-  Anyway, is Grond smart enough to get hired out as 
> >a mercenary, or should he just show up to go on rampages from time to time? 
> 
>    On that latter question, it's really a matter of the GM's preference. 
> He's really kind of borderline in my view. 
>    In my campaign, he has a history of being manipulated into doing certain 
> things by smarter villains.  Like the time King Cobra had Grond convinced 
> (for a while, at least) that he was the big guy's father.  Or when Pulsar 
> told him that Quantum was the individual responsible for his condition.  Or 
> when Foxbat had him convinced that playing with real trains like toy trains 
> would be a world of fun. 
>    Of course, more recently he's been recruited by Doctor Destroyer to lead 
> a group called the Elementals, of whom he is the smartest (others include 
> Glacier, Genetic Deviant X, Griffin, Black Death, Lava, and the 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 
 
  Actually my GM (in our Infamous 400 pt campaign) ran the origin of Grond early 
on. My brick went toe to toe with the beast for three turns! Then I started to 
run low on end and he got a major hit on me and leapt away. The last time we saw 
Grond he had become a force of nature 200'tall and walking slowly into the sea 
after devistating much of New York. I had never been so afraid in all my days as 
a gamer...... 
 
We didn't even give chase.... 
 
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Reply-To: <jonesmj@topaz.cqu.edu.au> 
From: "happyelf" <cgtmljon@pronet.net.au> 
To: <hero-l@omg.org> 
Subject: Re: Bab 5 racial package deals-EXTRA LIMBS?? 
Date: Tue, 28 Apr 1998 19:10:47 +1000 
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ahhh, i SEE . . hmmm, i hope b5 doesn't go TOO far in this direction. . *l* 
> > 
> >---------- 
> >>  
> >>  
> >> Centauri: cost 5 (7)  
> >>  Con 13/23                                              12 
> >>  Ego 12/22                                               8 
> >> (6 extra limbs: can only lift less than a pound ea (-2) (2) 
> >> disads 
> > 
> >excuse my language, but WTF???????? what, can they pick stuff up  
> with their 
> >hair?  
> >or are you talking about them little keepers? 
>  
> You, ah, never saw the infamous poker scene then? 
> (Spoiler space, just in case) 
> 1 
> 2 
> 3 
> 4 
> 5 
> 6 
> 7 
> 8 
> 9 
> 10 
> 11 
> 12 
> 13 
> 14 
> 15 
> 16 
> 17 
> 18 
> 19 
> 20 
>  
> Centauri males have six penii, which are in sets of three on the left  
> and right side of their bodies. These are long (several feet), agile,  
> and under voluntary control. Londo used his to cheat at poker. This  
> does not seem to be common knowledge among other races, but both  
> Londo and Vir talked about it freely to other characters, so it isn't  
> a racial secret, either. 
>  
> We also got to see them, briefly, in "The Very Long Night Of Londo  
> Mollari" -- perhaps the first adult male full frontal nudity on non- 
> pay TV! 
> -----BEGIN PGP SIGNATURE----- 
> Version: PGP for Personal Privacy 5.0 
> Charset: noconv 
>  
> iQA/AwUBNUVS9DKf8mIpTvjWEQLPiACgpzuK4O06GV78dDHV+Iq/OHoX/SYAoIRO 
> A7w6HAZsMpfjH76d0EiutvaA 
> =mMlG 
> -----END PGP SIGNATURE----- 
>  
 
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Reply-To: <jonesmj@topaz.cqu.edu.au> 
From: "happyelf" <cgtmljon@pronet.net.au> 
To: <hero-l@sysabend.org> 
Subject: Re: Houston, we have a problem 
Date: Tue, 28 Apr 1998 19:31:37 +1000 
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>  
> The ocean idea is good- don't be so quick 
> >to think that(alien ship) is  what they want. Put a bunch of 
> >salvage-pirates down there, or maybe a nasty 
> >alien bug(disease). 
>  
> Some form of the pirate thing might be workable.  They are not equipped, 
> without a real medical person, to do anything about alien diseases. 
>  
 
Well, give 'em one. Then make him go mad and almost flood the ship ;->~ 
 
But seriously, try to got them to open up a tad. I think the trouble here 
is that  
people ae unsure as to *how* much is mapped out. Maybe start them out on a  
more predictable path, and ease them into it. either way, good luck! or 
something .. .  
 
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Date: Tue, 28 Apr 1998 02:32:18 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Organization: Satan's Children 
To: champ-l@sysabend.org 
Subject: Re: Characters in Fifth? 
Sender: owner-champ-l@sysabend.org 
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> >   The team provides examples of creating each of several 
> > archetypes of heroes 
> > (energy projector, shapeshifter, whatever). 
>  
> But ... isn't it going to be a "Hero System" rulebook? 
>  
> Showing the various superhero archetypes is well and good, but the game 
> system is much more than just Champions! 
 
   Okay, folks, let's pay attention.  Although the ORIGINAL question of 
this message thread asked about Super Characters in the new HSR, it was 
almost immediately decided/mentioned that 1)It was NOT a 
superhero-specific book, thus would have a smattering of genres for 
examples, and 2)... actually, let me seperate this to be clear and 
bold... 
 
   ...and 2)the discussion has since then been about characters in a 
potential Champions 5th edition Genre book.  So please read the header 
oh this thread to mean  
   "Re: Characters in Fifth?" as in 5th edition Champions Genre 
supplement. 
 
   I now return you to your regularly scheduled niggling. 
 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
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Reply-To: <jonesmj@topaz.cqu.edu.au> 
From: "happyelf" <cgtmljon@pronet.net.au> 
To: <champ-l@sysabend.org> 
Subject: Re: The source of all power?/origins? 
Date: Tue, 28 Apr 1998 19:37:32 +1000 
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>  
> >> Well, David Brin had one or two in _Earth_, as I recall. 
> >> 
> > There were a few in the Sun in Robert Forward's Dragon's Egg, and 
millions 
> > in the Earth's core in James P. Hogan's Thrice Upon a Time. 
>  
>   Oh, okay. But none in any comics or game products that you're aware of? 
>  
>   Mark @ GRG 
 
nope- no problems of  *that* type. . .my original comment was 
just a casual jibe, nothing more. .. .it's a good idea i suppose,  
but i just think things like that belong out in space! OK, apart  
from those nice plot-device wormholes. . .. . 
 
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From: "happyelf" <cgtmljon@pronet.net.au> 
To: "champion mailing list" <champ-l@sysabend.org> 
Subject: Re: Grond? 
Date: Tue, 28 Apr 1998 19:40:58 +1000 
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---------- 
> From: Rick Holding <rholding@ActOnline.com.au> 
> To: champion mailing list <champ-l@sysabend.org> 
> Subject: Grond? 
> Date: Wednesday, April 29, 1998 12:38 PM 
>  
> Can somebody please tell who or what Grond is?  Some stats could be  
> nice.  I get the impression he is a walking major disaster looking for a 
party. 
> ----------------------------------------------------------- 
> Ricky Holding    Email: rholding@ActOnline.com.au 
> Work is only there to give us time to talk about play 
> ----------------------------------------------------------- 
 
as a matter of fact, i have no idea who he is either. ..  
The super-brick in my campaign was called 'deathstrike'  
and was super-fast as well as super strong. Oh, and he  
had big spikes alover the place. So i've never been one  
fer hulk-types. In fact i think ole dethy might have  
flung ogre towards/through/all over hoover dam at supper speed, now THAT  
scared the capes off my groups pc's. . .  
 
 
 
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Date: Tue, 28 Apr 1998 07:26:17 -0500 
To: hero-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Reply: Houston, we have a problem 
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>     Thus we come to the heart of the problem........Gamers, in general, are 
>non conformists-----Just look at all the unwillingness to conform on this 
list 
>alone........ 
 
And when you're dealing with newbie roleplayers (or an inexperienced GM, 
for that matter), or players unfamiliar with a particular genre or game 
system, there is an increased risk of a kind of adversarial relationship 
developing between GM and players, as the players constantly try to "win" 
the game by "beating" the GM.  This sort of competition very frequently 
involves an unwillingness to cooperate in developing an adventure; either 
the GM tries to treat the PCs as controllable characters in a story he's 
telling, or the players make zero effort to take into account what the GM 
has planned, i.e. "After several days travel, your party is approaching the 
gates of Fantasy City."  "I don't feel like a city adventure this week.  We 
keep going.  Let us know when we get to the Mystic Woods." 
 
I don't think this situation will fully develop in this campaign.  All the 
players have experience in some RPGs and almost everyone in the group has 
DMed/GMed their own campaigns in some game system or other.  That gives 
everyone a good idea of what it's like on both sides of the table.  Our 
initial problems here might have more to do with the scale of the campaign 
than anything else; as Douglas Adams observed, "Space is big." 
 
>      And if that doesn't work, you can always have the party captured by 
>space pirates, have to steal one of THEIR ships, and then try to convince the 
>authoirties they are not the real pirates themselves... 
 
Space pirates again.  I confess the whole pirate concept doesn't much 
appeal to me, but the las suggestion involving pirates was potentially 
workable, and so is this one.  If I get the idea they'd respond positively 
to being drawn into that kind of situation, I'll use it. 
 
> 
>     Involve them in something that is bigger than what they 'want' to do.... 
 
I'll have to have a better notion of what they want first.  Right now what 
they want to do is vaguely described at best, and at times seems bigger 
than the campaign. 
 
> Say the doctor was working on some 'space-bug' he quit his former job to get 
>away but was killed before he could leak any information  and now they have 
>installed HIS lab equipment----nice place to put a copy of the 'space-bug' 
>research-----Now the party has proof of some scientific/military/insane 
>group/anything else  conspiracy/plot/plan etc...   3 star systems, 50 cities, 
>terra formed moon, and mars-----plenty of space to run from/to something 
 
Done the wrong way, the above could recall the only Traveller game I ever 
played, in which my research scientist character was brought to summary 
court for being involved in capturing Aslan and Vargr for medical 
experiments.  He hadn't been searched, so he made his escape by pulling out 
his stun blaster, shooting the magistrate and running.  Sadly, the elderly 
judge couldn't stand a stun charge meant for hardier non-human races, and 
he died.  My character was forced to flee to the low-tech Sword Worlds; end 
of a promising reserch career. 
 
Done the right way, the above could be a very interesting story arc and 
give everyone several things to do to keep them occupied.  I'll need time 
to plan that, of course, so I might have to stretch the undersea survey out 
for a couple of sessions.  We are still playing the other campaigns as 
well, so I'm in a rotation that should allow me time.  The biggest 
difficulty I can see off hand is how they'd continue to take legitimate 
jobs for profit while being on the run all the time.  I don't want to turn 
them into a gang of smugglers, and that's not what they want either (I know 
that much, because they voted it down when they were brainstorming for a 
group job description early in the planning stages). 
 
Thanks for the input. 
 
Damon 
 
---------------------------------------------------------- 
Check the Star Hero campaign pages at  
<http://www.txdirect.net/~griffin/starhero.htm> 
 
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Date: Tue, 28 Apr 1998 05:55:33 -0700 
To: champion mailing list <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Grond? 
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At 07:38 PM 4/28/1998 -0700, Rick Holding wrote: 
>Can somebody please tell who or what Grond is?  Some stats could be  
>nice.  I get the impression he is a walking major disaster looking for a 
party. 
 
   Grond (most recently written up in Classic Enemies) is The Classic Dumb 
Brick.  He has the strength (90) of a hundred locomotives, the intelligence 
(5) of a retarded amoeba, and the temper of a rabid pit bull who regained 
consciousness while in the process of being castrated.  He has 
greenish-gray skin, four arms, amphibian-looking ears, two small white 
horns (arranged frontally rather than laterally), and a perpetual scowl. 
He's easily manipulated, and *very* cranky when he realizes he's been 
tricked (which is quite often, actually). 
--- 
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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From: "Goode, Jason" <JGoode@medrad.com> 
To: Champions <champ-l@sysabend.org> 
Subject: RE: META: The List 
Date: Tue, 28 Apr 1998 08:58:26 -0400 
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Amazing.  I'm on seven lists right now and this is the only one that ever 
has any problems with Reply-to and/or Tags. 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Rick Holding <rholding@ActOnline.com.au&> 
        champion mailing list <champ-l@sysabend.org> 
Subject: RE: Grond? 
Date: Tue, 28 Apr 1998 09:07:48 -0400 
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Tough, four arms, and bench presses battleships for a light workout. 
 
Jason Goode 
 
> -----Original Message----- 
> From:	Rick Holding [SMTP:rholding@ActOnline.com.au] 
> Sent:	Tuesday, April 28, 1998 10:38 PM 
> To:	champion mailing list 
> Subject:	Grond? 
>  
> Can somebody please tell who or what Grond is?  Some stats could be  
> nice.  I get the impression he is a walking major disaster looking for a 
> party. 
> ----------------------------------------------------------- 
> Ricky Holding    Email: rholding@ActOnline.com.au 
> Work is only there to give us time to talk about play 
> ----------------------------------------------------------- 
 
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Date: Tue, 28 Apr 1998 06:18:33 -0700 
To: Champions Mailing List <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Yet more supplement reviews 
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At 10:49 PM 4/27/1998 -0400, Michael Surbrook wrote: 
>On Mon, 27 Apr 1998, Bob Greenwade wrote: 
> 
>> >* European Enemies 
>>  
>>    It's not for nothing that this book has been nicknamed "Plan Nine from 
>> Hero Games."  It certainly is the lowest quality item Hero has ever put 
>> out, and even if they hadn't raised their standards considerably since then 
>> it would still be likely to hold that title for a very long time.  The 
>> biggest problem comes from the fact that nearly all of the characters are 
>> drawn from either cliches or stereotypes; the second biggest comes from a 
> 
>Indeed.  The Swiss character makes clocks, the English character is an 
>archer, the French guy is modeled after Napoleon, the Monaco character 
>uses a gambling motif, the Iltalian is in the Mafia... it is pretty poor. 
 
   Of course, as I mention elsewhere, even this wouldn't be so bad if the 
author had gone past the stereotypes to create interesting characters. 
Only with Inquisition, Silhouette, and Zephyr are the cliched characters 
expanded into something with a twist or a little depth. 
 
>> number of typos and rules gaffes.  (What's Chromedome's STR?  How does 
>> Increased STUN Mod apply to Energy Blast under the 4th Ed rules?)  On the 
> 
>Also pay close attention to character descriptions and their write-ups. 
>You get an acne scarred man with (like) a 20 COM.  There is a guy with a 
>6d6 EB only usable within his gas cloud.  His gas cloud is always on... 
>Hoarfrost kills herself is she uses her No Range RKA. 
 
   On Hoarfrost, are you meaning her No Range BODY/STUN Drain (which has 
the No Range Limitation despite the fact that Drain is already a No Range 
Power)? 
 
>> other hand, it's not quite the 101% piece of trash that others have deemed 
>> it, either.  There are a couple of surprisingly useful characters, such as 
>> the vicious female stretcher known as Doppleganger (whom I have added to 
>> Eurostar's roster in my campaign) or the cosmic-powered Despoiler.  If it 
> 
>I dunnno.  I can usually pick a few characters out of any supplement that 
>appeal to me.  EE has given me ZERO in all the time I've had it. 
 
   Well, I've mentioned that I actually like Doppleganger; and I can find 
some use for Argent Anarky, the Warsaw Pact team (I also like Carpathia), 
Despoiler, and Glacier. 
   (On the other hand, I find Thespian so repulsive that I frequently bring 
him back from the dead any time I can come up with another way to kill him. 
 None of it's happened in play -- it's all in the background history -- but 
if it had I'm sure the players would nickname him Kenny (or maybe Paul 
Winfield). 
 
>> comes out on Hero Plus, I'd suggest getting it and printing out just the 
>> good characters; otherwise buy it from a discount shelf (don't pay over $10 
>> for it) or wait for the Second Edition that was being discussed a couple of 
>> years ago. 
> 
>Yeah, well I can't think of any good characters. 
> 
>>    As useless as this book is for a globetrotting campaign, it's almost 
>> completely useless for one that isn't.  I think you can take a pass on it 
>> unless you have some reason to send your PCs to Europe, or just want it for 
>> background material. 
> 
>I agree, give EE a big pass.  Buy GRUPS IST instead, you can probably get 
>better European character ideas out of that instead (I know that I did). 
> 
>*************************************************************************** 
>* "'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, 28 Apr 1998 06:18:59 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
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At 03:35 AM 4/28/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
>Cc: Champions Mailing List <champ-l@sysabend.org> 
>Subject: Re: Yet more supplement reviews 
> 
>> Indeed.  The Swiss character makes clocks, the English character is an 
>> archer, the French guy is modeled after Napoleon, the Monaco character 
>> uses a gambling motif, the Iltalian is in the Mafia... it is pretty poor. 
> 
> And what's wrong with stereotypes for a short jaunt to Europe. 
 
   Nothing's really *wrong* per se with using stereotypes as a starting 
point.  The problem here is that the author almost never steps beyond the 
stereotypes to give us characters that are truly interesting. 
 
>> Hoarfrost kills herself is she uses her No Range RKA.  There is a Fractal 
>> Energies EC (a what?).  This same character (Mandelbrot) has 16 points for 
>> a computer, except there are no statsgiven for this computer (and a 300 
>> END Reserve to run it!)  Oh, and he's Hunted by a RPG company!  What sort 
>> of diads are these? 
> 
> Hey!  I _like_ Mandelbrot.  Why are Fractal Energies any less 
>believable then Mystical Flame?  And Hunted by the T$R of a gaming world 
>might actually be worth something, if you consider possible ties to real 
>alternate dimensions.  The computer is fine, though needs to be written 
>up.  The END reserve is trash. 
 
   Mandelbrot isn't Hunted by TSR, he's hunted by ICE; and it's worth 20 
points for an 8-, which indicates More Powerful with NCI. 
   Reading the text of the character will clear up what is meant by 
"Fractal Energies"; its simple listing on the character sheet is ambiguous. 
 
>> I agree, give EE a big pass.  Buy GRUPS IST instead, you can probably get 
>> better European character ideas out of that instead (I know that I did). 
> 
> Don't listen to him.  I've tried to convert GURPS Supers 
>characters, and found it n excercise in futility.  The EE characters at 
>least have stats resembling those of the Hero Rules. 
 
   I'd say which route to go depends on whether you want the characters 
just as background, or to actually use them.  If the former, EE is the 
better buy; if you want to use them, get GURPS IST and make up stats (I've 
never seen the book, but I'm sure the characters are more gripping). 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
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Date: Tue, 28 Apr 1998 09:33:56 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Grond? 
Cc: champion mailing list <champ-l@sysabend.org> 
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Message text written by Rick Holding 
>Can somebody please tell who or what Grond is?  Some stats could be  
nice.  I get the impression he is a walking major disaster looking for a 
party.< 
 
Grond is one of the published villains who has been around since at least 
2nd Edition Champions.  He's this hulking green guy with four arms and 
"Grond smash!" type smarts.  He has a 90 STRength, which I think is the 
most ever given to a published villain (but I don't own every supplement 
either).  Basically, he's a Hulk clone, but that doesn't bother me a 
bit...if they didn't provide one, I would probably create one myself. 
 
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Date: Tue, 28 Apr 1998 07:55:01 -0600 
From: Curtis Gibson <mhoram@relia.net> 
To: champ-l@sysabend.org 
Subject: Re: Yet more supplement reviews 
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David B Stallard wrote: 
>  
> Also, I realize the last one (Fantasy Hero) probably requires a lengthy 
> review, but I'm more curious about the setting than in the rules. 
> Basically, my impression has been that it tells you how to to run a fantasy 
> game, but it is pretty sparse on specific setting information--the GM 
> either has to make one up or "steal" one from another system.  I think it 
> did come with a setting but it was pretty small and was better used as an 
> example rather than as your campaign setting.  How accurate is that? 
 
 * Fantasy Hero line (including Companion and whatever else exists) 
 
I'll take this one on. The rules are solid. The setting is a pretty 
basic generic fantasy world. I've used it as the core for my FH campaign 
for years, but I added in a whole bunch of backstory, and expanded the 
continents. There is a adventuring company presented 'the Flashing 
Blades' who have some interesting concepts and backgrounds, and work 
well as an NPC team (I've used them as an experienced team training some 
upstarts: the PCs.) 
 
The Spell colleges- UGGG. The sample spell 'system' just sucks. There 
are some things in it that to me are just rule crocks, and the schools 
don't hang together very well. 
 
The first companion isn't too bad. It has some generic mapped settings 
(a bar, a keep that sort of thing), more spell colleges (ugg) and some 
other info. As I understand it, most of the stuff in the first 
compainion was slated for release in the FH book, but lack of space 
warrented a second book. 
 
The second companion is a total waste of dead trees. It presents a who 
slew of mage package deals and spell colleges to go with them, and to be 
honest it could have been done as one package with a KS:Specific style 
of magic and then had a couple of special spells for each style. It also 
presents a new End stat or something (I haven't read it in years). Avoid 
like the plauge. To me it felt like a Rolemaster companion but they got 
the system switched. 
 
If you can get them the spell book and Magic Items for 1st ed FH, are 
gems. Aaron Alston co wrote one or both of them. The spell and item 
rules are first ed, so if you are not used to them they look pretty 
strange, but there is an in depth discussion in the Spell book about 
creating your own magic system. It goes power by power, advantage by 
advantage, limitation by limitation explaining how requiring or 
completely disallowing each (or groups of them) can mean to the feel of 
your magic system, and thence your world. Highly recomended. 
 
The beastiary is cheesy, with some AD&D ripoffs and some interesting 
Sci-fi stuff in it, but it is usefull to have around. Note however that 
the writeups do not match the writeups of the same/similar things in the 
FH book. Horses are fairly different for example. 
 
Hope it helps. 
 
Time for a plug  8) 
Visit my FH page at: 
http://relia.net/~mhoram/hero/FHsplash1.htm 
 
--  
 
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: Tue, 28 Apr 1998 10:09:33 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: Grond 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Message text written by Bob Greenwade 
>   Of course, more recently he's been recruited by Doctor Destroyer to 
lead 
a group called the Elementals, of whom he is the smartest (others include 
Glacier, Genetic Deviant X, Griffin, Black Death, Lava, and the like).< 
 
Bob, your favorite supplements must be all the ones I don't own, because 
you always mention characters I've never heard of.  -grin-  Of that list, 
the only one I've heard of is Griffin (Classic Enemies).  Genetic Deviant X 
sounds like he might come from the Mutant File, but I have no idea where 
the others appear.  Wait a minute...I just caught that part about Grond 
being the smartest member of that group.  Yikes! 
 
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To: champ-l@sysabend.org 
Subject: Re: Grond? 
X-Juno-Line-Breaks: 0,2-4,8-10 
From: llwatts@juno.com (Leah L Watts) 
Date: Tue, 28 Apr 1998 10:29:43 EDT 
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> Can somebody please tell who or what Grond is?  Some stats could be  
> nice.  I get the impression he is a walking major disaster looking for 
a 
> party. 
 
If you can hunt up a copy of Enemies II, he's the big green critter on 
the front cover.  I don't know if he's in Classic Enemies (why buy it 
when I've already colored in most of the pictures in my copies of Enemies 
I-III?) 
 
Leah 
 
_____________________________________________________________________ 
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Date: Tue, 28 Apr 1998 08:36:17 -0600 
From: Curtis Gibson <mhoram@relia.net> 
To: champ-l@sysabend.org 
Subject: Re: Grond 
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Bob Greenwade wrote: 
 >From: David B Stallard <DBStallard@compuserve.com> 
> >Subject: Grond 
> > 
> >Does anybody have some interesting ways that Grond has been used in a 
> >campaign?  
 
 
A while ago I ran a plot based around Firewings origin. He kidnapped 4 
supers (2 heroes two villians) to take back home to the gladitorial 
arena to show his people a representation of Earth fighters; his final 
argument for the invasion. 
 
The heroes were a aupersuit and a green lantern type (although most 
people didn't know about that). The villians were a murderous Wolverine 
gone bad type and Grond.  
 
When they were in the arena, the kept sending interesting things against 
Grond. The ended up with dinasouars. He kept heaving them out of the 
coloseaum. The heroes contacted the Star Guard (the GL type 
orginization), got the planet penalized, and Grond stayed there. He was 
the most successfull Gladiator since Firewing.  
 
It seemed a nice way to retire him for a while, and he is content.   
--  
 
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: Tue, 28 Apr 1998 08:43:08 -0600 
From: Curtis Gibson <mhoram@relia.net> 
To: champ-l@sysabend.org 
Subject: Re: Grond 
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David B Stallard wrote: 
>  
> Message text written by Bob Greenwade 
> >   Of course, more recently he's been recruited by Doctor Destroyer to 
> lead 
> a group called the Elementals, of whom he is the smartest (others include 
> Glacier, Genetic Deviant X, Griffin, Black Death, Lava, and the like).< 
>  
> Bob, your favorite supplements must be all the ones I don't own, because 
> you always mention characters I've never heard of.  -grin-  Of that list, 
> the only one I've heard of is Griffin (Classic Enemies).  Genetic Deviant X 
> sounds like he might come from the Mutant File, but I have no idea where 
> the others appear.  Wait a minute...I just caught that part about Grond 
> being the smartest member of that group.  Yikes! 
 
Lava was in Enemies the International File (I think) 
Genetic Deviant X (Brainssssss) was in Atlas 
 
The others I think I remember seeing but don't remember where. 
 
--  
 
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: Tue, 28 Apr 1998 10:58:48 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: Yet more supplement reviews 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Message text written by Bob Greenwade 
>   I think you mean, for the *first* three, don't you?  :-] < 
 
Doh!  I wrote "last three" and then rearranged the list for some reason. 
 
>   Yeah, I seem to be pretty adept at writing fairly thorough reviews of 
all the old books.  If anyone still has copies of them, and wants to 
archive them to a website somewhere, feel free to do so.  (Just let me 
know, so I can link them.)< 
 
I have all your reviews filed away (I think...I have most, anyway) so I can 
use them when ordering some 4E supplements (which I'll be doing soon).  I 
don't have a website that I can throw 'em on, but I can forward them all 
back to you if you want. 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Tokyo Mark <bastet@iquest.net> 
Cc: hero-l@omg.org 
Subject: RE: Bab 5 racial package deals 
Date: Tue, 28 Apr 1998 11:29:05 -0400 
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Except that this directly contradicts the show, where we see a number of 
example of the Minbari's superior constitution and endurance, as well as 
characters commenting on it (recall Dr. Franklin's "If she were human, she'd 
be dead by now.").  I made this comment over on that list way back before it 
came out and they were just showing the sample char creation rules on the 
web.  I was told that this was done for game balance reasons in the Babylon 
Project.  Its there to  keep the Minbari from being superhumans (a hold over 
from the AD&D myth that every player will always want to play the elven 
characters just because they are "better" than humans.) 
 
Jason Goode 
 
> -----Original Message----- 
> From:	Tokyo Mark [SMTP:bastet@iquest.net] 
> Sent:	Tuesday, April 28, 1998 1:03 AM 
> To:	bastet@iquest.net 
> Cc:	hero-l@omg.org 
> Subject:	Re: Bab 5 racial package deals 
>  
>   
> > Mimbari: cost 7 
>  
> > Con 13/23                                   12 
>  
> I'd probably leave this at 10.  Minbari in the book have the same 
> endurance as Humans. 
 
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Date: Tue, 28 Apr 1998 11:30:02 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Classic Enemies 
Cc: "[unknown]" <champ-l@sysabend.org> 
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We've already gone through a "favorite characters" thread, but I thought 
I'd try getting a little more specific and ask what are some of your 
favorite and least favorite villains in Classic Enemies (I picked this book 
since I think of it as the "baseline" villain book that most GMs probably 
own)?  Do you use any of the more unusual villains in the book in addition 
to the staples (the villain teams, Dr. Destroyer, etc)?  My list below is 
all from memory since I don't have the book with me--I'm surprised I was 
able to remember so many! 
 
Likes: 
One of my past GMs absolutely loved Rainbow Archer, and I like her as well, 
although not so fanatically.  I like Ladybug, but then I'm a sucker for 
powered armor (Ankylosaur is another favorite).  I think Timemaster could 
be an interesting master villain, but I've only used him in one 
foreshadowing encounter which never evolved into the full story.  Let me 
think...  I like Leech as a "freak" type villain, and Firewing seems to 
have a lot of possibilities.  As a quirky villain, I think I like Blowtorch 
(it's been a while since I looked at him), although I think he'd probably 
make most people's "lame" list.  Bulldozer is good for comedy relief, since 
he thinks he's so tough but is really a lightweight.  Grond is great, and 
for some reason I really like that brick from Terror Inc too.  Mechassassin 
also seems like he could have potential as a recurring elusive villain.  
Black Paladin also has some potential, but he really comes into his own in 
his Champions: New Millennium rewrite. 
 
Dislikes: 
I've never been fond of that entire Project Sunburst writeup.  I also don't 
like that big energy creature from one of the villain teams (is his name 
Plasmoid?).  I've always thought Shamrock was goofy, and the first few 
villains in the solo section (Avar-7 is one) never did much for me either.  
Power Crusher always turned me off for some reason, but then I haven't had 
a whole lot of experience with adjustment powers in my past campaigns.  
However, seeing that he's now the leader of the popular Crusher Gang, I 
have a feeling he's popular with other GMs--I'll probably reconsider him 
the next time I go through that book.  Another villain I don't like is that 
brick who wears a mask to cover his face (I forget his name).  The last 
three villains--I think they are Thunderbolt, Utility, and Vibron--have 
always turned me off too, but I'm not sure way, since Thunderbolt seems 
like a classic electricity controller and Vibron a classic speedster.  I 
always thought that they could do a better job than Black Claw for a 
Wolverine-type character, and Black Diamond is another one I'm not fond of. 
 Another GM had a fondness for Dark Seraph, but I've never found much use 
for him. 
 
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Date: Tue, 28 Apr 1998 11:30:10 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: Grond? 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Message text written by Leah L Watts 
>If you can hunt up a copy of Enemies II, he's the big green critter on 
the front cover.  I don't know if he's in Classic Enemies (why buy it 
when I've already colored in most of the pictures in my copies of Enemies 
I-III?)< 
 
I only have Enemies II, and one of the main reasons I bought Classic 
Enemies was because I would finally get a writeup on Ankylosaur.  For some 
reason I've always had a thing for him...his armor just looks cool or 
something.  -grin-  I remember a little comic strip in either Champions II 
or Champions III where Ankylosaur is fighting Red Shield...from that moment 
on, I had been looking for an Ankylosaur writeup.  I knew he was in either 
Enemies or Enemies III, but for some reason never ordered those.  Anyway, 
Classic Enemies has been extremely useful apart from letting me learn about 
Anky, but that was a selling point for me....  Speaking of Enemies II, in 
several cases I prefer that old art to what was used in Classic Enemies 
(Slug comes to mind, but there are several other examples...I think Plague 
is another). 
 
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Date: Tue, 28 Apr 1998 08:36:02 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Grond 
Sender: owner-champ-l@sysabend.org 
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At 02:20 PM 4/28/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: David B Stallard <DBStallard@compuserve.com> 
>Subject: Re: Grond 
>Cc: "[unknown]" <champ-l@sysabend.org> 
> 
>Message text written by Bob Greenwade 
>>   Of course, more recently he's been recruited by Doctor Destroyer to lead 
>a group called the Elementals, of whom he is the smartest (others include 
>Glacier, Genetic Deviant X, Griffin, Black Death, Lava, and the like).< 
> 
>Bob, your favorite supplements must be all the ones I don't own, because 
>you always mention characters I've never heard of.  -grin-  Of that list, 
>the only one I've heard of is Griffin (Classic Enemies).  Genetic Deviant X 
>sounds like he might come from the Mutant File, but I have no idea where 
>the others appear.  Wait a minute...I just caught that part about Grond 
>being the smartest member of that group.  Yikes! 
 
   Actually the other characters mentioned above are all from 3rd Edition 
supplements (except Glacier, from European Enemies).  Genetic Deviant X is 
from Atlas Uleashed; Black Death is from Wrath of the Seven Horsemen; and 
Lava is from Enemies: the International File. 
--- 
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, 28 Apr 1998 08:36:59 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
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At 03:16 PM 4/28/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: David B Stallard <DBStallard@compuserve.com> 
>Subject: Re: Yet more supplement reviews 
>Cc: "[unknown]" <champ-l@sysabend.org> 
> 
>Message text written by Bob Greenwade 
>>   I think you mean, for the *first* three, don't you?  :-] < 
> 
>Doh!  I wrote "last three" and then rearranged the list for some reason. 
> 
>>   Yeah, I seem to be pretty adept at writing fairly thorough reviews of 
>all the old books.  If anyone still has copies of them, and wants to 
>archive them to a website somewhere, feel free to do so.  (Just let me 
>know, so I can link them.)< 
> 
>I have all your reviews filed away (I think...I have most, anyway) so I can 
>use them when ordering some 4E supplements (which I'll be doing soon).  I 
>don't have a website that I can throw 'em on, but I can forward them all 
>back to you if you want. 
 
   Keep ahold of them in case someone else wants them.  :-] 
--- 
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: Miq Millman <miq@teleport.com> 
Subject: Re: META: The List 
To: JGoode@medrad.com (Goode Jason) 
Date: Tue, 28 Apr 1998 08:45:39 -0700 (PDT) 
Cc: champ-l@sysabend.org 
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Goode, Jason says: 
>  
> Amazing.  I'm on seven lists right now and this is the only one that ever 
> has any problems with Reply-to and/or Tags. 
 
Is this the only one with Rat on it? 
 
Frankly Rat, your "explanation" for problems is full of crap.  I run 10 
majordomo lists with an average subscriber population of 350, and average 
number of daily messages in the 50-70 range.  All have tag's in the 
subject, none have ever had any problems with "mixed up threads".  Perhaps 
its your attitude of "holier than thou" and "secret programmers ball" that 
is having problems. 
 
I don't buy it.   
 
Rat, I respect your opinions, I may disagree on occaision with them, but I 
still respect your right to have them.  But backing up ideas based on your 
small subset of personal experience with a minor mail and news reader, and 
touting it as "how things are done" is a little heavy handed. 
 
I'll appologize right now for the seeming tone of this note, but I think it 
needed to be said. 
 
--  
__ 
Miq Millman   miq@teleport.com   
Tualatin, OR 
 
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From: Dave Mattingly <dmattingly@platsoft.com> 
To: "'champ-l@sysabend.org'" <champ-l@sysabend.org> 
Subject: Re: Classic Enemies 
Date: Tue, 28 Apr 1998 09:24:57 -0700 
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I can't comment very much on who I like or dislike, since I gave my copy 
away many years ago, so I'll just comment on the original comments... 
 
David Stallard likes: 
>Rainbow Archer 
 
I like the concept, but IIRC, doesn't she have a 30+ DEX but still 
presented as a normal human? That's the part that gets to me about her.  
 
>I like Leech as a "freak" type villain,  
 
I never got much into him, but then a GM used Leech, Slug, and some 
other similar villain (Parasite?) in a con-game scenario, and it was 
kind of cool to see the "freak squad" work together. 
 
>and Firewing seems to have a lot of possibilities. 
 
Yes. He's a Fire Lord (Galactus' herald) rip-off, but he's so much fun 
to use. Huge attacks and arrogance go well together for him. 
 
>Grond is great,  
 
Yes. He's a great pawn and disaster area. 
 
>Black Paladin also has some potential, but he really comes into his own 
>in his Champions: New Millennium rewrite. 
 
The rewrite didn't seem all that different to me, really, but I guess we 
had always played him well. An honorable but evil villain makes for a 
lot of fun. What really threw me was when Mike Nunn revised his 
mace-throw attack to be indirect (since he learned to teleport it as 
well as himself). 
 
David Stallard likes: 
>Utility [has] always turned me off too, but I'm not sure why 
 
I've always thought he was pretty cool. He's the Batman of armor 
villains. He always prepares. 
 
>Black Diamond is another one I'm not fond of. 
 
I always love to use her, since she looks and acts almost exactly like a 
friend of most of the gaming group. It cracks us up. "Whattya lookin' 
at, ya moron?" 
 
In general, Classic Enemies is very good. It's definitely in my top ten 
Hero products. Maybe even fairly high on the list. 
 
Dave Mattingly 
 
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Date: Tue, 28 Apr 1998 09:29:07 -0700 
To: David B Stallard <champ-l@sysabend.org> 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Classic Enemies 
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>Likes: 
>One of my past GMs absolutely loved Rainbow Archer, and I like her as well, 
>although not so fanatically. 
 
I think the Rainbow Archer is wretched, look at those STATS!!!!!  She is 
supposed to be an olympic archer... normal person, what is up with that crap? 
 
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----------------------------------------------------------- 
 
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Date: Tue, 28 Apr 1998 11:34:30 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champion mailing list <champ-l@sysabend.org> 
Subject: Re: Grond? 
Sender: owner-champ-l@sysabend.org 
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> Can somebody please tell who or what Grond is?  Some stats could be 
> nice.  I get the impression he is a walking major disaster looking for a party. 
 
	4-armed green brick with a 90 STR.  Enough said. 
 
	You can find him in Classic Enemies. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 28 Apr 1998 11:36:02 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champion mailing list <champ-l@sysabend.org> 
Subject: Re: Grond? 
Sender: owner-champ-l@sysabend.org 
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> > Can somebody please tell who or what Grond is?  Some stats could be 
> > nice.  I get the impression he is a walking major disaster looking for a 
> party. 
 
> as a matter of fact, i have no idea who he is either. .. 
 
	Now you're making me feel old.  I'm too young to feel old. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 28 Apr 1998 11:41:32 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
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>    Of course, as I mention elsewhere, even this wouldn't be so bad if the 
> author had gone past the stereotypes to create interesting characters. 
> Only with Inquisition, Silhouette, and Zephyr are the cliched characters 
> expanded into something with a twist or a little depth. 
 
	Good points.  I did like the Huntsman for a horror-themed session. 
 
	Godfather was about the worst, though.  However, I've been 
planning on using his writeup as a basis for Kaiser Sosek.  Anyone want to 
work on that one? 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 28 Apr 1998 11:46:09 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
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>    Nothing's really *wrong* per se with using stereotypes as a starting 
> point.  The problem here is that the author almost never steps beyond the 
> stereotypes to give us characters that are truly interesting. 
 
	True, but as a GM I've always made that a bit of my own job.  Many 
of the earlier Champions works included very stereotyped characters. 
 
>    Mandelbrot isn't Hunted by TSR, he's hunted by ICE; and it's worth 20 
> points for an 8-, which indicates More Powerful with NCI. 
 
	Well, I was trying to go by memory.  As is, that works as a 
hunted.  See the International Consortium for Execution in Murderer's Row. 
 
	But I see your point.  ICE just doesn't seem enough for MoPow with 
NCI.  Games Workshop or Wizards of the Coast, however . . . 
 
>    Reading the text of the character will clear up what is meant by 
> "Fractal Energies"; its simple listing on the character sheet is ambiguous. 
 
	And I liked it.  I have a campaign villian with a similar power 
set manipulating "string energies". 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 28 Apr 1998 11:49:33 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: "[unknown]" <champ-l@sysabend.org> 
Subject: Re: Grond 
Sender: owner-champ-l@sysabend.org 
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> Message text written by Bob Greenwade 
> >   Of course, more recently he's been recruited by Doctor Destroyer to 
> lead 
> a group called the Elementals, of whom he is the smartest (others include 
> Glacier, Genetic Deviant X, Griffin, Black Death, Lava, and the like).< 
> 
> Bob, your favorite supplements must be all the ones I don't own, because 
> you always mention characters I've never heard of.  -grin-  Of that list, 
> the only one I've heard of is Griffin (Classic Enemies).  Genetic Deviant X 
> sounds like he might come from the Mutant File, but I have no idea where 
> the others appear.  Wait a minute...I just caught that part about Grond 
> being the smartest member of that group.  Yikes! 
 
	Genetic Deviant X was in Atlas Unleashed.  Lava was in Enemies: 
The International File.  Glacier was EE?  Black Death was either Enemies: 
The International File or Villiany Unbound. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: "WG Rowland" <rowland@cts.com> 
To: "Champions" <champ-l@sysabend.org> 
Subject: Could someone set me straight? 
Date: Tue, 28 Apr 1998 09:54:54 -0700 
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	I think I missed something important..  I was gone for a day, and when I 
came back I had over a 1000 emails (I'm on this list, a writing list, and 
five programming lists for work)..  Anyway I reflexively deleted a LOT of 
stuff without reading it, and since then I've been receiving email from this 
list and also stuff from Hero-l??? Did this group split or something?  I 
need to know what address the other stuff will be coming from so I can 
filter it into it's own folder... (I get too much stuff to leave 
unfiltered).. Also if it's a separate list how do I send to it? 
 
Thanks in advance.. 
 
WGR 
 
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Subject: The Usual Suspects 
Date: Tue, 28 Apr 1998 13:30:56 -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 
X-Status:  
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X-UID: 63 
 
>	Godfather was about the worst, though.  However, I've been 
>planning on using his writeup as a basis for Kaiser Sosek.  Anyone want to 
>work on that one? 
 
Kaiser Soze: needs at least two secret ID's (you don't think that lefty  
there was the only one, do you?) and hoards of tactics and streetwise  
skills. Should have lots of PRE (23+) and a helluva REP. Average to Good  
handgun skills, acting, High Society (maybe), Persuasion, oratory,  
shadowing, stealth, and an INT in the 18-22 range. Oh yeah, EGO has to  
be, say 23, though I may be able to be talked lower on that one. STR of  
12, DEX 11, CON 16 (didn't he get shot in that altercation back in  
<foreign country of origin>, if not then maybe lower), COM 10, and 2 dice  
of Luck. 
 
God, I loved that movie! 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 28 Apr 1998 10:41:06 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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X-UID: 65 
 
At 04:50 PM 4/28/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
>Cc: champ-l@sysabend.org 
>Subject: Re: Yet more supplement reviews 
> 
>>    Mandelbrot isn't Hunted by TSR, he's hunted by ICE; and it's worth 20 
>> points for an 8-, which indicates More Powerful with NCI. 
> 
> Well, I was trying to go by memory.  As is, that works as a 
>hunted.  See the International Consortium for Execution in Murderer's Row. 
 
   The character sheet actually says, "Iron Crown Enterprises." 
Translating it to the International Consortium for Execution might work. 
 
>>    Reading the text of the character will clear up what is meant by 
>> "Fractal Energies"; its simple listing on the character sheet is ambiguous. 
> 
> And I liked it.  I have a campaign villian with a similar power 
>set manipulating "string energies". 
 
   I didn't mind it either.  Taken just from the character sheet, it looks 
stupid; once explained, it's really kinda neat.  (And Mandelbrot is, after 
all, one of the few characters not taken from a national cliche.) 
--- 
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: Houston, we have a problem 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 28 Apr 1998 14:12:43 -0400 
Lines: 29 
Sender: owner-champ-l@sysabend.org 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
Tim R Gilberg writes: 
 
>> Definitely.  "Average" heroic charcters -- that is, characters with a 
>> bit of history behind them before the start of the game -- are 75 + 75. 
>> The "fresh out of the accademy" rookie is probably going to be a good 50 
>> points less than that. 
 
> 	The Gospel According To Rat! 
 
The Gospel According to the BBB and several other official Hero sources. 
Even 100 points is a lot for a "wet behind the ears" character when he is 
not paying for powers and such. 
 
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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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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: META: The List 
Reply-To: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 28 Apr 1998 14:27:48 -0400 
Lines: 39 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Miq Millman writes: 
 
> Frankly Rat, your "explanation" for problems is full of crap. [blah blah 
> blah] 
 
My "small subset of personal experience" includes the Gnus development 
cabal (about 250 people) and the entirety of Usenet. 
 
Just because you have not yet had a problem does not mean you never will. 
 
You clearly have never seen a mail hub throttled to death due to a mail 
loop caused by a bad Reply-To header, nor have you had to clean up the mess 
afterwards.  I have.  I never want to do it again, and I would save anyone 
else that experience. 
 
You clearly have never seen the kind of brokenness that tags can create.  I 
have.  I wrote a significant chunk of the code in Gnus that attempts to 
deal with such things.  It breaks much too frequently due to mail and news 
clients doing things badly. 
 
Your outright dismissal of my explanation is what is full of crap.  I have 
been there; you have not. 
 
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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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X-SMTP: helo mars.superlink.net from why@saturn.superlink.net server root@mars.superlink.net ip 204.97.220.9 
From: Joe Mucchiello <why@superlink.net> 
Subject: Re: META: The List 
To: miq@teleport.com (Miq Millman <miq@teleport.com&g> champ-l@sysabend.org 
Date: Tue, 28 Apr 1998 14:39:59 -0400 (EDT) 
Sender: owner-champ-l@sysabend.org 
 
> Goode, Jason says:  
> >   
> > Amazing.  I'm on seven lists right now and this is the only one that ever  
> > has any problems with Reply-to and/or Tags.  
>   
> Is this the only one with Rat on it?  
>   
> Frankly Rat, your "explanation" for problems is full of crap.  I run 10  
> majordomo lists with an average subscriber population of 350, and average  
> number of daily messages in the 50-70 range.  All have tag's in the  
> subject, none have ever had any problems with "mixed up threads".  Perhaps  
> its your attitude of "holier than thou" and "secret programmers ball" that  
> is having problems.  
>   
> I don't buy it.    
>   
> Rat, I respect your opinions, I may disagree on occaision with them, but I  
> still respect your right to have them.  But backing up ideas based on your  
> small subset of personal experience with a minor mail and news reader, and  
> touting it as "how things are done" is a little heavy handed.  
 
It is not just Rat who does not like this idea.  I am dead set against it. 
Every problem Rat listed in his last post is a problem I have had will 
listservers.  None of the three lists I'm on now have automatic tags and I 
don't need any of them to start having tags. 
 
I'll go lie down now. 
  Joe 
 
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X-SMTP: helo radius1.teleport.com from cptspith@teleport.com server @radius1.teleport.com ip 192.108.254.35 
Date: Tue, 28 Apr 1998 11:57:17 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Organization: Satan's Children 
To: champ-l@sysabend.org 
Subject: [Fwd: Re: Characters in Fifth?] 
Sender: owner-champ-l@sysabend.org 
 
Okay, folks, let's pay attention.  Although the ORIGINAL question of 
this message thread asked about Super Characters in the new HSR, it was 
almost immediately decided/mentioned that 1)It was NOT a 
superhero-specific book, thus would have a smattering of genres for 
examples, and 2)... actually, let me seperate this to be clear and 
bold... 
 
   ...and 2)the discussion has since then been about characters in a 
potential Champions 5th edition Genre book.  So please read the header 
oh this thread to mean  
   "Re: Characters in Fifth?" as in 5th edition Champions Genre 
supplement. 
 
   I now return you to your regularly scheduled niggling. 
 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
 
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X-Sender: lizard@dnai.com 
Date: Tue, 28 Apr 1998 12:04:52 -0700 
To: Champions <champ-l@sysabend.org> 
From: Lizard <lizard@mrlizard.com> 
Subject: Big teams or powerful villains? 
Sender: owner-champ-l@sysabend.org 
 
After having created no fewer than 12 villains for no more than two games 
of my current campaign, I am wondering if maybe I'm doing something wrong. 
 
I've got six players in my current group, more than I usually have. I'm 
wondering if it might not be wiser to oppose them with smaller numbers of 
more powerful villains. My problem is that a sufficiently powerful villain 
can probably 'take out' one hero per phase, unless the heroes are very 
lucky or very well coordinated. (All my previous villains were roughly 
on-par with the heroes in terms of power) 
 
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Date: Tue, 28 Apr 1998 14:30:35 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
 
> > Well, I was trying to go by memory.  As is, that works as a 
> >hunted.  See the International Consortium for Execution in Murderer's Row. 
> 
>    The character sheet actually says, "Iron Crown Enterprises." 
> Translating it to the International Consortium for Execution might work. 
 
	Well, again, I haven't been able to bring myself to get that book 
out.  But I wouldn't rate Iron Crown that tough. 
 
	The funny thing is, I made a personal villian group called I.C.E. 
-- The International Company of Evil -- before Murderer's row came out. 
I've since renamed the personal creation. 
 
>    I didn't mind it either.  Taken just from the character sheet, it looks 
> stupid; once explained, it's really kinda neat.  (And Mandelbrot is, after 
> all, one of the few characters not taken from a national cliche.) 
 
	Quite true.  I've been meaning to bring him to the States as a 
solo villian. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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X-SMTP: helo send1a.yahoomail.com from johndesmarais@yahoo.com server @send1a.yahoomail.com ip 205.180.60.22 
Date: Tue, 28 Apr 1998 13:38:21 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Big teams or powerful villains? 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
---Lizard  wrote: 
> 
> After having created no fewer than 12 villains for no more than two 
games 
> of my current campaign, I am wondering if maybe I'm doing something 
wrong. 
>  
> I've got six players in my current group, more than I usually have. 
I'm 
> wondering if it might not be wiser to oppose them with smaller 
numbers of 
> more powerful villains. My problem is that a sufficiently powerful 
villain 
> can probably 'take out' one hero per phase, unless the heroes are very 
> lucky or very well coordinated. (All my previous villains were roughly 
> on-par with the heroes in terms of power) 
 
>From a pure (lazy) referee point of view I prefer to run a small 
number (sometimes one) powerful villain - it give me l fewer things to 
keep track of.  In most other respects though I like to spread things 
out more with either a villian group of approx the same number of 
people as the hero group or use agent teams - I find that it gives the 
PCs more opportunity to "do things", which tends to make the palyers 
happier. 
 
The idea of a coordinated team taking down a single mega-villain is 
great, and 4th edition did make it easier from a rules perspective, 
but actually getting the PLAYERS to work together is sometime difficult. 
 
 
-=>John D. 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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Date: Tue, 28 Apr 1998 13:42:55 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Could someone set me straight? 
To: WG Rowland <rowland@cts.com&> champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
---WG Rowland  wrote: 
> 
> 	I think I missed something important..  I was gone for a day, and 
when I 
> came back I had over a 1000 emails (I'm on this list, a writing 
list, and 
> five programming lists for work)..  Anyway I reflexively deleted a 
LOT of 
> stuff without reading it, and since then I've been receiving email 
from this 
> list and also stuff from Hero-l??? Did this group split or 
something?  I 
> need to know what address the other stuff will be coming from so I can 
> filter it into it's own folder... (I get too much stuff to leave 
> unfiltered).. Also if it's a separate list how do I send to it? 
>  
> Thanks in advance.. 
>  
> WGR 
 
Over the lifespan of the Champions Mailing list it has had several 
different address and names <hero-l> and <champ-l> being two of them.  
While Geoff was maitaining the list he supported (via aliases) several 
of the previous names.  At his request, when I took over I set up the 
same basic idea allowing, for example, a member to send to 
<hero-l@sysabend.org> or <champ-l@sysabend.org> to post to the list.  
It's all the same list, there are just several aliases set up on the 
mail server for it. 
 
 
 
 
 
 
== 
 
     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: "R & B" <bswarren@flash.net> 
To: <champ-l@sysabend.org> 
Subject: Re: The Usual Suspects 
Date: Tue, 28 Apr 1998 15:58:01 -0500 
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Hi All, 
 
>Kaiser Soze: needs at least two secret ID's (you don't think that lefty 
>there was the only one, do you?) and hoards of tactics and streetwise 
>skills. Should have lots of PRE (23+) and a helluva REP. Average to Good 
>handgun skills, acting, High Society (maybe), Persuasion, oratory, 
>shadowing, stealth, and an INT in the 18-22 range. Oh yeah, EGO has to 
>be, say 23, though I may be able to be talked lower on that one. STR of 
>12, DEX 11, CON 16 (didn't he get shot in that altercation back in 
><foreign country of origin>, if not then maybe lower), COM 10, and 2 dice 
>of Luck. 
 
Several deep covers from DC (2 pts ea.) would work better than multiple 
secret ids, but I do agree with the point you were making he has several 
deep covers. 
 
REP: should probably be within a limited group (organized crime) "The 
invisible & invincible crime lord" 11- extreme 
 
I love the movie also. 
 
Randy 
 
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From: "R & B" <bswarren@flash.net> 
To: <champ-l@sysabend.org> 
Subject: The Gospel 
Date: Tue, 28 Apr 1998 16:06:02 -0500 
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>>The Gospel According to the BBB and several other official Hero sources. 
Even 100 points is a lot for a "wet behind the ears" character when he is 
not paying for powers and such.>>>> 
 
In a super heroic campaign yes, a 100 pt wet behind the ears character is a 
little too much. However, in heroic (say DC, Heroic Space, super agents 
ect..) games depending on how you view PS, KS, and SS it doesn't do the job. 
Most of the hero books give RANGES for play, that is probably what needs to 
be kept in mind. Balance the game. 
 
PS - we don't need to open the my PS is better than your PS bag. 
 
Randy 
 
 
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Date: Tue, 28 Apr 1998 14:57:27 -0700 
To: Lizard <lizard@mrlizard.com&> champ-l@sysabend.org 
From: Eric Chauvin <calicajun@prtcl.com> 
Subject: Re: Big teams or powerful villains? 
Sender: owner-champ-l@sysabend.org 
 
At 12:04 PM 4/28/98 -0700, you wrote: 
>After having created no fewer than 12 villains for no more than two games 
>of my current campaign, I am wondering if maybe I'm doing something wrong. 
> 
>I've got six players in my current group, more than I usually have. I'm 
>wondering if it might not be wiser to oppose them with smaller numbers of 
>more powerful villains. My problem is that a sufficiently powerful villain 
>can probably 'take out' one hero per phase, unless the heroes are very 
>lucky or very well coordinated. (All my previous villains were roughly 
>on-par with the heroes in terms of power) 
> 
I have always enjoyed the powerful villains take. This forces your players 
to work as a team, & not as a bunch of boxers in adjacent rings. To give 
them more to punch, throw in a group of lower level supers or brute squad. 
This will get them warmed up for the big fight. The reason you want a lower 
power level brut squad (50 to 100 pts less than your average hero) is so 
that the first combat doesn't take to long. Just quickly hash a couple of 
them out like agents, & you have an exciting tool that will please everyone 
in the game. If the big villain takes out a couple of heros then the other 
players must work together even more.  
____________________________ 
GET-EM!!! THAT'S THE PLAN?!? 
--------------------------------------------- 
Eric Chauvin 
calicajun@prtcl.com 
 
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Date: Tue, 28 Apr 1998 15:05:27 -0700 
To: champ-l@sysabend.org 
From: Eric Chauvin <calicajun@prtcl.com> 
Subject: looking for gamers 
Sender: owner-champ-l@sysabend.org 
 
I am currently in a group that games one to two days a week right now. 
Unfortunately there has arisen a few problems as of late & we may be forced 
to disband. I am looking for gamers in the Southern California ( I live in 
South Orange County ) area who are interested in getting together once a 
week. If you are interested please submit to the list or e-mail me direct. 
 
Thanks 
____________________________ 
GET-EM!!! THAT'S THE PLAN?!? 
--------------------------------------------- 
Eric Chauvin 
calicajun@prtcl.com 
 
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Reply-To: "Lisa Hartjes" <beren@unforgettable.com> 
From: "Lisa Hartjes" <beren@unforgettable.com> 
To: "Hero System Listserv" <hero-l@sysabend.org> 
Subject: Have some consideration, please. 
Date: Tue, 28 Apr 1998 18:18:10 -0400 
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I understand that people will have differences of opinion.  That's fine by 
me.  But would you PLEASE keep the name calling and the flame wars OFF the 
list.  I am getting tired of getting that kind of message. 
 
This is a listserve for discussion, not derision. 
 
 
Lisa Hartjes 
beren@unforgettable.com 
Home:  http://www.fortunecity.com/roswell/daniken/79 
"It's not supposed to be making that noise, is it." 
 
 
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Date: Tue, 28 Apr 1998 15:38:26 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Big teams or powerful villains? 
Sender: owner-champ-l@sysabend.org 
 
At 12:04 PM 4/28/1998 -0700, Lizard wrote: 
>After having created no fewer than 12 villains for no more than two games 
>of my current campaign, I am wondering if maybe I'm doing something wrong. 
> 
>I've got six players in my current group, more than I usually have. I'm 
>wondering if it might not be wiser to oppose them with smaller numbers of 
>more powerful villains. My problem is that a sufficiently powerful villain 
>can probably 'take out' one hero per phase, unless the heroes are very 
>lucky or very well coordinated. (All my previous villains were roughly 
>on-par with the heroes in terms of power) 
 
   I say split the difference.  Create villains that are about as powerful 
as your PC group -- or, better yet, a slightly smaller group (in this case, 
five) who are individually slightly more powerful than any single PC. 
--- 
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, 28 Apr 1998 18:14:13 -0500 
To: Champions <champ-l@sysabend.org> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Houston, we have a problem 
Sender: owner-champ-l@sysabend.org 
 
>Tim R Gilberg writes: 
> 
>>> Definitely.  "Average" heroic charcters -- that is, characters with a 
>>> bit of history behind them before the start of the game -- are 75 + 75. 
>>> The "fresh out of the accademy" rookie is probably going to be a good 50 
>>> points less than that. 
> 
>> 	The Gospel According To Rat! 
> 
>The Gospel According to the BBB and several other official Hero sources. 
>Even 100 points is a lot for a "wet behind the ears" character when he is 
>not paying for powers and such. 
 
Again, these characters weren't first-timers in space, they were veterans 
who'd decided to go into business for themselves.  Also, Powers did have to 
be considered, since low level psi abilities and/or cybernetic enhancements 
were available.  Not enough to have typical Mentalist or Supercyborg 
characters, more on the level of the Justice Inc psi talents or a gadgeteer 
whose "utility belt" is surgically implanted rather than worn around his 
waist. 
 
Damon 
 
---------------------------------------------------------- 
Check the Star Hero campaign pages at  
<http://www.txdirect.net/~griffin/starhero.htm> 
 
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Date: Tue, 28 Apr 1998 19:51:47 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
Reply-To: Michael Surbrook <susano@access.digex.net> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
On Mon, 27 Apr 1998, Tim R. Gilberg wrote: 
 
>  
> > Indeed.  The Swiss character makes clocks, the English character is an 
> > archer, the French guy is modeled after Napoleon, the Monaco character 
> > uses a gambling motif, the Italian is in the Mafia... it is pretty poor. 
>  
> 	And what's wrong with stereotypes for a short jaunt to Europe. 
> People will be expecting something somewhat familiar.   
 
Sorry Tim, there is familiar and then there is non-originality.  EE is 
stuffed with non-orignal characters.  I mean every character from a 
Scandinavian country has cold powers?  The guy from Germany is called 'Das 
Wall'? (which is incorrect German, I understand)   
 
It's like picking up a book of North American villians and finding a 
baseball player (or cowboy) coming from America, a lumberjack from Canada 
and a bandito from Mexico.  It is just poor design in my opinion. 
 
> > Hoarfrost kills herself is she uses her No Range RKA.  There is a Fractal 
> > Energies EC (a what?).  This same character (Mandelbrot) has 16 points for 
> > a computer, except there are no statsgiven for this computer (and a 300 
> > END Reserve to run it!)  Oh, and he's Hunted by a RPG company!  What sort 
> > of diads are these? 
>  
> 	Hey!  I _like_ Mandelbrot.  Why are Fractal Energies any less 
> believable then Mystical Flame?  And Hunted by the T$R of a gaming world 
> might actually be worth something, if you consider possible ties to real 
> alternate dimensions.  The computer is fine, though needs to be written 
> up.  The END reserve is trash. 
 
Mystical Flame is a valid EC and lends itself to certain types of powers 
(EB, RKA, Flight, FF, FW).  But what are Fractal Energies?  This is as bad 
as 'Mutant Destructive Powers' - another winner from EE.  The description 
is 'fractals of light', wht not just give him 'light control' as an EC?   
 
It is a case of the writer picking a name (or a base concept) and 
hammering a character to fit.   
 
Oh and accroding to EE, Iron Crown Enterprises  (Mandelbrot's hunted) is 
*just* as powerful as the CIA and UNTIL!!! 
 
> > I agree, give EE a big pass.  Buy GRUPS IST instead, you can probably get 
> > better European character ideas out of that instead (I know that I did). 
>  
> 	Don't listen to him.  I've tried to convert GURPS Supers 
> characters, and found it n excercise in futility.  The EE characters at 
> least have stats resembling those of the Hero Rules. 
 
Sorry, I have converted 80 characters from GURPS Wildcards.  It can be 
done and it isn't that hard.  I even wrote up my guildlines and posted 
them on my website (and, to this list).  And the characters in GURPS IST 
*don't* insult your intelligence. 
 
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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:        *    
*              http://www.access.digex.net/~susano/index.html             * 
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Date: Tue, 28 Apr 1998 19:57:20 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
On Tue, 28 Apr 1998, Bob Greenwade wrote: 
 
>    Of course, as I mention elsewhere, even this wouldn't be so bad if the 
> author had gone past the stereotypes to create interesting characters. 
> Only with Inquisition, Silhouette, and Zephyr are the cliched characters 
> expanded into something with a twist or a little depth. 
 
I will have to grudingly agree.  Yes, one can present a 'stereotype' in an 
interesting manner.  Long Walker is a good example or a seterotype given a 
cool twist. 
  
> >> number of typos and rules gaffes.  (What's Chromedome's STR?  How does 
> >> Increased STUN Mod apply to Energy Blast under the 4th Ed rules?)  On the 
> > 
> >Also pay close attention to character descriptions and their write-ups. 
> >You get an acne scarred man with (like) a 20 COM.  There is a guy with a 
> >6d6 EB only usable within his gas cloud.  His gas cloud is always on... 
> >Hoarfrost kills herself is she uses her No Range RKA. 
>  
>    On Hoarfrost, are you meaning her No Range BODY/STUN Drain (which has 
> the No Range Limitation despite the fact that Drain is already a No Range 
> Power)? 
 
Yeah.  It is Always On and she has no Personal Immunity to the power.  She 
also has *no* LS: Cold, even though she generates a freezing fog all the 
time.  Sorry, I wasn't looking at my copy of EE at the time. 
  
> >I dunnno.  I can usually pick a few characters out of any supplement that 
> >appeal to me.  EE has given me ZERO in all the time I've had it. 
>  
>    Well, I've mentioned that I actually like Doppleganger; and I can find 
> some use for Argent Anarky, the Warsaw Pact team (I also like Carpathia), 
> Despoiler, and Glacier. 
 
I think Agent Anarky are pretty bad, if I was going to use them, they'd 
require serious reworking.  Of the rest, I do admit a liking for 
Carpathia. 
 
>    (On the other hand, I find Thespian so repulsive that I frequently bring 
> him back from the dead any time I can come up with another way to kill him. 
>  None of it's happened in play -- it's all in the background history -- but 
> if it had I'm sure the players would nickname him Kenny (or maybe Paul 
> Winfield). 
 
I personally find Mandelbrot one of the worst of the bunch.   
  
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*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
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*************************************************************************** 
 
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Date: Tue, 28 Apr 1998 21:42:20 -0400 
From: Joshua Krage <jkrage@access.digex.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: META: The List 
Mail-Followup-To: Champions <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
 
On Tue, Apr 28, 1998 at 02:27:48PM -0400, Stainless Steel Rat wrote: 
> Miq Millman writes: 
> > Frankly Rat, your "explanation" for problems is full of crap. [blah blah 
> > blah] 
> My "small subset of personal experience" includes the Gnus development 
> cabal (about 250 people) and the entirety of Usenet. 
... 
> Just because you have not yet had a problem does not mean you never will. 
... 
> Your outright dismissal of my explanation is what is full of crap.  I have 
> been there; you have not. 
 
Not that Rat needs anyone to defend him but...  he's right, again. 
 
<RANT TYPE=general> 
And I'll add that if you haven't read the relevant email RFCs and 
dealt with email and mailing list issues on a regular basis, then 
you're attempting to use your "ES: Computer Applications, 8-" in 
a "PS: Email Administration, 14-" situation, and missing a few 
KSs as well. 
 
Proper email handling is tricky.  It looks easy because a lot of 
good people of spent large numbers of hours configuring and 
tweaking it.  List administration, especially, can be 
troublesome.  Who do you think handles all the bounces from 
invalid user accounts? 
 
One of the principles of good software design is: 
"If its already there, don't rebuild it."  A mechanism already 
exists to identify the source of the list messages.  This can 
be used to sort your mailbox; good clients (including Eudora) 
can do it. 
 
Not everyone uses Eudora.  Not everyone uses Mutt (which I'm doing 
now).  Not everyone uses the same email delivery software (MTA). 
The only way these work together is by following the accepted 
standards.  And these standards were developed and tested in 
a test of fire; the real world.  There is a reason for them, and 
a reason for them to be followed. 
 
Unfortunately, too many people think they have a better answer and 
don't listen to 'those who have gone before'.  It used to be that 
we could laugh at them; unfortunately, now their mucking around 
affects our systems and causes us tons of work.  And, if things go 
sufficiently in the wrong direction, that will affect you too 
when you can't access your email.  And then how would you satisfy 
that "DEPENDECY: Champions List"? 
 
So listen to the voices of experience.  Or at least attempt to 
understand why they're saying such things.  It usually isn't 
that hard. 
</RANT> 
 
--  
-------------------------------------------------------------------------- 
jkrage@access.digex.net    UNIX and Networks and Computer Security, oh my! 
 
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Date: Tue, 28 Apr 1998 19:38:03 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
To: champion mailing list <champ-l@sysabend.org> 
Subject: Grond? 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 22 
 
Can somebody please tell who or what Grond is?  Some stats could be  
nice.  I get the impression he is a walking major disaster looking for a party. 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
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Date: Tue, 28 Apr 1998 21:41:48 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
To: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Subject: Re: META: The List 
Sender: owner-champ-l@sysabend.org 
 
Stainless Steel Rat wrote: 
 
> or broken mail clients and lazy (l)users.  And to encourage me off the list. 
 
 
Jesus Rat.  How many times are you going to threaten us with this? 
 
I think you over-estimate your own importance.  
 
 
 
Todd 
 
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Date: Tue, 28 Apr 1998 23:54:39 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Another EE Rant... 
Sender: owner-champ-l@sysabend.org 
 
Yeah, yeah, it's the beating a dead horse dept., but I *had* to point this 
one out. 
 
I'm looking through my copy of EE and wanted to bring up a few of the even 
more interesting gaffes that make this book so bad: 
 
1 - Glacier spends 45 points for 6 levels of Growth/Density Increase 
Always On, while Carpathia spends 40 for the *exact* same powers. 
 
2 - Mammoth spends 60 points for his 85 STR.  His Growth *should* make up 
for it, except he has only 1 Level of Growth, which costs him 20 points. 
He is 11' tall, so he should have 2 Levels, which still cost only 13 
points. 
 
3 - speaking of Mammoth, he spends 48 points for a 40 point Gadget Pool. 
If you use the limitations "Only in Lab" (-1) and "Minimum of IIF" (-1/4) 
you get 51 points for the pool. 
 
4 - Why does *every* character in the book speak English?  Everyone.  Even 
the demon.  The only ones that don't are the ones that don't speak to 
begin with.  Even Carpathia, with an INT of 5 has 2 points of English. 
 
5 - Damage Classes are not included in the Martial Arts packages.  So one 
might want to look twice at Shrike, who gets a whopping +6DC with her 
martial arts.  This gives her a 1 1/2d6 HKA, 2d6+1 with STR.  Even Steve 
Long has never dumped this many DCs into character (I think...) 
 
6 - here's my favorite.  Banshee is listed as a Scottish villain, except 
the Bashee (or Ban Shide) comes from *Ireland*...  But!  Look at the map 
in the character write-up... that's Ireland high-lighted...  Oh, and look 
at the art and read the description... why *does* that character have a 6 
COM?  It should be 0! 
 
7 - Oh... Bob, I take it you noticed that Thespian's rapier is bought as 
an *RKA*?  And why does this guy have a 23 STR?  The 30 PRE I can buy, but 
a 20 COM? 
 
8 - Chromedome doesn't have a STR stat.  Reverse engineering his stats 
gives him a STR of 60.  And unlike Mammoth, this time someone got the math 
right for his Density Increase. 
 
9 - Neon is just a crawling mass of mistakes.  He is acne scarred, with 
greasy hair and pale skin... yet this is good enough to net a 20 COM.  His 
Darkness is defined as 'neon' gas, except I've been told that neon is a 
colorless gas...  He also has a 6d6 EB that only works in his gas cloud... 
except that his gas cloud is Always On...  He takes 2x STUN from EB... 
okay, so he takes double damage from a game mechanic, not a SFX.  He is 
hunted by 70 points of enemies (hmm... psuhing that 50 point cap just a 
bit?) and we learn that Mystery's Mob is more powerful than the London 
Watch.  He is hunted by each on an 8-, but only gets 15 for the Watch to 
20 for the Mob.   
 
Need I go on? 
 
*************************************************************************** 
* "'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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From: "Sean Pavlish" <pavlish@erols.com> 
To: "Hero Mailing List" <hero-l@emerald.omg.org> 
Subject: Anyone out there? 
Date: Wed, 29 Apr 1998 00:46:00 -0400 
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Hey, whats up?  I went from getting close to a hundred emails a day to none from 
the list.  Is there a problem?  Did I get axed from it somehow? 
 
:( 
 
Sean 
 
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Date: Tue, 28 Apr 1998 21:51:15 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
Organization: None 
To: Bob Greenwade <bob.greenwade@klock.com> 
CC: champ-l@sysabend.org 
Subject: Re: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
> >believable then Mystical Flame?  And Hunted by the T$R of a gaming world 
> >might actually be worth something, if you consider possible ties to real 
> >alternate dimensions.  The computer is fine, though needs to be written 
> >up.  The END reserve is trash. 
> 
>    Mandelbrot isn't Hunted by TSR, he's hunted by ICE; and it's worth 20 
> points for an 8-, which indicates More Powerful with NCI. 
>    Reading the text of the character will clear up what is meant by 
> "Fractal Energies"; its simple listing on the character sheet is ambiguous. 
> 
 
Wasn't there a group of assassins in either DC or Hudson city called the 
International Consortium of Evil or something like that? They had Timothy G Girsh 
or what ever and the Westerner assassin from the orient and the killer art 
critic.... Could they be the ICE that was hunting Mandelbrot? 
 
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Date: Wed, 29 Apr 1998 00:10:54 -0500 (CDT) 
X-Sender: mlnunn@blue.net 
To: "champ-l@sysabend.org"@bnllc2.bl" 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Re: META: The List 
Sender: owner-champ-l@sysabend.org 
 
At 09:41 PM 4/28/98 -0500, Todd Hanson wrote: 
>Stainless Steel Rat wrote: 
> 
>> or broken mail clients and lazy (l)users.  And to encourage me off the list. 
> 
>Jesus Rat.  How many times are you going to threaten us with this? 
> 
>I think you over-estimate your own importance.  
 
Maybe we will all luck out and this time it's not a threat. 
 
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: "John Desmarais" <John.Desmarais@ibm.net> 
To: "Sean Pavlish" <pavlish@erols.com> 
Cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Date: Wed, 29 Apr 1998 01:18:24 -0400 
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Subject: Re: Anyone out there? 
Sender: owner-champ-l@sysabend.org 
 
On Wed, 29 Apr 1998 00:46:00 -0400, Sean Pavlish wrote: 
 
>Hey, whats up?  I went from getting close to a hundred emails a day to none from 
>the list.  Is there a problem?  Did I get axed from it somehow? 
> 
>:( 
> 
>Sean 
 
Well, let's see.  There are two problems.  One (which I noticed first) is that you're still  
sending to the old address.  The list has moved to a new mail server @sysabend.org  
(use either hero-l@sysabend.org or champ-l@sysabend.org).  We're temporarily  
forwarding mail to the old address to the list, but that will probably stop once the admin  
of the old mail server realizes that the account still exists. 
 
But that's not why you've not been receiving mail. 
 
I believe that Erol has a problem right now.  I've been getting bounce-backs from every  
list member who uses Erols as their ISP (and liet me tell you, it's really choked my mail  
up). 
 
(I'll resend this message to you it in a couple of days if it bounces back to me). 
 
 
 
 
      John Desmarais <champ-l-owner@sysabend.org> 
================================================= 
Gotta question about the list? Just ask. Or, you can go look  
over at www.sysabend.org/champions.  Yeah, yeah, I know, 
it's ugly.  I'll make the site prettier when I have time. 
 
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Date: Wed, 29 Apr 1998 03:08:37 -0500 
To: champ-l@sysabend.org 
From: Bryce Berggren <ghost@theramp.net> 
Subject: Re: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
At 07:57 PM 4/28/98 -0400, Michael Surbrook wrote: 
>On Tue, 28 Apr 1998, Bob Greenwade wrote: 
> 
>>    Of course, as I mention elsewhere, even this wouldn't be so bad if the 
>> author had gone past the stereotypes to create interesting characters. 
>> Only with Inquisition, Silhouette, and Zephyr are the cliched characters 
>> expanded into something with a twist or a little depth. 
> 
>I will have to grudingly agree.  Yes, one can present a 'stereotype' in an 
>interesting manner.  Long Walker is a good example or a seterotype given a 
>cool twist. 
 
Long Walker? Ehhh ... I think Long Walker tries /too/ hard to "twist" a given 
stereotype, and ends up a jumbled mess. 
  
>>    (On the other hand, I find Thespian so repulsive that I frequently bring 
>> him back from the dead any time I can come up with another way to kill him. 
>>  None of it's happened in play -- it's all in the background history -- but 
>> if it had I'm sure the players would nickname him Kenny (or maybe Paul 
>> Winfield). 
> 
>I personally find Mandelbrot one of the worst of the bunch.   
 
Mandelbrot's bad, admitted ... but he's not even the worst on his own team. 
Beyond Shrike, the first character in comicbook history to take contract 
bridge as her superpowered origin, there's Godfather. Why would a neo-pagan 
anarchist group with a feminist bent working to fight perceived corruption 
in Europe see any value associating with the head of a traditionally  
Roman Catholic, patriarchal organized crime group? This stretches "strange 
bedfellows" /way/ too far for my tastes. 
  
 
H. G. 
 
He beats his fists against the posts 
and still insists he sees the ghosts 
 
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Date: Wed, 29 Apr 1998 03:08:43 -0500 
To: champ-l@sysabend.org 
From: Bryce Berggren <ghost@theramp.net> 
Subject: Re: Another EE Rant... 
Cc: Champions Mailing List <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
 
At 11:54 PM 4/28/98 -0400, Michael Surbrook wrote: 
>Yeah, yeah, it's the beating a dead horse dept., but I *had* to point this 
>one out. 
 
"Plan Nine" is the one dead horse I never get tired of beating. :) 
 
>I'm looking through my copy of EE and wanted to bring up a few of the even 
>more interesting gaffes that make this book so bad: 
 
>3 - speaking of Mammoth, he spends 48 points for a 40 point Gadget Pool. 
>If you use the limitations "Only in Lab" (-1) and "Minimum of IIF" (-1/4) 
>you get 51 points for the pool. 
> 
>4 - Why does *every* character in the book speak English?  Everyone.  Even 
>the demon.  The only ones that don't are the ones that don't speak to 
>begin with.  Even Carpathia, with an INT of 5 has 2 points of English. 
 
A case of realism taking a backseat to convenience. They probably thought 
(yeah, I know, implying thinking in in P9fHG is dangerous talk) that it 
helped GMs put the characters in their campaign, since the players wouldn't 
have to pull out their Berlitz phrase books just to say "freeze" ... 
 
>6 - here's my favorite.  Banshee is listed as a Scottish villain, except 
>the Bashee (or Ban Shide) comes from *Ireland*...  But!  Look at the map 
>in the character write-up... that's Ireland high-lighted...  Oh, and look 
>at the art and read the description... why *does* that character have a 6 
>COM?  It should be 0! 
 
My favorite's still the protective force-field as part of Despoiler's  
"mutant destructive powers" elemental control. 
 
>7 - Oh... Bob, I take it you noticed that Thespian's rapier is bought as 
>an *RKA*?  And why does this guy have a 23 STR?  The 30 PRE I can buy, but 
>a 20 COM? 
 
Actually, this one may not be Bill Tracy's fault. (Jeez, I can't believe 
I'm /defending/ this stuff.) I have a letter from Aaron Allston to another 
player running around this house somewhere, wherein he points out some 
of the drastic misunderstandings between the artist who did the Blood 
and his original notes. I have a feeling something similar happened here 
(and under Silver Hyena). 
 
>9 - Neon is just a crawling mass of mistakes.  He is acne scarred, with 
>greasy hair and pale skin... yet this is good enough to net a 20 COM.  His 
>Darkness is defined as 'neon' gas, except I've been told that neon is a 
>colorless gas...  He also has a 6d6 EB that only works in his gas cloud... 
>except that his gas cloud is Always On...  He takes 2x STUN from EB... 
>okay, so he takes double damage from a game mechanic, not a SFX.  He is 
>hunted by 70 points of enemies (hmm... psuhing that 50 point cap just a 
>bit?) and we learn that Mystery's Mob is more powerful than the London 
>Watch.  He is hunted by each on an 8-, but only gets 15 for the Watch to 
>20 for the Mob.   
 
My brother pointed out to me, the gas cloud bit is still a limitation, 
since it effectively limits the range of the EB. As for the rest of it ... 
what's the quote? "Stupid, stupid, stupid, stupid, STUPID!" 
 
 
H. G. 
 
He beats his fists against the posts 
and still insists he sees the ghosts 
 
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Date: Wed, 29 Apr 1998 04:00:36 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Organization: Satan's Children 
To: champ-l@sysabend.org 
Subject: Dualism/One Bad Apple 
Sender: owner-champ-l@sysabend.org 
 
Okay, I have a question for y'all, but there's a bit of exposition to 
go through first.  Fasten your seat belt, it's going to be a bimpy 
ride... 
 
   I'm in a game currently which consists of three couples, two single 
guys, and the GM's mom. OOps, and another guy, who's wife doesn't play. 
The GM, in fact, is two GMs; another couple.  So if everybody is able to 
make it for a particular game, we have 11 players and 2 GMs and one in 
the peanut gallery.  Now that's a crowded game, no matter how you look 
at it, but generally about six players show up for a given game.  That 
was the theory; have enough players to run a "full" game when missing a 
few players and occasionally have a game where everyone makes it. 
 
   But that's not my question. 
 
   In the last couple of months, we have maintained a fairly stable 
group of the same 5 players; my wife and myself, Peter and Wendy (not 
their real names) and Erik.  And since all the players in the group are 
friends, we see them outside of gaming fairly regularly, and 
occasionally, the Game comes up in conversation.  Okay, here it comes... 
 
   Wendy continually has complaints that there is too much chaos in the 
games for her to be able to follow the action and know what is going 
on.  She complains that too many players try to hold the GMs' 
attention(s) at once and that she can't hear what is going on when 
characters are doing different things out of combat. 
   I maintain that there is inherently a certain level of chaos when 
there are 6+ people all in the same room interacting in ANY fashion, and 
that in many instances, other characters are doing things that her 
character wouldn't be privvy to anyway. 
 
   Okay, I know that I have only given sketchy information, but does 
anyone have any information/comments/suggestions on a player who feels 
"lost in the shuffle" in a game, or on RPG chaos in general? 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
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Date: Wed, 29 Apr 1998 07:04:23 -0400 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Re: Classic Enemies 
To: Champions Mailing List A <champ-l@sysabend.org> 
Content-Disposition: inline 
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Definitely a top-notch collection of useful characters, far superior (IMO) 
to any of the villain books that followed. 
 
My Favorites: 
 
        - Terror Inc - I used them almost exactly as written, which is 
unusual for me; 
        - Black Paladin - had a recurring role as the chief enforcer for 
one of the major villains in my campaign, later transferring his loyalty to 
the Black Enchantress; 
        - Rainbow Archer - was used as a villain only once, then recruited 
from prison to join an NPC hero group. I agree that the stats were WAY out 
of line, though, and I rewrote her with more human stats and LOTS of 
levels; 
        - Utility - was killed by Viper to silence him after they hired him 
to plant bugs in the heroes base (bugs which remained there for years!). He 
was then replaced by a private detective who pretended to be a villain in 
order to track down the killer. 
 
Least Favorites: 
 
        -Dr. Destroyer - even the low-end version is WAY too powerful for 
the type of game I like to run; 
        - Eurostar - As a group, much too powerful, although several of the 
members were given new names and costumes and used as individual opponents; 
        - Panda and Racoon - just too silly; 
 
Characters who were used with new names and costumes (to prevent the 
players from knowing just what they were dealing with) include: Sunburst, 
Radium, Esper, Firewing (no less than 3 times!), Plague, Mentalla, White 
Flame. 
 
Herculan was used almost exactly as written, except that his base STR was 
taken down to 30. His background was changed to match that of another alien 
villain previously encountered, and the two of them became some of the most 
despised vilains in my campaign. 
 
Jeff Reid 
Morfhis@compuserve.com 
http://www.now-online.com/morfhis/bugloony.htm 
 
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Date: Wed, 29 Apr 1998 07:04:29 -0400 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Re: Big teams or powerful villains? 
To: Champions Mailing List A <champ-l@sysabend.org> 
Content-Disposition: inline 
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Sender: owner-champ-l@sysabend.org 
 
> I've got six players in my current group, more than I usually have. I'm 
> wondering if it might not be wiser to oppose them with smaller numbers of 
> more powerful villains. My problem is that a sufficiently powerful 
villain 
> can probably 'take out' one hero per phase, unless the heroes are very 
> lucky or very well coordinated. 
 
Hmm, what's your definition of "sufficiently powerful?" Seems to me that a 
villain would have to be Dr. Destroyer-class (or at the very least 
Eurostar-class) to take out a hero in one phase, but that might be a 
reflection of individual styles. 
 
I'm not sure I understand what you're asking. You don't make it clear if 
the problem is that the PC's are getting clobbered too often, or if they're 
having too easy a time. 
 
> (All my previous villains were roughly 
> on-par with the heroes in terms of power) 
 
Experience shows that, in this situation, the players will usually prevail 
amazingly quickly. The GM simply has too much to keep track of to play the 
villains' tactics to their full advantage, while each player only has to 
keep track of his/her own character. A significant power advantage over the 
players is usually necessary to even the score. Of course, your milage may 
vary, but I've heard this from several different GM's as well as in 
published material. 
 
Want an example? Try this: collect copies of the player's characters and 
have them fight carbon-copies of themselves (clones, maybe). The players 
are very likely to win quickly, despite opponents who are by definition on 
an equal power level. If you add about 20 Active points to the clones' 
attacks, and maybe 10 Active points to their defenses, and the fight should 
be much more interesting, though even then the PC's are likely to prevail. 
 
A lot of things also depend on how good you are at gauging the characters' 
abilities predicting how well they will do against your villains. I always 
tend to underestimate the abilities of my players, so when I think I'm 
creating a very powerful villain, they usually end up cleaning his clock. 
On the other hand, my current GM (who also played in my game when it was 
more active) always tends to OVER estimate the players' capabilities, and 
more than once there have been near fatalities among the PC's by villains 
who were supposed to go down easy. 
 
Jeff Reid 
Morfhis@compuserve.com 
http://www.now-online.com/morfhis/bugloony.htm 
 
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Date: Wed, 29 Apr 1998 07:18:33 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
On Tue, 28 Apr 1998, Chad Riley wrote: 
 
> >    Mandelbrot isn't Hunted by TSR, he's hunted by ICE; and it's worth 20 
> > points for an 8-, which indicates More Powerful with NCI. 
> >    Reading the text of the character will clear up what is meant by 
> > "Fractal Energies"; its simple listing on the character sheet is ambiguous. 
> > 
>  
> Wasn't there a group of assassins in either DC or Hudson city called the 
> International Consortium of Evil or something like that? They had Timothy G Girsh 
> or what ever and the Westerner assassin from the orient and the killer art 
> critic.... Could they be the ICE that was hunting Mandelbrot? 
 
Nope.  It is written: Iron Crown Enterprises.  Also, Mandlebrot gets 15 
points of Psyc Lim for "Role Playing Gamer"(?)... 
 
*************************************************************************** 
* "'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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Subject: Re: META: The List 
Date: Wed, 29 Apr 1998 08:30:30 -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 
 
>> or broken mail clients and lazy (l)users.  And to encourage me off the list. 
> 
> 
>Jesus Rat.  How many times are you going to threaten us with this? 
> 
>I think you over-estimate your own importance.  
> 
 
Actually, I personnaly feel that Rat leaving the list would be a big  
loss. He has a keen understanding of the rules, and obviously many years  
of experience in implementing them. His posts are not always the most  
polite, and he can be stubborn, true, but all of us have our faults. By  
no means do I agree with everyone of his posts (or every one of anyone  
else's for that matter), but those I disagree with I have learned to let  
slide right past me. 
 
When I rejoined this list (I have been off and on about 6-8 times now,  
usually due to heavy workloads or moving) I suggested the same subject  
line idea that is now being proposed by another party. After being  
informed by Rat, and others, about the RIGHT (because, think what you  
want, he is right in this respect; I looked it up in the RFC's) way to do  
things, I changed my mail client and found a way to conform to the proper  
hadling of Internet email. It was not that hard, and I prefer my new mail  
client to the old one. 
 
Rat, Bob Greenwade, Tim Gilberg, Dave Mattingly, Lizard, Michael  
Surbrook, John Desmaris and several others are the core contributors of  
substance to this list and the loss of any one of them would make it less  
useful to me. 
 
 
 
PS. Kudos to Dave Stallard for starting more new threads/discusssions  
than anyone, Thanks! 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
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Date: Wed, 29 Apr 1998 07:56:14 -0500 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: Redbow Antiques 
To: cptspith@teleport.com 
CC: champ-l@sysabend.org 
Subject: Re: Dualism/One Bad Apple 
Sender: owner-champ-l@sysabend.org 
 
Captain Spith wrote: 
 
> Okay, I have a question for y'all, but there's a bit of exposition to 
> go through first.  Fasten your seat belt, it's going to be a bimpy 
> ride... 
>    I'm in a game currently which consists of three couples, two single 
> guys, and the GM's mom. OOps, and another guy, who's wife doesn't play. 
> The GM, in fact, is two GMs; another couple.  So if everybody is able to 
> make it for a particular game, we have 11 players and 2 GMs and one in 
> the peanut gallery.  Now that's a crowded game, no matter how you look 
> at it, but generally about six players show up for a given game.  That 
> was the theory; have enough players to run a "full" game when missing a 
> few players and occasionally have a game where everyone makes it. 
>    But that's not my question. 
>    In the last couple of months, we have maintained a fairly stable 
> group of the same 5 players; my wife and myself, Peter and Wendy (not 
> their real names) and Erik.  And since all the players in the group are 
> friends, we see them outside of gaming fairly regularly, and 
> occasionally, the Game comes up in conversation.  Okay, here it comes... 
>    Wendy continually has complaints that there is too much chaos in the 
> games for her to be able to follow the action and know what is going 
> on.  She complains that too many players try to hold the GMs' 
> attention(s) at once and that she can't hear what is going on when 
> characters are doing different things out of combat. 
>   (SNIP) 
 
        There are several ways to handle this. I feel that this is a players 
complaint to the GM. The GM therefore has two choices a) do something about 
it such as slowing things down or b) ignore it which will probably loose you 
a player.        I don't know "Wendy" but the GM (if they want to keep her) 
should slow things down and go through a step by step process. The GM should 
start at one side of the table and go around it in clockwise fashion (this 
is the easiest) or in order of speed, initiative, or whatever the game calls 
for. 
    The GM should also make sure other players are atleast tolerably quite 
while this is going on. When I have GM'd for large groups one of the things 
I have found the hardest is to keep track of players conversations between 
themselves as I was dealing with another player, this might be "Wendy's" 
problem. 
    Basically the GM needs to slow the combat down and keep the side 
conversations to a minimum. If this isn't possible you might have to say 
goodbye to Wendy which I really!!! hate to say since I have only 3 players 
right now. 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: RE: Yet more supplement reviews 
Date: Wed, 29 Apr 1998 09:22:55 -0400 
Sender: owner-champ-l@sysabend.org 
 
Cool.  We all get 15 more points to spend.  ;-) 
 
> -----Original Message----- 
> From:	Michael Surbrook [SMTP:susano@access.digex.net] 
> Sent:	Wednesday, April 29, 1998 7:19 AM 
> To:	Goode, Jason 
> Cc:	Champions Mailing List 
> Subject:	Re: Yet more supplement reviews 
>  
>  
> Nope.  It is written: Iron Crown Enterprises.  Also, Mandlebrot gets 15 
> points of Psyc Lim for "Role Playing Gamer"(?)... 
>  
> ************************************************************************** 
> * 
> * "'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, 29 Apr 1998 08:41:29 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
 
> Nope.  It is written: Iron Crown Enterprises.  Also, Mandlebrot gets 15 
> points of Psyc Lim for "Role Playing Gamer"(?)... 
 
	Biggest mistake on the sheet.  That's a 20 pointer, easy. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: champ-l@sysabend.org 
Subject: RE: Dualism/One Bad Apple 
Date: Wed, 29 Apr 1998 10:06:28 -0400 
Sender: owner-champ-l@sysabend.org 
 
I was recently playing in a group where the GM decided that combat is 
effectively all simultaneous in real life, so it should be simultaneous in 
the game.  He decided that the best way to do this was to do away with 
everyone taking turns and any other mechanism that prevented everything from 
happening all at once.  The net result was that whoever shouted the loudest 
got to act, while the rest of us just got to react to his NPCs attacking us. 
After several discussions, he continued refused to accept that since he can 
only fully pay attention to one person at a time, combat needs to be ordered 
so that everyone gets an equal time slice.  The game was nothing but chaos, 
and I, like Wendy just wasn't having any fun, so I left.  3 of the 5 
remaining players left, too.   Turns out that they were Wendy's too. 
 
Sounds like your GM(s) needs to slow down and take more time, so Wendy feels 
like she's more a part of the game.  It may also help if sidebar 
in-character conversations are kept to a minimum.  Even if Wendy's char 
doesn't know what's going on, there's no reason for Wendy not to, as long as 
she plays the character without that knowledge. 
 
Jason Goode  
 
> -----Original Message----- 
> From:	Captain Spith [SMTP:cptspith@teleport.com] 
> Sent:	Wednesday, April 29, 1998 7:01 AM 
> To:	champ-l@sysabend.org 
> Subject:	Dualism/One Bad Apple 
>  
>    Okay, I know that I have only given sketchy information, but does 
> anyone have any information/comments/suggestions on a player who feels 
> "lost in the shuffle" in a game, or on RPG chaos in general? 
>  
> --  
>    -Capt. Spith 
>    Savior of Humanity 
>    Secular Messiah 
 
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To: champ-l@sysabend.org 
Subject: Re: Noise at the Game (was Re: Dualism/One Bad Apple) 
X-Juno-Line-Breaks: 0-6,10-16,20-21,26-27,30-32 
From: llwatts@juno.com (Leah L Watts) 
Date: Wed, 29 Apr 1998 11:36:28 EDT 
Sender: owner-champ-l@sysabend.org 
 
<snip> 
>   Wendy continually has complaints that there is too much chaos in the 
>games for her to be able to follow the action and know what is going 
>on.  She complains that too many players try to hold the GMs' 
>attention(s) at once and that she can't hear what is going on when 
>characters are doing different things out of combat. 
 
I've gamed (at different times) with three hearing-impaired players, one 
severely impaired.  The adjustments we had to make for them should work 
just as well for this situation.  Basic summary: keep the noise level 
down and be polite. 
 
>   I maintain that there is inherently a certain level of chaos when 
>there are 6+ people all in the same room interacting in ANY fashion, and 
>that in many instances, other characters are doing things that her 
>character wouldn't be privvy to anyway. 
 
With that many people, you definitely need house guidelines re: noise.  
There will always be some chaos with a large group, true.  But, if the 
other characters are doing something her character wouldn't know about, 
what's wrong with moving away from the table and/or lowering voices? 
 
IMHO, Wendy has the right to complain if the noise is interfering with 
her enjoyment of the game, just like an asthmatic gamer I know has the 
right to complain if someone at the gaming table lights a cigarette.  If 
Wendy can't tell what's going on, how is her character supposed to 
respond to what's going on? 
 
You might want to enforce a "take turns" rule when it comes to out of 
combat actions -- something as simple as going around the table and 
having each person state actions one at a time would help. 
 
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: Wed, 29 Apr 1998 10:45:43 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
At 09:51 PM 4/28/1998 -0700, Chad Riley wrote: 
>> >believable then Mystical Flame?  And Hunted by the T$R of a gaming world 
>> >might actually be worth something, if you consider possible ties to real 
>> >alternate dimensions.  The computer is fine, though needs to be written 
>> >up.  The END reserve is trash. 
>> 
>>    Mandelbrot isn't Hunted by TSR, he's hunted by ICE; and it's worth 20 
>> points for an 8-, which indicates More Powerful with NCI.heet is ambiguous. 
> 
>Wasn't there a group of assassins in either DC or Hudson city called the 
>International Consortium of Evil or something like that? They had Timothy 
G Girsh 
>or what ever and the Westerner assassin from the orient and the killer art 
>critic.... Could they be the ICE that was hunting Mandelbrot? 
 
   It could be changed to that, but the character sheet actually says, 
"Hunted by Iron Crown Enterprises" (for 20 points). 
--- 
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, 29 Apr 1998 10:46:18 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
At 01:50 PM 4/29/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
>Cc: Champions Mailing List <champ-l@sysabend.org> 
>Subject: Re: Yet more supplement reviews 
> 
>> Nope.  It is written: Iron Crown Enterprises.  Also, Mandlebrot gets 15 
>> points of Psyc Lim for "Role Playing Gamer"(?)... 
> 
> Biggest mistake on the sheet.  That's a 20 pointer, easy. 
 
   LOL! 
   (And I'm not generally one to take the trouble to post something with 
just that as my response....) 
--- 
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, 29 Apr 1998 10:51:42 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Core Conrtibutors (was: Re: META: The List) 
To: David Fair <dfair@sdslink.com&> Hero Games <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
 
---David Fair  wrote: 
> Rat, Bob Greenwade, Tim Gilberg, Dave Mattingly, Lizard, Michael  
> Surbrook, John Desmaris and several others are the core contributors 
of  
> substance to this list and the loss of any one of them would make it 
less  
> useful to me. 
 
An odd assessment.  With the exception of the slight increase due to 
taking over administrating the list, I've always thought of myself as 
a borderline lurker. 
 
 
 
== 
 
     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: Wed, 29 Apr 1998 10:59:32 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Big teams or powerful villains? 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
---"Jeff M. Reid"  wrote: 
> 
> > I've got six players in my current group, more than I usually 
have. I'm 
> > wondering if it might not be wiser to oppose them with smaller 
numbers of 
> > more powerful villains. My problem is that a sufficiently powerful 
> villain 
> > can probably 'take out' one hero per phase, unless the heroes are 
very 
> > lucky or very well coordinated. 
>  
> Hmm, what's your definition of "sufficiently powerful?" Seems to me 
that a 
> villain would have to be Dr. Destroyer-class (or at the very least 
> Eurostar-class) to take out a hero in one phase, but that might be a 
> reflection of individual styles. 
>  
> I'm not sure I understand what you're asking. You don't make it 
clear if 
> the problem is that the PC's are getting clobbered too often, or if 
they're 
> having too easy a time. 
>  
> > (All my previous villains were roughly 
> > on-par with the heroes in terms of power) 
>  
> Experience shows that, in this situation, the players will usually 
prevail 
> amazingly quickly. The GM simply has too much to keep track of to 
play the 
> villains' tactics to their full advantage, while each player only 
has to 
> keep track of his/her own character. A significant power advantage 
over the 
> players is usually necessary to even the score. Of course, your 
milage may 
> vary, but I've heard this from several different GM's as well as in 
> published material. 
 
On the "Your Mileage May Vary" front, don't forget to consider the 
tactical skills of the GM.  Played for several years with a GM who had 
retired from the Army having been extensively trained in small scale 
tactics.  He would routinely whomp up on us with a villains who were 
actually less powerful than the heroes (no, he wasn't "fudging" dice 
rolls, except to occasionally help the PCs, he just really had a 
strong grasp of squad-level tactics).  Made for the quite the 
challenging games. 
 
  
> Want an example? Try this: collect copies of the player's characters 
and 
> have them fight carbon-copies of themselves (clones, maybe). The 
players 
> are very likely to win quickly, despite opponents who are by 
definition on 
> an equal power level. If you add about 20 Active points to the clones' 
> attacks, and maybe 10 Active points to their defenses, and the fight 
should 
> be much more interesting, though even then the PC's are likely to 
prevail. 
>  
> A lot of things also depend on how good you are at gauging the 
characters' 
> abilities predicting how well they will do against your villains. I 
always 
> tend to underestimate the abilities of my players, so when I think I'm 
> creating a very powerful villain, they usually end up cleaning his 
clock. 
> On the other hand, my current GM (who also played in my game when it 
was 
> more active) always tends to OVER estimate the players' 
capabilities, and 
> more than once there have been near fatalities among the PC's by 
villains 
> who were supposed to go down easy. 
>  
> Jeff Reid 
> Morfhis@compuserve.com 
> http://www.now-online.com/morfhis/bugloony.htm 
 
 
-=>John D 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Wed, 29 Apr 1998 13:24:57 -0500 (CDT) 
To: champ-l@sysabend.org 
Subject: Re: Big teams or powerful villains? 
Sender: owner-champ-l@sysabend.org 
 
 John Desmarais <johndesmarais@yahoo.com> wrote: 
>  
> On the "Your Mileage May Vary" front, don't forget to consider the 
> tactical skills of the GM.  Played for several years with a GM who had 
> retired from the Army having been extensively trained in small scale 
> tactics.  He would routinely whomp up on us with a villains who were 
> actually less powerful than the heroes (no, he wasn't "fudging" dice 
> rolls, except to occasionally help the PCs, he just really had a 
> strong grasp of squad-level tactics).  Made for the quite the 
> challenging games. 
>  
 
Any specifics on what he did ?  I'm always on the lookout for teamwork tactics 
other than "everybody dogpile on target X".   
 
Curt Hicks   
 
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From: Dave Mattingly <dmattingly@platsoft.com> 
To: "'champ-l@sysabend.org'" <champ-l@sysabend.org> 
Subject: Re: Big teams or powerful villains? 
Date: Wed, 29 Apr 1998 11:27:35 -0700 
Sender: owner-champ-l@sysabend.org 
 
John Desmarais says: 
>On the "Your Mileage May Vary" front, don't forget to consider the 
>tactical skills of the GM.  Played for several years with a GM who  
>had retired from the Army having been extensively trained in small  
>scale tactics.  He would routinely whomp up on us with a villains  
>who were actually less powerful than the heroes (no, he wasn't  
>"fudging" dice rolls, except to occasionally help the PCs, he just  
>really had a strong grasp of squad-level tactics).  Made for the  
>quite the challenging games. 
 
Would you care to share some of his tactics with us? 
 
Dave Mattingly 
http://www.haymaker.org 
 
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Date: Wed, 29 Apr 1998 11:40:16 -0700 
To: Champions Mailing List A <champ-l@sysabend.org> 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: Big teams or powerful villains? 
Sender: owner-champ-l@sysabend.org 
 
At 07:04 AM 4/29/98 -0400, Jeff M. Reid wrote: 
>> I've got six players in my current group, more than I usually have. I'm 
>> wondering if it might not be wiser to oppose them with smaller numbers of 
>> more powerful villains. My problem is that a sufficiently powerful 
>villain 
>> can probably 'take out' one hero per phase, unless the heroes are very 
>> lucky or very well coordinated. 
> 
>Hmm, what's your definition of "sufficiently powerful?" Seems to me that a 
>villain would have to be Dr. Destroyer-class (or at the very least 
>Eurostar-class) to take out a hero in one phase, but that might be a 
>reflection of individual styles. 
> 
The heroes are low power -- 200 points, roughly -- so you don't need to be 
that godlike to take them out. 
 
>I'm not sure I understand what you're asking. You don't make it clear if 
>the problem is that the PC's are getting clobbered too often, or if they're 
>having too easy a time. 
> 
The problem is I'm tired of designing 6 villains at a pop. :) Especially 
with my players, who want to know origins, backgrounds, why these guys are 
a team, etc... 
 
And then, when I *do* come up with a detailed background and personality, 
they make fun of his name...you know who you are! 
 
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Date: Wed, 29 Apr 1998 15:13:30 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: Big teams or powerful villains? 
Cc: "[unknown]" <champ-l@sysabend.org> 
Content-Disposition: inline 
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Message text written by Curt Hicks 
> John Desmarais <johndesmarais@yahoo.com> wrote: 
>  
> > On the "Your Mileage May Vary" front, don't forget to consider the 
> > tactical skills of the GM.  Played for several years with a GM who had 
> > retired from the Army having been extensively trained in small scale 
> > tactics.  He would routinely whomp up on us with a villains who were 
> > actually less powerful than the heroes (no, he wasn't "fudging" dice 
> > rolls, except to occasionally help the PCs, he just really had a 
> > strong grasp of squad-level tactics).  Made for the quite the 
> > challenging games. 
 
>Any specifics on what he did ?  I'm always on the lookout for teamwork 
tactics 
>other than "everybody dogpile on target X".   
 
I'm also interested in hearing about team tactics, both on the hero and the 
villain side.  Too often, my combats end up being "you start on this side, 
they start on that side", and then they just kinda converge and duke it out 
until only one side is standing. 
 
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From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Wed, 29 Apr 1998 14:58:17 -0500 (CDT) 
To: champ-l@sysabend.org 
Subject: Re: Big teams or powerful villains? 
Sender: owner-champ-l@sysabend.org 
 
 Lizard <lizard@mrlizard.com> wrote:  
 
> 
> The problem is I'm tired of designing 6 villains at a pop. :) Especially 
> with my players, who want to know origins, backgrounds, why these guys are 
> a team, etc... 
>  
Don't tell them.  Practice saying "your character doesn't know that".  (grin) 
All you really have to come up with is what's publically known. 
 
I was thinking about this when David Stallard started the "how do the villains 
escape" thread.  Rather than having to come up with 6 villains every episode, 
that are then defeated and go to jail, if you have a good set of recurring  
villains / archenemy types that the PC's can constantly battle, all you need 
is an explanation for why they're NOT out of the picture, even though they've 
been defeated.  Either have one team member be solely a mass escape expert, 
or have them working for a mastermind with a triggered long-distance teleporter. 
You could even make up a scenario involving the villain team recognizing that 
they need to acquire some reliable means of escape. 
 
Curt Hicks 
 
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Date: Wed, 29 Apr 1998 15:07:41 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Another EE Rant... 
Sender: owner-champ-l@sysabend.org 
 
 
> My favorite's still the protective force-field as part of Despoiler's 
> "mutant destructive powers" elemental control. 
 
	Why not, consider the "field that destroys all incoming" attacks 
argument from about a year back. 
 
> My brother pointed out to me, the gas cloud bit is still a limitation, 
> since it effectively limits the range of the EB. As for the rest of it ... 
 
	I was actually going to mention that.  It does actually limit the 
power, upon further reflection. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Wed, 29 Apr 1998 15:12:42 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Hero Games <champ-l@sysabend.org> 
Subject: Re: META: The List 
Sender: owner-champ-l@sysabend.org 
 
 
> informed by Rat, and others, about the RIGHT (because, think what you 
> want, he is right in this respect; I looked it up in the RFC's) way to do 
> things, I changed my mail client and found a way to conform to the proper 
> hadling of Internet email. It was not that hard, and I prefer my new mail 
> client to the old one. 
 
	The same arguements convinced me.  I've done limited coding, with 
limited experiments on integrating with the code of others.  With as many 
"others" as there are working on mailing systems, doing things according 
to specs gained from real-world experience only makes sense. 
 
> Rat, Bob Greenwade, Tim Gilberg, Dave Mattingly, Lizard, Michael 
> Surbrook, John Desmaris and several others are the core contributors of 
 
	Well thank you very much.  It's nice to be considered one of the 
list's resident Gurus.  Though I'd add Vox to that list.  (And Gazza, if 
he were to come back.  That one was a great contributer.) 
 
	And I'll agree, as much as Rat can annoy me,  (And believe me, he 
can annoy me), I find his presence to be quite an asset to the list. 
He's often the conservative voice of reason when in comes to power and 
character construction.  He brings up valid points, even if I don't agree 
with his strict "BBB according to Rat" point of view. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Wed, 29 Apr 1998 15:18:12 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Hero Games <champ-l@sysabend.org> 
Subject: Re: The Usual Suspects 
Sender: owner-champ-l@sysabend.org 
 
 
> >planning on using his writeup as a basis for Kaiser Sosek.  Anyone want to 
> >work on that one? 
> 
> Kaiser Soze: needs at least two secret ID's (you don't think that lefty 
> there was the only one, do you?) and hoards of tactics and streetwise 
 
	You sure on the spelling?  I was almost positive it was Sosek. 
 
	I also think multiple secret IDs mixed with multiple Deep Cover 
Perks.  Add KSs about each and every little detail of the criminal world 
at ungodly levels. 
 
> skills. Should have lots of PRE (23+) and a helluva REP. Average to Good 
 
 Easily 23+, if not more. 
 
> handgun skills, acting, High Society (maybe), Persuasion, oratory, 
 
	Average to good handgun?  I'd say much better.  He was known for 
his physical prowess as well as his connections. 
 
> shadowing, stealth, and an INT in the 18-22 range. Oh yeah, EGO has to 
> be, say 23, though I may be able to be talked lower on that one. STR of 
> 12, DEX 11, CON 16 (didn't he get shot in that altercation back in 
> <foreign country of origin>, if not then maybe lower), COM 10, and 2 dice 
> of Luck. 
 
	Yup.  Though it would be very easy to underestimate this 
character.  If you're not sure, take the higher number.  And that acting 
roll would be at about a 21-. 
 
> God, I loved that movie! 
 
	Me too.  Just incredible.  Though I had it figured out (at least a 
hunch) by the time they first met the Lawyer. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: champ-l@sysabend.org 
Subject: RE: Yet more supplement reviews 
Date: Wed, 29 Apr 1998 16:18:48 -0400 
Sender: owner-champ-l@sysabend.org 
 
Nah, Long Walker is cool. 
 
Jason Goode 
 
> -----Original Message----- 
> From:	Bryce Berggren [SMTP:ghost@theramp.net] 
> Sent:	Wednesday, April 29, 1998 4:09 AM 
> To:	champ-l@sysabend.org 
> Subject:	Re: Yet more supplement reviews 
>  
> > 
> >I will have to grudingly agree.  Yes, one can present a 'stereotype' in 
> an 
> >interesting manner.  Long Walker is a good example or a seterotype given 
> a 
> >cool twist. 
>  
> Long Walker? Ehhh ... I think Long Walker tries /too/ hard to "twist" a 
> given 
> stereotype, and ends up a jumbled mess. 
 
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Date: Wed, 29 Apr 1998 15:19:46 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Houston, we have a problem 
Sender: owner-champ-l@sysabend.org 
 
 
> > 	The Gospel According To Rat! 
> 
> The Gospel According to the BBB and several other official Hero sources. 
> Even 100 points is a lot for a "wet behind the ears" character when he is 
> not paying for powers and such. 
 
	That depends on the level of skill detail desired.  However, you 
are making your common and mistaken assumption that a player starting a 
new character is necessarily starting a "novice" character.  They really 
could be quite experienced. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Wed, 29 Apr 1998 13:35:30 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Organization: Satan's Children 
To: champ-l@sysabend.org 
Subject: Re: Classic Enemies 
Sender: owner-champ-l@sysabend.org 
 
David B Stallard wrote: 
>  
> We've already gone through a "favorite characters" thread, but I thought 
> I'd try getting a little more specific and ask what are some of your 
> favorite and least favorite villains in Classic Enemies (I picked this book 
> since I think of it as the "baseline" villain book that most GMs probably 
> own)?  Do you use any of the more unusual villains in the book in addition 
> to the staples (the villain teams, Dr. Destroyer, etc)?  My list below is 
> all from memory since I don't have the book with me--I'm surprised I was 
> able to remember so many! 
 
  <<Likes and dislikes snipped>> 
 
   I like to take the published characters (particularly the 'classic 
enemies') and rewrite their particulars, change histories and shuffle 
them around to make new villian teams. 
   My current favorite is Slug, Leech, Griffen and Wyvern.  Slug has 
implanted each of the others with a low-power 'mind-gem' to use them as 
hired thugs to serve his agenda.  Each of them has rudimentary telepathy 
and EGO defense in exchange for mindless loyalty. 
 
  I also took Howler (from The Book, of course), Microwave (from the 
Great Supervillian Contest), and Pantera (from Classic E) and teamed 
them under Thunderbolt (From Enimies III; I don't remember if he made 
Classic E) to make a simple out-for-personal-profit team.  In secret 
IDs, the girls are high-priced prostitutes who gather information from 
their Johns for potential future blackmail, and they also moonlight as a 
B-52s-style rock band. 
 
   I also took The Maine (From the BBB) and had him head a group of 
villians of my own design to overthrow Atlantis. 
 
   And Black Paladin and Dr. Draconis (from Deathstroke, and who I also 
made to be Dr. Death when out of his armour) are teamed with two demons 
I created myself to be a good old-fashioned force for evil. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
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Date: Wed, 29 Apr 1998 17:04:26 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Superhero genre book request 
Cc: "[unknown]" <champ-l@sysabend.org> 
Content-Disposition: inline 
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Sender: owner-champ-l@sysabend.org 
 
This is really early, and maybe it's obvious, but I wanted to voice this 
request while I'm thinking about it. 
 
A lot of supplements (Classic Enemies, Challenges for Champions, Champions 
Presents #2, etc) have generic articles giving advice on a certain aspect 
of a superhero game (Villain Psychology, Creating an Adventure, Running a 
Murder Mystery, etc).  I'd like to see all of these compiled and plopped 
into the genre book.  Expanding on those topics and/or adding new ones 
would be great as well, but I find these scattered articles to be some of 
the most valuable GM advice I can find.... 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Houston, we have a problem 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 29 Apr 1998 17:10:39 -0400 
Lines: 29 
Sender: owner-champ-l@sysabend.org 
 
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Tim R Gilberg writes: 
 
> 	That depends on the level of skill detail desired.  However, you 
> are making your common and mistaken assumption that a player starting a 
> new character is necessarily starting a "novice" character.  They really 
> could be quite experienced. 
 
I made no such assumption.  I stated that I thought that 175 points is too 
high for a game that has little or no need to spend points on powers and 
gadgets.  Then I presented what I thought were reasonable totals for 
certain character levels.  I made no assumption that the characters were 
novices, only that a novice would be under 100 points. 
 
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Date: Wed, 29 Apr 1998 18:09:00 -0400 
From: Chris Hartjes <hartjes@ionsys.com> 
To: Hero Mailing List <champ-l@sysabend.org> 
Subject: Re: Superhero genre book request 
Sender: owner-champ-l@sysabend.org 
 
David B Stallard wrote: 
>  
> This is really early, and maybe it's obvious, but I wanted to voice this 
> request while I'm thinking about it. 
>  
> A lot of supplements (Classic Enemies, Challenges for Champions, Champions 
> Presents #2, etc) have generic articles giving advice on a certain aspect 
> of a superhero game (Villain Psychology, Creating an Adventure, Running a 
> Murder Mystery, etc).  I'd like to see all of these compiled and plopped 
> into the genre book.  Expanding on those topics and/or adding new ones 
> would be great as well, but I find these scattered articles to be some of 
> the most valuable GM advice I can find.... 
 
I would assume that any sort of Ultimate Supervillian submission would 
be well advised to include material such as that.  Sounds like a book 
that coule be 128 pages easily. 
 
Chris Hartjes 
 
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To: champ-l@sysabend.org 
Date: Wed, 29 Apr 1998 17:11:02 -0500 
Subject: Re: Desolidification 
X-Juno-Line-Breaks: 0-10,12-31 
From: dwtoomey@juno.com (David W Toomey) 
Sender: owner-champ-l@sysabend.org 
 
>> I've an idea to create a character with Desolid to Mental only. This 
>> would make the character immune to mental attacks, a sort of very 
>> powerful mental defense.  
 
>	Well, I really have no problem with this.  And I wouldn't even 
>make Physical attacks be purchased with "affects real world".  Note that 
>this power will cost 30 points, 60 active.  Furthermore, all mental 
>attacks will cost triple what they did before.  For that same 30 points, 
>the character could buy 30 points of mental def, more than enough for  
>most campaigns.  This looks to me like a waste of points. 
 
Actually, it costs 45 points/90 active or 60 points/120 active  to 
simulate 
Mental Def: 
 
 40 Base Desolid 
+20 Vs Mental 
----- 
  60  pts                   60 pts 
*1.5  0 End   (or)       *2   0 End, Persistent 
------		   ---- 
 90 Active                120 Active 
/ 2                           / 2       Only Mental (-1) 
------                         ----- 
45 Real pts               60 Real pts 
 
I'd definitely go with Mental Def..... 
 
     
 
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 
Or call Juno at (800) 654-JUNO [654-5866] 
 
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Date: Wed, 29 Apr 1998 23:23:03 +0100 
From: Mr Michael Pegg <m00bi800@mcmail.com> 
Reply-To: m00bi800@mcmail.com 
To: champ-l@sysabend.org 
Subject: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
I've an idea to create a charcter with Desolid to Mental only. This 
would make the character immune to mental attacks, a sort of very 
powerful mental defense. I know Desolid is not ment to be used in that 
way, but why not. The only problem is according to the rules the 
character should not then be able to make any attacks unless the power 
is bought with Effect Solid, I can understand having to buy it for 
possibly any mental powers the character might have but whats your 
opinion on the physical powers.  
 
Mike. 
 
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Date: Wed, 29 Apr 1998 15:24:04 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Desolidification 
To: m00bi800@mcmail.com 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
Mr Michael Pegg writes: 
> I've an idea to create a charcter with Desolid to Mental only. This 
> would make the character immune to mental attacks, a sort of very 
> powerful mental defense. I know Desolid is not ment to be used in that 
> way, but why not. The only problem is according to the rules the 
> character should not then be able to make any attacks unless the power 
> is bought with Effect Solid, I can understand having to buy it for 
> possibly any mental powers the character might have but whats your 
> opinion on the physical powers.  
 
If you buy desolid vs mental, you have to buy 'affects solid' on all your 
powers.  Just buy lots of mental defense, that's the power meant to make you 
immune to mental powers ;) 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Mail-Copies-To: never 
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Organization: The Happy Fun Ball Brigade 
Date: 29 Apr 1998 18:39:20 -0400 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
Michael Pegg writes: 
 
> I've an idea to create a charcter with Desolid to Mental only.  This 
> would make the character immune to mental attacks, a sort of very 
> powerful mental defense. 
 
Yep, it also makes it impossible for the character to affect anyone or 
anything in the "real" world without Affects Desolid on everything.  In 
other words, Desolid vs. a category of attacks is a hack. 
 
Use Damage Reduction or a lot of Mental Defense instead. 
 
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Date: Wed, 29 Apr 1998 18:39:00 -0500 
To: cptspith@teleport.com, champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Dualism/One Bad Apple 
Sender: owner-champ-l@sysabend.org 
 
At 04:00 AM 4/29/98 -0700, Captain Spith wrote: 
>Okay, I have a question for y'all, but there's a bit of exposition to 
>go through first.  Fasten your seat belt, it's going to be a bimpy 
>ride... 
> 
>   I'm in a game currently which consists of three couples, two single 
>guys, and the GM's mom. OOps, and another guy, who's wife doesn't play. 
>The GM, in fact, is two GMs; another couple.  So if everybody is able to 
>make it for a particular game, we have 11 players and 2 GMs and one in 
>the peanut gallery.  Now that's a crowded game, no matter how you look 
>at it, but generally about six players show up for a given game.  That 
>was the theory; have enough players to run a "full" game when missing a 
>few players and occasionally have a game where everyone makes it. 
> 
>   But that's not my question. 
> 
>   In the last couple of months, we have maintained a fairly stable 
>group of the same 5 players; my wife and myself, Peter and Wendy (not 
>their real names) and Erik.  And since all the players in the group are 
>friends, we see them outside of gaming fairly regularly, and 
>occasionally, the Game comes up in conversation.  Okay, here it comes... 
> 
>   Wendy continually has complaints that there is too much chaos in the 
>games for her to be able to follow the action and know what is going 
>on.  She complains that too many players try to hold the GMs' 
>attention(s) at once and that she can't hear what is going on when 
>characters are doing different things out of combat. 
>   I maintain that there is inherently a certain level of chaos when 
>there are 6+ people all in the same room interacting in ANY fashion, and 
>that in many instances, other characters are doing things that her 
>character wouldn't be privvy to anyway. 
> 
>   Okay, I know that I have only given sketchy information, but does 
>anyone have any information/comments/suggestions on a player who feels 
>"lost in the shuffle" in a game, or on RPG chaos in general? 
 
Gaming chaos cannot be eliminated, but it can be minimized.  Others have 
suggested some obvious methods for that already, no need for me to repeat 
them.  I will, however, suggest that you lean a little in Wendy's favor on 
this, and do whatever is needed to get her at least some relief.  Speaking 
as one half of a gaming couple, I can tell you (actually, there should be 
no need for me to tell you this, since you and your wife game together) 
that the for the rare couple that roleplays together, gaming is Time 
Together; if you lose Wendy, you either lose Peter as well, or (more 
likely) it becomes Time Apart, which will require Peter to choose between 
gaming at his current frequency of play and spending less time with Wendy, 
or cutting back on gaming to hang out with his wife.  Either way, Peter 
probably won't have as much fun with it any more; if he does, and carries 
on gaming as usual, Wendy may not enjoy that fact.  All this is of course 
speculation, since I don't know the personalities involved. 
 
Single male gamers (including married ones whose wives do not play) are a 
dime a dozen.  Do what you need to do to keep the couples and the mom. This 
would seem to make even more sense given that Wendy is one of the regulars 
and I gather most of the shouters are the occasional players?  The stags 
can adjust or leave.  Sounds cold, but it sounds like you could lose one or 
more players if this isn't handled soon, so just decide who you most want 
to keep.  Like I said, I'd vote for Wendy-Peter 'cause in my experience, 
couples and serious female gamers are rare.   
 
Apologies to all the serious female gamers on the list, married or not, but 
note the "in my experience" disclaimer -- this isn't a prejudice, it's what 
my gaming groups have been like, Hero and otherwise, over a period of 
almost 25 years.  Often my wife is the only woman in the group, which we 
think sucks.  At the moment, there is one other woman in our Star Hero 
game, shortly to join us in GURPS-Harn as well...and her name really *is* 
Wendy. 
 
Damon 
 
|--------------------------------------------------------------------| 
|****************** Beware of geeks bearing .GIFs *******************| 
|--------------------------------------------------------------------| 
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|   Children's Books -- Dolls -- X-Files -- Pulp Magazines           | 
|       Worthy Causes -- Computer -- Atlanta -- All Human Knowledge  | 
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Date: Wed, 29 Apr 1998 20:23:39 -0400 
To: champ-l@sysabend.org 
From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Dualism/One Bad Apple 
Sender: owner-champ-l@sysabend.org 
 
At 04:00 AM 4/29/98 -0700, Captain Spith wrote: 
>Okay, I have a question for y'all, but there's a bit of exposition to 
>go through first.  Fasten your seat belt, it's going to be a bimpy 
>ride... 
> 
>   I'm in a game currently which consists of three couples, two single 
>guys, and the GM's mom. OOps, and another guy, who's wife doesn't play. 
>The GM, in fact, is two GMs; another couple.  So if everybody is able to 
 
You're NOT the GM?  All of that great advice everyone has been giving you, 
I think, assumes that you are the GM.  What everyone said is basically 
true, if Wendy's problem with the game is not fixed, you will lose Wendy 
and, eventually, Peter.  You must get Wendy to explain this problem to the 
GM(s?).  You can also help out by cutting down on your own side conversing. 
 It sounds to me like the group has to have an about-the-game conversation. 
 
>group of the same 5 players; my wife and myself, Peter and Wendy (not 
>their real names) and Erik.  And since all the players in the group are 
So, Erik is his real name?  :-) 
 
>   Wendy continually has complaints that there is too much chaos in the 
>games for her to be able to follow the action and know what is going 
>on.  She complains that too many players try to hold the GMs' 
>attention(s) at once and that she can't hear what is going on when 
>characters are doing different things out of combat. 
>   I maintain that there is inherently a certain level of chaos when 
>there are 6+ people all in the same room interacting in ANY fashion, and 
>that in many instances, other characters are doing things that her 
>character wouldn't be privvy to anyway. 
 
You are correct.  But, being correct does not solve the problem. 
 
Good luck, and let us know what you and your group does to solve (or screw 
up :-) the situation. 
  Joe 
 
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Date: Wed, 29 Apr 1998 19:44:12 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
On Wed, 29 Apr 1998, Anthony Jackson wrote: 
> Mr Michael Pegg writes: 
> > I've an idea to create a charcter with Desolid to Mental only.  
>  
> If you buy desolid vs mental, you have to buy 'affects solid' on all your 
> powers.  Just buy lots of mental defense, that's the power meant to make you 
> immune to mental powers ;) 
 
A dissenting opinion...the way I've seen it run (and the way I would rule 
it), someone who was Desolid to Mental Attacks (20 points) would still be 
able to affect the physical world normally.  (They would have to buy 
Affects Solid on any Mental Powers they had, though.) 
 
Why?  The purpose of requiring an expensive 'Affects Solid' advantage on 
physical powers is to make it very expensive to have a character who can 
affect the physical world and not be affected in return - it's very 
powerful to be able to do that. 
 
Someone who is only Desolid vs. Mental can still be affected physically.  
In fact, if you forced the character to pay for Affects Desolid on all 
powers, it would be extremely unbalanced against that character - game 
balance is more accurately preserved by allowing him to affect the 
physical world that he, in turn, can be affected by. 
 
As for buying 'lots of Mental Defense' - doesn't work the same.  The 
character wants to be /immune/ to mental attacks, not just 'really hard to 
affect'.  There's always the chance that a powerful psi would get a really 
good roll, and pft, there goes your character concept. 
 
Personally, I would use Desolid vs. Mental to represent someone with a 
truly bizarre mind - completely alien thought patterns, for example, or 
thinking on a completely different plane than the rest of the human race.  
People with 'Affects Desolid' on their mental powers would know the 
'trick' to being able to read/alter/whatever your mind.  
 
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, 29 Apr 1998 20:10:21 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
 
> I've an idea to create a charcter with Desolid to Mental only. This 
> would make the character immune to mental attacks, a sort of very 
> powerful mental defense. I know Desolid is not ment to be used in that 
> way, but why not. The only problem is according to the rules the 
> character should not then be able to make any attacks unless the power 
> is bought with Effect Solid, I can understand having to buy it for 
> possibly any mental powers the character might have but whats your 
> opinion on the physical powers. 
 
	Well, I really have no problem with this.  And I wouldn't even 
make Physical attacks be purchased with "affects real world".  Note that 
this power will cost 30 points, 60 active.  Furthermore, all mental 
attacks will cost triple what they did before.  For that same 30 points, 
the character could buy 30 points of mental def, more than enough for most 
campaigns.  This looks to me like a waste of points. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Wed, 29 Apr 1998 20:13:22 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
 
> Yep, it also makes it impossible for the character to affect anyone or 
> anything in the "real" world without Affects Desolid on everything.  In 
> other words, Desolid vs. a category of attacks is a hack. 
 
	Again, Rat is allowing his personal (and wrong) opinion to shape 
his reply.  The necessity of "affects physical" is questionable, though it 
could go either way.  I'd lean towards not requiring it for non-mental 
powers. 
 
	However, desolid _is_ a valid form of defense.  Doing it the way 
you want to is a valid power construction. 
 
 
	That said, I'll now tell you to take Rat's advice: 
 
> Use Damage Reduction or a lot of Mental Defense instead. 
 
	It'll be a whole lot cheaper, and it won't fall apart vs "affects 
desolid".  While your idea is not the crock that Rat says it is, it is way 
to expensive for the effect. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Wed, 29 Apr 1998 21:18:59 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Another EE Rant... 
Sender: owner-champ-l@sysabend.org 
 
On Wed, 29 Apr 1998, Bryce Berggren wrote: 
 
> >4 - Why does *every* character in the book speak English?  Everyone.  Even 
> >the demon.  The only ones that don't are the ones that don't speak to 
> >begin with.  Even Carpathia, with an INT of 5 has 2 points of English. 
>  
> A case of realism taking a backseat to convenience. They probably thought 
> (yeah, I know, implying thinking in in P9fHG is dangerous talk) that it 
> helped GMs put the characters in their campaign, since the players wouldn't 
> have to pull out their Berlitz phrase books just to say "freeze" ... 
 
Still, it gets a bit silly to see English listed on *so* many characters. 
  
> >6 - here's my favorite.  Banshee is listed as a Scottish villain, except 
> >the Bashee (or Ban Shide) comes from *Ireland*...  But!  Look at the map 
> >in the character write-up... that's Ireland high-lighted...  Oh, and look 
> >at the art and read the description... why *does* that character have a 6 
> >COM?  It should be 0! 
>  
> My favorite's still the protective force-field as part of Despoiler's  
> "mutant destructive powers" elemental control. 
 
Yeah... I noticed that. 
  
> >7 - Oh... Bob, I take it you noticed that Thespian's rapier is bought as 
> >an *RKA*?  And why does this guy have a 23 STR?  The 30 PRE I can buy, but 
> >a 20 COM? 
>  
> Actually, this one may not be Bill Tracy's fault. (Jeez, I can't believe 
> I'm /defending/ this stuff.) I have a letter from Aaron Allston to another 
> player running around this house somewhere, wherein he points out some 
> of the drastic misunderstandings between the artist who did the Blood 
> and his original notes. I have a feeling something similar happened here 
> (and under Silver Hyena). 
 
Sure.  Fredd Gorham does nice stuff (well now anyway), and some of the 
artwork is way off from the descriptions, but there is no reason for 
Thespian to have a 23 STR.  Nothing in the description/origin would 
indicate the ability to lift 600 kgs. 
  
> >9 - Neon is just a crawling mass of mistakes.  He is acne scarred, with 
> >greasy hair and pale skin... yet this is good enough to net a 20 COM.  His 
> >Darkness is defined as 'neon' gas, except I've been told that neon is a 
> >colorless gas...  He also has a 6d6 EB that only works in his gas cloud... 
> >except that his gas cloud is Always On...  He takes 2x STUN from EB... 
> >okay, so he takes double damage from a game mechanic, not a SFX.  He is 
> >hunted by 70 points of enemies (hmm... psuhing that 50 point cap just a 
> >bit?) and we learn that Mystery's Mob is more powerful than the London 
> >Watch.  He is hunted by each on an 8-, but only gets 15 for the Watch to 
> >20 for the Mob.   
>  
> My brother pointed out to me, the gas cloud bit is still a limitation, 
> since it effectively limits the range of the EB. As for the rest of it ... 
> what's the quote? "Stupid, stupid, stupid, stupid, STUPID!" 
 
Yeah, I can see that, except some sort of AOE: Radius attack would make 
sense then. 
 
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Date: Wed, 29 Apr 1998 20:20:33 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
 
> A dissenting opinion...the way I've seen it run (and the way I would rule 
> it), someone who was Desolid to Mental Attacks (20 points) would still be 
> able to affect the physical world normally.  (They would have to buy 
> Affects Solid on any Mental Powers they had, though.) 
 
	Like I said, I've seen it done both ways.  The book could support 
either. 
 
> Someone who is only Desolid vs. Mental can still be affected physically. 
> In fact, if you forced the character to pay for Affects Desolid on all 
> powers, it would be extremely unbalanced against that character - game 
> balance is more accurately preserved by allowing him to affect the 
> physical world that he, in turn, can be affected by. 
 
	Well, absolute immunity is a pretty powerful ability. 
 
> As for buying 'lots of Mental Defense' - doesn't work the same.  The 
> character wants to be /immune/ to mental attacks, not just 'really hard to 
> affect'.  There's always the chance that a powerful psi would get a really 
> good roll, and pft, there goes your character concept. 
 
	Um, for 30 points of mental def you don't have to worry about the 
good roll.  You'd be immune to most everything, except for a few EGO-level 
Mind Controls and such. 
 
> Personally, I would use Desolid vs. Mental to represent someone with a 
> truly bizarre mind - completely alien thought patterns, for example, or 
> thinking on a completely different plane than the rest of the human race. 
> People with 'Affects Desolid' on their mental powers would know the 
> 'trick' to being able to read/alter/whatever your mind. 
 
	This is already accounted for in TUM.  Different Classes of Minds 
require different power classifications. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Wed, 29 Apr 1998 21:23:43 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
On Wed, 29 Apr 1998, Bryce Berggren wrote: 
 
> >>    Of course, as I mention elsewhere, even this wouldn't be so bad if the 
> >> author had gone past the stereotypes to create interesting characters. 
> >> Only with Inquisition, Silhouette, and Zephyr are the cliched characters 
> >> expanded into something with a twist or a little depth. 
> > 
> >I will have to grudingly agree.  Yes, one can present a 'stereotype' in an 
> >interesting manner.  Long Walker is a good example or a seterotype given a 
> >cool twist. 
>  
> Long Walker? Ehhh ... I think Long Walker tries /too/ hard to "twist" a given 
> stereotype, and ends up a jumbled mess. 
 
Don't matter.  She's still cool.  And a lot more interesting that nay of 
the characters in EE. 
   
> >I personally find Mandelbrot one of the worst of the bunch.   
>  
> Mandelbrot's bad, admitted ... but he's not even the worst on his own team. 
> Beyond Shrike, the first character in comicbook history to take contract 
> bridge as her superpowered origin,  
 
And why does anyone with 'art of serenity' have 1 1/2d6 of HKA?  And a 
yoga martial artist with no Breakfall?  And a 15 point rep as 'Bridge 
Champion'? 
 
> there's Godfather. Why would a neo-pagan 
> anarchist group with a feminist bent working to fight perceived corruption 
> in Europe see any value associating with the head of a traditionally  
> Roman Catholic, patriarchal organized crime group? This stretches "strange 
> bedfellows" /way/ too far for my tastes. 
 
When you look at it *that* way... Yeah, why does Godfather work with 
PAGAN? 
 
Oh, and my new favorite gaffe: Black Druid has two multipower slots that 
are identical, except for the SFX (one is a water blast, one is stone), a 
big no-no. 
 
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*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
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Date: Wed, 29 Apr 1998 20:49:13 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Another EE Rant... 
Sender: owner-champ-l@sysabend.org 
 
 
> Sure.  Fredd Gorham does nice stuff (well now anyway), and some of the 
> artwork is way off from the descriptions, but there is no reason for 
> Thespian to have a 23 STR.  Nothing in the description/origin would 
> indicate the ability to lift 600 kgs. 
 
	Even with taking the max lift as an absolute dead lift, this is 
a bit much.  However, it is matched by other Hero characters.  Many Heroes 
seem to be able to lift more than they should. 
 
> > My brother pointed out to me, the gas cloud bit is still a limitation, 
> > since it effectively limits the range of the EB. As for the rest of it ... 
> > what's the quote? "Stupid, stupid, stupid, stupid, STUPID!" 
> 
> Yeah, I can see that, except some sort of AOE: Radius attack would make 
> sense then. 
 
	Well, that's only if it effects everything in the radius.  If it's 
just a single attack within this limited space, a valid construction, it 
makes sense. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Wed, 29 Apr 1998 20:55:06 -0500 
To: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
From: Bryce Berggren <ghost@theramp.net> 
Subject: Re: Another EE Rant... 
Cc: Champions Mailing List <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
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At 03:07 PM 4/29/98 -0500, Tim R. Gilberg wrote: 
> 
>> My favorite's still the protective force-field as part of Despoiler's 
>> "mutant destructive powers" elemental control. 
> 
>	Why not, consider the "field that destroys all incoming" attacks 
>argument from about a year back. 
 
I could swear I brought this up when it came up back then ... the SFX  
aren't viable via this mechanic, because you can't "destroy" an opponent's 
fist or focus by mere fiat. To destroy bullets, disperse energy, etc.,  
use a combo of damage shield and missile deflec. 
 
 
H. G. 
 
He beats his fists against the posts 
and still insists he sees the ghosts 
 
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Date: Wed, 29 Apr 1998 20:55:08 -0500 
To: champ-l@sysabend.org 
From: Bryce Berggren <ghost@theramp.net> 
Subject: RE: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
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At 04:18 PM 4/29/98 -0400, Goode, Jason wrote: 
>Nah, Long Walker is cool. 
> 
>Jason Goode 
 
Oh, well, then I stand corrected. :-/  :-) 
 
Seriously, though ... nobody else finds LW a tad /too/ noncomformist--that 
is, that too much of the character is trying to be knee-jerk different? 
 
 
H. G. 
 
He beats his fists against the posts 
and still insists he sees the ghosts 
 
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From: Daniel Pawtowski <dpawtows@access.digex.net> 
Subject: Re: Desolidification 
To: champ-l@sysabend.org 
Date: Wed, 29 Apr 1998 22:09:30 -0400 (EDT) 
Organization: VTSFFC 
Sender: owner-champ-l@sysabend.org 
 
 
  I'd usually advise against modifying Desolid in that way, once  
precidents like that are set, they can run away with youu. 
  The best way I usually use for "Mental Invulnerability" if there are 
a lot of high-powered mental attacks flying around the campaign is 
to buy Mental Damage Reduction and a lot of Mental Def.   
 
                                         Daniel Pawtowski 
 
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Date: Wed, 29 Apr 1998 22:39:56 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: More Wildcards? 
Sender: owner-champ-l@sysabend.org 
 
I've finished translating the last few characters out of GURPS Wildcards. 
 
They are: Blaise Jeannot Andrieux, Quinn the Eskimo, Dr. Bradley Latour 
Finn, Nur al-Allah, Kahina, Sayyid, Rosa Maria Gambiona, Juda, Capt. John 
F. X. Black, Sui Ma and Linetap.   
 
Would people be interested in seeing them? 
 
Sorry, I don't own "Aces Abroad", so I don't have anything from that book 
(yet).  If anyone out there has the book and could figure out some whay to 
get me the character write-ups, I'll convert them. 
 
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*               Michael Surbrook / susano@access.digex.net                *  
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Date: Wed, 29 Apr 1998 22:40:09 -0400 
From: Chris Hartjes <hartjes@ionsys.com> 
To: Hero Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
Daniel Pawtowski wrote: 
>  
>   I'd usually advise against modifying Desolid in that way, once 
> precidents like that are set, they can run away with youu. 
>   The best way I usually use for "Mental Invulnerability" if there are 
> a lot of high-powered mental attacks flying around the campaign is 
> to buy Mental Damage Reduction and a lot of Mental Def. 
>  
>                                          Daniel Pawtowski 
 
A buddy of mine once created a character was invulnerable to physical 
attacks by taking Desolid vs. Physical, always on, blah blah blah and 
then buying Affects Physical World on his strength, which was pretty 
much all the character had (he was an enemy of my PC in a 
post-appocolyptic game).  Is this a hack or a legitimate use of the 
power? 
 
Chris Hartjes 
 
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Date: Wed, 29 Apr 1998 22:55:35 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Hero Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
On Wed, 29 Apr 1998, Chris Hartjes wrote: 
 
> A buddy of mine once created a character was invulnerable to physical 
> attacks by taking Desolid vs. Physical, always on, blah blah blah and 
> then buying Affects Physical World on his strength, which was pretty 
> much all the character had (he was an enemy of my PC in a 
> post-appocolyptic game).  Is this a hack or a legitimate use of the 
> power? 
 
I think a lot of problems will arise when one starts asking questions like 
'where do the attacks go'?  If you are Desolid, the attacks should pass 
through you.  Do you still take Knockback?  Can you be felt? 
 
I think the 120 point power 100% Damage Reduction that was suggested on 
this list (by Rat I think, working from the current DR chart) should be 
used in cases like this.  It more accurately reflects the cost of such a 
defense.  In fact, it would be kind of nice to see this version of DR in 
Hero 5th Edition, to stop things like 'Desolid vs this and that'. 
 
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*               Michael Surbrook / susano@access.digex.net                *  
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Date: Wed, 29 Apr 1998 22:03:26 -0500 (CDT) 
From: Dataweaver <traveler@io.com> 
To: Chris Hartjes <hartjes@ionsys.com> 
cc: Hero Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
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On Wed, 29 Apr 1998, Chris Hartjes wrote: 
 
> Daniel Pawtowski wrote: 
> >  
> >   I'd usually advise against modifying Desolid in that way, once 
> > precidents like that are set, they can run away with youu. 
> >   The best way I usually use for "Mental Invulnerability" if there are 
> > a lot of high-powered mental attacks flying around the campaign is 
> > to buy Mental Damage Reduction and a lot of Mental Def. 
> >  
> >                                          Daniel Pawtowski 
>  
> A buddy of mine once created a character was invulnerable to physical 
> attacks by taking Desolid vs. Physical, always on, blah blah blah and 
> then buying Affects Physical World on his strength, which was pretty 
> much all the character had (he was an enemy of my PC in a 
> post-appocolyptic game).  Is this a hack or a legitimate use of the 
> power? 
 
If the attacks pass through him (making it impossible to act as a human 
shield), then it's valid, if a bit expensive.   
 
---- 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: Wed, 29 Apr 1998 20:09:06 -0700 
To: Daniel Pawtowski <champ-l@sysabend.org> 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
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At 10:09 PM 4/29/98 -0400, you wrote: 
> 
>  I'd usually advise against modifying Desolid in that way, once  
>precidents like that are set, they can run away with youu. 
 
The only modification I have made in Desolid is alowing people to buy 
separate elements of it as 20 point blocks (desolid to energy, physical, 
mental each is 20 points) but if you buy any ONE Of them you have to use 
affects solid to hit things AND you arent desolid to the elements you didnt buy. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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To: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Date: Wed, 29 Apr 1998 23:17:49 -0400 
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Subject: Re: Big teams or powerful villains? 
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On Wed, 29 Apr 1998 11:27:35 -0700, Dave Mattingly wrote: 
 
>John Desmarais says: 
>>On the "Your Mileage May Vary" front, don't forget to consider the 
>>tactical skills of the GM.  Played for several years with a GM who  
>>had retired from the Army having been extensively trained in small  
>>scale tactics.  He would routinely whomp up on us with a villains  
>>who were actually less powerful than the heroes (no, he wasn't  
>>"fudging" dice rolls, except to occasionally help the PCs, he just  
>>really had a strong grasp of squad-level tactics).  Made for the  
>>quite the challenging games. 
> 
>Would you care to share some of his tactics with us? 
 
If I could I would, but being as I don't have a great mind for small scale tactics I don't  
really remember the specifics all to well.  I'll see if any of the other players have any  
stories to share though. 
 
-=>John D. 
 
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Date: Wed, 29 Apr 1998 23:37:43 -0400 
From: Chris Hartjes <hartjes@ionsys.com> 
To: Hero Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
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Michael Surbrook wrote: 
>  
> I think a lot of problems will arise when one starts asking questions like 
> 'where do the attacks go'?  If you are Desolid, the attacks should pass 
> through you.  Do you still take Knockback?  Can you be felt? 
>  
> I think the 120 point power 100% Damage Reduction that was suggested on 
> this list (by Rat I think, working from the current DR chart) should be 
> used in cases like this.  It more accurately reflects the cost of such a 
> defense.  In fact, it would be kind of nice to see this version of DR in 
> Hero 5th Edition, to stop things like 'Desolid vs this and that'. 
 
My friend and I have talked about putting the campaign background 
together for a submission for Hero Plus or even to Gold Rush Games.  For 
sure, the character would have to be fixed under 5th rules.  Maybe the 
100% Damage Reduction will be used (if it becomes legit) or taking lots 
of hardened PD and Damage Reduction on top of it. 
 
One area of campaign supplements I haven't seen much of is the 
Post-Appocalyptic genre.  It has lots of cool possibilities especially 
if there are some superpowered people left. 
 
Chris Hartjes 
 
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Date: Wed, 29 Apr 1998 22:44:47 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
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On Wed, 29 Apr 1998, Donald Tsang wrote: 
 
> But there's no such power, "Desolid to Mental Attacks"! 
 
Well, there's the +20 point enhancement that lets you be desolid to Mental 
Attacks.  I'm assuming that that's what the original poster is referring 
to. 
 
> Any power that 
> makes you completely immune to a group of attacks, whether it be physical, 
> energy, mental, or what have you, HAS to be either very expensive, very 
> limiting, or both.  So why do you claim this power should only cost 
> 20 points? 
 
Basic Math time. 
 
It costs 60 points to be desolid to Physical, Energy, and Mental attacks. 
It costs 40 points to be desolid to Physical and Energy attacks. 
 
Therefore, the difference (60 - 40 = 20) is how much it should cost to be 
  desolid to Mental attacks. 
  
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, 29 Apr 1998 22:50:51 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
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On Wed, 29 Apr 1998, Tim R. Gilberg wrote: 
> > Someone who is only Desolid vs. Mental can still be affected physically. 
> > In fact, if you forced the character to pay for Affects Desolid on all 
> > powers, it would be extremely unbalanced against that character - game 
> > balance is more accurately preserved by allowing him to affect the 
> > physical world that he, in turn, can be affected by. 
>  
> 	Well, absolute immunity is a pretty powerful ability. 
 
Yes, but it's absolute immunity to one specific category of attacks. (And, 
for that matter, it's not /absolute/ - you must still define one category 
of attacks you are affected by.) 
  
> > As for buying 'lots of Mental Defense' - doesn't work the same.  The 
> > character wants to be /immune/ to mental attacks, not just 'really hard to 
> > affect'.  There's always the chance that a powerful psi would get a really 
> > good roll, and pft, there goes your character concept. 
>  
> 	Um, for 30 points of mental def you don't have to worry about the 
> good roll.  You'd be immune to most everything, except for a few EGO-level 
> Mind Controls and such. 
 
Um? Assuming rolls of 10d6 (not unreasonable, especially for stuff like 
Mental Illusions) you're certainly able to be affected - the average roll 
won't affect you, true, but a lucky roll could have an EGO+10 or +20 
effect, depending on the size of the EGO in question.  That's a far cry 
from being 'mentally desolid'. 
  
> > Personally, I would use Desolid vs. Mental to represent someone with a 
> > truly bizarre mind 
>  
> 	This is already accounted for in TUM.  Different Classes of Minds 
> require different power classifications. 
 
I don't own TUM, and thus I have no idea what you're taking about here. 
 
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, 30 Apr 1998 00:33:03 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Hero Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
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> A buddy of mine once created a character was invulnerable to physical 
> attacks by taking Desolid vs. Physical, always on, blah blah blah and 
> then buying Affects Physical World on his strength, which was pretty 
> much all the character had (he was an enemy of my PC in a 
> post-appocolyptic game).  Is this a hack or a legitimate use of the 
> power? 
 
	Quite legit, even if he doesn't go through things.  However, once 
again note the cost.  Also, when looking at AP limits, he would max out at 
about 20 STR.  Plus, if you know what his weakness is, he probably has 
almost no defenses. 
 
	Again, this is legitimate, but why take it?  Lots of defenses 
would work so much better. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Wed, 29 Apr 1998 22:36:41 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
Organization: None 
To: champ-l@sysabend.org 
Subject: Re: Yet more supplement reviews 
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Bob Greenwade wrote: 
 
> At 09:51 PM 4/28/1998 -0700, Chad Riley wrote: 
> >> >believable then Mystical Flame?  And Hunted by the T$R of a gaming world 
> >> >might actually be worth something, if you consider possible ties to real 
> >> >alternate dimensions.  The computer is fine, though needs to be written 
> >> >up.  The END reserve is trash. 
> >> 
> >>    Mandelbrot isn't Hunted by TSR, he's hunted by ICE; and it's worth 20 
> >> points for an 8-, which indicates More Powerful with NCI.heet is ambiguous. 
> > 
> >Wasn't there a group of assassins in either DC or Hudson city called the 
> >International Consortium of Evil or something like that? They had Timothy 
> G Girsh 
> >or what ever and the Westerner assassin from the orient and the killer art 
> >critic.... Could they be the ICE that was hunting Mandelbrot? 
> 
>    It could be changed to that, but the character sheet actually says, 
> "Hunted by Iron Crown Enterprises" (for 20 points). 
> --- 
> 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 
 
ICE is 20 pts?!? Damn, have your characters piss off the local little league team 
and you got at least 10 pts.... 
 
 
 
 
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Date: Thu, 30 Apr 1998 00:37:42 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
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> Um? Assuming rolls of 10d6 (not unreasonable, especially for stuff like 
> Mental Illusions) you're certainly able to be affected - the average roll 
> won't affect you, true, but a lucky roll could have an EGO+10 or +20 
> effect, depending on the size of the EGO in question.  That's a far cry 
> from being 'mentally desolid'. 
 
	Note that I was wrong on the amount of mental def.  It would 
actually be 45, as previously pointed out.  (Have to account for 0 END.) 
Then, assuming a base 10 EGO, the total defense would be 47.  To get a 
straight EGO effect, one would need a 57 on the roll.  +10 is a 67, +20 is 
a 77.  Therefore, with a 12DC attack, +20 is impossible, +10 will almost 
never happen, and straight ego will be incredibly rare.  About fair for 
the ability. 
 
> > 	This is already accounted for in TUM.  Different Classes of Minds 
> > require different power classifications. 
> 
> I don't own TUM, and thus I have no idea what you're taking about here. 
 
	Hold on, I'll elaborate when I have a bit more time, unless 
someone else wants to. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Thu, 30 Apr 1998 05:39:37 +0000 
From: Mark Lemming <icepirat@ix.netcom.com> 
To: champ-l@sysabend.org 
Subject: Re: Big teams or powerful villains? 
Sender: owner-champ-l@sysabend.org 
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Curt Hicks wrote: 
>  
>  Lizard <lizard@mrlizard.com> wrote: 
>  
> > 
> > The problem is I'm tired of designing 6 villains at a pop. :) Especially 
> > with my players, who want to know origins, backgrounds, why these guys are 
> > a team, etc... 
> > 
> Don't tell them.  Practice saying "your character doesn't know that".  (grin) 
> All you really have to come up with is what's publically known. 
  
> I was thinking about this when David Stallard started the "how do the villains 
> escape" thread.  Rather than having to come up with 6 villains every episode, 
> that are then defeated and go to jail, if you have a good set of recurring 
> villains / archenemy types that the PC's can constantly battle, all you need 
> is an explanation for why they're NOT out of the picture, even though they've 
> been defeated.  Either have one team member be solely a mass escape expert, 
> or have them working for a mastermind with a triggered long-distance teleporter. 
> You could even make up a scenario involving the villain team recognizing that 
> they need to acquire some reliable means of escape. 
 
Though this can get real old.  Depending on the nature of the players and the 
characters they play, you can start a vigilante game.  "Gee, that's the fifth 
time this year that we've barely foiled a plot by Mr. Destructo. What does it 
take to keep him locked away?" Blam. 
 
You can build up a core of interesting villains that crop up occasionally when 
you want good background and such.  Then churn out lots of supervillians to 
fill in for the one shot plots.  Choose the core villains by how much the 
players like to see them. Vary the power levels of the villains, sometime have 
a powerful lone villain. Other times have the heroes outnumbered by weaker 
villains. 
 
One way I churned out a lot of villains was thru Power Cardz. Got pictures and 
names, but just made up the powers on my own.  I and my group didn't follow 
most of the comics that the cards were based on, so i didn't have to worry 
about treading on somebody's ideas.  The more interesting I found the name and 
costume, the more detailed the write up.  
 
-Mark 
 
Bonus GM trick: When the NPC brick gets hit, make the comment "Hey, you got me 
down to double digits." Doesn't matter how much the brick started with of 
course. This trick only works once... 
 
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Date: Thu, 30 Apr 1998 00:39:44 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
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> Basic Math time. 
> 
> It costs 60 points to be desolid to Physical, Energy, and Mental attacks. 
> It costs 40 points to be desolid to Physical and Energy attacks. 
> 
> Therefore, the difference (60 - 40 = 20) is how much it should cost to be 
>   desolid to Mental attacks. 
 
	Sorry, I wouldn't give any more than a -1 for "mental attacks 
only".  That makes the power cost 60/2=30 points.  Think of the savings by 
taking all three as a special packaged deal. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
To: "Hero List" <champ-l@sysabend.org> 
Subject: Re: Dualism/One Bad Apple 
Date: Wed, 29 Apr 1998 23:55:09 -0700 
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On Wednesday, April 29, 1998 4:49 PM, Damon wrote: 
 
 
<snip> 
> 
>Apologies to all the serious female gamers on the list, married or 
not, but 
>note the "in my experience" disclaimer -- this isn't a prejudice, 
it's what 
>my gaming groups have been like, Hero and otherwise, over a period of 
>almost 25 years. 
 
Agreed. The best GM I ever had told me he didn't want to add any 
players, but immediately changed his tune when I mentioned that the 
new player was female (and now my wife). 
 
>Often my wife is the only woman in the group, which we 
>think sucks.  At the moment, there is one other woman in our Star 
Hero 
>game, shortly to join us in GURPS-Harn as well...and her name really 
*is* 
>Wendy. 
> 
That GM's wife played, and I found having her around was definitely 
worth it, as well. 
 
Definitely, do what you can for Wendy, even if it puts some of the 
others out a little. Besides, you will probably find that the game 
goes smoother, as well. 
 
Filksinger 
 
 
 
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Date: Thu, 30 Apr 1998 16:59:53 +1000 
To: Hero Games <champ-l@sysabend.org> 
From: me <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Core Conrtibutors (was: Re: META: The List) 
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At , David Fair , Hero Games <champ-l@sysabend.org> wrote: 
>---David Fair  wrote: 
>> Rat, Bob Greenwade, Tim Gilberg, Dave Mattingly, Lizard, Michael  
>> Surbrook, John Desmaris and several others are the core contributors 
>of  
>> substance to this list and the loss of any one of them would make it 
>less  
>> useful to me. 
> 
>An odd assessment.  With the exception of the slight increase due to 
>taking over administrating the list, I've always thought of myself as 
>a borderline lurker. 
> 
> 
> 
 
yeah! abd you didn't even MENTION me! *l* but seriuosly, I  
think you are underestimating the nature of the list. You plonk  
those guys in a room with only each other, not nearly as much would 
come of it as appears here. I would even suggest that in any group  
this large people are bound to take on these roles, or be percieved as 
doing so 
 
 
 
>== 
> 
>     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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To: champ-l@sysabend.org 
Date: Thu, 30 Apr 1998 02:11:22 -0500 
Subject: Re: Desolidification 
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From: dwtoomey@juno.com (David W Toomey) 
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> 
>Basic Math time. 
> 
>It costs 60 points to be desolid to Physical, Energy, and Mental  
>attacks. 
>It costs 40 points to be desolid to Physical and Energy attacks. 
> 
>Therefore, the difference (60 - 40 = 20) is how much it should cost to  
>be 
>  desolid to Mental attacks. 
>  
By that *logic*: 
 
 
It costs 20 pts to be invisible to Normal Sound. 
It costs 25 pts to be invisible to Normal Sight and Normal Hearing. 
Therefore, the difference (25- 20= 5) is how much it should cost to be 
invisible to Normal Sight!!!!  :-} 
 
Obviously, subtracting out the cost of what you don't want to get the 
cost of what you do can be very unbalancing. 
 
 
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 
Or call Juno at (800) 654-JUNO [654-5866] 
 
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Date: Thu, 30 Apr 1998 17:15:32 +1000 
To: Champions Mailing List <champ-l@sysabend.org> 
From: me <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
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At 12:39 AM 4/30/98 -0500, Tim R. Gilberg wrote: 
> 
>> Basic Math time. 
>> 
>> It costs 60 points to be desolid to Physical, Energy, and Mental attacks. 
>> It costs 40 points to be desolid to Physical and Energy attacks. 
>> 
>> Therefore, the difference (60 - 40 = 20) is how much it should cost to be 
>>   desolid to Mental attacks. 
> 
>	Sorry, I wouldn't give any more than a -1 for "mental attacks 
>only".  That makes the power cost 60/2=30 points.  Think of the savings by 
>taking all three as a special packaged deal. 
> 
> 
>				-Tim Gilberg 
> 
>		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
wellll, no. it costs 20 points to add to your spending of  
40 points to get another option- it's like saying another  
few hundered for an air conditioner in your car, but you have 
to buy the car first. What your suggesting doesn't really fit with  
the concept of mental powers. I realise i'm straying a bit into the  
'powers have an inherent special effects' fallacy, but i think desolid  
must be viewed kinda in these terms sometimes. I understand that 
it a wide-use power (one of my pc's use it as a version of teleport) 
but here i think you've strayed too far from the meaning of the power. 
Desolid exists as a physical concept, the metal add-on is just that- 
somehting you add. So unless you're adding it, it makes more sence  
that you have to pay more. And um, i don't get what you mean about package 
deals  . . 
 
 
 
 
 
 
 
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Date: Thu, 30 Apr 1998 07:19:30 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: WC: Blaise Jeannot Andrieux 
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<Hey!  Look!  It's the new character format for all my postings.  What do 
you think?  (Actually, I swipped this from the 'offical' Hero character 
sheets, but after writing up all those characters for submisson, I 
decided I'd keep using it.)> 
 
BLAISE JEANNOT ANDRIEUX 
 
Val	CHA	Cost	Roll	Notes 
8	STR	-2	11-	75kg; 1 1/2d6 
13	DEX	9	12-	OCV: 4 / DCV: 4 
10	CON	0	11-	 
10	BODY	0	11-	 
13	INT	3	12-	PER Roll 12- 
18	EGO	16	13-	ECV: 6 
10	PRE	0	11-	PRE Attack: 2d6 
10	COM	0	11-	 
3	PD	1		Total: 3 PD 
3	ED	1		Total: 3 ED 
2	SPD	0		Phases: 6, 12 
4	REC	0		 
20	END	0		 
19	STUN	0		 
Total Characteristics Cost: 28 
 
Movement:	Running: 6" / 12" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Combat Training: 
	Martial Art: Karate 
	Maneuver	OCV	DCV	Damage 
4	Block		+2	+2	Block, Abort 
4	Dodge		--	+5	Dodge vs All, Abort 
5	Punch/Snap Kick	+0	+2	3 1/2d6 Strike 
4	Side/Spin Kick	-2	+1	5 1/2d6 Strike 
 
Takisian Heritage Powers: 
105	Mind Control: 12d6, Telepathic (+1/4), 0 END (+1/2) 
 
Background Skills: 
1	AK: New York 8- 
1	AK: Paris 8- 
4	English 
0	French (native) 
2	German 
1	KS: Karate 8- 
2	PS: Pianist 11- 
1	Streetwise 8- 
134	Total Powers & Skills Cost 
162	Total Character Cost 
 
100+	Disadvantages 
5	Physical Limitation: Youth (he's only 13) 
	Psychological Limitation: 
10	Bully; likes to see others dance to his will 
10	Impulsive; tends to act without thinking 
15	Overconfident of mind control abilites 
15	Stubborn; spoiled rottten 
7	Experience 
162	Total Disadvantage Points 
 
Description: 
Blaise is Dr. Tachyon's grandson.  Blaise's mother was Gisele Bacourt, who 
was Tachyon's illegitimate daughter.  When Tachyon discovered Blaise's 
existence during the WHO-sponsored tour of 1987, he brought the boy back 
to New York to live with him.  Unfortunately, Tachyon is a terrible 
father, and tends to spoil Blaise terribly... or rage at him for acting 
improperly.  Blaise himself is rapidly growing up to be an arrogant and 
cruel bully who enjoys using his mind control powers to make people around 
him act like total fools.  Eventually, Blaise will go 'wild', running free 
on the streets of New York and turn on his grandfather.  For more details 
read Dr. Tachyon's character sheet. 
 
This write-up is for the thirteen year-old version of Blaise.  He stands 
5'5" and weighs 130 lbs, with black-purple eyes and deep red hair. 
 
(Blaise Jeannot Andrieux created by Melinda Snodgrass, character sheet 
created by Michael Surbrook) 
 
*************************************************************************** 
* "'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, 30 Apr 1998 07:21:38 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: WC: Capt. John F X Black 
Sender: owner-champ-l@sysabend.org 
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X-UID: 17 
 
CAPTAIN JOHN F. X. BLACK 
 
Val	CHA	Cost	Roll	Notes 
13	STR	3	12-	150kg; 2 1/2d6 
14	DEX	12	12-	OCV: 5 / DCV: 5 
13	CON	6	12-	 
13	BODY	6	12-	 
10	INT	0	11-	PER Roll 11- 
11	EGO	2	11-	ECV: 4 
15	PRE	5	12-	PRE Attack: 3d6 
10	COM	0	11-	 
5	PD	2		Total: 5 PD 
4	ED	1		Total: 4 ED 
3	SPD	6		Phases: 4, 8, 12 
6	REC	0		 
26	END	0		 
30	STUN	3		 
Total Characteristics Cost: 46 
 
Movement:	Running: 6" / 12" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Police and Background Skills: 
2	Perk: Local Police Powers 
2	Perk: Weapon Permit 
4	Contact: The Astronomer 13- 
2	AK: Jokertown 11- 
3	Bureacratics 12- 
1	Criminology 8- 
5	Deduction 12- 
3	Interrogation 12- 
2	KS: Criminal Law & Procedure 11- 
3	Persuasion 12- 
2	PS: Police Officer 11- 
5	Streetwise 12- 
3	WF: Nightstick, Small Arms 
39	Total Powers & Skills Cost 
85	Total Character Cost 
 
25+	Disadvantages 
3	Package Bonus: Police 
	Psychological Limitation:  
10	Bad Tempered 
10	Bully 
5	(10) Greedy 
5	Reputation: Tough Cop 8- 
15	Secret ID: Agent of the Astronomer 
10	Watched: NYPD (MoPow, NCI) 8- 
2	Experience 
85	Total Disadvantage Points 
 
Description: 
John Black was a former member of the Mason's and a crony of the 
Astronomer's.  Captain of the Jokertown Precinct, he wielded a fair amount 
of power, and was a useful cog in the Astronomer's terror machine.  He was 
a tough cop, but greedy, which is why he worked with the Astronomer. 
Capt. Black was killed soon after the Astronomer's organization was 
destroyed by Fortunato. 
 
(John F. X. Black created by, character sheet created by Michael Surbrook) 
 
*************************************************************************** 
* "'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, 30 Apr 1998 07:23:21 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: WC: Dr. Bradley Finn 
Sender: owner-champ-l@sysabend.org 
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X-UID: 19 
 
DOCTOR BRADLY LATOUR FINN 
 
Val	CHA	Cost	Roll	Notes 
13	STR	3	12-	150kg; 2 1/2d6 
17	DEX	21	12-	OCV: 6 / DCV: 6 
15	CON	10	12-	 
13	BODY	6	12-	 
15	INT	5	12-	PER Roll 12- 
11	EGO	2	11-	ECV: 4 
13	PRE	3	12-	PRE Attack: 2 1/2d6 
16	COM	3	12-	 
4	PD	1		Total: 4 PD 
3	ED	0		Total: 3 ED 
3	SPD	3		Phases: 4, 8, 12 
5	REC	0		 
30	END	0		 
28	STUN	0		 
Total Characteristics Cost: 57 
 
Movement:	Running: 8" / 16" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Wildcard (Joker) Powers: 
9	Rear Hooves: HA +4d6, 0 END (+1/2), Rear kick only (-1) 
4	Horse Body: Running: +2" (8" Total), 2 END 
 
Doctor and Background Skills: 
5	Money: Well-off 
1	Perk: Doctor 
2	AK: Jokertown 11- 
3	Conversation 12- 
3	Forensic Medicine 12- 
3	KS: Medicine 12- 
3	Paramedic 12- 
3	Persuasion 12- 
5	PS: Doctor (INT) 14- 
3	SC: Medicine 12- 
3	SC: Psychology 12- 
47	Total Powers & Skills Cost 
104	Total Character Cost 
 
50+	Disadvantages 
15	Distinctive Features: A centaur joker (NC) 
15	Physical Limitation: Horse's body 
	Psychological Limitation: 
10	Impulsive 
15	Sense of duty to jokers and the Jokertown clinic 
104	Total Disadvantage Points 
 
Description: 
Dr. Finn works at the Jokertown Clinic.  He is a joker himself; a 
palomino-colored centaur with blue eyes and curly white hair.  He also has 
a long white, floor-length tail of which he is very proud.  Dr. Finn is a 
young, well-adjusted man, and an excellent doctor.  His medical skills are 
a great asset to the clinic, as is his easy-going bedside manner. 
 
(Dr. Bradly Latour Finn created by Melinda Snodgrass, character sheet 
created by Michael Surbrook) 
 
*************************************************************************** 
* "'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, 30 Apr 1998 05:41:13 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Superhero genre book request 
Sender: owner-champ-l@sysabend.org 
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At 09:21 PM 4/29/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: David B Stallard <DBStallard@compuserve.com> 
>Subject: Superhero genre book request 
>Cc: "[unknown]" <champ-l@sysabend.org> 
> 
>This is really early, and maybe it's obvious, but I wanted to voice this 
>request while I'm thinking about it. 
> 
>A lot of supplements (Classic Enemies, Challenges for Champions, Champions 
>Presents #2, etc) have generic articles giving advice on a certain aspect 
>of a superhero game (Villain Psychology, Creating an Adventure, Running a 
>Murder Mystery, etc).  I'd like to see all of these compiled and plopped 
>into the genre book.  Expanding on those topics and/or adding new ones 
>would be great as well, but I find these scattered articles to be some of 
>the most valuable GM advice I can find.... 
 
   Actually, some of these are generic enough that they could (space 
considerations allowing) be included in the main rulebook.  As for those 
that aren't, I tend to agree; the advice given in these articles, as you 
say, is very good -- and could probably even be expanded upon. 
--- 
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   http://www.klock.com/public/users/bob.greenwade/original.htm 
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Date: Thu, 30 Apr 1998 05:52:27 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
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At 03:06 AM 4/30/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: Michael Surbrook <susano@access.digex.net> 
>cc: Hero Mailing List <champ-l@sysabend.org> 
>Subject: Re: Desolidification 
> 
>On Wed, 29 Apr 1998, Chris Hartjes wrote: 
> 
>> A buddy of mine once created a character was invulnerable to physical 
>> attacks by taking Desolid vs. Physical, always on, blah blah blah and 
>> then buying Affects Physical World on his strength, which was pretty 
>> much all the character had (he was an enemy of my PC in a 
>> post-appocolyptic game).  Is this a hack or a legitimate use of the 
>> power? 
> 
>I think a lot of problems will arise when one starts asking questions like 
>'where do the attacks go'?  If you are Desolid, the attacks should pass 
>through you.  Do you still take Knockback?  Can you be felt? 
> 
>I think the 120 point power 100% Damage Reduction that was suggested on 
>this list (by Rat I think, working from the current DR chart) should be 
>used in cases like this.  It more accurately reflects the cost of such a 
>defense.  In fact, it would be kind of nice to see this version of DR in 
>Hero 5th Edition, to stop things like 'Desolid vs this and that'. 
 
   Rat, suggesting a new Power?  You've gotta be kidding!  His take on any 
given idea for a new Power, a new way of breaking down a Power, a new way 
of using a Power, or anything else outside the way that he's always done it 
is almost always that it's a crock (there have been a couple of exceptions, 
though I don't recall what they were). 
   100% Damage Reduction was suggested by me, and by someone else working 
independently (who joined the list well after I originally gave the idea). 
I don't recall whether I included it on the list of suggestions for Hero5 
or not, but I do agree that it should be included (considering that 
resistant 100% physical and energy DR would cost 240 points, leaving the 
character scant little room for anything else). 
--- 
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   http://www.klock.com/public/users/bob.greenwade/original.htm 
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Date: Thu, 30 Apr 1998 05:57:08 -0700 
To: Champions Mailing List <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Another EE Rant... 
Sender: owner-champ-l@sysabend.org 
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At 09:18 PM 4/29/1998 -0400, Michael Surbrook wrote: 
>On Wed, 29 Apr 1998, Bryce Berggren wrote: 
> 
>> >4 - Why does *every* character in the book speak English?  Everyone.  Even 
>> >the demon.  The only ones that don't are the ones that don't speak to 
>> >begin with.  Even Carpathia, with an INT of 5 has 2 points of English. 
>>  
>> A case of realism taking a backseat to convenience. They probably thought 
>> (yeah, I know, implying thinking in in P9fHG is dangerous talk) that it 
>> helped GMs put the characters in their campaign, since the players wouldn't 
>> have to pull out their Berlitz phrase books just to say "freeze" ... 
> 
>Still, it gets a bit silly to see English listed on *so* many characters. 
 
   Actually it's not unreasonable to assume that *most* European supers 
would know English; I don't see it as unlikely for the heroes, at least, 
since it's becoming a de facto international language (though I might've 
expected that the Warsaw Pact would use Polish or something else local). 
   But I also agree that certain characters should have been left without 
it, if only to allow for the complication of not having a common language 
between the American PCs and the European NPCs (Inquisition comes to mind 
for this).  Huntsman and Zephyr also seem like logical candidates for not 
speaking English. 
--- 
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   http://www.klock.com/public/users/bob.greenwade/original.htm 
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Date: Thu, 30 Apr 1998 06:05:03 -0700 
To: Champions Mailing List <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: CHAR: WC: Blaise Jeannot Andrieux 
Sender: owner-champ-l@sysabend.org 
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At 07:19 AM 4/30/1998 -0400, Michael Surbrook wrote: 
><Hey!  Look!  It's the new character format for all my postings.  What do 
>you think?  (Actually, I swipped this from the 'offical' Hero character 
>sheets, but after writing up all those characters for submisson, I 
>decided I'd keep using it.)> 
 
   It's a good idea in principle, but please use spaces rather than tabs.  :-] 
   Otherwise: 
 
>BLAISE JEANNOT ANDRIEUX 
> 
>Val CHA Cost Roll Notes 
>8 STR -2 11- 75kg; 1 1/2d6 
>13 DEX 9 12- OCV: 4 / DCV: 4 
>10 CON 0 11-  
>10 BODY 0 11-  
>13 INT 3 12- PER Roll 12- 
>18 EGO 16 13- ECV: 6 
>10 PRE 0 11- PRE Attack: 2d6 
>10 COM 0 11-  
>3 PD 1  Total: 3 PD 
>3 ED 1  Total: 3 ED 
>2 SPD 0  Phases: 6, 12 
>4 REC 0   
>20 END 0   
>19 STUN 0   
>Total Characteristics Cost: 28 
--- 
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Date: Thu, 30 Apr 1998 06:13:50 -0700 
To: Hero Mailing List <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Core Conrtibutors (was: Re: META: The List) 
Sender: owner-champ-l@sysabend.org 
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At 04:59 PM 4/30/1998 +1000, me wrote: 
>At , David Fair , Hero Games <champ-l@sysabend.org> wrote: 
>>---David Fair  wrote: 
>>> Rat, Bob Greenwade, Tim Gilberg, Dave Mattingly, Lizard, Michael  
>>> Surbrook, John Desmaris and several others are the core contributors of  
>>> substance to this list and the loss of any one of them would make it less  
>>> useful to me. 
>> 
>>An odd assessment.  With the exception of the slight increase due to 
>>taking over administrating the list, I've always thought of myself as 
>>a borderline lurker. 
> 
>yeah! abd you didn't even MENTION me! *l* but seriuosly, I  
>think you are underestimating the nature of the list. You plonk  
>those guys in a room with only each other, not nearly as much would 
>come of it as appears here. I would even suggest that in any group  
>this large people are bound to take on these roles, or be percieved as 
>doing so 
 
   That's my assessment as well.  Most of my best ideas rely on others as 
catalysts, and my best catalysts are those not listed above who write to 
the list with questions like, "What variations on bank robberies can you 
think of?"  (Half of the list I gave, I never would have thought of without 
that question.)  Or, "How would you build a Power to do such-and-such?"  (A 
lot of the time "such-and-such" would never have occurred to me to even try 
to build.) 
   I'd agree, though, that some of the more heated discussions on this list 
have prompted general principles for my own character constructions, the 
most significant of which (as far as list-inspired ideas go) is that the 
way a Power is constructed should duplicate as closely as possible the 
dynamic of how the Power works from the character's perspective.  It's 
based on this principle that I built Rattler's mental paralysis power based 
on Mind Control rather than Entangle (though I do have NPCs who use the 
Entangle version, including my own working of Menton) and that I currently 
favor using Transform to represent ice slicks (though it's recently 
occurred to me that Entangle that blocks Touch, with other appropriate 
Modifiers, might be even better). 
--- 
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   http://www.klock.com/public/users/bob.greenwade/original.htm 
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Date: Thu, 30 Apr 1998 06:22:09 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
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At 11:23 PM 4/29/1998 +0100, Mr Michael Pegg wrote: 
>I've an idea to create a charcter with Desolid to Mental only. This 
>would make the character immune to mental attacks, a sort of very 
>powerful mental defense. I know Desolid is not ment to be used in that 
>way, but why not. The only problem is according to the rules the 
>character should not then be able to make any attacks unless the power 
>is bought with Effect Solid, I can understand having to buy it for 
>possibly any mental powers the character might have but whats your 
>opinion on the physical powers. 
 
   The Ultimate Mentalist covers this idea, and puts a Stop Sign on it. 
Following the discussion that has followed your post should demonstrate 
why.  (And thanks to the weirdness I've been getting with all list mail 
from David Stallard and most of the ones from Tim Gilberg and Michael 
Surbrook, I've already caught most of it.) 
   This form of Desolidification is, per TUM, and does list Only to Protect 
Against Mental Powers as -1.  Thus, at its base level (costing END and 
everything) it's a 30 point Power.  At 0 END Persistent and Always On, it 
costs 48 points. 
   I think that the argument is very valid that a Desolid character who can 
be affected by a certain type of attack should not have to pay the +2 
Affects Solid Advantage for an attack of that type, on the "sauce for the 
goose" principle.  It's been discussed before, and some people think of it 
as a crock just asking for abuse, but I think abusers will be the exception 
rather than the rule (allowing, of course, that Desolidification already 
has a Stop Sign next to it). 
--- 
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   http://www.klock.com/public/users/bob.greenwade/original.htm 
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Date: Thu, 30 Apr 1998 06:29:26 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Houston, we have a problem 
Sender: owner-champ-l@sysabend.org 
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At 05:10 PM 4/29/1998 -0400, Stainless Steel Rat wrote: 
>Tim R Gilberg writes: 
> 
>>  That depends on the level of skill detail desired.  However, you 
>> are making your common and mistaken assumption that a player starting a 
>> new character is necessarily starting a "novice" character.  They really 
>> could be quite experienced. 
> 
>I made no such assumption.  I stated that I thought that 175 points is too 
>high for a game that has little or no need to spend points on powers and 
>gadgets.  Then I presented what I thought were reasonable totals for 
>certain character levels.  I made no assumption that the characters were 
>novices, only that a novice would be under 100 points. 
 
   You did understand how those 175 points were allotted, didn't you?  75 
base points, 75 in Disadvantages, and 25 bonus points for a vehicle (the 
ship)?  It's really a 75+75 game when you look at it that way, and that's a 
normal heroic-level game. 
--- 
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   http://www.klock.com/public/users/bob.greenwade/original.htm 
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Date: Thu, 30 Apr 1998 06:31:58 -0700 
To: Hero Mailing List <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Superhero genre book request 
Sender: owner-champ-l@sysabend.org 
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At 06:09 PM 4/29/1998 -0400, Chris Hartjes wrote: 
>David B Stallard wrote: 
>>  
>> This is really early, and maybe it's obvious, but I wanted to voice this 
>> request while I'm thinking about it. 
>>  
>> A lot of supplements (Classic Enemies, Challenges for Champions, Champions 
>> Presents #2, etc) have generic articles giving advice on a certain aspect 
>> of a superhero game (Villain Psychology, Creating an Adventure, Running a 
>> Murder Mystery, etc).  I'd like to see all of these compiled and plopped 
>> into the genre book.  Expanding on those topics and/or adding new ones 
>> would be great as well, but I find these scattered articles to be some of 
>> the most valuable GM advice I can find.... 
> 
>I would assume that any sort of Ultimate Supervillian submission would 
>be well advised to include material such as that.  Sounds like a book 
>that coule be 128 pages easily. 
 
   I had the understanding that Chris Avellone had a book like this, 
"Essential Villainy," that he was working on between his Asylum projects. 
(This was back years ago, when I was still on AOL and watching the Hero 
discussion folder there.)  I don't know what ever became of this project, 
however, but those that knew of it were looking forward to seeing 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: "Goode, Jason" <JGoode@medrad.com> 
To: Bryce Berggren <ghost@theramp.net&> champ-l@sysabend.org 
Subject: RE: Yet more supplement reviews 
Date: Thu, 30 Apr 1998 09:34:12 -0400 
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Seemed to me that that was the whole point. 
 
Jason Goode 
 
> -----Original Message----- 
> From:	Bryce Berggren [SMTP:ghost@theramp.net] 
> Sent:	Wednesday, April 29, 1998 9:55 PM 
> To:	champ-l@sysabend.org 
> Subject:	RE: Yet more supplement reviews 
>  
> Oh, well, then I stand corrected. :-/  :-) 
>  
> Seriously, though ... nobody else finds LW a tad /too/ noncomformist--that 
> is, that too much of the character is trying to be knee-jerk different? 
>  
>  
> H. G. 
>  
> He beats his fists against the posts 
> and still insists he sees the ghosts 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: RE: More Wildcards? 
Date: Thu, 30 Apr 1998 09:39:31 -0400 
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Are these (and the rest of the Wildcards) on your site? 
 
Jason Goode 
 
> -----Original Message----- 
> From:	Michael Surbrook [SMTP:susano@access.digex.net] 
> Sent:	Wednesday, April 29, 1998 10:40 PM 
> To:	Champions Mailing List 
> Subject:	More Wildcards? 
>  
> I've finished translating the last few characters out of GURPS Wildcards. 
>  
> Would people be interested in seeing them? 
>  
> ************************************************************************** 
> * 
> * "'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, 30 Apr 1998 08:54:43 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
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On Thu, 30 Apr 1998, Tim R. Gilberg wrote: 
 
> > Basic Math time. 
> > 
> > It costs 60 points to be desolid to Physical, Energy, and Mental attacks. 
> > It costs 40 points to be desolid to Physical and Energy attacks. 
> > 
> > Therefore, the difference (60 - 40 = 20) is how much it should cost to be 
> >   desolid to Mental attacks. 
>  
> 	Sorry, I wouldn't give any more than a -1 for "mental attacks 
> only".  That makes the power cost 60/2=30 points.  Think of the savings by 
> taking all three as a special packaged deal. 
 
Well, if I were creating a desolid character, I'd think that Not vs. 
Physical is -1 and Not vs. Energy is -1...thus I'd give 'Not vs. Physical 
or Energy' a total of -2.  It /is/ removing most of the benefit from the 
power - literally /everyone/ can perform a physical attack, while 
mentalists are considerably more rare. 
 
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, 30 Apr 1998 08:58:58 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
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On Thu, 30 Apr 1998, David W Toomey wrote: 
 
> By that *logic*: 
>  
>  
> It costs 20 pts to be invisible to Normal Sound. 
> It costs 25 pts to be invisible to Normal Sight and Normal Hearing. 
> Therefore, the difference (25- 20= 5) is how much it should cost to be 
> invisible to Normal Sight!!!!  :-} 
 
Only if you completely ignore the bit where it says 'it costs 20 points to 
be invisible to one sense', which is right in the book. 
 
There /is/ no 'it costs 30 (40, whatever) points to be Desolid only vs. 
Mental' in the book, therefore, myself and others are trying to 
extrapolate from listed values to find a logical value and rules set for 
the power. 
 
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: champ-l@sysabend.org 
Subject: RE: Big teams or powerful villains? 
Date: Thu, 30 Apr 1998 10:13:31 -0400 
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Or...... 
 
You could wait for the new version of Creation Workshop that includes that 
rules for Hero System.  It has a character generator (100% random or random 
within certain parameters), complete with background sketch.  Click a 
button, out comes characters.  Don't like that, click again or adjust your 
parameters then click again.  Should be out soon. 
 
Jason Goode 
 
P.S.  I'd give you the exact page on Hero Game's site, but I can't seem to 
connect to if right now.  
 
> -----Original Message----- 
> From:	Mark Lemming [SMTP:icepirat@ix.netcom.com] 
> Sent:	Thursday, April 30, 1998 1:40 AM 
> To:	champ-l@sysabend.org 
> Subject:	Re: Big teams or powerful villains? 
>  
> One way I churned out a lot of villains was thru Power Cardz. Got pictures 
> and 
> names, but just made up the powers on my own.  I and my group didn't 
> follow 
> most of the comics that the cards were based on, so i didn't have to worry 
> about treading on somebody's ideas.  The more interesting I found the name 
> and 
> costume, the more detailed the write up.  
>  
> -Mark 
 
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Date: Thu, 30 Apr 1998 09:13:55 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
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On Thu, 30 Apr 1998, Bob Greenwade wrote: 
>    This form of Desolidification is, per TUM, and does list Only to Protect 
> Against Mental Powers as -1. 
 
Per TUM, does this 'only vs. Mental Powers' also incorporate the -1/2 
'can't pass through solid objects' limitation?  If it does, I think that 
-1 is far too low of a limitation value... 
 
>    I think that the argument is very valid that a Desolid character who can 
> be affected by a certain type of attack should not have to pay the +2 
> Affects Solid Advantage for an attack of that type, on the "sauce for the 
> goose" principle. 
 
It may be strange for me to be saying this, but that as a general rule 
would worry me.  It'd help if it didn't apply to the basic attack that 
must affect a desolid person, only to those 'vulnerabilities' gained by 
taking a limitation on Desolid. 
 
As a rather chilling example, I had a character in my campaign take 
Desolid (not through objects) as a sort of 'uber-Dodge' - while his 
character was focusing on not being hit, he basically had a perfect 
defense, no matter /how/ good the attacker was.  The 'fairly common' type 
of attack that could hit him was Area Effect attacks. I'm sure you can see 
the potential problem there...  
 
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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Subject: Re: The Usual Suspects 
Date: Thu, 30 Apr 1998 10:20:51 -0400 
x-sender: dfair@pop.worldweb.net 
From: David Fair <dfair@sdslink.com> 
cc: "Hero Games" <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
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>> Kaiser Soze: needs at least two secret ID's (you don't think that lefty 
>> there was the only one, do you?) and hoards of tactics and streetwise 
> 
>	You sure on the spelling?  I was almost positive it was Sosek. 
> 
>	I also think multiple secret IDs mixed with multiple Deep Cover 
>Perks.  Add KSs about each and every little detail of the criminal world 
>at ungodly levels. 
 
I'm not 100% positive, but i'm damn close, I think it is spelled on my  
box, which is not here, but at Home. 
> 
>> skills. Should have lots of PRE (23+) and a helluva REP. Average to Good 
> Easily 23+, if not more. 
>> handgun skills, acting, High Society (maybe), Persuasion, oratory, 
> 
>	Average to good handgun?  I'd say much better.  He was known for 
>his physical prowess as well as his connections. 
> 
Arrgh, thats true, I was thinking of the shootout at the boat, and he  
didn't show anything special there, but in the confrontation in his home  
land he showed remarkable gun and knife skills. Ah, well, chalk it up to  
selective memory, and give two levels with guns, one with knives, and one  
in unarmed combat. Then give him two or three more levels in HTH, with  
the Requires an Acting Roll limitation. 
 
>> shadowing, stealth, and an INT in the 18-22 range. Oh yeah, EGO has to 
>> be, say 23, though I may be able to be talked lower on that one. STR of 
>> 12, DEX 11, CON 16 (didn't he get shot in that altercation back in 
>> <foreign country of origin>, if not then maybe lower), COM 10, and 2 dice 
>> of Luck. 
> 
>	Yup.  Though it would be very easy to underestimate this 
>character.  If you're not sure, take the higher number.  And that acting 
>roll would be at about a 21-. 
> 
>> God, I loved that movie! 
> 
>	Me too.  Just incredible.  Though I had it figured out (at least a 
>hunch) by the time they first met the Lawyer. 
 
Since the first time I saw the movie, I was watching it while working  
part time at Blockbuster (small town, slow night, watch a movie!), I have  
an excuse for saying that I was fooled until I saw the fax; I originally  
believed the lawyer to be Kaiser. I felt as taken in as I have ever felt  
before, like a kid who finally figures out that fat guy in the red suit  
is your grandpa and not Santa. It was that feeling that made me watch it  
again, and again, and again, and finally buy it. 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: champ-l@sysabend.org 
Subject: RE: Desolidification 
Date: Thu, 30 Apr 1998 10:32:18 -0400 
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Invulnerable Man! 
 
Invulnerable Man! is completely invulnerable to physical and energy attacks. 
However, since he is an otherwise completely normal guy with 10 points in 
skills (PS: Teacher, I think), villains find him more amusing than 
threatening and his fellow heroes see no use for him except as a shield. 
 
;-) 
 
Jason Goode 
 
> -----Original Message----- 
> From:	Bob Greenwade [SMTP:bob.greenwade@klock.com] 
> Sent:	Thursday, April 30, 1998 8:52 AM 
> To:	champ-l@sysabend.org 
> Subject:	Re: Desolidification 
>  
>  
>    Rat, suggesting a new Power?  You've gotta be kidding!  His take on any 
> given idea for a new Power, a new way of breaking down a Power, a new way 
> of using a Power, or anything else outside the way that he's always done 
> it 
> is almost always that it's a crock (there have been a couple of 
> exceptions, 
> though I don't recall what they were). 
>    100% Damage Reduction was suggested by me, and by someone else working 
> independently (who joined the list well after I originally gave the idea). 
> I don't recall whether I included it on the list of suggestions for Hero5 
> or not, but I do agree that it should be included (considering that 
> resistant 100% physical and energy DR would cost 240 points, leaving the 
> character scant little room for anything else). 
> --- 
> 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, 30 Apr 1998 10:39:57 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Viper ideas? 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Last session, the PC group battled Viper as the villains broke into a 
high-tech research facility.  Viper ended up getting away with the 
technology to build a "killer satellite" (fire a laser down on the earth 
with pinpoint accuracy).  The authorities have asked the PCs to help track 
down the device and recover it. 
 
The next session could be as simple as them finding a Viper base, trashing 
it, and coming home with the prize.  What kinks can I throw in the works to 
make this adventure more interesting and involved? 
 
By the way, as they try to recover the device, they'll be hounded by those 
little watcher-robots that MAVRIC uses to study his 
opponents....foreshadowing to the adventure I plan to run next. 
 
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Date: Thu, 30 Apr 1998 10:12:22 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: Yet more supplement reviews 
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> ICE is 20 pts?!? Damn, have your characters piss off the local little league team 
> and you got at least 10 pts.... 
 
 
	Well, right.  Some of those kids can throw pretty hard, and, well, 
I'm not all that great at dodging baseballs thrown at high rates of speed. 
Plus, I'm kinda afraid of aluminum baseball bats and all, so . . . do you 
thin I could get more powerful on that hunted?  ;> 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Dave Mattingly <dmattingly@platsoft.com> 
Cc: champ-l@sysabend.org 
Subject: RE: Character Generator 
Date: Thu, 30 Apr 1998 11:13:10 -0400 
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I got to wandering if they ever did anything to improve Hero Maker's 
amazingly horrible print capabilities, so I surfed Hero Games site 
http://www.herogames.com.   Lo and behold I bumped into the most amazing 
program:  Creation Workshop.  It can do all sorts of amazing things that are 
too numerous to go into here, including the random character generation I 
mentioned and even convert characters between different game systems.   All 
that AND it only costs $5 more than Hero Maker.  I bought it, and got real 
familiar with it.  Now, I help other people with it, I am putting Jason 
Dour's Heroic Abilities Plug-in for C:MN/Fuzion into it, and I will be 
putting Earthdawn into it when I am done with that.  The new version is due 
out next month, but I am not sure it it will have Hero System rules in it by 
then. 
 
Here's a comment that I sent them over on the Fuzion list: 
 
[Bruce Harlick] 
> -----Original Message----- 
> From:	BruceHH [SMTP:BruceHH@aol.com] 
> Sent:	Thursday, April 16, 1998 5:15 PM 
> To:	fuzion@pjh.org 
> Subject:	Re:  RE: Creation WorkShop.... 
>  
>  
> In a message dated 4/16/98 4:09:33 PM, you wrote: 
>  
> >The best thing for you is to surf on over to Hero Games' website and read 
> >their description of it. 
>  
> Is this a good description? Should it be enhanced? What would you guys 
> suggest? 
>  
> Bruce, who wrote that description.. 
 
 
[Me] 
 
No insult intended Bruce, but I found it just didn't reach out and grab me. 
Unfortunately, I'm not sure how to improve it.  Three suggestions though: 
1)  Make it easier to find.  Maybe a more prominent display on that initial 
splash screen for the products, instead of 2 or 3 screens deeper. 
 
2) Play up the ability to import images and put them on the character sheet, 
as well as how easy it is to do it (2 or 3 mouse clicks.)  Both my players 
and I think this is easily *the* single most cool thing about the whole 
package.  Since none of us can draw a straight line, we each scanned our 
comics and found what characters that we thought fit our mental images, 
slapped them on the scanner and pulled them in to Corel as Black & White 
Photographs and saved them as .BMPs.  Creation Workshop loads them in with a 
couple of clicks and automatically resizes them to best fit into the 
character picture area with no perceptible loss of image quality - very, 
very cool, IMO.  It even saves the picture as part of the character sheet, 
so you don't have to worry about keeping the picture with the sheet - also 
cool.  And if you change your mind about the picture - click, click and its 
gone.  Click, click, new picture.  This feature is just sooooo cool.  (also 
cool of you to include pictures for all the NPCs that come with it.) 
 
3) Emphasize how easy printing a character sheet is, as well as the print 
quality.  Heromaker *SUCKED* for printing, but Creation Workshop *ROCKS*. 
Print preview is cool and pretty much exactly what the sheet looks like 
(with the small exception that none of the NPCs that come with the package 
display the picture in print preview, until after I printed them out the 
first time - probably an issue with my setup)  The output is primo, and even 
the pictures come out sweet on my little Okidata OL 600e laser I use at 
home. 
[END] 
 
Definitely surf over there and check it out. 
 
Jason Goode         
 
 
P.S.  I'm going to echo this to the list, in case there are others out there 
who haven't heard of it, but would find it useful. 
 
 
> -----Original Message----- 
> From:	Dave Mattingly [SMTP:dmattingly@platsoft.com] 
> Sent:	Thursday, April 30, 1998 10:48 AM 
> To:	Goode, Jason 
> Subject:	Character Generator 
>  
> >You could wait for the new version of Creation Workshop that includes 
> >that rules for Hero System.  It has a character generator (100% random 
> >or random within certain parameters), complete with background sketch. 
>  
> Where'd you hear about this? It sounds great! 
>  
> Dave Mattingly 
> http://www.haymaker.org 
 
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Date: Thu, 30 Apr 1998 10:18:51 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Another EE Rant... 
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> >	Why not, consider the "field that destroys all incoming" attacks 
> >argument from about a year back. 
> 
> I could swear I brought this up when it came up back then ... the SFX 
> aren't viable via this mechanic, because you can't "destroy" an opponent's 
> fist or focus by mere fiat. To destroy bullets, disperse energy, etc., 
> use a combo of damage shield and missile deflec. 
 
	Right.  That's why a force field, nominally a defensive power, 
would fit in a "destructive forces" SFX.  It's using the power to simulat 
an effect, that's all. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Thu, 30 Apr 1998 11:25:21 -0400 
To: hero-l@sysabend.org 
From: "Joe Claffey Jr." <jrc@mail1.nai.net> 
Subject: Re: Viper ideas? 
Sender: owner-champ-l@sysabend.org 
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David B Stallard <DBStallard@compuserve.com> writes, 
>Last session, the PC group battled Viper as the villains broke into a 
>high-tech research facility.  Viper ended up getting away with the 
>technology to build a "killer satellite" (fire a laser down on the earth 
>with pinpoint accuracy).  The authorities have asked the PCs to help track 
>down the device and recover it. 
> 
>The next session could be as simple as them finding a Viper base, trashing 
>it, and coming home with the prize.  What kinks can I throw in the works to 
>make this adventure more interesting and involved? 
 
 I can think of a few options... 
 
  1) The players have to *find* the VIPER base. If they don't find it in 
time, the rocket is launched (giving away the base's location), but the 
players have a *very* short amount of time to get in and activate the 
satellite's self-destruct. 
 
  Alternatively, VIPER succeeds and they players must destroy the weak link 
(the satellite) in VIPER's new World Order. 
 
  2) VIPER isn't building the satellite. They've been hired by a second 
group (pick your favorite), who has told VIPER that the parts are for 
something else entirely. VIPER doesn't like being duped, and goes along 
with the heroes to pound these guys (or, teams up with the second group to 
pound on the heroes). 
 
  3) For reasons unrelated to the satellite, Grond decides to pound on the 
heroes (or VIPER, if the heroes are overmatched) as they assault the VIPER 
base. :-) 
 
  Joe Claffey               | "In the end, everything is a gag." 
  jrc@ct1.nai.net           |               - Charlie Chaplin 
 
 
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From: Dave Mattingly <dmattingly@platsoft.com> 
To: "'champ-l@sysabend.org'" <champ-l@sysabend.org> 
Subject: RE: Character Generator 
Date: Thu, 30 Apr 1998 08:27:30 -0700 
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I had heard about the Creation Workshop, of course, but was basically 
waiting for the Hero plug-ins to become available. I don't need to make 
any Fuzion characters at the moment. 
 
I didn't know about attaching pictures to the sheet, though. 
 
Does anyone have a scanned sample output, so we can see a shot of how 
the final sheets look? How about a screen shot of the program in action? 
 
Dave Mattingly 
 
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Date: Thu, 30 Apr 1998 10:38:46 -0500 (CDT) 
From: Dataweaver <traveler@io.com> 
To: Christopher Taylor <ctaylor@cyberis.net> 
cc: Daniel Pawtowski <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
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On Wed, 29 Apr 1998, Christopher Taylor wrote: 
 
> At 10:09 PM 4/29/98 -0400, you wrote: 
> > 
> >  I'd usually advise against modifying Desolid in that way, once  
> >precidents like that are set, they can run away with youu. 
>  
> The only modification I have made in Desolid is alowing people to buy 
> separate elements of it as 20 point blocks (desolid to energy, physical, 
> mental each is 20 points) but if you buy any ONE Of them you have to use 
> affects solid to hit things AND you arent desolid to the elements you 
> didnt buy.  
 
Let me see if I understand you right:  If I were to buy Desolid to mental, 
then mental attacks would pass right through me, but fists wouldn't; OTOH, 
_my_ fists would pass through anything I tried to attack.  Right?   
 
I think you'd be better off spending 120 points on 100% Damage Reduction 
vs. mental attacks (also note that, if I were to allow 100% Damage 
Reduction into my games, I'd require the player to specify a common set of 
attacks that it would normally block that it is useless against).   
 
---- 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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Subject: Re: Core Conrtibutors (was: Re: META: The List) 
Date: Thu, 30 Apr 1998 11:41:31 -0400 
x-sender: dfair@pop.worldweb.net 
From: David Fair <dfair@sdslink.com> 
To: "Hero Mailing List" <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
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>>>> Rat, Bob Greenwade, Tim Gilberg, Dave Mattingly, Lizard, Michael  
>>>> Surbrook, John Desmaris and several others are the core contributors of  
>>>> substance to this list and the loss of any one of them would make it less  
>>>> useful to me. 
>>> 
>>>An odd assessment.  With the exception of the slight increase due to 
>>>taking over administrating the list, I've always thought of myself as 
>>>a borderline lurker. 
>> 
>>yeah! abd you didn't even MENTION me! *l* but seriuosly, I  
>>think you are underestimating the nature of the list. You plonk  
>>those guys in a room with only each other, not nearly as much would 
>>come of it as appears here. I would even suggest that in any group  
>>this large people are bound to take on these roles, or be percieved as 
>>doing so 
> 
Well, I did say "and others". And there are some very important "others".  
Mhoram's posts on Fantasy HERO, Etc. What I meant by "Core" (and I am not  
trying to offend anyone i didn't mention here) is that these are the  
responses that, if I am busy, I will most likely read. Because I know  
that the contributor posts worthwhile stuff. These are the same people  
whose posts I often save for future reference. (though many threads I  
save lock, stock and barrell - every contribution) 
 
>   That's my assessment as well.  Most of my best ideas rely on others as 
>catalysts, and my best catalysts are those not listed above who write to 
>the list with questions like, "What variations on bank robberies can you 
>think of?"  (Half of the list I gave, I never would have thought of without 
>that question.)  Or, "How would you build a Power to do such-and-such?"  (A 
>lot of the time "such-and-such" would never have occurred to me to even try 
>to build.) 
 
Ahh, but they give you ideas, where that same question created sparks  
within my cranium, my ideas were not as varied, and were, by and lartge,  
all posted by others, and yours were better than mine anyway. That why I  
saved your list. 
 
>   I'd agree, though, that some of the more heated discussions on this list 
>have prompted general principles for my own character constructions, the 
>most significant of which (as far as list-inspired ideas go) is that the 
>way a Power is constructed should duplicate as closely as possible the 
>dynamic of how the Power works from the character's perspective.  
 
It's great to have this list as both a foundry for ideas, and a crucible  
for refining and defining them. 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
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Date: Thu, 30 Apr 1998 08:59:30 -0700 
To: "'champ-l@sysabend.org'" <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: Character Generator 
Sender: owner-champ-l@sysabend.org 
 
At 08:27 AM 4/30/1998 -0700, Dave Mattingly wrote: 
>I had heard about the Creation Workshop, of course, but was basically 
>waiting for the Hero plug-ins to become available. I don't need to make 
>any Fuzion characters at the moment. 
> 
>I didn't know about attaching pictures to the sheet, though. 
> 
>Does anyone have a scanned sample output, so we can see a shot of how 
>the final sheets look? How about a screen shot of the program in action? 
 
   There are screen shots on the Hero Games website. 
   I'm with you, mostly; I'm waiting until Hero Creator is available before 
plunking down money for CW (though I might buy CW earlier and then get HC 
later, just to spread out the cost a bit). 
--- 
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, 30 Apr 1998 08:59:39 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: How to play with the Heroes' minds 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
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The story is from a recent game involving some folks I usdd to game 
with (I moved away).  For reference (since the name is mentioned) 
Hwisprian is a martial artists originally built for about 275, who not 
must be close to 450.  Ron is the GM. 
 
"Recently Ron attacked Hwisprian at her dojo where she was training 
some supers from the team. One of the baddies was a wimpy mentalist 
who hoodwinked everybody  without mental def into thinking some kids 
were the bad guys, while the actual bad guys were lurking about 
otherwise. By the time it was all sorted out, Ron had thrown Thunder 
(as in "Big Trouble in Little China" Thunder) at me and I got my ass 
handed to me.  
 
We had too much muscle and not enough skill (I was training two new 
characters, one of whom is run by and inexperienced player). By the 
time the real team showed up, it was all over!" 
 
 
 
-=>John D 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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Date: Thu, 30 Apr 1998 09:03:34 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
At 10:32 AM 4/30/1998 -0400, Goode, Jason wrote: 
>>    100% Damage Reduction was suggested by me, and by someone else working 
>> independently (who joined the list well after I originally gave the idea). 
>> I don't recall whether I included it on the list of suggestions for Hero5 
>> or not, but I do agree that it should be included (considering that 
>> resistant 100% physical and energy DR would cost 240 points, leaving the 
>> character scant little room for anything else). 
>Invulnerable Man! 
> 
>Invulnerable Man! is completely invulnerable to physical and energy attacks. 
>However, since he is an otherwise completely normal guy with 10 points in 
>skills (PS: Teacher, I think), villains find him more amusing than 
>threatening and his fellow heroes see no use for him except as a shield. 
 
   This is something I actually did once, in a campaign where the players 
came up with the basic character and the GM (me) assigned the Powers.  The 
character in question just seemed perfect for absolute invulnerability 
(with a few pesky holes in that defense, of course).  He actually came to 
be quite viable, doing things like drawing enemy fire, going into severely 
hostile environments, 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: Thu, 30 Apr 1998 09:19:56 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
At 08:55 PM 4/29/1998 -0500, Bryce Berggren wrote: 
>At 04:18 PM 4/29/98 -0400, Goode, Jason wrote: 
>>Nah, Long Walker is cool. 
>> 
>>Jason Goode 
> 
>Oh, well, then I stand corrected. :-/  :-) 
> 
>Seriously, though ... nobody else finds LW a tad /too/ noncomformist--that 
>is, that too much of the character is trying to be knee-jerk different? 
 
   Actually, her knee-jerk nonconformism is part of why I like the 
character.  She'd get on my nerves as a human being, but this makes her 
cool as a character.  Given that my PC team leader is an attorney, I plan 
on making her an opponent in a legal case (one which involves some 
supervillains, natch!). 
--- 
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, 30 Apr 1998 09:25:53 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Viper ideas? 
Sender: owner-champ-l@sysabend.org 
 
At 02:51 PM 4/30/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: David B Stallard <DBStallard@compuserve.com> 
>Subject: Viper ideas? 
>Cc: "[unknown]" <champ-l@sysabend.org> 
> 
>Last session, the PC group battled Viper as the villains broke into a 
>high-tech research facility.  Viper ended up getting away with the 
>technology to build a "killer satellite" (fire a laser down on the earth 
>with pinpoint accuracy).  The authorities have asked the PCs to help track 
>down the device and recover it. 
> 
>The next session could be as simple as them finding a Viper base, trashing 
>it, and coming home with the prize.  What kinks can I throw in the works to 
>make this adventure more interesting and involved? 
 
   Well, they could find the VIPER base, trash it, and learn that the 
"prize" has already been passed on to the main HQ, and VIPER is going to go 
ahead and build the satellite.  In fact, the satellite is mostly already 
built; all VIPER has to do is apply the stolen technology and launch it. 
This would mean that the PCs will have to track down where the thing is 
being built (probably another UC city, most likely Orlando), and try to 
prevent its launch.  (If they need good news at this point, you can have 
them either destroy the last remaining copy that VIPER has of the plans, or 
have them learn that VIPER just doesn't have the funding to try something 
like this again.  Or both.) 
   For general complications, just have one of the PCs' Hunters show up. 
Or someone Hunting an NPC.  Or any of the following:  Foxbat, Grond, or 
Interference. 
--- 
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, 30 Apr 1998 09:33:26 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Big teams or powerful villains? 
To: Lizard <lizard@mrlizard.com&> 
        Champions Mailing List A <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
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---Lizard  wrote: 
> The problem is I'm tired of designing 6 villains at a pop. :) 
Especially 
> with my players, who want to know origins, backgrounds, why these 
guys are 
> a team, etc... 
>  
> And then, when I *do* come up with a detailed background and 
personality, 
> they make fun of his name...you know who you are! 
 
Well, instead of making a new group of villains, build an 
organization.  The agents can be all the same (or fall in a small 
number of archetypes) so they really only have to written once even 
though you can reuse over and over.  The agents don't really need 
detailed background, just the organization does. 
 
Orgs are fun to make, and once you made a good, they're easy to 
maintain. 
 
-=>John D. 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Thu, 30 Apr 1998 11:46:17 -0500 (CDT) 
To: champ-l@sysabend.org 
Subject: Re: Viper ideas? 
Sender: owner-champ-l@sysabend.org 
 
David B Stallard <DBStallard@compuserve.com> writes:  
 
> Last session, the PC group battled Viper as the villains broke into a 
> high-tech research facility.  Viper ended up getting away with the 
> technology to build a "killer satellite" (fire a laser down on the earth 
> with pinpoint accuracy).  The authorities have asked the PCs to help track 
> down the device and recover it. 
>  
> The next session could be as simple as them finding a Viper base, trashing 
> it, and coming home with the prize.  What kinks can I throw in the works to 
> make this adventure more interesting and involved? 
>  
 
Viper might not have everything it needs for their killer satellite. 
The PC's could guard a site where the other parts are although this might  
be too similar to the last episode.  To complicate matters 
further, maybe another villain group is also after those parts.  Or, the 
company that makes / has the other equipment is actually a front for another 
villain group.   
 
If you want to get really complicated, you could have rivalries within Viper. 
That is,  Viper group 'A' could be pro-killer satellite, whereas Viper group 
'B' could be pro-make villainous clones of the heroes.  Then Viper group 'B' 
tries to sabotage 'A'..   This might be a good way for the heroes to find 
the Viper base.   I agree with Joe Claffey that finding the base is not  
trivial.  However, as he suggests, maybe there's only a limited number of 
potential launch sites.  That might be dramatic, a battle on or near the 
launch pad as the countdown continues and exhaust is pouring out of the rocket. 
 
When I started my game, I tried to make Viper different in that they were 
originally believed to be simply a mercenary group with no plans of their own. 
Not that it ever worked out.. 
 
> By the way, as they try to recover the device, they'll be hounded by those 
> little watcher-robots that MAVRIC uses to study his 
> opponents....foreshadowing to the adventure I plan to run next. 
> 
Foreshadowing !  You actually use FORESHADOWING !   I want to play  
in this game !  (grin) 
 
Curt Hicks  
 
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Date: Thu, 30 Apr 1998 09:46:20 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: More ways to mess with thier minds 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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Another story from my old gaming group: 
 
 
Heh. Well, there was the time in a recent Fantasy Hero game where he 
threw 
a "Random Area of Death" at us or, more specifically, Doug's 
character. I 
believe it had something to do with a hunted Ron had fixed him up 
with, but 
it was an **invisible** demon -- so invisible that the only clue we 
had to 
its being there was a "funny feeling" Ron said we all had. Suddenly, 
this 
thing was on Doug sucking away 3d6 of body per turn. 
 
Ron hit him up for, like, four phases of this foolishness, and the only 
thing that saved him was Philip's elf pushing his healing for all it was 
worth. It was, like, "zap, heal, zap, heal, za, heal, etc., etc., etc. 
Downright silly. 
 
Fortunately, there were a few of us who were able to actually harm this 
thing, and we nickeled and dimed it down so that it, eventually, went 
away. 
But not before nearly everybody in the party had managed to take some 
damage in some ancillary form. 
 
Since that time, whenever he throws a particularly grossly over-powered 
critter or gadget at us, it's referred to as a "Random Area of Death." 
It's 
also created a new joke... 
 
***knock knock*** 
"Who is it" 
(in land shark voice - jolly tone) "Random Area of Death!" 
"oh... aieeee!!" 
 
 
 
 
-=>John D. 
_________________________________________________________ 
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: "'champ-l@sysabend.org'" <champ-l@sysabend.org> 
Subject: RE: Character Generator 
Date: Thu, 30 Apr 1998 13:24:11 -0400 
Sender: owner-champ-l@sysabend.org 
 
Final sheets are beautiful, but I don't have any scanned to show. 
 
Screen shots have already been suggested, and Hero said that they were going 
to put some screen and output shots on the web site (which may explain why 
it is down right now) 
 
Jason Goode 
> -----Original Message----- 
> From:	Dave Mattingly [SMTP:dmattingly@platsoft.com] 
> Sent:	Thursday, April 30, 1998 11:28 AM 
> To:	'champ-l@sysabend.org' 
> Subject:	RE: Character Generator 
>  
> I had heard about the Creation Workshop, of course, but was basically 
> waiting for the Hero plug-ins to become available. I don't need to make 
> any Fuzion characters at the moment. 
>  
> I didn't know about attaching pictures to the sheet, though. 
>  
> Does anyone have a scanned sample output, so we can see a shot of how 
> the final sheets look? How about a screen shot of the program in action? 
>  
> Dave Mattingly 
 
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Date: Thu, 30 Apr 1998 10:55:02 -0700 
To: Champions Mailing List <champ-l@sysabend.org> 
From: Lizard <lizard@dnai.com> 
Subject: Re: CHAR: WC: Blaise Jeannot Andrieux 
Sender: owner-champ-l@sysabend.org 
 
I would increase his EGO considerably, at least to 25, and give Armor 
Piercing on his Mind Control -- he's capable of taking over even trained 
Takisians, after all. 
 
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Date: Thu, 30 Apr 1998 14:21:36 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: Viper ideas? 
Cc: "[unknown]" <champ-l@sysabend.org> 
Content-Disposition: inline 
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Message text written by Curt Hicks 
>I agree with Joe Claffey that finding the base is not  
trivial.< 
 
How should I let the PCs figure out the base location?  Let them meet up 
with some shadowy contact who has had dealings with Viper?  I don't think 
that's what you had in mind, since it still sounds too easy. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
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Date: 30 Apr 1998 14:29:25 -0400 
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Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Tim R Gilberg writes: 
 
> 	However, desolid _is_ a valid form of defense.  Doing it the way 
> you want to is a valid power construction. 
 
I did not say that desolidification in and of itself is not a valid type of 
defense.  What I said is that desolidification vs. a category of attacks is 
more trouble than it is worth. 
 
-----BEGIN PGP SIGNATURE----- 
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PGP Key: at a key server near you! \ away immediately. Seek shelter and cover 
                                    \ head. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 30 Apr 1998 14:35:13 -0400 
Lines: 42 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Sakura  writes: 
 
> Yes, but it's absolute immunity to one specific category of attacks. (And, 
> for that matter, it's not /absolute/ - you must still define one category 
> of attacks you are affected by.) 
 
Using Desolidification for this has the accompanying disadvantage of all 
the baggage that goes along with Desolidification.  That is, putting a 
limitation on Desolidification does not change the fact that it makes one 
insubstantial and unable to affect the physical world. 
  
[...] 
 
> Um? Assuming rolls of 10d6 (not unreasonable, especially for stuff like 
> Mental Illusions) you're certainly able to be affected - the average roll 
> won't affect you, true, but a lucky roll could have an EGO+10 or +20 
> effect, depending on the size of the EGO in question.  That's a far cry 
> from being 'mentally desolid'. 
 
Damage Reduction is the power to use.  Say an 18 Ego and 75% Mental Damage 
Reuction.  Watch: A 12D6 mental power has a maximum effect of 60 points. 
Reduced by 75% leaves 15 points of effect, which is less than the 18 Ego. 
The power has no effect. 
 
I love Damage Reduction. 
 
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X-Sender: jcalvaneso@raptor1.raptor.com 
Date: Thu, 30 Apr 1998 14:36:26 -0400 
To: champ-l@sysabend.org 
From: Justin Calvaneso <jcalvaneso@raptor.com> 
Subject: RE: Character Generator 
Sender: owner-champ-l@sysabend.org 
 
At 01:24 PM 4/30/98 -0400, you wrote: 
>Final sheets are beautiful, but I don't have any scanned to show. 
> 
>Screen shots have already been suggested, and Hero said that they were going 
>to put some screen and output shots on the web site (which may explain why 
>it is down right now) 
 
        Said screenshots actually did go up before the site went down. They 
looked very nice. I'm saving my pennies. ^_^ 
 
 
--- 
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, 30 Apr 1998 11:38:27 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Viper ideas? 
To: David B Stallard <DBStallard@compuserve.com> 
Cc: "\[unknown\]" <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
 
---David B Stallard  wrote: 
> 
> Message text written by Curt Hicks 
> >I agree with Joe Claffey that finding the base is not  
> trivial.< 
>  
> How should I let the PCs figure out the base location?  Let them 
meet up 
> with some shadowy contact who has had dealings with Viper?  I don't 
think 
> that's what you had in mind, since it still sounds too easy. 
 
There really shouldn't be any one way to find it, but they do need to 
work to find it.  See what kind of ideas the players come up with for 
tracking it down - if the idea has merit, then let it work (or give it 
a chance or working). 
 
The shadowy contact is rather like dropping the info in their laps, so 
I'd only consider it as a fall-back position for you if everything 
they try comes up bust. 
 
Ideas?  Here's a few off the top of my head. (I've only been kind of 
half reading this thread, so some of these may not be applicable - 
just ignore those) 
 
If one of the Heroes has some type of SUPER tracking capability he may 
be able to track the VIPER gettaway route. 
 
Orbital satellite scans? 
 
You know, a VIPER base, particularly one working on a new toy, must 
use just gods of power.  Either they are tapping the local power grid 
(traceable from the power companies) or they are generating the power 
themselves (how well shielded is that reactor anyway). 
 
If they have a new toy to work on, VIPER will undoubtably need 
additional specialized equiptment to do whatever it is they are going 
to do.  If the Heroes can get a good idea of the type of stuf that 
VIPER will need then they can trace any shipments of said wonky gadgets. 
 
I don't suppose any agents were captured during the stealing of the 
device?  Interrogation is a viable (is disreputable) means of getting 
info. 
 
Wait until the killer satelite is launched, then knock it out of sky 
and trace it's launch path back to the launch site. 
 
 
-=>John D. 
_________________________________________________________ 
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: Desolidification 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 30 Apr 1998 14:42:23 -0400 
Lines: 36 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Michael Surbrook writes: 
 
> I think the 120 point power 100% Damage Reduction that was suggested on 
> this list (by Rat I think, working from the current DR chart) should be 
> used in cases like this. 
 
Actually, what I suggested is not so much Damage Reduction as Special 
Effects Reduction.  For 15/30/60/120 points one is 25%/50%/75%/100% immune 
to a special effect.  You can have either SFX Reduction or conventional DR, 
but not both. 
 
Under this particular discussion, one would define the type of mental 
effects to which the character is immune, say, "psionic effects" as a 
catch-all for direct mind-to-mind contact.  For 120 points, the character 
is completely unaffected by any such power.  He could be affected by mental 
powers with a different special effect, like hypnosis or psychedelics. 
 
I really do not want to see 100% DR vs. a cagtegory of attacks (that is, no 
100% Physical Damage Reduction). 
 
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Date: Thu, 30 Apr 1998 14:05:21 -0500 (CDT) 
X-Sender: pod@avalon.net 
To: champ-l@sysabend.org 
From: Palace of Dwarves <pod@avalon.net> 
Subject: Re: Viper ideas? 
Sender: owner-champ-l@sysabend.org 
 
I recently finished up a scenarios where Viper attacked a political rally as 
a decoy and made off with a scientist that happens to be a master is 
robotics and cybernetics.  Of course the heroes decided to give pursuit one 
they figured out that Viper had snagged someone other than the person that 
they though was the primary target.  So they get to the Viper base and it is 
empty.  Viper has left. 
 
My plan is to have Viper use the scientist to begin ugrading their agents 
that already have cybernetic enhancements.  As well as a few new agents that 
have been seriously injured in any recent battles or anyone who just wants 
cyberware. 
 
What I am looking for is some side issues that I might be able to through in 
to see if my players are paying attention.  You know like a series of weird 
events start going on like someone starts diggin up phone lines and stealing 
the fiber optics or something odd like that. 
 
Thanks. 
 
Dan Wojcik 
 
 
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Date: Thu, 30 Apr 1998 12:19:29 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Big Trouble in Little China 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
Hey, who did those write-up?  Michael Surbrook?  Actually, anybody who 
has them handy - could you please email me a copy.  
 
-=>John D. 
 
 
 
 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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Date: Thu, 30 Apr 1998 12:21:43 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Never mind (was: Big Trouble in Little China) 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
Doh!  Never mind.  I just pulled them off Surbrooks' web page. 
 
-=>John D. 
 
 
 
 
 
_________________________________________________________ 
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: champ-l@sysabend.org 
Subject: RE: Character Generator 
Date: Thu, 30 Apr 1998 15:22:58 -0400 
Sender: owner-champ-l@sysabend.org 
 
I would like to correct myself.  I said that they are down.  Technically, 
they are not down - they have been removed from DNS.  They are moving to a 
new ISP and doing some radical changes to the site.  They will be making an 
announcement about it. 
 
Jason Goode 
 
> -----Original Message----- 
> From:	Justin Calvaneso [SMTP:jcalvaneso@raptor.com] 
> Sent:	Thursday, April 30, 1998 2:36 PM 
> To:	champ-l@sysabend.org 
> Subject:	RE: Character Generator 
>  
> At 01:24 PM 4/30/98 -0400, you wrote: 
> >Final sheets are beautiful, but I don't have any scanned to show. 
> > 
> >Screen shots have already been suggested, and Hero said that they were 
> going 
> >to put some screen and output shots on the web site (which may explain 
> why 
> >it is down right now) 
>  
>         Said screenshots actually did go up before the site went down. 
> They 
> looked very nice. I'm saving my pennies. ^_^ 
>  
>  
> --- 
> 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, 30 Apr 1998 14:36:24 -0500 
To: Champions Mailing List <champ-l@sysabend.org> 
From: Bryant Berggren <voxel@theramp.net> 
Subject: Re: Another EE Rant... 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 8 
 
At 10:18 AM 4/30/98 -0500, Tim R. Gilberg wrote: 
> 
>> >	Why not, consider the "field that destroys all incoming" attacks 
>> >argument from about a year back. 
>> 
>> I could swear I brought this up when it came up back then ... the SFX 
>> aren't viable via this mechanic, because you can't "destroy" an opponent's 
>> fist or focus by mere fiat. To destroy bullets, disperse energy, etc., 
>> use a combo of damage shield and missile deflec. 
> 
>	Right.  That's why a force field, nominally a defensive power, 
>would fit in a "destructive forces" SFX.  It's using the power to simulat 
>an effect, that's all. 
 
Uh, wrong. Flat DEF of any kind is just a bad way to simulate the effect 
you're looking for, because it DOESN'T simulate that effect at all. Damage 
Shield & Missile Deflection (separately, not in one construction) would be a 
way to do this. Another way might be a /limited/ force field in place of the 
Missile Deflection component. 
 
But the Bryce is right here: one way or another it's a rather asinine 
construction as written in EE. If Despoiler is really using some kind of 
field that "destroys all attacks", and I punch him (his FF soaking all the 
damage), does that mean he just destroyed my fist?  
 
I think it's more likely Despoiler has this power in his EC because (a) the 
writer felt he needed a defensive power regardless of SFX, and (b) the 
writer has no GM to say "No!" to prospective slots in an EC (writers always 
receive GM permission). 
 
-- 
"The only thing necessary for the triumph of evil is for good men to  
do nothing." -- Edmund Burke (1729-1797) 
---------------------------------------------------------------------- 
Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: champ-l@sysabend.org 
Subject: RE: Viper ideas? 
Date: Thu, 30 Apr 1998 15:41:28 -0400 
Sender: owner-champ-l@sysabend.org 
 
Track a radioactive isotope or some other item unique to the satellite. 
 
Get rumors of some place that people disappear around, particularly a 
detective who was supposed to be looking for some "snake group". 
 
Place a tracer on a Viper agent at another robbery. 
 
The mud on a Viper agent's boot happens to be a certain kind of mud, with a 
certain collection of plant seeds & spores that is only found in one place 
in the local area. 
 
Analysis of the captured agent's clothes indicate the presence of a certain 
combination of chemicals, which indicates that he might have been near the 
chemical plant that they are using for a cover for an extended period of 
time. 
 
If you don't like any of these and want more, let me know. 
 
Jason Goode  
 
> -----Original Message----- 
> From:	David B Stallard [SMTP:DBStallard@compuserve.com] 
> Sent:	Thursday, April 30, 1998 2:22 PM 
> To:	Goode, Jason 
> Cc:	[unknown] 
> Subject:	Re: Viper ideas? 
>  
> Message text written by Curt Hicks 
> >I agree with Joe Claffey that finding the base is not  
> trivial.< 
>  
> How should I let the PCs figure out the base location?  Let them meet up 
> with some shadowy contact who has had dealings with Viper?  I don't think 
> that's what you had in mind, since it still sounds too easy. 
 
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X-Sender: bob.greenwade@klock.com 
Date: Thu, 30 Apr 1998 12:43:29 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
At 02:42 PM 4/30/1998 -0400, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>Michael Surbrook writes: 
> 
>> I think the 120 point power 100% Damage Reduction that was suggested on 
>> this list (by Rat I think, working from the current DR chart) should be 
>> used in cases like this. 
> 
>Actually, what I suggested is not so much Damage Reduction as Special 
>Effects Reduction.  For 15/30/60/120 points one is 25%/50%/75%/100% immune 
>to a special effect.  You can have either SFX Reduction or conventional DR, 
>but not both. 
> 
>Under this particular discussion, one would define the type of mental 
>effects to which the character is immune, say, "psionic effects" as a 
>catch-all for direct mind-to-mind contact.  For 120 points, the character 
>is completely unaffected by any such power.  He could be affected by mental 
>powers with a different special effect, like hypnosis or psychedelics. 
 
   I don't know if I've said it before, but I do like this idea very much.... 
 
>I really do not want to see 100% DR vs. a cagtegory of attacks (that is, no 
>100% Physical Damage Reduction). 
 
   Even keeping in mind the nigh-obscene cost?  (Re: the "Invulnerable Man" 
mini-thread.) 
--- 
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, 30 Apr 1998 15:46:08 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: Viper ideas? 
Cc: "[unknown]" <champ-l@sysabend.org> 
Content-Disposition: inline 
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Sender: owner-champ-l@sysabend.org 
 
Message text written by Palace of Dwarves 
>What I am looking for is some side issues that I might be able to through 
in 
to see if my players are paying attention.  You know like a series of weird 
events start going on like someone starts diggin up phone lines and 
stealing 
the fiber optics or something odd like that.< 
 
Here are a few ideas: 
 
* Trucks carrying relevant parts start getting hijacked 
* Viper starts robbing banks to get funding for the cybernetic enhancements 
* The heroes start noticing "prototypes" along with normal agents...these 
are Viper agents who have cybernetic limbs, eyes, etc.  They don't have to 
carry a gun, since they can fire lasers out of their fingers...something 
like that. 
* Cybernetic heroes and villains (maybe Halfjack) start disappearing, 
because Viper wants to research their technology. 
 
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Date: Thu, 30 Apr 1998 15:55:55 -0400 
From: Joshua Krage <jkrage@access.digex.net> 
To: "[unknown]" <champ-l@sysabend.org> 
Subject: Re: Viper ideas? 
Mail-Followup-To: "[unknown]" <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
 
On Thu, Apr 30, 1998 at 10:39:57AM -0400, David B Stallard wrote: 
> The next session could be as simple as them finding a Viper base, trashing 
> it, and coming home with the prize.  What kinks can I throw in the works to 
> make this adventure more interesting and involved? 
 
Good orbital launch facilities are hard to find.  Viper certainly 
isn't going to sacrifice one without good reason.  It would be 
much nicer for them to substitute their satellite for another 
one about to be launched in secret by the US military.  On a base 
with high security rating and a healthy sense of paranoia 
fanned by the Viper agents. 
 
Since the original planned launch was so secret, the current 
authorities that the players are dealing with have no idea that this 
lauunch is about to take place (with the newly substituted killer 
satellite).  And the military isn't about to tell them that they're 
launching.  And the military doesn't know that the satellite has been 
switched. 
 
Mass chaos ensues as the players insist that they need access to a 
high-security military facility to investigate the Top Secret 
satellite that is to be launched in the next 15 minutes. 
 
And if someone else took exception to Viper's launching of their 
own killer satellite and blew up the launch facility while the 
players were playing tag with the military, well, then wouldn't 
this be a pretty picture? 
 
And wouldn't the media be following the PCs?  Neat headlines! 
 
"Heroes Invade Military Base" 
 
--  
-------------------------------------------------------------------------- 
jkrage@access.digex.net    UNIX and Networks and Computer Security, oh my! 
 
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Date: Thu, 30 Apr 1998 12:59:04 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Viper ideas? 
Sender: owner-champ-l@sysabend.org 
 
At 02:05 PM 4/30/1998 -0500, Palace of Dwarves wrote: 
>I recently finished up a scenarios where Viper attacked a political rally as 
>a decoy and made off with a scientist that happens to be a master is 
>robotics and cybernetics.  Of course the heroes decided to give pursuit one 
>they figured out that Viper had snagged someone other than the person that 
>they though was the primary target.  So they get to the Viper base and it is 
>empty.  Viper has left. 
> 
>My plan is to have Viper use the scientist to begin ugrading their agents 
>that already have cybernetic enhancements.  As well as a few new agents that 
>have been seriously injured in any recent battles or anyone who just wants 
>cyberware. 
> 
>What I am looking for is some side issues that I might be able to through in 
>to see if my players are paying attention.  You know like a series of weird 
>events start going on like someone starts diggin up phone lines and stealing 
>the fiber optics or something odd like that. 
 
   Well, besides the fiber-optic phone lines you mention, cyberware could 
include any of the following components: 
 
   Lenses (the equipment for which is stolen from one-hour eyeglass store) 
   High-performance computer processors (from a computer warehouse) 
   Latex "flesh" (from a movie/TV special effects studio) 
   Radio transceivers (from a hobby store that sells RF vehicles & toys) 
   High-powered miniature motors (from robots at any machine manufacturing 
plant) 
   Framework (the equipment for which is stolen from a prosthetics 
manufacturer) 
 
   There a lot more, of course, but this should get you started. 
   Then there's the possibility that any former VIPER agents who have been 
injured at the PCs' hands suddenly vanish from their prison wards. 
--- 
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, 30 Apr 1998 16:04:55 -0400 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Zodiac scenarios 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Sender: owner-champ-l@sysabend.org 
 
Most of the proposed scenarios in the Zodiac Conspiracy seem a little too 
unusual to me.  I've used the one involving the fight at the Statue of 
Liberty, but I'm not entirely happy with the rest of them...at least not 
until Zodiac is more established in my campaign.  Does anybody have some 
more "regular" experiences with Zodiac they'd like to share, or just some 
adventure ideas involving Zodiac?  When you use Zodiac, do all 12 members 
make an appearance, or does each appearance feature a different sub-roster? 
 
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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: Thu, 30 Apr 98 20:09:17  
Reply-To: "qts" <qts@nildram.co.uk> 
Subject: Re: CHAR: WC: Dr. Bradley Finn 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 30 Apr 1998 07:23:21 -0400 (EDT), Michael Surbrook wrote: 
 
>DOCTOR BRADLY LATOUR FINN 
> 
>Val	CHA	Cost	Roll	Notes 
>13	STR	3	12-	150kg; 2 1/2d6 
>17	DEX	21	12-	OCV: 6 / DCV: 6 
>15	CON	10	12-	 
>13	BODY	6	12-	 
>15	INT	5	12-	PER Roll 12- 
>11	EGO	2	11-	ECV: 4 
>13	PRE	3	12-	PRE Attack: 2 1/2d6 
>16	COM	3	12-	 
>4	PD	1		Total: 4 PD 
>3	ED	0		Total: 3 ED 
>3	SPD	3		Phases: 4, 8, 12 
>5	REC	0		 
>30	END	0		 
>28	STUN	0		 
>Total Characteristics Cost: 57 
> 
>Movement:	Running: 8" / 16" 
>		Swimming: 2" / 4" 
> 
>Cost	Powers & Skills 
>Wildcard (Joker) Powers: 
>9	Rear Hooves: HA +4d6, 0 END (+1/2), Rear kick only (-1) 
>4	Horse Body: Running: +2" (8" Total), 2 END 
> 
>Doctor and Background Skills: 
>5	Money: Well-off 
>1	Perk: Doctor 
>2	AK: Jokertown 11- 
>3	Conversation 12- 
>3	Forensic Medicine 12- 
>3	KS: Medicine 12- 
>3	Paramedic 12- 
>3	Persuasion 12- 
>5	PS: Doctor (INT) 14- 
>3	SC: Medicine 12- 
>3	SC: Psychology 12- 
>47	Total Powers & Skills Cost 
>104	Total Character Cost 
> 
>50+	Disadvantages 
>15	Distinctive Features: A centaur joker (NC) 
>15	Physical Limitation: Horse's body 
>	Psychological Limitation: 
>10	Impulsive 
>15	Sense of duty to jokers and the Jokertown clinic 
>104	Total Disadvantage Points 
> 
>Description: 
>Dr. Finn works at the Jokertown Clinic.  He is a joker himself; a 
>palomino-colored centaur with blue eyes and curly white hair.  He also has 
>a long white, floor-length tail of which he is very proud.  Dr. Finn is a 
>young, well-adjusted man, and an excellent doctor.  His medical skills are 
>a great asset to the clinic, as is his easy-going bedside manner. 
> 
>(Dr. Bradly Latour Finn created by Melinda Snodgrass, character sheet 
>created by Michael Surbrook) 
> 
>*************************************************************************** 
>* "'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 * 
>*************************************************************************** 
> 
 
qts 
 
Home: qts@nildram.co.uk. 
 
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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: Thu, 30 Apr 98 20:10:09  
Reply-To: "qts" <qts@nildram.co.uk> 
Subject: Re: CHAR: WC: Dr. Bradley Finn 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 30 Apr 1998 07:23:21 -0400 (EDT), Michael Surbrook wrote: 
 
>DOCTOR BRADLY LATOUR FINN 
 
<snip> 
 
Shouldn't you have a level or two of Growth in there (qv FH centaurs) 
qts 
 
Home: qts@nildram.co.uk. 
 
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Date: Thu, 30 Apr 1998 15:23:07 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Daniel Pawtowski <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
 
> Let me see if I understand you right:  If I were to buy Desolid to mental, 
> then mental attacks would pass right through me, but fists wouldn't; OTOH, 
> _my_ fists would pass through anything I tried to attack.  Right? 
 
	That is one reading of it. 
 
> I think you'd be better off spending 120 points on 100% Damage Reduction 
> vs. mental attacks (also note that, if I were to allow 100% Damage 
> Reduction into my games, I'd require the player to specify a common set of 
> attacks that it would normally block that it is useless against). 
 
	Why?  100% damage reduction is only one class of attacks. 
(Physical, Mental, or Energy).  You're still vulnerable to the other two. 
Getting just Phys and Energy, we're talking about 240 points.  For that 
much expenditure, there is no reason to hamstring the power.  If you 
require one SFX to be vulnerable to, give that a limitation value of -1/4 
or -1/2, but don't make something like that free. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Thu, 30 Apr 1998 15:41:10 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
 
> > 	However, desolid _is_ a valid form of defense.  Doing it the way 
> > you want to is a valid power construction. 
> 
> I did not say that desolidification in and of itself is not a valid type of 
> defense.  What I said is that desolidification vs. a category of attacks is 
> more trouble than it is worth. 
 
	You said it was a crock, and that I disagreed with.  I'll usually 
agree that it is a _lot_ more trouble than it is worth. 
 
 
				-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: Desolidification 
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Date: 30 Apr 1998 16:41:13 -0400 
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Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Bob Greenwade writes: 
 
>> I really do not want to see 100% DR vs. a cagtegory of attacks (that is, 
>> no 100% Physical Damage Reduction). 
 
>    Even keeping in mind the nigh-obscene cost?  (Re: the "Invulnerable Man" 
> mini-thread.) 
 
Yes, even keeping in mind the nigh-obscene cost, because it really is not a 
matter of cost.  It is a matter of concept.  You simply do not see 
characters like this in fiction outside of plot devices and the occasional 
parody.  Plot devices have no point cost.  And as for parodies, there are 
better systems out there for that. 
 
At the very least, playing a character that cannot be harmed by anything is 
boring. 
 
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From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Thu, 30 Apr 1998 16:04:27 -0500 (CDT) 
To: champ-l@sysabend.org 
Subject: Re: Viper ideas? 
Sender: owner-champ-l@sysabend.org 
 
 
 John Desmarais <johndesmarais@yahoo.com> 
>  
> ---David B Stallard  wrote: 
> > 
> > Message text written by Curt Hicks 
> > >I agree with Joe Claffey that finding the base is not  
> > trivial.< 
> >  
> > How should I let the PCs figure out the base location?  Let them 
> meet up 
> > with some shadowy contact who has had dealings with Viper?  I don't 
> think 
> > that's what you had in mind, since it still sounds too easy. 
>  
 
Definitely too easy.  Although it might work if it was part of a intra-agency 
rivalry, or another villain wanted to use the heroes as pawns to oppose 
their rivals.  One thing to remember here, is that tracking down Viper 
bases should be DIFFICULT.  Otherwise, the heroes will spend time 
regularly tracking down and eliminating Viper bases.  It shouldn't be any 
easier to do for this one scenario than it is all of the time.  (Unless 
the heroes got smart and put some kind of tracking device on the stolen 
stuff.)   
 
> There really shouldn't be any one way to find it, but they do need to 
> work to find it.  See what kind of ideas the players come up with for 
> tracking it down - if the idea has merit, then let it work (or give it 
> a chance or working). 
>  
 
Or let each idea narrow down the location.  So they need two or three good 
ideas and then need to search an area.   
 
>  
> If one of the Heroes has some type of SUPER tracking capability he may 
> be able to track the VIPER gettaway route. 
 
Yep.  
>  
> Orbital satellite scans? 
>  
Would detect the launch, but probably not a base.   
 
> You know, a VIPER base, particularly one working on a new toy, must 
> use just gods of power.  Either they are tapping the local power grid 
> (traceable from the power companies) or they are generating the power 
> themselves (how well shielded is that reactor anyway). 
>  
Yep.  Classic idea for tracking down the bad guys.  Talk to the power company 
and find out who's sucking down power. 
 
> If they have a new toy to work on, VIPER will undoubtably need 
> additional specialized equiptment to do whatever it is they are going 
> to do.  If the Heroes can get a good idea of the type of stuf that 
> VIPER will need then they can trace any shipments of said wonky gadgets. 
>  
This is a good twist on the stand guard at other components.   
 
Curt 
 
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To: champ-l@sysabend.org 
Date: Thu, 30 Apr 1998 16:23:00 -0500 
Subject: Re: CHAR: WC: Blaise Jeannot Andrieux 
X-Juno-Line-Breaks: 0,2-24 
From: dwtoomey@juno.com (David W Toomey) 
Sender: owner-champ-l@sysabend.org 
 
 
On Thu, 30 Apr 1998 06:05:03 -0700 Bob Greenwade 
<bob.greenwade@klock.com> writes: 
>At 07:19 AM 4/30/1998 -0400, Michael Surbrook wrote: 
>><Hey!  Look!  It's the new character format for all my postings.   
>What do you think?  
 
>   It's a good idea in principle, but please use spaces rather than  
>tabs.  :-] 
>   Otherwise: 
> 
>>BLAISE JEANNOT ANDRIEUX 
>> 
>>Val CHA Cost Roll Notes 
>>8 STR -2 11- 75kg; 1 1/2d6 
>>13 DEX 9 12- OCV: 4 / DCV: 4 
 
<<snipped>> 
 
 
Actually, it came out perfectly on my mailer, unusual for me.... 
 
 
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 
Or call Juno at (800) 654-JUNO [654-5866] 
 
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To: champ-l@sysabend.org 
Date: Thu, 30 Apr 1998 16:35:17 -0500 
Subject: Re: Desolidification 
X-Juno-Line-Breaks: 0-16,18,20-23,25,27,29-32,34,36-42 
From: dwtoomey@juno.com (David W Toomey) 
Sender: owner-champ-l@sysabend.org 
 
>> It costs 20 pts to be invisible to Normal Sound. 
>> It costs 25 pts to be invisible to Normal Sight and Normal Hearing. 
>> Therefore, the difference (25- 20= 5) is how much it should cost to  
>be 
>> invisible to Normal Sight!!!!  :-} 
 
 
>Only if you completely ignore the bit where it says 'it costs 20  
>points to 
>be invisible to one sense', which is right in the book. 
> 
>There /is/ no 'it costs 30 (40, whatever) points to be Desolid only  
>vs. 
>Mental' in the book 
 
Yes there is!   
 
"For a Desolid character to be immune to Mental Powers costs +20 
Character 
                                                                          
                  ^^^^^ 
Points." 
 
 
It says nothing about specific SFX Desol, other than the general 
assumption that 
you can take limitations on any power.  NOWHERE in the rules will you 
find the 
concept of breaking down powers the way you want to- see previous 
discussions 
on 'breaking-down' Growth, DI, and others. 
 
Having said that, you can always use any house rule you want, but paying  
20 pts for near-perfect Mental invulnerablity seems far too cheap, even 
if you 
re-figure it as 0-End,Persistant, Always on for 27 pts-as 75% 
non-resistant 
Damage Reduction costs 40. 
 
 
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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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
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Date: 30 Apr 1998 17:37:24 -0400 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
Tim R Gilberg writes: 
 
> 	You said it was a crock, and that I disagreed with. 
 
Here is exactly what I wrote: 
 
> Yep, it also makes it impossible for the character to affect anyone or 
> anything in the "real" world without Affects Desolid on everything.  In 
> other words, Desolid vs. a category of attacks is a hack. 
                                                      ^^^^ 
And I just noticed the typo: that should be "Affects Solid", not "Affects 
Desolid".  Sorry. 
 
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Date: Thu, 30 Apr 1998 18:48:52 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: CHAR: WC: Blaise Jeannot Andrieux 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 30 Apr 1998, Bob Greenwade wrote: 
 
> At 07:19 AM 4/30/1998 -0400, Michael Surbrook wrote: 
> ><Hey!  Look!  It's the new character format for all my postings.  What do 
> >you think?  (Actually, I swipped this from the 'offical' Hero character 
> >sheets, but after writing up all those characters for submisson, I 
> >decided I'd keep using it.)> 
>  
>    It's a good idea in principle, but please use spaces rather than tabs.  :-] 
>    Otherwise: 
 
Oh well.  Sorry Bob, the sheets are written this way for posting on my 
website, I'm not going to redo all 180+ for posting to the list.  Besides, 
just drop it into any text editor and it will look okay.  And, the ones 
with spaces never look write on my mailer. 
 
*************************************************************************** 
* "'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, 30 Apr 1998 18:50:22 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: RE: More Wildcards? 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 30 Apr 1998, Goode, Jason wrote: 
 
> Are these (and the rest of the Wildcards) on your site? 
 
Yes.  My original 65+ adpations are at 
www.access.digex.net/~susano/wildcards.html 
 
Oh, Bob?  I've switched them all over to the new format. 
 
*************************************************************************** 
* "'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, 30 Apr 1998 18:52:47 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: CHAR: WC: Blaise Jeannot Andrieux 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 30 Apr 1998, Lizard wrote: 
 
> I would increase his EGO considerably, at least to 25, and give Armor 
> Piercing on his Mind Control -- he's capable of taking over even trained 
> Takisians, after all. 
 
Not at age 13 he isn't.  The version here (taken from the sourcebook) is 
just before Blaise hit puberty and *really* becomes powerful.  But, yes, 
the latter Blaise was disgustingly powerful and could control 
just about *anybody*. 
 
*************************************************************************** 
* "'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, 30 Apr 1998 18:54:22 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: CHAR: WC: Dr. Bradley Finn 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 30 Apr 1998, qts wrote: 
 
> On Thu, 30 Apr 1998 07:23:21 -0400 (EDT), Michael Surbrook wrote: 
>  
> >DOCTOR BRADLY LATOUR FINN 
>  
> <snip> 
>  
> Shouldn't you have a level or two of Growth in there (qv FH centaurs) 
> qts 
 
I considered it, but Finn is roughly the size of a large human.  I think 
he's like 6' long and about 250-300 pounds, not quite big enough.  One 
could give him a level, but only one, going and large will throw his 
weight off. 
 
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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:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
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Date: Thu, 30 Apr 1998 18:55:37 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@sysabend.org 
Subject: Re: Never mind (was: Big Trouble in Little China) 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 30 Apr 1998, John Desmarais wrote: 
 
> Doh!  Never mind.  I just pulled them off Surbrooks' web page. 
 
And in case anyone else was interested: 
 
www.access.digex.net/~susano/hkaction.html 
 
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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: Thu, 30 Apr 1998 18:17:48 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
 
> Yes, even keeping in mind the nigh-obscene cost, because it really is not a 
> matter of cost.  It is a matter of concept.  You simply do not see 
> characters like this in fiction outside of plot devices and the occasional 
> parody.  Plot devices have no point cost.  And as for parodies, there are 
> better systems out there for that. 
 
	Eh?  Rat, just because you can't think of a character concept for 
it does not make it invalid. 
 
> At the very least, playing a character that cannot be harmed by anything is 
> boring. 
 
	Your opinion.  I think playing a character near perfect in one 
area and lacking in others can be quite interesting. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Thu, 30 Apr 1998 18:20:03 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
 
> > 	You said it was a crock, and that I disagreed with. 
> 
> Here is exactly what I wrote: 
> 
> > Yep, it also makes it impossible for the character to affect anyone or 
> > anything in the "real" world without Affects Desolid on everything.  In 
> > other words, Desolid vs. a category of attacks is a hack. 
 
	"Hack" and "Crock" carry the same connotation.  "Kludge" works 
too.  I still say it's perfectly valid, though not worth the cost. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Thu, 30 Apr 1998 18:24:36 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 30 Apr 1998, Donald Tsang wrote: 
 
> Hmm, Rat is actually right, for once.  People _do_ make SFX assumptions. 
> A liquid form, for example, should be able to pass through most barriers 
> ("except for those that are watertight"), yet still be vulnerable to 
> both energy and physical attacks.  There's a difference between being 
> immune to an attack and being "desolid" versus a barrier... 
 
Indeed there is.  (Apparently, being able to pass through barriers is 
about 1/3 the points you put into desolid, since you get a -1/2 limit for 
not being able to do it.) 
 
Now, should a 'body of water' character have to pay for 'Affects Solid' on 
any powers, even though he can freely be affected by physical and energy 
attacks?  I would hope not, because otherwise it makes the ability to pass 
through barriers far more expensive than its worth. 
 
Arguing the other side, though, the only reason you'd absolutely need to 
have 'Affects Solid' on is if you wanted to, for example, punch someone 
while you were oozing through a wall, because that's the only time you'd 
/need/ to be desolid - just buy it at 0 end and say 'he's always water, 
but he's only technically desolid when he's moving through something'. 
 
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, 30 Apr 1998 17:01:36 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Zodiac scenarios 
Sender: owner-champ-l@sysabend.org 
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At 08:20 PM 4/30/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: David B Stallard <DBStallard@compuserve.com> 
>Subject: Zodiac scenarios 
>Cc: "[unknown]" <champ-l@sysabend.org> 
> 
>Most of the proposed scenarios in the Zodiac Conspiracy seem a little too 
>unusual to me.  I've used the one involving the fight at the Statue of 
>Liberty, but I'm not entirely happy with the rest of them...at least not 
>until Zodiac is more established in my campaign.  Does anybody have some 
>more "regular" experiences with Zodiac they'd like to share, or just some 
>adventure ideas involving Zodiac?  When you use Zodiac, do all 12 members 
>make an appearance, or does each appearance feature a different sub-roster? 
 
   I've never had the opportunity to use the Zodiac, but I'll see what 
ideas I can come up with to be helpful. 
   First, for early adventures I'd avoid using the full team.  After all, 
there are twelve of them, and some of them are pretty darn tough.  Start 
with the Special Assignment Teams described on page 26 of ZC.  The earliest 
scenarios would probably involve Team Gamma, then add Beta and Alpha to the 
mix (not in the same adventure, just as things go on). 
   Some of the earliest adventures would probably involve bits dealing with 
the members' personal agendas.  Only after that would some of the "bigger" 
scenarios be played out. 
   Here are some ideas, member by member: 
 
Team Gamma: 
   Capricorn - Is there an attractive and publicly-visible unmarried female 
among the DNPC?  If not, how about an attractive PC?  He might target that 
individual for courtship (short-term, of course, and probably in his Sean 
Quinlan identity).  If rebuffed, he might ask to use Zodiac resources to 
win his conquest.  He could also turn his attention to some magical tome or 
artifact, something a little more sure to win Taurus' approval. 
   Gemini - He would, no doubt, see the Church as a threat to his plans. 
Depending on your world view, this could be specifically the Roman Catholic 
Church, the Proestant churches, those that are experiencing movements of 
power (like Brownsville Assembly of God in Pensacola or the Toronto Airport 
Assembly), those that have appreciable community influence, or any other 
criterion you like.  If one of the "centers of power" for the "dangerous" 
church is near the campaign city, then Gemini could target such a place. 
   Virgo - No doubt she'd like very much to squash PSI.  You could let 
Zodiac Team Gamma become a mysterious complication in any PSI scenario, 
especially one in which the PCs are outclassed.  Since her presence in the 
Zodiac rules out any peace with PSI, Taurus would almost certainly see them 
as a threat and approve her plans for desctruction. 
   Taurus - Most of the "little" plans he comes up with should be 
unfathomable at first.  He might try to "fix" an election in favor of the 
most competent candidate (or the least competent, depending on how you 
think it would affect his popularity as future world leader).  More likely, 
though, he'll be the host of some kind of symposium to which an 
intellectually-oriented PC can be invited.  If he is known to the PCs, he 
could even be seen heading in the direction of some well-known man of 
wisdom, only to have to explain repeatedly that he's only going there to 
talk (which is the truth). 
 
Team Beta: 
   Leo - After the Zodiac has been active for a while, it's probable that 
more hero groups than the PCs have been meeting them.  He could lead a 
frontal strike against some team that's been particularly troublesome, with 
the aim of crippling them (at least figuratively, though literally is 
possible too).  More in keeping with Team Beta's nature, they could try 
breaking into the PCs' headquarters to get their information on one of 
Zodiac's enemies. 
   Pisces - If you have Pat Bradley's Atlantis book, she can be a good 
complication in one of the existing scenarios, or an attack prompted by her 
could be a scenario in itself (with Sea Guard approaching the PCs for 
help).  If an open attack doesn't appeal to you, you could instead have 
Team Beta steal some powerful and important Atlantean artifact (or maybe a 
truckload of orichalcum), which the PCs are asked to help retrieve. 
   Sagittarius - She's gonna have a grudge against the NYPD, especially 
those officers who brought her agency to an end, and most particularly Kirk 
Miller (who is probably a man of some rank by now).  Though Taurus despises 
killing, he might be convinced to allow her to go on a killing spree of 
everyone involved in that raid (who wasn't killed at the time), with 
chilling clues being sent to Miller. 
   Scorpio - It would be helpful to him to be able to get his old Ninja 
order off his back.  Rather than eliminate them toward this end, though, he 
could try offering his services -- complete with full Zodiac backing -- to 
his old master on an occasional basis.  While this would be unacceptable 
under Japanese tradition as I understand it, I don't get the impression 
that the Grandmaster as quite that traditional.  Team Beta working 
assistance and backup for a group of ninjas on theft and small-scale 
assassination raids could be chilling. 
 
Team Alpha: 
   Aquarius - Robbing Fort Knox -- or even stealing it, to borrow from an 
earlier discussion thread -- seems like a natural for him.  On a less 
ostentatious scale, he could use his magic to influence the weather (more 
subtly that usual) in a way that severely strains the economy of some 
anti-witchcraft community (maybe he's the one responsible for El Nino!). 
   Aries - He tends to not have a lot of plans of his own, but if he could 
destroy the headquarters of World Class Wrestling it would just make his day. 
   Cancer - While LOK-480K is a robot and does not have plans of its own, 
it could suffer a minor breakdown, which would prompt the other Zodiac 
members to seek out replacement parts.  Similarly, the PCs could be 
contacted by Orrad (of METE) to help him track down this missing LOK unit 
that recently-uncovered records indicate was last known to be in this sector. 
   Libra - The final destruction of the SHIFT project, and all records of 
her involvement with it, would be both in her better interests, and the 
group's.  If the laboratory is utterly destroyed and no witnesses are left, 
then what's left is a mystery for whoever comes along next (the PCs, 
perhaps?) to investigate.  She could also set out to kill those people 
(other than the already-deceaced Sunwarrior) who have caused pain in her 
life, like the child pornographer with whom she got involved at age 14. 
 
   Hopefully at least a few of those ideas will be useful.  :-] 
--- 
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, 30 Apr 1998 20:14:18 -0400 (EDT) 
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To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
>> Hmm, Rat is actually right, for once.  People _do_ make SFX assumptions. 
>> A liquid form, for example, should be able to pass through most barriers 
>> ("except for those that are watertight"), yet still be vulnerable to 
>> both energy and physical attacks.  There's a difference between being 
>> immune to an attack and being "desolid" versus a barrier... 
 
I personally would use Shapeshift for this effect. It's something a liquid 
form character should have anyways - unlike Desolid, which liquid characters 
really should not, IMHO. 
 
Of course, this brings up a pet beef; namely, the fact that certain 
non-attack powers require a half-phase to perform (Shapeshift, Multiform, 
etc.) while others (Instant Change) do not. While that's fine for a 
_default_ of the power, getting rid of that default time should be an 
officially defined option (what would you give it as an advantage?). 
 
----------------------------------------------------------------------------- 
"Now, we get bigger guns." 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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Date: Thu, 30 Apr 1998 19:24:08 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
On 30 Apr 1998, Stainless Steel Rat wrote: 
 
> At the very least, playing a character that cannot be harmed by anything is 
> boring. 
 
Well, even at 360 points (100% DR vs Physical, Energy, and Mental) you're 
not completely invulnerable.  An entangle (or a grab!) will still take you 
out of the action as easily as the next guy.  Transforms will still work 
on you, as will Drains, Transfers, and other Adjustment Powers. (And what 
happens when someone Drains your Damage Reduction? Your formerly 
invulnerable character has to deal with Deep Hurting...)  
 
More mundanely, things like suffocation or drowning would still work 
(unless you purchased Life Support). 
 
Also, in any campaign, if you've spent 360 points on defense, you're going 
to be seriously lacking in some areas in comparison to the other 
characters. ('Yeah, we can all level mountains, fly at hyperlight speed, 
and create life from basic elements. Except for him.  He can't do anything 
except not be hurt.') 
 
The only way I can see that this character would be boring is if the 
player and the GM were both seriously lacking in imagination - if the 
campaign centered around fighting, for example, and nobody was clever 
enough to find a way to deal with this character. 
 
For that matter, I think complete invulnerability would be interesting to 
explore in a role-playing sense.  How does it affect the character's 
attitude towards life?  Are there any side effects to the power? (just 
hope the character never needs surgery...) What happens when he loses it 
temporarily? (see the Drain comment, above) 
 
The concept is only boring if you work to make it so... 
 
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, 30 Apr 1998 18:01:45 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
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At 04:41 PM 4/30/1998 -0400, Stainless Steel Rat wrote: 
>Bob Greenwade writes: 
> 
>>> I really do not want to see 100% DR vs. a cagtegory of attacks (that is, 
>>> no 100% Physical Damage Reduction). 
> 
>>    Even keeping in mind the nigh-obscene cost?  (Re: the "Invulnerable Man" 
>> mini-thread.) 
> 
>Yes, even keeping in mind the nigh-obscene cost, because it really is not a 
>matter of cost.  It is a matter of concept.  You simply do not see 
>characters like this in fiction outside of plot devices and the occasional 
>parody.  Plot devices have no point cost.  And as for parodies, there are 
>better systems out there for that. 
> 
>At the very least, playing a character that cannot be harmed by anything is 
>boring. 
 
   You should've been around for that campaign.  The character was quite an 
interesting type, with all sorts of uses.  In fact, his was the only player 
who never got bored during that campaign; I can't say so much for the 
speedster, the growing brick, or the flame-producing energy projector. 
(And I've never really thought of the Silver Age Superman or Aquarian as 
"plot devices" or "parodies.") 
--- 
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: Desolidification 
Mail-Copies-To: never 
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X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 30 Apr 1998 21:07:21 -0400 
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Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Tim R Gilberg writes: 
 
> 	"Hack" and "Crock" carry the same connotation. 
 
Not in my book.  If I meant crock I would have said crock. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
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Date: 30 Apr 1998 21:08:11 -0400 
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Sakura  writes: 
 
> Indeed there is.  (Apparently, being able to pass through barriers is 
> about 1/3 the points you put into desolid, since you get a -1/2 limit for 
> not being able to do it.) 
 
Actually, the power in this case is Tunnelling, not limited 
Desolidification. 
 
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Date: Thu, 30 Apr 1998 20:41:31 -0500 
To: champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: RE: Character Generator 
Sender: owner-champ-l@sysabend.org 
 
At 03:22 PM 4/30/98 -0400, Goode, Jason wrote: 
>I would like to correct myself.  I said that they are down.  Technically, 
>they are not down - they have been removed from DNS.  They are moving to a 
>new ISP and doing some radical changes to the site.  They will be making an 
>announcement about it. 
> 
>Jason Goode 
 
Radical changes.  Sigh!  I miss the "old" site already.  Putting up the 
'sidebar' background on the main page wasn't bad, though I didn't see that 
it really added anything to the site.  A month later they'd added frames, 
which virtually never add any real function to *any* site.  At least there 
was a No Frames version available.  But what's next?  ActiveX/Java/animated 
.GIFs/optimized for MSIE 4.0?  One enhancement I *would* like to see: 
someone should use a spellchecker before uploading changes to the site. 
 
Damon 
expecting the worst so I'm never disappointed 
 
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Date: Thu, 30 Apr 1998 21:53:57 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 30 Apr 1998, Bob Greenwade wrote: 
 
> >I think the 120 point power 100% Damage Reduction that was suggested on 
> >this list (by Rat I think, working from the current DR chart) should be 
> >used in cases like this.  It more accurately reflects the cost of such a 
> >defense.  In fact, it would be kind of nice to see this version of DR in 
> >Hero 5th Edition, to stop things like 'Desolid vs this and that'. 
>  
>    Rat, suggesting a new Power?  You've gotta be kidding!  His take on any 
> given idea for a new Power, a new way of breaking down a Power, a new way 
> of using a Power, or anything else outside the way that he's always done it 
> is almost always that it's a crock (there have been a couple of exceptions, 
> though I don't recall what they were). 
 
Well, I did say 'I think'.  I do remember that he *didn't* blast it, but 
yes, several people suggested the power. 
 
>    100% Damage Reduction was suggested by me, and by someone else working 
> independently (who joined the list well after I originally gave the idea). 
> I don't recall whether I included it on the list of suggestions for Hero5 
> or not, but I do agree that it should be included (considering that 
> resistant 100% physical and energy DR would cost 240 points, leaving the 
> character scant little room for anything else). 
 
Yeah, at 120 points a pop, that a lot of points sunk into *one* ability. 
And it still leaves one open to a whole host of other attacks. 
 
*************************************************************************** 
* "'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, 30 Apr 1998 20:54:05 -0500 
From: Donald Tsang <tsang@sedl.org> 
To: champ-l@sysabend.org 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
>> 	"Hack" and "Crock" carry the same connotation. 
> 
>Not in my book.  If I meant crock I would have said crock. 
 
Connotation, not denotation... 
 
According to the Jargon File (v3.0.0) [slightly edited/reformatted]: 
> 
>Finally, note that many words in hacker jargon have to be understood 
>as members of sets of comparatives. This is especially tru describe 
>the beauty and functional quality of code. Here is an approximately 
>correct spectrum: 
> 
>     monstrosity brain-damage screw bug lose misfeature 
>     crock kluge hack win feature elegance perfection  
> 
>Crock(n) [from the American scatologism "crock of shit"] 
>1.  An awkward feature or programming technique that ought to be made 
>    cleaner. [...] 
>2.  A technique that works acceptably, but which is quite 
>    prone to failure if disturbed in the least. [...] 
> 
>Hack(n) 
>1.  Originally, a quick job that produces what is needed, but not well. 
>2.  An incredibly good, and perhaps very time-consuming, piece of work 
>    that produces exactly what is needed. 
 
If Rat speaks in "Hackish", which he does, they might connote different 
things.  If other people read in American English, they might connote 
the same thing. 
 
  Donald 
 
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Date: Thu, 30 Apr 1998 21:58:42 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
On 30 Apr 1998, Stainless Steel Rat wrote: 
 
> >> I really do not want to see 100% DR vs. a cagtegory of attacks (that is, 
> >> no 100% Physical Damage Reduction). 
>  
> >    Even keeping in mind the nigh-obscene cost?  (Re: the "Invulnerable Man" 
> > mini-thread.) 
>  
> Yes, even keeping in mind the nigh-obscene cost, because it really is not a 
> matter of cost.  It is a matter of concept.  You simply do not see 
> characters like this in fiction outside of plot devices and the occasional 
> parody.  Plot devices have no point cost.  And as for parodies, there are 
> better systems out there for that. 
 
Sure you do.  Elementals that cannot be harmed by their own elements. 
Gods, or god-like beings that cannot be harmed by certain types of 
attacks.  Grendel who was immune to balded weapons.  Achilles, who was 
immune to *everything*.  The skin of the Nemedian lion, which conferred 
total invulnerability opn Hercules.  The Sait of Killers, who is immune to 
any physical force, up to and including a nuke.  Lovecraftian monsters 
immune to bullets... 
 
Saying 'plot' device is nice, but I think a responsible GM should try and 
write up his creations and give them some sort of point toal. 
 
*************************************************************************** 
* "'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, 30 Apr 1998 22:14:35 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: WC: Linetap 
Sender: owner-champ-l@sysabend.org 
 
LINETAP 
 
Val	CHA	Cost	Roll	Notes 
9	STR	-1	11-	87.5kg; 1 1/2d6 
10	DEX	0	11-	OCV: 3 / DCV: 3 
10	CON	0	11-	 
10	BODY	0	11-	 
10	INT	0	11-	PER Roll 11- 
11	EGO	2	11-	ECV: 4 
10	PRE	0	11-	PRE Attack: 2d6 
6	COM	-2	10-	 
2	PD	0		Total: 2 PD 
2	ED	0		Total: 2 ED 
2	SPD	0		Phases: 6, 12 
4	REC	0		 
20	END	0		 
20	STUN	0		 
Total Characteristics Cost: -1 
 
Movement:	Running: 6" / 12" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Combat Training: 
8	Telepathic Skill: +4 with Telepathy 
 
Wildcard (Joker/Ace) Powers: 
24	Telepathy: 6d6, Invisible (+1/2), 0 END (+1/2), Read Only (-1/2), 
	Act 11- (-1) 
 
Background Skills: 
3	Contact: Shadow Fists 11- 
2	AK: Jokertown 11- 
5	AK: New York 14- 
3	Contortionist 11- 
1	KS: Shadow Fists 8-- 
5	Streetwise 12- 
51	Total Powers & Skills Cost 
50	Total Character Cost 
 
25+	Disadvantages 
15	Distinctive Features: Orange scaled, reptilian joker (NC) 
10	Psychological Limitation: Loyal to the Shadow Fists 
50	Total Disadvantage Points 
 
Description: 
Linetap is a short, reptilian joker with orange scales.  A member of the 
Shadow Fists, he is used as a lookout and in areas where he can eavesdrop 
on others conversations. 
 
(Linetap created by, character sheet created by Michael Surbrook) 
 
*************************************************************************** 
* "'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, 30 Apr 1998 22:16:57 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: WC: Kahina 
Sender: owner-champ-l@sysabend.org 
 
KAHINA 
"Seeress" 
(Misha) 
 
Val	CHA	Cost	Roll	Notes 
9	STR	-1	11-	87.5kg; 1 1/2d6 
10	DEX	0	11-	OCV: 3 / DCV: 3 
14	CON	8	12-	 
10	BODY	0	11-	 
14	INT	4	12-	PER Roll 12- 
12	EGO	4	11-	ECV: 4 
10	PRE	0	11-	PRE Attack: 2d6 
10	COM	0	11-	 
2	PD	0		Total: 2 PD 
2	ED	-1		Total: 2 ED 
2	SPD	0		Phases: 6, 12 
5	REC	0		 
28	END	0		 
22	STUN	0		 
Total Characteristics Cost: 14 
 
Movement:	Running: 6" / 12" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Wildcard (Ace) Powers: 
17	Visions: Clairsentience: Precognitive, 0 END, No Range (-1/2),  
	No Conscious Control (-2) 
 
Background Skills: 
3	Contact: The Nur 11- 
0	Arabic (native) 
3	English 
1	KS: Politics 8- 
1	KS: The Nur 8- 
1	KS: Theology 8- 
1	Survival 8- 
1	WF: Knife 
28	Total Powers & Skills Cost 
42	Total Character Cost 
 
0+	Disadvantages 
15	Distinctive Features: Female in traditional Islamic society (C, 
	Prejudice) 
	Psychological Limitation: 
15	Intolerance (Islamic Fundamentalist) 
10	Sense of Duty to Nur al-Allah 
2	Experience 
42	Total Disadvantage Points 
 
Description: 
Kahina is a small Arabic woman with dark hair and eyes.  She is Nur 
al-Allah's sister and the wife of Sayyid.  She is an ace - although she 
denies this - and receives visions of the future that she believes are 
sendings from Allah.  These visions are cloudy and often heavily cloaked 
in symbolism, allowing Nur to interpret them freely.  Kahina, under the 
control of Puppetman, cut Nur's throat after he took a number of members 
of the WHO tour hostage.  She fled Syria soon after, trying to hunt down 
Puppetman, but was killed by Mackie Messer. 
 
(Kahina created by Stephen Leigh, character sheet created by Michael 
Surbrook) 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: champ-l@sysabend.org 
Subject: RE: Character Generator 
Date: Thu, 30 Apr 1998 22:17:35 -0400 
Sender: owner-champ-l@sysabend.org 
 
Well, since you are so <playful sarcasm> positive and upbeat </playful 
sarcasm> about it, I'll pass on what they said on the Fuzion list: 
 
We're in the process of transferring to a new ISP, though I'm not sure if 
this 
is a side-effect of that. We've known for a while that our current ISP wants 
to get out of the business. 
 
We're very excited about the move, because the Hero Games web site will 
undergo a "radiation accident" and gain many new powers, such as message 
boards, chat, e-commerce (including direct download of Hero Plus products!) 
and even online gaming. I'll announce more details in about a week or so. 
Until then, please bear with us. 
 
-- Steve Peterson, Hero Games 
 
 
> -----Original Message----- 
> From:	Michael (Damon) or Peni R. Griffin [SMTP:griffin@txdirect.net] 
> Sent:	Thursday, April 30, 1998 9:42 PM 
> To:	champ-l@sysabend.org 
> Subject:	RE: Character Generator 
>  
> At 03:22 PM 4/30/98 -0400, Goode, Jason wrote: 
> >I would like to correct myself.  I said that they are down.  Technically, 
> >they are not down - they have been removed from DNS.  They are moving to 
> a 
> >new ISP and doing some radical changes to the site.  They will be making 
> an 
> >announcement about it. 
> > 
> >Jason Goode 
>  
> Radical changes.  Sigh!  I miss the "old" site already.  Putting up the 
> 'sidebar' background on the main page wasn't bad, though I didn't see that 
> it really added anything to the site.  A month later they'd added frames, 
> which virtually never add any real function to *any* site.  At least there 
> was a No Frames version available.  But what's next? 
> ActiveX/Java/animated 
> .GIFs/optimized for MSIE 4.0?  One enhancement I *would* like to see: 
> someone should use a spellchecker before uploading changes to the site. 
>  
> Damon 
> expecting the worst so I'm never disappointed 
 
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Date: Thu, 30 Apr 1998 22:18:49 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: WC: Rosa Gambione 
Sender: owner-champ-l@sysabend.org 
 
ROSA MARIA GAMBIONE 
(Rosemary Muldoon) 
 
Val	CHA	Cost	Roll	Notes 
9	STR	-1	11-	87.5kg; 1 1/2d6 
10	DEX	0	12-	OCV: 3 / DCV: 3 
13	CON	6	11-	 
11	BODY	2	11-	 
15	INT	5	12-	PER Roll 12- 
11	EGO	2	11-	ECV: 4 
13	PRE	3	12-	PRE Attack: 2 1/2d6 
14	COM	2	12-	 
3	PD	1		Total: 3 PD 
3	ED	0		Total: 3 ED 
2	SPD	0		Phases: 6, 12 
5	REC	0		 
26	END	0		 
23	STUN	0		 
Total Characteristics Cost: 20 
 
Movement:	Running: 6" / 12" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
District Attorney and Background Skills: 
3	Perk: District Attorney  
2	Contact: Mafia 11- 
3	Acting 12- 
5	AK: New York 14- 
3	Bureaucratics 12- 
3	Conversation 12- 
3	Deduction 12- 
0	English 
3	High Society 12- 
3	Interrogation 12- 
2	Italian 
3	KS: Law 12- 
5	KS: Mafiosi of New York 14- 
3	KS: Politics 12- 
3	Persuasion 12- 
2	PS: District Attorney 11- 
6	SL: +2 with PRE Skills 
1	Streetwise 8- 
53	Total Powers & Skills Cost 
73	Total Character Cost 
 
25+	Disadvantages 
	Psychological Limitation: 
10	Sense of Duty to the DA's office (Com) 
10	Sense of Duty to her Mafia family (Com) 
15	Secret ID: Member of the Mafia, head of the Gambione family 
13	Experience 
73	Total Disadvantage Points 
 
Description: 
Rosa is the secret head of the Gambione family, one of the more powerful 
Mafia families.  She is also an assistant district attorney.  She become 
head of the Gambiones during the 1986 Wild Card Day.  Realizing that the 
male-dominated mafia would never accept as woman Don, she used Christopher 
Mazzuchelli as her mouthpiece, having him pass on her orders.  Rosa, under 
her alias of Rosemary Muldoon, tried to use her office to shield the Mafia 
form attacks, but failed, as Kein Phuc and the Shadow Fists declared war 
on the Mafia, slaughtering several Dons and eventually driving Rosa out of 
New York.  Rosa now lives in the Gambione stronghold of Cuba.  Her last 
act before leaving New York was to arrainge the death of Mazzuchelli, who 
had tried to have her eliminated in an attempt to take over the Gambiones 
himself. 
 
(Rosa Maria Gambione created by Leanne C. Harper, character sheet created 
by Michael Surbrook) 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 30 Apr 1998 22:29:33 -0400 
Lines: 32 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Michael Surbrook writes: 
 
> Sure you do.  Elementals that cannot be harmed by their own elements. 
> Gods, or god-like beings that cannot be harmed by certain types of 
> attacks.  Grendel who was immune to balded weapons.  Achilles, who was 
> immune to *everything*.  The skin of the Nemedian lion, which conferred 
> total invulnerability opn Hercules.  The Sait of Killers, who is immune to 
> any physical force, up to and including a nuke.  Lovecraftian monsters 
> immune to bullets... 
 
Most of these are good examples of SFX reduction, not necessarilly Damage 
Reduction.  Of the rest... deities are plot devices at that power level 
(that includes the Sait of Killers).  Achilles and Sigfreid had their 
vulnerable spots.  And Heracles was half immortal anyway, not that that did 
him much good, either :). 
 
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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: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 30 Apr 1998 22:32:19 -0400 
Lines: 32 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
David W Toomey writes: 
 
> Having said that, you can always use any house rule you want, but paying 
> 20 pts for near-perfect Mental invulnerablity seems far too cheap, even 
> if you re-figure it as 0-End,Persistant, Always on for 27 pts-as 75% 
> non-resistant Damage Reduction costs 40. 
 
The reason Desolidification is so relatively cheap is specifically because 
of the baggage that goes along with it.  That baggage is, of course, the 
fact that the character is intangible: the world cannot affect him; he 
cannot affect the world. 
 
But like you said, the ability to be intangible to mental attacks is +20 
points.  That means 20 points IN ADDITION to the points already invested in 
Desolidification. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Character Generator 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 30 Apr 1998 22:33:14 -0400 
Lines: 22 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Michael (Damon) or Peni R Griffin writes: 
 
> But what's next?  ActiveX/Java/animated .GIFs/optimized for MSIE 4.0? 
 
Sometimes I'm glad my browser of choice is lynx on my Linux machines. :) 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: dwtoomey@juno.com, champ-l@sysabend.org 
Subject: RE: Desolidification 
Date: Thu, 30 Apr 1998 22:34:34 -0400 
Sender: owner-champ-l@sysabend.org 
 
No, there isn't. 
 
Sakura(?) said "Desolid only vs. Mental". 
 
In your example, the character is already desolid vs. physical & energy. 
 
Jason Goode 
 
> -----Original Message----- 
> From:	dwtoomey@juno.com [SMTP:dwtoomey@juno.com] 
> Sent:	Thursday, April 30, 1998 5:35 PM 
> To:	champ-l@sysabend.org 
> Subject:	Re: Desolidification 
>  
> > 
> >There /is/ no 'it costs 30 (40, whatever) points to be Desolid only  
> >vs. 
> >Mental' in the book 
>  
> Yes there is!   
>  
> "For a Desolid character to be immune to Mental Powers costs +20 
> Character 
>                                                                           
>                   ^^^^^ 
> Points." 
>  
> David W Toomey 
> dwtoomey@juno.com 
 
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Date: Thu, 30 Apr 1998 21:44:28 -0500 
To: champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: RE: Character Generator 
Sender: owner-champ-l@sysabend.org 
 
At 10:17 PM 4/30/98 -0400, Goode, Jason wrote: 
>Well, since you are so <playful sarcasm> positive and upbeat </playful 
>sarcasm> about it, I'll pass on what they said on the Fuzion list: 
 
<Steve Peterson's note snipped> 
 
Thanks, I do feel a little more positive and upbeat after reading that. 
Added functionality, who wooda thot?   :) 
 
Damon 
 
 
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Date: Thu, 30 Apr 1998 22:50:07 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
On 30 Apr 1998, Stainless Steel Rat wrote: 
 
> > Sure you do.  Elementals that cannot be harmed by their own elements. 
> > Gods, or god-like beings that cannot be harmed by certain types of 
> > attacks.  Grendel who was immune to balded weapons.  Achilles, who was 
> > immune to *everything*.  The skin of the Nemedian lion, which conferred 
> > total invulnerability opn Hercules.  The Sait of Killers, who is immune to 
> > any physical force, up to and including a nuke.  Lovecraftian monsters 
> > immune to bullets... 
>  
> Most of these are good examples of SFX reduction, not necessarilly Damage 
> Reduction.  
 
So?  It is still a case of 100% vs 'X' Reduction.  SFX or all damage it 
doesn't matter.   
 
>  Of the rest... deities are plot devices at that power level 
> (that includes the Sait of Killers).   
 
So sorry for *not* being the world's best typist your munificence.  That's 
*SAINT OF KILLERS*.   
 
> Achilles and Sigfreid had their vulnerable spots.   
 
Yes, but they were still pretty much indestrictable everywhere else.  Hero 
is a system taht allows one to play (and build) *anything*.  Just saying 
'oh, that's a plot device' smacks of high-handedness and arrogance.   
 
> And Heracles was half immortal anyway, not that that did 
> him much good, either :). 
 
*************************************************************************** 
* "'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             * 
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Date: Thu, 30 Apr 1998 22:16:59 -0500 (CDT) 
From: Dataweaver <traveler@io.com> 
To: Michael Surbrook <susano@access.digex.net> 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
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On Thu, 30 Apr 1998, Michael Surbrook wrote: 
> On 30 Apr 1998, Stainless Steel Rat wrote: 
> > Most of these are good examples of SFX reduction, not necessarilly 
> > Damage Reduction.  
>  
> So?  It is still a case of 100% vs 'X' Reduction.  SFX or all damage it 
> doesn't matter.   
 
If I understand slippery Jim correctly, he has nothing against 100% vs 'X' 
Reduction in general; his worries lie specifically with 100% vs Physical, 
Mental, or Energy Defense.  
 
---- 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, 1 May 1998 00:18:43 -0400 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Damage Reduction (was Re: Desolidification) 
To: Champions Mailing List A <champ-l@sysabend.org> 
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> Damage Reduction is the power to use.  Say an 18 Ego and 75% Mental 
Damage 
> Reuction.  Watch: A 12D6 mental power has a maximum effect of 60 points. 
> Reduced by 75% leaves 15 points of effect, which is less than the 18 Ego. 
> The power has no effect. 
 
Which brings up the question, does Damage Reduction vs. Mental Attacks 
affect non-damaging powers? I've always ruled that it doesn't (or more 
accurately, I WOULD have ruled that way if anyone had ever tried to buy the 
power). 
 
Jeff Reid 
Morfhis@compuserve.com 
http://www.now-online.com/morfhis/bugloony.htm 
 
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Date: Fri, 1 May 1998 00:18:51 -0400 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: RE: Big teams or powerful villains? 
To: Champions Mailing List A <champ-l@sysabend.org> 
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> You could wait for the new version of Creation Workshop that includes 
that 
> rules for Hero System.  It has a character generator (100% random or 
random 
> within certain parameters), complete with background sketch.  Click a 
> button, out comes characters.  Don't like that, click again or adjust 
your 
> parameters then click again.  Should be out soon. 
 
On a slightly related note, an anecdote from the early days of my campaign. 
 
 
One player-to-be put off the laborious task of designing a character until 
the last minute... literally. He showed up at the game, just as the rest of 
us were getting comfortable, and said, "I know exactly the character I 
want... hand me the random charts!" 
 
(Historical note for relative newcomers: Champions III contained a set of 
tables for randomly generating characters.) 
 
Interestingly, the resulting character eventually became a prominent hero 
in the early days of the campaign. 
 
Jeff Reid 
Morfhis@compuserve.com 
http://www.now-online.com/morfhis/bugloony.htm 
 
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Date: Thu, 30 Apr 1998 22:00:48 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
Organization: None 
To: Bob Greenwade <bob.greenwade@klock.com> 
CC: champ-l@sysabend.org 
Subject: Re: Desolidification 
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Bob Greenwade wrote: 
 
> At 10:32 AM 4/30/1998 -0400, Goode, Jason wrote: 
> >>    100% Damage Reduction was suggested by me, and by someone else working 
> >> independently (who joined the list well after I originally gave the idea). 
> >> I don't recall whether I included it on the list of suggestions for Hero5 
> >> or not, but I do agree that it should be included (considering that 
> >> resistant 100% physical and energy DR would cost 240 points, leaving the 
> >> character scant little room for anything else). 
> >Invulnerable Man! 
> > 
> >Invulnerable Man! is completely invulnerable to physical and energy attacks. 
> >However, since he is an otherwise completely normal guy with 10 points in 
> >skills (PS: Teacher, I think), villains find him more amusing than 
> >threatening and his fellow heroes see no use for him except as a shield. 
> 
>    This is something I actually did once, in a campaign where the players 
> came up with the basic character and the GM (me) assigned the Powers.  The 
> character in question just seemed perfect for absolute invulnerability 
> (with a few pesky holes in that defense, of course).  He actually came to 
> be quite viable, doing things like drawing enemy fire, going into severely 
> hostile environments, 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 
 
  Anybody read Alan Davis's ClanDestine? Ol' papa was Invulnerable and quite the 
warrior to boot. He dominated one combat and that was it. Of course I quit 
reading after the kids escaped to NY and encountered Spiderman so I do not know 
how it turned out... 
 
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Date: Thu, 30 Apr 1998 22:20:15 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
Organization: None 
To: champ-l@sysabend.org 
Subject: Re: Yet more supplement reviews 
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Tim R. Gilberg wrote: 
 
> > ICE is 20 pts?!? Damn, have your characters piss off the local little league team 
> > and you got at least 10 pts.... 
> 
>         Well, right.  Some of those kids can throw pretty hard, and, well, 
> I'm not all that great at dodging baseballs thrown at high rates of speed. 
> Plus, I'm kinda afraid of aluminum baseball bats and all, so . . . do you 
> thin I could get more powerful on that hunted?  ;> 
> 
>                                 -Tim Gilberg 
> 
>                     -"Hey!  MacLeod!  Get off of my ewe!" 
 
  Yeah but you also don't have the EC of Fractal Energies (maybe that's Mandelbrot's 
problem - dumb powers...) Besides I've seen little league and they couldn't hit you 
with the balls or the bats.... 
 
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Date: Fri, 1 May 1998 03:47:46 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
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To: bastet@iquest.net 
cc: champ-l@sysabend.org 
Subject: Re: Zodiac scenarios 
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On Thu, 30 Apr 1998, Bob Greenwade wrote: 
> ideas I can come up with to be helpful. 
>    First, for early adventures I'd avoid using the full team.  After all, 
> there are twelve of them, and some of them are pretty darn tough.  Start 
> with the Special Assignment Teams described on page 26 of ZC.  The earliest 
> scenarios would probably involve Team Gamma, then add Beta and Alpha to the 
> mix (not in the same adventure, just as things go on). 
 
It's also sneakier to bring in a larger group a bit at a time.  As well as 
helping the PC's not get overwhelmed all at once.  You are right, some of 
them are pretty tough. 
 
>  
> Team Gamma: 
>    Capricorn - Is there an attractive and publicly-visible unmarried female 
> among the DNPC?  If not, how about an attractive PC?  He might target that 
> individual for courtship (short-term, of course, and probably in his Sean 
> Quinlan identity).  If rebuffed, he might ask to use Zodiac resources to 
> win his conquest.  He could also turn his attention to some magical tome or 
> artifact, something a little more sure to win Taurus' approval. 
 
Or combine the two ideas and let the PC's try to decide what he's really 
after.  I've always been fond of Capricorn. 
 
>    Gemini - He would, no doubt, see the Church as a threat to his plans. 
> Depending on your world view, this could be specifically the Roman Catholic 
> Church, the Proestant churches, those that are experiencing movements of 
> power (like Brownsville Assembly of God in Pensacola or the Toronto Airport 
> Assembly), those that have appreciable community influence, or any other 
> criterion you like.  If one of the "centers of power" for the "dangerous" 
> church is near the campaign city, then Gemini could target such a place. 
 
For that matter, Gemini could be waging a guerilla war against religions 
by sponsoring and supporting the fringe cults.  Such cults are a useful 
source of fanatics, often enjoy some protection under 'freedom of 
religion' laws, and when he needs a sacrifice for some big spell, it's 
reported as just another cult mass suicide. 
 
>    Virgo - No doubt she'd like very much to squash PSI.  You could let 
> Zodiac Team Gamma become a mysterious complication in any PSI scenario, 
> especially one in which the PCs are outclassed.  Since her presence in the 
> Zodiac rules out any peace with PSI, Taurus would almost certainly see them 
> as a threat and approve her plans for desctruction. 
 
Virgo might also be the best to be initially shown as a reasonably good 
person.  Have her come in not trying to destroy PSI, but instead as a 
third party just trying to save kids from being kidnapped by PSI.  Adds a 
little grey to the situation.;) 
 
>    Taurus - Most of the "little" plans he comes up with should be 
> unfathomable at first.  He might try to "fix" an election in favor of the 
> most competent candidate (or the least competent, depending on how you 
> think it would affect his popularity as future world leader).  More likely, 
> though, he'll be the host of some kind of symposium to which an 
> intellectually-oriented PC can be invited.  If he is known to the PCs, he 
> could even be seen heading in the direction of some well-known man of 
> wisdom, only to have to explain repeatedly that he's only going there to 
> talk (which is the truth). 
 
Taurus can be fun.  A reasonably well balanced leader of a villain group 
who would rather talk than fight.   
 
> Team Beta: 
>    Leo - After the Zodiac has been active for a while, it's probable that 
> more hero groups than the PCs have been meeting them.  He could lead a 
> frontal strike against some team that's been particularly troublesome, with 
> the aim of crippling them (at least figuratively, though literally is 
> possible too).  More in keeping with Team Beta's nature, they could try 
> breaking into the PCs' headquarters to get their information on one of 
> Zodiac's enemies. 
 
If the PC's don't catch onto who it is right away, you can even have the 
break in's repeat, with a certain Leo led rock band in town everytime. 
Give the PC's something to follow up on. 
 
>    Aries - He tends to not have a lot of plans of his own, but if he could 
> destroy the headquarters of World Class Wrestling it would just make his day. 
 
For some reason I think back to a Marvel Comics Presents that had the Hulk 
encounter Hulk Hogan (I don't recall if they used that name, but Marvel 
owns the Hulk Hogan name, so could have).  Could be alot of fun. 
 
>    Cancer - While LOK-480K is a robot and does not have plans of its own, 
> it could suffer a minor breakdown, which would prompt the other Zodiac 
> members to seek out replacement parts.  Similarly, the PCs could be 
> contacted by Orrad (of METE) to help him track down this missing LOK unit 
> that recently-uncovered records indicate was last known to be in this sector. 
 
I like this one, it would be a cool way of tying in METE. 
 
 
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Date: Fri, 01 May 1998 10:22:48 +0100 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
To: Urklore The Iron <urklore@tiac.net> 
CC: Champions Mailing List <champ-l@sysabend.org> 
Subject: URL for Ultimate Utility Belt 
Sender: owner-champ-l@sysabend.org 
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I'm planning to host it (unless someone beat me to it!) 
The URL will be ... 
 
http://www.lynch1.demon.co.uk/uub/ 
 
It's not up yet as I am still collating, but if you want to submit 
PLEASE do so (all submissions will be credited to the original authors 
so do include return email and URL's ) to 
 
webmaster@lynch1.demon.co.uk 
or my normal address which is 
chris@lynch1.demon.co.uk 
 
Thanks! 
 
 
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Subject: RE: The usual suspects 
Date: Fri, 1 May 1998 08:00:23 -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 
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>>> Kaiser Soze: needs at least two secret ID's (you don't think that lefty 
>>> there was the only one, do you?) and hoards of tactics and streetwise 
>> 
>>	You sure on the spelling?  I was almost positive it was Sosek. 
>> 
>>	I also think multiple secret IDs mixed with multiple Deep Cover 
>>Perks.  Add KSs about each and every little detail of the criminal world 
>>at ungodly levels. 
> 
>I'm not 100% positive, but i'm damn close, I think it is spelled on my  
>box, which is not here, but at Home. 
 
Just checked this last night and we were both wrong! 
 
The correct name is Keyser Soze! 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
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From: Kane476323 <Kane476323@aol.com> 
Date: Fri, 1 May 1998 08:22:29 EDT 
To: champ-l@sysabend.org 
Subject: V+V and justice inc for auction 
Sender: owner-champ-l@sysabend.org 
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i have an auction going for these two items if anyone is intrested 
justice inc boxed set high bid is 8 
V+V force module high bid is 5 
V+V set of three villians books all are in very worn shape with one missing 
the cover bid is 10 
 
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Date: Fri, 01 May 1998 05:37:12 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
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At 09:07 PM 4/30/1998 -0400, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>Tim R Gilberg writes: 
> 
>>  "Hack" and "Crock" carry the same connotation. 
> 
>Not in my book.  If I meant crock I would have said crock. 
 
   The difference being...? 
--- 
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, 01 May 1998 05:42:14 -0700 
To: Champions Mailing List <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: More Wildcards? 
Sender: owner-champ-l@sysabend.org 
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At 06:50 PM 4/30/1998 -0400, Michael Surbrook wrote: 
>On Thu, 30 Apr 1998, Goode, Jason wrote: 
> 
>> Are these (and the rest of the Wildcards) on your site? 
> 
>Yes.  My original 65+ adpations are at 
>www.access.digex.net/~susano/wildcards.html 
> 
>Oh, Bob?  I've switched them all over to the new format. 
 
   That should be fine in HTML.  I was worried about the stuff going out by 
email, and since I was apparently the only one to have a problem anyway, 
I'm obviously the "odd man out," so you're right in ignoring my complaint. 
(I generally prefer to grab characters off the WWW than from email anyway.) 
--- 
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, 1 May 1998 08:36:01 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Stainless Steel Rat <ratinox@peorth.gweep.net> 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
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On 30 Apr 1998, Stainless Steel Rat wrote: 
 
> Sakura  writes: 
>  
> > Indeed there is.  (Apparently, being able to pass through barriers is 
> > about 1/3 the points you put into desolid, since you get a -1/2 limit for 
> > not being able to do it.) 
>  
> Actually, the power in this case is Tunnelling, not limited 
> Desolidification. 
 
Of ourse, Desolid lets you pass through any DEF of material, whereas 
Tunnelling has an upper limit.  
 
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: Dave Mattingly <dmattingly@platsoft.com> 
To: "'champ-l@sysabend.org'" <champ-l@sysabend.org> 
Subject: RE: Character Generator 
Date: Fri, 1 May 1998 06:38:49 -0700 
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How does the random character generator work? Can you ask for a random 
250-point mentalist superhero? A 25+25 cab driver? Can you assign the 
weights the way you like? 
 
Dave Mattingly 
Visit http://www.haymaker.org/haym03.html for Dave's random superhero 
generator 
 
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To: champ-l@sysabend.org 
Subject: Re: Viper ideas? 
X-Juno-Line-Breaks: 0-2,4-9,14-15,24-26 
From: llwatts@juno.com (Leah L Watts) 
Date: Fri, 01 May 1998 09:41:39 EDT 
Sender: owner-champ-l@sysabend.org 
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>> If they have a new toy to work on, VIPER will undoubtably need 
>> additional specialized equiptment to do whatever it is they are going 
>> to do.  If the Heroes can get a good idea of the type of stuf that 
>> VIPER will need then they can trace any shipments of said wonky 
gadgets. 
>>  
>This is a good twist on the stand guard at other components.   
 
Or, what if they need to "recruit" assistance? 
 
I can't picture VIPER pulling in local criminals (superpowered or normal) 
as extra base guards unless you're running them stupid, but they could 
pay a few gangs to create distractions for the heroes.  If the heroes 
capture a gang member, they might be able to find the VIPER agent who's 
in charge of hiring the thugs and track the agent back home. 
 
Maybe the scientist in charge of the project was in a car crash and needs 
to be sprung from the hospital, or if it was a bad crash (he's paying for 
his science skills with Unluck) VIPER needs to get another scientist to 
finish the work.  This wouldn't necessarily mean kidnapping, perhaps an 
out-of-town nest would loan their scientific advisor in exchange for 
money, property, or some favor.  If your local nest specializes in 
certain crimes, having them suddenly switch to another type of crime to 
"pay" for the assistance would be a clue -- and lack of experience would 
make it easier for the heroes to catch a few snakes. 
 
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: Fri, 1 May 1998 08:49:01 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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X-UID: 16 
 
On Thu, 30 Apr 1998, Dataweaver wrote: 
> On Thu, 30 Apr 1998, Michael Surbrook wrote: 
> > On 30 Apr 1998, Stainless Steel Rat wrote: 
> > > Most of these are good examples of SFX reduction, not necessarilly 
> > > Damage Reduction.  
> >  
> > So?  It is still a case of 100% vs 'X' Reduction.  SFX or all damage it 
> > doesn't matter.   
>  
> If I understand slippery Jim correctly, he has nothing against 100% vs 'X' 
> Reduction in general; his worries lie specifically with 100% vs Physical, 
> Mental, or Energy Defense.  
 
Well, why not have the base form of the power be vs 
Physical/Energy/Mental, put a stop sign next to it, and then /strongly/ 
suggest that it have a limitation put on it, 'only vs. a certain SFX'? 
 
Honestly, it's very possible to come up with a power concept that allows 
any one of these.  Mental could be, literally, the strongest will in the 
universe, for example.  Energy - well, energy tends to damage the body in 
the same way, whether it's fire, laser, microwaves, or whatever. If your 
skin isn't damaged by that, you'd have 100% Energy DR.  Physical DR is 
harder, as it'd include stuff like gases and such - most people would have 
'only vs. kinetic energy' (probably -1/4). 
 
Heck, I can think of a power that would give you both 100% Energy /and/ 
Physical DR (as well as Life Support) - the ability to adapt 
instantaneously to your environment.  Chucked into the heart of the sun? 
You adapt.  Compared to that, getting hit by Pyro's fire blast is nothing. 
Subjected to crushing pressure? Your body adapts, and the crushing 
pressure of a punch would trigger that, too. 
 
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: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
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Goode, Jason writes: 
 
> No, there isn't. 
> Sakura(?) said "Desolid only vs. Mental". 
> In your example, the character is already desolid vs. physical & energy. 
 
Because "Desolid vs. Mental" requires "Desolid vs. Physical & Energy".  You 
cannot have the vs. Mental component without buying the base power.  It is 
an add-on, not a power in and of itself. 
 
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--  
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PGP Key: at a key server near you! \  
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
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Sakura  writes: 
 
> Of ourse, Desolid lets you pass through any DEF of material, whereas 
> Tunnelling has an upper limit.  
 
Then Teleportation, if you do not mind the problems inherent in a blind 
teleport.  Or Shrinking or Shapeshift. 
 
The point is that if going through walls is your primary goal, there is 
probably a better power to use than Desolidification. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Damage Reduction (was Re: Desolidification) 
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Jeff M Reid writes: 
 
> Which brings up the question, does Damage Reduction vs. Mental Attacks 
> affect non-damaging powers? 
 
Yes, it does.  Otherwise it is an incredibly expensive defensive power that 
affects only one power (Ego Attack), maybe BOECV EB.  Damage Reduction is a 
kind of defense, and if Mental Defense applies against Telepathy and Mind 
Control, Mental Damage Reduction will, too. 
 
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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: Desolidification 
Date: Fri, 1 May 1998 10:49:11 -0400 
Sender: owner-champ-l@sysabend.org 
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Duh. 
 
I was clarifying to the poster that that is indeed what Sakura said. 
 
Jason Goode 
 
> -----Original Message----- 
> From:	Stainless Steel Rat [SMTP:ratinox@peorth.gweep.net] 
> Sent:	Friday, May 01, 1998 9:53 AM 
> To:	Champions 
> Subject:	Re: Desolidification 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> Goode, Jason writes: 
>  
> > No, there isn't. 
> > Sakura(?) said "Desolid only vs. Mental". 
> > In your example, the character is already desolid vs. physical & energy. 
>  
> Because "Desolid vs. Mental" requires "Desolid vs. Physical & Energy". 
> You 
> cannot have the vs. Mental component without buying the base power.  It is 
> an add-on, not a power in and of itself. 
>  
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> -----END PGP SIGNATURE----- 
> --  
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> PGP Key: at a key server near you! \  
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Date: Fri, 01 May 1998 07:52:33 -0700 
To: "Jeff M. Reid" <champ-l@sysabend.org> 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Damage Reduction (was Re: Desolidification) 
Sender: owner-champ-l@sysabend.org 
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At 12:18 AM 5/1/98 -0400, you wrote: 
>> Damage Reduction is the power to use.  Say an 18 Ego and 75% Mental 
>Damage 
>> Reuction.  Watch: A 12D6 mental power has a maximum effect of 60 points. 
>> Reduced by 75% leaves 15 points of effect, which is less than the 18 Ego. 
>> The power has no effect. 
> 
>Which brings up the question, does Damage Reduction vs. Mental Attacks 
>affect non-damaging powers? I've always ruled that it doesn't (or more 
>accurately, I WOULD have ruled that way if anyone had ever tried to buy the 
>power). 
 
 
Boy Id sure be peeved if I spent 60 points for something that affects maybe 
1/20th of the attacks you could be affected by... if its that limited it 
should cost a lot less.  I consider mental DR to reduce the EFFECT of mental 
abilities, of any standard mental power. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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Date: Fri, 1 May 1998 10:01:26 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
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> > Of ourse, Desolid lets you pass through any DEF of material, whereas 
> > Tunnelling has an upper limit. 
> 
> Then Teleportation, if you do not mind the problems inherent in a blind 
> teleport.  Or Shrinking or Shapeshift. 
> 
> The point is that if going through walls is your primary goal, there is 
> probably a better power to use than Desolidification. 
 
 
	Once again, Rat, you are way off.  Desolid is _the_ power for 
being able to move through solid objects, plain and simple.  It contains 
the least problems.  Tunnelling is good, but has a much different effect. 
(Notably the assumption of damaging the material moved through in some 
way, though SFX could negate this.) 
 
	I'm sure 99% of Hero gamers, when asked which power should be used 
to make a character who could move through walls, etc, would answer 
"desolidification".  Why make life harder just because Rat doesn't want to 
admit that he's wrong? 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Fri, 1 May 1998 10:02:19 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
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> > No, there isn't. 
> > Sakura(?) said "Desolid only vs. Mental". 
> > In your example, the character is already desolid vs. physical & energy. 
> 
> Because "Desolid vs. Mental" requires "Desolid vs. Physical & Energy".  You 
> cannot have the vs. Mental component without buying the base power.  It is 
> an add-on, not a power in and of itself. 
 
	Yes, but a "limited power" limitation can easily take away the 
Physical and Energy portions.  We're merely haggling over effect and 
price. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Fri, 1 May 1998 11:12:04 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Zodiac scenarios 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Message text written by Bob Greenwade 
>   I've never had the opportunity to use the Zodiac, but I'll see what 
ideas I can come up with to be helpful.< 
 
Wow...if you didn't have the book with you when you did this, then you've 
got way too much time to read and memorize Champs supplements.  :-) 
 
>>   First, for early adventures I'd avoid using the full team.  After all, 
there are twelve of them, and some of them are pretty darn tough.  Start 
with the Special Assignment Teams described on page 26 of ZC.  The earliest 
scenarios would probably involve Team Gamma, then add Beta and Alpha to the 
mix (not in the same adventure, just as things go on).<< 
 
Yeah, I figured that Zodiac should be used in sub-rosters like the 
described teams, but I just wanted to see if anybody threw all 12 of them 
at the PCs at once. 
 
>>   Pisces - If you have Pat Bradley's Atlantis book, she can be a good 
complication in one of the existing scenarios, or an attack prompted by her 
could be a scenario in itself (with Sea Guard approaching the PCs for 
help).<< 
 
I just picked up Atlantis last night, along with Pyramid in the Sky.  I've 
just flipped through them without reading hardly any text, but I see why I 
wasn't very excited about them at first...the art is much less interesting 
than the usual fare.  In the Atlantis book, the only character picture that 
jumped out at me was Red Tide.  Anyway, I'm glad that I asked about these 
books on the list and found out that they are some of the best (apparantly 
Atlantis IS the best), or I probably never would have picked them up.  I 
haven't read the book yet, but I'm starting to get excited about having 
Atlantis as a recurring feature in my campaign.... 
 
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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, 1 May 1998 11:35:15 -0400 (EDT) 
X-Sender: jprins@interhop.net 
To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
>> The point is that if going through walls is your primary goal, there is 
>> probably a better power to use than Desolidification. 
> 
>	Once again, Rat, you are way off.  Desolid is _the_ power for 
>being able to move through solid objects, plain and simple. 
 
No, I'm with the Rat on this one. Going through objects is Tunnelling. Rat's 
being very specific, that's all. If you _only_ want to go through walls (and 
not be ephemeral to attacks), Tunnelling is the best option. 
 
>  It contains 
>the least problems.  Tunnelling is good, but has a much different effect. 
>(Notably the assumption of damaging the material moved through in some 
>way, though SFX could negate this.) 
 
Definitely. We can't allow ourselves to get caught up with the name - 
'Tunnelling' is basically 'move through solids'. 'Desolidification' is 
basically 'become insubstantial'. Walking through walls (_only_) is IMHO 
closer to Tunnelling. 
 
>	I'm sure 99% of Hero gamers, when asked which power should be used 
>to make a character who could move through walls, etc, would answer 
>"desolidification".   
 
There's the rub, though, the 'etcetera'. I don't think Rat is including that 
etcetera. Looking at the objects table in the BBB, DEF 8 Tunnelling will get 
you through almost any wall. That's 21 points, plus 10 for 2" of tunnelling 
(so you can half-move), and another 10 for not leaving a hole behind. 41 
points. Sure, 'Only through walls' desolid will be cheaper (probably half 
the cost), but you've still got the need for Affects Solid while going 
through walls. That's the reason you don't want to use Desolid; it has messy 
implications. 
 
----------------------------------------------------------------------------- 
"FORM BLAZIN' SHILLELAGH!" 
-Vaultron Force, Gold Digger #38 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: "'champ-l@sysabend.org'" <champ-l@sysabend.org> 
Subject: RE: Character Generator 
Date: Fri, 1 May 1998 12:21:09 -0400 
Sender: owner-champ-l@sysabend.org 
 
(in order asked) Well.  Yes.  Yes.  Yes. 
 
Seriously, though, it seems to work fine.  I played with it out of 
curiosity, but I already have about a zillion PC's & NPC's already made up 
and thus don't have much of a need for a random generator. 
 
Jason Goode 
 
> -----Original Message----- 
> From:	Dave Mattingly [SMTP:dmattingly@platsoft.com] 
> Sent:	Friday, May 01, 1998 9:39 AM 
> To:	'champ-l@sysabend.org' 
> Subject:	RE: Character Generator 
>  
> How does the random character generator work? Can you ask for a random 
> 250-point mentalist superhero? A 25+25 cab driver? Can you assign the 
> weights the way you like? 
>  
> Dave Mattingly 
> Visit http://www.haymaker.org/haym03.html for Dave's random superhero 
> generator 
 
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Date: Fri, 01 May 1998 12:37:27 -0400 
To: champ-l@sysabend.org 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
At 11:35 AM 5/1/98 -0400, John and Ron Prins wrote: 
>>> The point is that if going through walls is your primary goal, there is 
>>> probably a better power to use than Desolidification. 
>> 
>>	Once again, Rat, you are way off.  Desolid is _the_ power for 
>>being able to move through solid objects, plain and simple. 
> 
>No, I'm with the Rat on this one. Going through objects is Tunnelling. Rat's 
>being very specific, that's all. If you _only_ want to go through walls (and 
>not be ephemeral to attacks), Tunnelling is the best option. 
> 
>>  It contains 
>>the least problems.  Tunnelling is good, but has a much different effect. 
>>(Notably the assumption of damaging the material moved through in some 
>>way, though SFX could negate this.) 
> 
>Definitely. We can't allow ourselves to get caught up with the name - 
>'Tunnelling' is basically 'move through solids'. 'Desolidification' is 
>basically 'become insubstantial'. Walking through walls (_only_) is IMHO 
>closer to Tunnelling. 
 
I would say that Tunnelling is the power for being able to go through 
substances when the DEF and BODY of the substance are a consideration, and 
Desolidification is the power to move through substances regardless of 
their DEF and BODY.  
 
Teleportation is still another option here, but I prefer to save t-port for 
the situations where a character literally does not pass through the 
intervening space (or matter): a tunneling or desolid character might still 
be attacked half-way through a wall, while a teleporter can't be. 
 
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Date: Fri, 1 May 1998 09:47:19 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Desolidification 
To: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
Bill Svitavsky writes: 
> I would say that Tunnelling is the power for being able to go through 
> substances when the DEF and BODY of the substance are a consideration, and 
> Desolidification is the power to move through substances regardless of 
> their DEF and BODY.  
 
Hm...would anyone (but me) tolerate NND tunneling?  I'd say it automatically 
doesn't make a hole, but it otherwise has a certain appeal... 
 
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From: T Random <TRandom@aol.com> 
Date: Fri, 1 May 1998 12:55:18 EDT 
To: champ-l@sysabend.org 
Subject: Zodiac. Gotta love'm 
Sender: owner-champ-l@sysabend.org 
 
The Zodiac is one of my favorite teams, so I had to comment. I introduced them 
briefly, and all together, to our team, Vigilance. Basically, I took the 
adventure with the M.A.V.R.I.C (a super computer trying to take over the world 
and create general mayhem, for those who never heard of it), and made the 
computer more powerful and influential. It was taking over viper and genocide 
bases (and minutemen) sending the former occupants flooding into the streets 
with no place else to go...just standing around...in uniform....in the 
open.... 
Anyway, in the end, Zodiac shows up too late to save the master plan. I gave a 
little combat taste to let the players know Zodiac's level (they didn't want a 
fight at this point anyway), before having enough Vigilance allies show up to 
make it not worthwhile for certain members of the Zodiac to "vent." There's 
also the chance Taurus put Vigilance through this on purpose, intending them 
to "win."  
Now, when I use individual members of Zodiac, the players will always wonder 
what the "master plan" is, when those member(s) might just be acting on their 
own. 
 
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Date: Fri, 1 May 1998 13:10:05 -0400 
From: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
To: CHAMP-L@sysabend.org 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
Anthony Jackson <ajackson@iii.com> wrote: 
 
>>> 
 
Bill Svitavsky writes: 
> I would say that Tunnelling is the power for being able to go through 
> substances when the DEF and BODY of the substance are a consideration, and 
> Desolidification is the power to move through substances regardless of 
> their DEF and BODY.  
 
Hm...would anyone (but me) tolerate NND tunneling?  I'd say it automatically 
doesn't make a hole, but it otherwise has a certain appeal... 
 
<<< 
 
If I did allow NND Tunneling, I'd say that it allowed the power to  
ignore the DEF involved, but not the BODY; BODY is not, as I  
interpret things, a "defense."  
 
This would simulate a tunneling power which will go through  
any ostacle, given time, but which will be slowed down by massive  
objects with a lot of BODY.  
 
The best comic book example of this power is Juggernaut. 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: jprins@interhop.net, champ-l@sysabend.org 
Subject: RE: Desolidification 
Date: Fri, 1 May 1998 13:20:01 -0400 
Sender: owner-champ-l@sysabend.org 
 
"We can't allow ourselves to get caught up with the name" 
 
Good point.  Now apply it to your own argument.  "Move through solids" could 
also be teleport, a good hard punch, etc.   
 
The power that you use should be reflective of what is happening 
mechanically.  Tunneling, desolid, shapeshift, teleport, etc. all have 
different mechanical effects.  Not special effects, but mechanical effects. 
Use those to determine which power *you* want to use. 
 
Jason Goode 
 
> -----Original Message----- 
> From:	jprins@interhop.net [SMTP:jprins@interhop.net] 
> Sent:	Friday, May 01, 1998 11:35 AM 
> To:	champ-l@sysabend.org 
> Subject:	Re: Desolidification 
>  
>  
> Definitely. We can't allow ourselves to get caught up with the name - 
> 'Tunnelling' is basically 'move through solids'. 'Desolidification' is 
> basically 'become insubstantial'. Walking through walls (_only_) is IMHO 
> closer to Tunnelling. 
>  
>  
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 01 May 1998 13:38:33 -0400 
Lines: 25 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Tim R Gilberg writes: 
 
>> The point is that if going through walls is your primary goal, there is 
>> probably a better power to use than Desolidification. 
 
> 	Once again, Rat, you are way off. 
 
Once again, Tim jumps down my throat without actually reading what I wrote. 
 
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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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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 01 May 1998 13:39:28 -0400 
Lines: 24 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Tim R Gilberg writes: 
 
> 	Yes, but a "limited power" limitation can easily take away the 
> Physical and Energy portions. 
 
A power limitation cannot remove a disadvantageous aspect of a power.  You 
need an advantage to do that, or better yet, a different power entirely. 
 
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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: Fri, 1 May 1998 10:51:42 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Desolidification 
To: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
Cc: CHAMP-L@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
BILL SVITAVSKY writes: 
 
> If I did allow NND Tunneling, I'd say that it allowed the power to  
> ignore the DEF involved, but not the BODY; BODY is not, as I  
> interpret things, a "defense."  
 
Well, tunneling _always_ ignores BODY.  Having NND tunneling suddenly notice 
body would be weird.  Besides, body isn't very variable anyway, it's generally 
12-20 per hex regardless of material. 
>  
> The best comic book example of this power is Juggernaut. 
 
Nah, I'd just give juggernaut tunneling through some high DEF, with a 
limitation that he gets slower the more DEF he penetrates.  Alternately, you 
can just give him extra STR, only vs being stopped. 
 
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Date: Fri, 1 May 1998 14:01:41 -0400 
From: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
To: CHAMP-L@sysabend.org 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
Anthony Jackson <ajackson@iii.com> wrote: 
 
>>> 
 
 
BILL SVITAVSKY writes: 
 
> If I did allow NND Tunneling, I'd say that it allowed the power to  
> ignore the DEF involved, but not the BODY; BODY is not, as I  
> interpret things, a "defense."  
 
Well, tunneling _always_ ignores BODY.  Having NND tunneling suddenly notice 
body would be weird.  Besides, body isn't very variable anyway, it's generally 
12-20 per hex regardless of material. 
>  
 
<<< 
 
Oops. Can you tell I haven't used Tunneling for a while?  
 
I certainly wouldn't make it suddenly pay attention to BODY -  
I just misremembered the power. If I were actually building a  
character like this (and I don't know if I would allow NND  
Tunneling), I'd have to read the power over again. 
 
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Date: Fri, 01 May 1998 11:07:50 -0700 
To: champ-l@sysabend.org 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Thieves World 
Sender: owner-champ-l@sysabend.org 
 
I wonder if there is any interest in Sanctuary/Thieve's World Characters for FH? 
 
Granted most of them are obscenely powerful (especially Thales before he 
lost his god...) but they would be interesting :) 
 
I really liked the first few books of that series 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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Date: Fri, 1 May 1998 13:12:10 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
On Fri, 1 May 1998, BILL SVITAVSKY wrote: 
> If I did allow NND Tunneling, I'd say that it allowed the power to  
> ignore the DEF involved, but not the BODY; BODY is not, as I  
> interpret things, a "defense."  
>  
> This would simulate a tunneling power which will go through  
> any ostacle, given time, but which will be slowed down by massive  
> objects with a lot of BODY.  
 
Um, correct me if I'm wrong, but isn't tunnelling completely dependant on 
the DEF of the object, and the speed is determined by how many inches of 
it you buy? 
 
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, 01 May 1998 13:38:19 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
At 09:47 AM 5/1/1998 -0700, Anthony Jackson wrote: 
>Bill Svitavsky writes: 
>> I would say that Tunnelling is the power for being able to go through 
>> substances when the DEF and BODY of the substance are a consideration, and 
>> Desolidification is the power to move through substances regardless of 
>> their DEF and BODY.  
> 
>Hm...would anyone (but me) tolerate NND tunneling?  I'd say it automatically 
>doesn't make a hole, but it otherwise has a certain appeal... 
 
   There's already a mechanic (for +10 points) to not leave a hole behind. 
   Tunneling NND would go through regardless of the material's DEF, but 
would be completely blocked by a particular type of material or situation 
that was "reasonably common" (like plastics).  If someone could come up 
with a reasonable SFX for such a thing, then I'd allow 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: Fri, 01 May 1998 13:40:17 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
At 01:20 PM 5/1/1998 -0400, Goode, Jason wrote: 
>"We can't allow ourselves to get caught up with the name" 
> 
>Good point.  Now apply it to your own argument.  "Move through solids" could 
>also be teleport, a good hard punch, etc.   
> 
>The power that you use should be reflective of what is happening 
>mechanically.  Tunneling, desolid, shapeshift, teleport, etc. all have 
>different mechanical effects.  Not special effects, but mechanical effects. 
>Use those to determine which power *you* want to use. 
 
   That matches one of my princples of her construction:  use the power 
that most closely matches the dynamic of what's happening from the 
character's perspective. 
--- 
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, 01 May 1998 14:04:20 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Viper ideas? 
Sender: owner-champ-l@sysabend.org 
 
At 09:41 AM 5/1/1998 EDT, Leah L Watts wrote: 
>>This is a good twist on the stand guard at other components.   
> 
>Or, what if they need to "recruit" assistance? 
> 
>I can't picture VIPER pulling in local criminals (superpowered or normal) 
>as extra base guards unless you're running them stupid, but they could 
>pay a few gangs to create distractions for the heroes.  If the heroes 
>capture a gang member, they might be able to find the VIPER agent who's 
>in charge of hiring the thugs and track the agent back home. 
 
   It doesn't seem all that stupid to me for VIPER to hire local criminals, 
especially superpowered ones, as long as the specific tasks they're 
assigned aren't particularly sensitive to VIPER secrets and such.  The 
impression I get from the VIPER sourcebook is that the advantages of the 
internal supers are loyalty and a good reference; the advantages of hiring 
mercenaries (which VIPER is described as doing at times) is 
cost-effectiveness. 
--- 
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, 1 May 1998 14:33:49 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Desolidification 
To: Bob Greenwade <bob.greenwade@klock.com> 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
Bob Greenwade writes: 
>    There's already a mechanic (for +10 points) to not leave a hole behind. 
>    Tunneling NND would go through regardless of the material's DEF, but 
> would be completely blocked by a particular type of material or situation 
> that was "reasonably common" (like plastics).  If someone could come up 
> with a reasonable SFX for such a thing, then I'd allow it. 
 
'Made of liquid': tunneling, leaves no hole, NND (defense is any 'sealed' 
barrier). 
 
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Date: Fri, 1 May 1998 17:52:45 -0400 (EDT) 
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To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: RE: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
>"We can't allow ourselves to get caught up with the name" 
> 
>Good point.  Now apply it to your own argument.  "Move through solids" could 
>also be teleport, a good hard punch, etc.   
 
No, that's 'bypass object' and 'destroy object', respectively. 
 
>The power that you use should be reflective of what is happening 
>mechanically.  Tunneling, desolid, shapeshift, teleport, etc. all have 
>different mechanical effects.  Not special effects, but mechanical effects. 
>Use those to determine which power *you* want to use. 
 
Perhaps, but I'd rather see a baseline power used (Tunneling, Closed Hole) 
than some strange power kludge (Desolid, Only for going through walls). Most 
special effects IMHO would not justify Desolid mechanics. 
 
----------------------------------------------------------------------------- 
"FORM BLAZIN' SHILLELAGH!" 
-Vaultron Force, Gold Digger #38 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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Date: Fri, 1 May 1998 16:54:26 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
 
> > 	Yes, but a "limited power" limitation can easily take away the 
> > Physical and Energy portions. 
> 
> A power limitation cannot remove a disadvantageous aspect of a power.  You 
> need an advantage to do that, or better yet, a different power entirely. 
 
	Bullsh*t.  See Charges and Focus. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Fri, 1 May 1998 17:11:36 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions Listserv <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
 
> 'Made of liquid': tunneling, leaves no hole, NND (defense is any 'sealed' 
> barrier). 
 
	This really isn't bad.  This gets around the problem tunneling has 
of having problems with the def value of an object. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Fri, 01 May 1998 15:55:56 -0700 
To: Anthony Jackson <champ-l@sysabend.org> 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
At 02:33 PM 5/1/98 -0700, you wrote: 
>Bob Greenwade writes: 
>>    There's already a mechanic (for +10 points) to not leave a hole behind. 
>>    Tunneling NND would go through regardless of the material's DEF, but 
>> would be completely blocked by a particular type of material or situation 
>> that was "reasonably common" (like plastics).  If someone could come up 
>> with a reasonable SFX for such a thing, then I'd allow it. 
> 
>'Made of liquid': tunneling, leaves no hole, NND (defense is any 'sealed' 
>barrier). 
 
Id have to call that desolid... tunnelling allows you to bring freinds 
along, and close the hole after them. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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Date: Fri, 01 May 1998 16:10:05 -0700 
To: Hero Mailing List <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Writing Help! 
Sender: owner-champ-l@sysabend.org 
 
   For anyone who might be interested, I have now uploaded a page on my 
website (or will very soon) which describes any needs for help with 
projects on which I am currently working.  My main needs right now are 
contact with one-time Hero authors (something already covered on this list) 
and translations of certain foreign words, though this will change 
periodically.  The URL for the page is: 
 
http://www.klock.com/public/users/bob.greenwade/writing.htm 
 
   Thank you very much.  :-] 
--- 
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: Sat, 2 May 1998 10:13:49 +1000 (EST) 
X-Sender: jonesmj@topaz.cqu.edu.au 
To: champ-l@sysabend.org 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
At 06:17 PM 4/30/98 -0500, you wrote: 
> 
>> Yes, even keeping in mind the nigh-obscene cost, because it really is not a 
>> matter of cost.  It is a matter of concept.  You simply do not see 
>> characters like this in fiction outside of plot devices and the occasional 
>> parody.  Plot devices have no point cost.  And as for parodies, there are 
>> better systems out there for that. 
> 
>	Eh?  Rat, just because you can't think of a character concept for 
>it does not make it invalid. 
> 
>> At the very least, playing a character that cannot be harmed by anything is 
>> boring. 
> 
>	Your opinion.  I think playing a character near perfect in one 
>area and lacking in others can be quite interesting. 
> 
> 
 
THERE ARE NO ABSOLUTES IN CHAMPIONS!  
 
deal with it.  
 
you can have someone virtually indesructable, just buy heaps  
of defence. as in pd, ed or md.  
 
 
 
 
 
 
 
 
 
 
> 
>				-Tim Gilberg 
> 
>		    -"Hey!  MacLeod!  Get off of my ewe!" 
> 
> 
> 
"enslve humanity willya?" 
 
Core Alpha PBEM http://www.geocities.com/TimesSquare/Labyrinth/3306/Pbem.htm 
 
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Date: Sat, 2 May 1998 10:26:00 +1000 (EST) 
X-Sender: jonesmj@topaz.cqu.edu.au 
To: champ-l@sysabend.org 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
At 07:24 PM 4/30/98 -0500, you wrote: 
>On 30 Apr 1998, Stainless Steel Rat wrote: 
> 
>> At the very least, playing a character that cannot be harmed by anything is 
>> boring. 
> 
>Well, even at 360 points (100% DR vs Physical, Energy, and Mental) you're 
>not completely invulnerable.  An entangle (or a grab!) will still take you 
>out of the action as easily as the next guy.  Transforms will still work 
>on you, as will Drains, Transfers, and other Adjustment Powers. (And what 
>happens when someone Drains your Damage Reduction? Your formerly 
>invulnerable character has to deal with Deep Hurting...)  
> 
 
Why not spend 360 pts on normal defences? sure you can't surf on the surface 
of the sun, but the gm should allow such plot-concepts for so may points spent.  
Frankly, 100% dr is a dumb idea. It defeats the prupose of the game and ignores  
the nature of damage. for fire resistance Just buy wopping limited ed and chalk 
any damage up to a shockwave effect.  
 
 
 
 
>More mundanely, things like suffocation or drowning would still work 
>(unless you purchased Life Support). 
> 
>Also, in any campaign, if you've spent 360 points on defense, you're going 
>to be seriously lacking in some areas in comparison to the other 
>characters. ('Yeah, we can all level mountains, fly at hyperlight speed, 
>and create life from basic elements. Except for him.  He can't do anything 
>except not be hurt.') 
> 
>The only way I can see that this character would be boring is if the 
>player and the GM were both seriously lacking in imagination - if the 
>campaign centered around fighting, for example, and nobody was clever 
>enough to find a way to deal with this character. 
> 
 
you have to be seriously lacking in imagination to need a 100% dr to 
role-play an invincible character. This is the same problem many people 
have with hero- some folks need the mechanics to back up their rp actions, 
in a way which isn't really nesecary.  
 
 
>For that matter, I think complete invulnerability would be interesting to 
>explore in a role-playing sense.  How does it affect the character's 
>attitude towards life?  Are there any side effects to the power? (just 
>hope the character never needs surgery...) What happens when he loses it 
>temporarily? (see the Drain comment, above) 
> 
 
um, this is just as valid to say about *assumed* inviunverability, 
with the added bnous that eventually you *will* be hurt. It's better rp 
to define your character as invunverable and not need this sort of chessy  
munch-fest to back you up.  
 
 
 
 
>The concept is only boring if you work to make it so... 
> 
 
 
no, the concet is only valid if you think being mortal is boring. 
The point of HERO mechanics is the *assumed* reality of the effects. 
Hence if you call a power 'invunerable', and the gm agrees, it 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" 
> 
> 
> 
"enslve humanity willya?" 
 
Core Alpha PBEM http://www.geocities.com/TimesSquare/Labyrinth/3306/Pbem.htm 
 
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Date: Sat, 2 May 1998 10:30:29 +1000 (EST) 
X-Sender: jonesmj@topaz.cqu.edu.au 
To: champ-l@sysabend.org 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
At 10:32 PM 4/30/98 -0400, you wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>David W Toomey writes: 
> 
>> Having said that, you can always use any house rule you want, but paying 
>> 20 pts for near-perfect Mental invulnerablity seems far too cheap, even 
>> if you re-figure it as 0-End,Persistant, Always on for 27 pts-as 75% 
>> non-resistant Damage Reduction costs 40. 
> 
>The reason Desolidification is so relatively cheap is specifically because 
>of the baggage that goes along with it.  That baggage is, of course, the 
>fact that the character is intangible: the world cannot affect him; he 
>cannot affect the world. 
> 
>But like you said, the ability to be intangible to mental attacks is +20 
>points.  That means 20 points IN ADDITION to the points already invested in 
>Desolidification. 
> 
 
yup, that's what i said. hey- if you brought desolid only vs menatal,  
wouldn't you still be unable to do physical attacks? otherwise the  
limmtation would also  
be advantageous..  .or did somebody already say this? 
 
 
 
>-----BEGIN PGP SIGNATURE----- 
>Version: PGPfreeware 5.0 for non-commercial use 
>Charset: noconv 
> 
>iQCVAwUBNUk0Mp6VRH7BJMxHAQFb7wP9GhYBlkF75ToJsczsPOed3l2LgzTcuoUA 
>46UyBIf/eHbyKum8zNS4m3xvzmygTVVYs6KfVAERVH8Rz+lat/4AbrPADmpXTp8k 
>7z7eWPmX6ntpiZtUYMa7jw0UJcNyU3VM5XQsdrVbXLzZfUVYJTvsE9fcAe98nRfC 
>cyaWdMdaBRU= 
>=KUki 
>-----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. 
> 
> 
"enslve humanity willya?" 
 
Core Alpha PBEM http://www.geocities.com/TimesSquare/Labyrinth/3306/Pbem.htm 
 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 01 May 1998 17:55:51 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
At 02:33 PM 5/1/1998 -0700, Anthony Jackson wrote: 
>Bob Greenwade writes: 
>>    There's already a mechanic (for +10 points) to not leave a hole behind. 
>>    Tunneling NND would go through regardless of the material's DEF, but 
>> would be completely blocked by a particular type of material or situation 
>> that was "reasonably common" (like plastics).  If someone could come up 
>> with a reasonable SFX for such a thing, then I'd allow it. 
> 
>'Made of liquid': tunneling, leaves no hole, NND (defense is any 'sealed' 
>barrier). 
 
   Works for me (though I might argue for a rendition of Desolidification 
for 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: Fri, 1 May 1998 21:18:32 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: WC: Nur al-Allah 
Sender: owner-champ-l@sysabend.org 
 
NUR AL-ALLAH 
"Light of Allah" 
(Najib) 
 
Val	CHA	Cost	Roll	Notes 
13	STR	3	12-	150kg; 2 1/2d6 
14	DEX	12	12-	OCV: 5 / DCV: 5 
20	CON	20	13-	 
15	BODY	10	12-	 
18	INT	8	13-	PER Roll 13- 
20	EGO	20	13-	ECV: 7 
25	PRE	20	14-	PRE Attack: 5d6 
16	COM	3	12-	 
4	PD	1		Total: 4 PD 
4	ED	0		Total: 4 ED 
3	SPD	6		Phases: 4, 8, 12 
7	REC	0		 
40	END	0		 
32	STUN	0		 
Total Characteristics Cost: 103 
 
Movement:	Running: 6" / 12" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Combat Training: 
3	Combat Skill Levels: +1 with Block, Dodge, Punch 
 
Wildcard (Ace) Powers: 
25	Compelling Voice: Oratory 25- 
 
Background Skills: 
5	Money: Well-Off 
1	Perk: Priest 
6	Contact: The Nur 14- 
0	Arabic (native) 
4	English 
2	KS: Politics 11- 
3	KS: The Nur 13- 
4	KS: Theology 14- 
4	SC: Psychology 14- 
2	PS: Priest 11- 
9	Survival (Desert) 14- 
2	WF: Small Arms 
70	Total Powers & Skills Cost 
173	Total Character Cost 
 
100+	Disadvantages 
10	Distinctive Features: Glows green, especially when speaking 
10	Hunted: Twisted Fists (As Pow) 8- 
20	Normal Characteristic Maxima 
	Psychological Limitation: 
10	Bad Temper 
15	Hates Jews and Jokers 
20	Meglomania (VC, S) 
5	(15) Stubborn 
15	Reputation: Leader of the Nur and a terrorist (Ext) 11- 
173	Total Disadvantage Points 
 
Description: 
Nur al-Allah is the leader of the Nur al-Allah fundamentalist Islamic 
sect.  This sect preaches that jokers are abominations that should be 
wiped clean from the face of the Earth.  Nur himself is an ace, his skin 
glows bright green (the sacred color of Allah) and his voice is 
hypnotically compelling, allowing him to sway crowds to believe his 
fanatical views.   
 
Nur is based in Syria, although he desires to rule all of the Middle East. 
His main aims are the destruction of Israel and the elimination of all 
jokers.  After Misha, his sister, cut his vocal cords, Nur's ace powers 
were effectively destroyed, although he still remained in command of the 
Nur sect.  
 
(Nur al-Allah created by Stephen Leigh, character sheet created by Michael 
Surbrook) 
 
*************************************************************************** 
* "'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: Fri, 1 May 1998 21:21:05 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: WC: Quinn the Eskimo 
Sender: owner-champ-l@sysabend.org 
 
QUINN THE ESKIMO 
(Doctor Thomas Quincy) 
 
Val	CHA	Cost	Roll	Notes 
10	STR	0	11-	100kg; 2d6 
8	DEX	-6	11-	OCV: 3 / DCV: 3 
8	CON	-4	11-	 
8	BODY	-4	11-	 
25	INT	20	14-	PER Roll 14- 
10	EGO	0	11-	ECV: 3 
10	PRE	0	11-	PRE Attack: 2d6 
10	COM	0	11-	 
2	PD	0		Total: 2 PD 
2	ED	0		Total: 2 ED 
2	SPD	0		Phases: 6, 12 
4	REC	0		 
16	END	0		 
17	STUN	0		 
Total Characteristics Cost: 6 
 
Movement:	Running: 6" / 12" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Wildcard (Ace) Powers: 
37	Drug Haze: Mental Illusions: 20d6, 0 END (+1/2), Based on  
	CON (-1/2), No Range (-1/2), No Control Over Illusions (-1), Must 
	Touch Bare Skin (-1) 
10	Enhanced Senses: Enhanced Perception: +5 with smell/taste group 
 
Background Skills: 
6	Contact: Shadow Fists 14- 
1	Perk Doctor 
0	English (native) 
3	French 
3	German 
3	KS: Recreational Pharmacology 14- 
2	KS: Shadow Fist Society 11- 
2	PS: Teacher 11- 
3	SC: Biochemistry 14- 
3	SC: Chemistry 14- 
3	SC: Posions (Toxicology) 14- 
1	Streetwise 8- 
77	Total Powers & Skills Cost 
83	Total Character Cost 
 
0+	Disadvantages 
	Physical Limitation: 
20	Drug Addict 
5	(15) Suffers from random drug side effects 
	Psychological Limitation: 
20	Drug Addict 
5	(10) Paranoia 
0	(15) Suffers from random drug side effects 
13	Watched: Shadow Fists (MoPow, NCI) 11- 
20	Experience 
73	Total Disadvantage Points 
 
Description: 
Quinn is 6'1" and a lean 165 lbs.  He is an ace, with a wildcard enhanced 
mind, enhanced senses, and a bloodstream boiling with all manner of 
psychoative drugs.  Quinn can extend bone needles from his fingertips, 
allow him to inject his blood into someone else and pass on the effects of 
whatever chemicals are currently kicking about in his bloodstream. 
 
It should be noted that Quinn himself is not immune to the effects of the 
drugs in his bloodstream.  He is always stoned to some degree or another, 
and his mental state can range from depression to euphoria.  People under 
the influence of his 'drug-haze' will see random hallucinations for about 
an hour, at which time the drug effects will have worn off.   
 
(Quinn the Eskimo created by John J Miller, character sheet created by 
Michael Surbrook) 
 
*************************************************************************** 
* "'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: Fri, 1 May 1998 21:22:58 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: WC: Sayyid 
Sender: owner-champ-l@sysabend.org 
 
SAYYID 
 
Val	CHA	Cost	Roll	Notes 
20	STR	0	13-	400kg; 4d6 
5	DEX	-15	10-	OCV: 2 / DCV: 1 
21	CON	24	13-	 
16	BODY	8	12-	 
20	INT	10	13-	PER Roll 13- 
13	EGO	6	12-	ECV: 4 
18	PRE	8	13-	PRE Attack: 3 1/2d6 
16	COM	3	12-	 
8	PD	6		Total: 8 PD 
8	ED	4		Total: 8 ED 
2	SPD	5		Phases: 6, 12 
6	REC	0		 
42	END	0		 
33	STUN	0		 
Total Characteristics Cost: 57 
 
Movement:	Running: 3" / 6" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Wildcard (Joker) Powers: 
13	Great Height: Growth: 2 Levels, 0 END (+1/2), Persistant (+1/2),  
	Always On (-1/2) 
	+10 STR, +2 BODY & STUN, -1 DCV, +1 PER, -2" KB, 10' tall, 400 KG 
-6	Weak Limbs: -3" Running (Total 6"), END 1 
 
Background Skills: 
3	Perk: Military Rank (Commander of Nur al-Allah's armed forces) 
6	Contact: The Nur 14- 
6	AK: The Middle East 16- 
0	Arabic (native) 
3	English 
4	KS: Military/Mercenary/Terrorist World 14- 
4	KS: Israeli Army 14- 
3	Oratory 13- 
3	SC: Psychology 13- 
9	Survival: Desert 14- 
5	Tactics 14- 
5	WF: HMGs, Man-guided Missiles, Rocket Launchers, Small Arms 
58	Total Powers & Skills Cost 
115	Total Character Cost 
 
50+	Disadvantages 
15	Distinctive Features: Great size and well muscled (NC) 
10	Hunted: Twisted Fists (As Pow) 8- 
20	Physical Limitation: Giant size, virtually lame 
	Psychological Limitation: 
10	Bad Temper 
15	Hates Jews and Jokers 
115	Total Disadvantage Points 
 
Description: 
Sayyid is a joker masquerading as an ace.  He is the commander of the 
Nur's armed forces and utterly loyal to Nur al-Allah.  He is a huge man, 
standing a full ten feet tall, handsome and muscled like a god.  He is 
also a virtual cripple, with legs barely able to support his weight.  He 
can only move very slowly and must careful position himself for any public 
appearances.  Sayyid does possess a cunning mind, and has regularly 
defeated larger and better-armed Israeli military forces.   
 
(Sayyid created by Stephen Leigh, character sheet created by Michael 
Surbrook) 
 
*************************************************************************** 
* "'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: Fri, 1 May 1998 21:25:30 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: WC: Sui Mai 
Sender: owner-champ-l@sysabend.org 
 
SUI MAI 
(Little Mother) 
 
Val	CHA	Cost	Roll	Notes 
8	STR	-2	11-	75kg; 1 1/2d6 
10	DEX	0	11-	OCV: 3 / DCV: 3 
11	CON	2	11-	 
10	BODY	0	11-	 
20	INT	10	13-	PER Roll 13- 
21	EGO	24	13-	ECV: 7 
15	PRE	5	12-	PRE Attack: 3d6 
10	COM	0	11-	 
2	PD	0		Total: 2 PD 
2	ED	0		Total: 2 ED 
2	SPD	0		Phases: 6, 12 
4	REC	0		 
22	END	0		 
20	STUN	0		 
Total Characteristics Cost: 39 
 
Movement:	Running: 6" / 12" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Background Skills: 
10	Money: Wealthy  
6	Contact: Kein Phuc 14- 
4	AK: Chinatown 14- 
2	AK: New York 11- 
3	Bureaucratics 12- 
0	Cantonese (native) 
3	Conversation 12- 
3	French 
3	English 
3	Interrogation 12- 
3	KS: Immaculate Egrets 13- 
2	KS: New York Underworld 11- 
3	KS: Shadow Fist Society 13- 
3	Persuasion 12- 
6	SL: +2 with PRE Skills 
3	Streetwise 12- 
57	Total Powers & Skills Cost 
96	Total Character Cost 
 
50+	Disadvantages 
	Psychological Limitation: 
20	Loyal to Kein Phuc 
5	(5) Greedy 
10	Watched: Shadowfist Society (MoPow) 11- 
11	Experience 
96	Total Disadvantage Points 
 
Description: 
Sui Mai is a small, plump, Asian woman.  She is Kien Phuc's sister and the 
head of the Immaculate Egrets.  Sui Mai came to America in 1968, to marry 
Nathan Chow, than the head of the Egrets.  He died in 1971, and she took 
over control of the Egrets at that point, setting up the power base upon 
which Kien Phuc built his Shadow Fists. 
 
(Sui Mai created by, character sheet created by Michael Surbrook) 
 
*************************************************************************** 
* "'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: Fri, 1 May 1998 21:27:43 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: WC: Judas 
Sender: owner-champ-l@sysabend.org 
 
JUDAS 
(Officer Harry Matthias) 
 
Val	CHA	Cost	Roll	Notes 
13	STR	3	12-	150kg; 2 1/2d6 
12	DEX	6	11-	OCV: 4 / DCV: 4 
13	CON	6	12-	 
12	BODY	4	11-	 
10	INT	0	11-	PER Roll 11- 
10	EGO	0	11-	ECV: 3 
13	PRE	3	12-	PRE Attack: 2 1/2d6 
10	COM	0	11-	 
3	PD	0		Total: 3 PD 
3	ED	0		Total: 3 ED 
3	SPD	8		Phases: 4, 8, 12 
6	REC	0		 
26	END	0		 
26	STUN	0		 
Total Characteristics Cost: 30 
 
Movement:	Running: 6" / 12" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Combat Training: 
3	Combat Skill Levels: +1 with Block, Dodge, Punch 
 
Wildcard (Ace) Powers: 
24	Ace Sense: Detect: Ace Powers, Sense, Discriminatory 18- 
 
Police and Background Skills: 
2	Perk: Local Police Powers 
2	Perk: Weapon Permit 
2	Contact: The Astronomer 11- 
3	Acting 12- 
2	AK: Jokertown 11- 
3	Bureacratics 12- 
1	Criminology 8- 
5	Deduction 12- 
2	KS: Criminal Law & Procedure 11- 
2	PS: Police Officer 11- 
1	Streetwise 8- 
3	WF: Nightstick, Small Arms 
55	Total Powers & Skills Cost 
85	Total Character Cost 
 
25+	Disadvantages 
3	Package Bonus: Police 
10	Psychological Limitation: Loyal to the Astronomer 
15	Secret ID: Agent of the Astronomer 
10	Watched: NYPD (MoPow, NCI) 8- 
22	Experience 
85	Total Disadvantage Points 
 
Description: 
Harry Matthias, aka 'Judas' was another of the Astronomer's tools.  An ace 
who could detect the presence of other aces, he was used to find and 
kidnap possible recruits for the Masons.  He was also a police officer, a 
fact that aided the Astronomer greatly. 
 
(Harry Matthias created by, character sheet created by Michael Surbrook) 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
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X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 01 May 1998 21:31:23 -0400 
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Tim R Gilberg writes: 
 
>> 'Made of liquid': tunneling, leaves no hole, NND (defense is any 'sealed' 
>> barrier). 
 
> 	This really isn't bad.  This gets around the problem tunneling has 
> of having problems with the def value of an object. 
 
And if Armor Piercing is valid on Tunnelling, I cannot object to other 
advantages that are normally used for attacks. 
 
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PGP Key: at a key server near you! \ unknown glowing substance which fell to 
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Date: Fri, 1 May 1998 21:33:34 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: Characters... 
Sender: owner-champ-l@sysabend.org 
 
Well, that's it for the rest of the characters from GURPS Wildcards. 
 
I've been working on the major (and minor) characters from Watchmen, using 
several DC Heroes modules as a guide.  I've finished the world 
introduction and the Minutemen (Cpt. Metropolis, Dollar Bill, Hooded 
Justice, Mothman, Nite Owl, Silhoutte and Silk Spectre). I'm also working 
on Moloch, Comedian, Dr. Manhattan, Nite Owl II, Ozymandias, Rorschach and 
Silk Spectre II. 
 
The Minutemen are all between 65 and 150 points, while Moloch is 160. 
Comedian (who is 95% done) totals at 375, while Dr. Manhattan is a 
whopping 1098!  The rest are just notes right now. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 01 May 1998 21:35:22 -0400 
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Tim R Gilberg writes: 
 
>> A power limitation cannot remove a disadvantageous aspect of a power.  You 
>> need an advantage to do that, or better yet, a different power entirely. 
 
> 	Bullsh*t.  See Charges and Focus. 
 
Show me where either of these remove a disadvantageous aspect of a power 
without replacing it with something equally or more disadvantageous. 
 
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Rat <ratinox@peorth.gweep.net>    \ Do not use Happy Fun Ball on concrete. 
PGP Key: at a key server near you! \  
                                    \  
 
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From: Daniel Pawtowski <dpawtows@access.digex.net> 
Subject: Re: Viper ideas? 
To: champ-l@sysabend.org 
Date: Thu, 30 Apr 1998 21:49:42 -2800 (EDT) 
Organization: VTSFFC 
Sender: owner-champ-l@sysabend.org 
 
 
  Another way to track Viper bases is by locating and trailing an 
agent or Viper affiliate.  For instance, the easiest way to acquire 
parts/technology for Killer Death Sats (tm) is to have an inside man 
at the company/military base the stuff was acquired from.  If the PC's 
realize this, they could perhaps find this person and tail him. 
  Another classic method is when they realize that the family of  
Dr. RocketScientist has taken a sudden 'vacation', and the good Doctor 
is looking awfully anxious these days..... 
 
                                                Daniel Pawtowski 
 
 
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Date: Fri, 1 May 1998 20:53:15 -0500 
From: Donald Tsang <tsang@sedl.org> 
To: champ-l@sysabend.org 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
Rat writes: 
>>> 'Made of liquid': tunneling, leaves no hole, NND (defense is any 'sealed' 
>>> barrier). 
> 
>> 	This really isn't bad.  This gets around the problem tunneling has 
>> of having problems with the def value of an object. 
> 
>And if Armor Piercing is valid on Tunnelling, I cannot object to other 
>advantages that are normally used for attacks. 
 
Well, except perhaps that, with tunneling, you're moving your body 
through a substance or barrier, and NND attacks don't do BODY... :) 
 
  Donald 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Damage Reduction (was Re: Desolidification) 
Mail-Copies-To: never 
X-No-Archive: yes 
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Organization: The Happy Fun Ball Brigade 
Date: 01 May 1998 21:58:34 -0400 
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Sender: owner-champ-l@sysabend.org 
 
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Rick Holding writes: 
 
> Why 60 points?  You sure as hell don't need to buy ego defense as 
> resistant.  You should only need to have to buy the 40 point nonresistant 
> version. 
 
Assuming something like Mental Illusions manages to roll sufficiently high 
to do Body damage, non-resistant Mental Damage Reduction will do squat 
against the Body damage done by the illusion of a slug from a .45 hitting 
you sqare in the face. 
 
Non-resistant Mental Damage Reduction will also have no effect against a 
killing attack with BOECV. 
 
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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: Fri, 1 May 1998 21:04:42 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
 
> THERE ARE NO ABSOLUTES IN CHAMPIONS! 
 
	Your opinion.  While you may decide that this works for your 
4-color game, I may decide that an absolute defense is exactly what I need 
for my Fantasy Hero game, or my 4-color game.  This is the type of thing 
that needlessly limits the system. 
 
> deal with it. 
 
	Why?  I choose not to go by it as it is a rule-of-thumb that tends 
to make the game less playable. 
 
 
				-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: Desolidification 
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X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 01 May 1998 22:09:49 -0400 
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Sender: owner-champ-l@sysabend.org 
 
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Rick Holding writes: 
 
> 	Going through a wall and leaving an obvious path (an open space or 
> a pile of rubble blocking the path) means tunnelling. 
 
Go read Tunnelling... leaving a hole or closing it behind you must be 
specified when the poower is purchased.  Either option is "free" but you 
only get one. 
 
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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: Fri, 1 May 1998 21:10:46 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
 
> >> A power limitation cannot remove a disadvantageous aspect of a power.  You 
> >> need an advantage to do that, or better yet, a different power entirely. 
> 
> > 	Bullsh*t.  See Charges and Focus. 
> 
> Show me where either of these remove a disadvantageous aspect of a power 
> without replacing it with something equally or more disadvantageous. 
 
	Show me where allowing desolid with the mental attacks addition, 
then with a limitation "only vs mental damage",  which allows physical and 
energy attacks to be made by the character without "affects physical 
world" doesn't add something equally or more disadvantageous (quite 
vulnerable to mental and physical) in exchange for added ability (can 
affect physical with those two.) 
 
 
				-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: Desolidification 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 01 May 1998 22:13:29 -0400 
Lines: 23 
Sender: owner-champ-l@sysabend.org 
 
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Donald Tsang writes: 
 
> Well, except perhaps that, with tunneling, you're moving your body 
> through a substance or barrier, and NND attacks don't do BODY... :) 
 
Technically speaking, neither do Tunnelling or Teleportation. 
 
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Rat <ratinox@peorth.gweep.net>    \ Do not use Happy Fun Ball on concrete. 
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                                    \  
 
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Date: Fri, 1 May 1998 22:19:11 -0400 (EDT) 
X-Sender: jprins@interhop.net 
To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: CHAR: WC: Nur al-Allah 
Sender: owner-champ-l@sysabend.org 
 
>NUR AL-ALLAH 
>"Light of Allah" 
 
>Wildcard (Ace) Powers: 
>25	Compelling Voice: Oratory 25- 
> 
>100+	Disadvantages 
>10	Distinctive Features: Glows green, especially when speaking 
 
>wiped clean from the face of the Earth.  Nur himself is an ace, his skin 
>glows bright green (the sacred color of Allah) and his voice is 
>hypnotically compelling, allowing him to sway crowds to believe his 
>fanatical views.   
 
Uh, Mike, if green is the color of Allah, this shouldn't be a disadvantage, 
but a Change Environment, should it not? I mean, if I was an Islamic priest 
and I glowed the color of Allah, I'd consider it to be useful, neh? Should 
really be a Change Environment AND a Distinctive Feature, I guess... 
 
----------------------------------------------------------------------------- 
"FORM BLAZIN' SHILLELAGH!" 
-Vaultron Force, Gold Digger #38 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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Date: Fri, 1 May 1998 21:33:49 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
On Sat, 2 May 1998, happyelf wrote: 
> At 07:24 PM 4/30/98 -0500, you wrote: 
> >On 30 Apr 1998, Stainless Steel Rat wrote: 
> > 
> >> At the very least, playing a character that cannot be harmed by anything is 
> >> boring. 
> > 
> >Well, even at 360 points (100% DR vs Physical, Energy, and Mental) you're 
> >not completely invulnerable. 
>  
> Why not spend 360 pts on normal defences? 
 
Hmm...let's see...because the character concept is 'invulnerable to X' not 
'incredibly resistant to X'? 
 
> sure you can't surf on the surface 
> of the sun, but the gm should allow such plot-concepts for so may points spent.  
> Frankly, 100% dr is a dumb idea. It defeats the prupose of the game  
 
The purpose of the game is to have fun, right?  Are you claiming that by 
allowing someone to have invulnerability to something, the game suddenly 
becomes not fun?  Or do your games have a different purpose? 
 
> and ignores  
> the nature of damage.  
 
'Ignores the nature of damage'?  How so? 
 
> for fire resistance Just buy wopping limited ed and chalk 
> any damage up to a shockwave effect.  
 
Again, defeating the purpose of being /invulnerable/ to something. 
 
Someone who is /invulnerable/ to energy damage is, well, very different 
from someone who has 80 points of resistant ED.  Heck, someone with a 15d6 
EB could (on a lucky roll, mind you) do damage to someone with an 80 ED.  
Someone who is invulnerable to energy damage should be able to stand in 
the way of the Death Star planet-destroying laser and not get hurt at all 
- and that laser is a lot more than a 15d6 EB or even a 15d6 RKA. 
 
(Of course, if the GM is just going to say 'Well, you spend this many 
points on ED, you can shrug off any ED attacks' then how is it different 
from 100% energy DR?  Personally, I think having a mechanical effect for 
it rather than relying on the GM making it a 'plot point' is far less 
cheezy.) 
 
> >The only way I can see that this character would be boring is if the 
> >player and the GM were both seriously lacking in imagination - if the 
> >campaign centered around fighting, for example, and nobody was clever 
> >enough to find a way to deal with this character. 
>  
> you have to be seriously lacking in imagination to need a 100% dr to 
> role-play an invincible character. This is the same problem many people 
> have with hero- some folks need the mechanics to back up their rp actions, 
> in a way which isn't really nesecary.  
  
Go back to the Death Star laser.  Character A has 100% Energy Damage 
Reduction.  Character B has 80 points of Resistant ED.  The Death Star is 
about to fire. 
 
Player A thinks, 'My character is invulnerably to energy - he'll stand in 
front of the cannon and stop the beam from hitting the planet.' 
 
Player B thinks, 'My character is really resistant to energy...but that's 
an awful big cannon...it might get through...I wonder if the GM is feeling 
nice?...maybe I better not risk it...I think I'll fly up and try to 
disable the laser before it fires.' 
 
I think that the mechanics do need to back up the power as much as 
possible. 
  
> >For that matter, I think complete invulnerability would be interesting to 
> >explore in a role-playing sense.  How does it affect the character's 
> >attitude towards life?  Are there any side effects to the power? (just 
> >hope the character never needs surgery...) What happens when he loses it 
> >temporarily? (see the Drain comment, above) 
>  
> um, this is just as valid to say about *assumed* inviunverability, 
> with the added bnous that eventually you *will* be hurt.  
 
And this is an 'added bonus' how?  I'd say it's anything /but/ a bonus, 
because it defeats the character concept.  "I'm invulnerable! Except for 
being hit by subway trains and very large beam weapons. But other than 
that, I'm invulnerable." 
 
> It's better rp 
> to define your character as invunverable and not need this sort of chessy  
> munch-fest to back you up.  
 
So you're saying that writing down '80 rED' on my character sheet instead 
of '100% rEDR' will somehow make me a better roleplayer?  You know, I've 
heard of lots of hints for being a better roleplayer, but most of them 
involved things like characterization and background.  Sorry, but I don't 
buy it. 
  
> >The concept is only boring if you work to make it so... 
>  
> no, the concet is only valid if you think being mortal is boring. 
 
The same could be said of any superhero concept, then.  It's only valid if 
you think being non-powered is boring - which, of course, is a load of 
complete hooey. 
 
Please note that at no point did I ever say 'mortal is boring' - I merely 
said 'invulnerable /isn't/ boring', in response to Rat's claim that it 
was.  
 
> The point of HERO mechanics is the *assumed* reality of the effects. 
> Hence if you call a power 'invunerable', and the gm agrees, it is.   
 
So, again, if the GM decides to treat it as 'Invulnerable' - i.e. 'you 
will never be hurt by energy' - how is it different from being 100% Damage 
Reduction - besides the fact that it relies on GM Fiat and not on 
mechanics? 
 
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: Sat, 2 May 1998 12:38:54 +1000 (EST) 
X-Sender: jonesmj@topaz.cqu.edu.au 
To: champ-l@sysabend.org 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
At 09:04 PM 5/1/98 -0500, you wrote: 
> 
>> THERE ARE NO ABSOLUTES IN CHAMPIONS! 
> 
>	Your opinion.  While you may decide that this works for your 
>4-color game, I may decide that an absolute defense is exactly what I need 
>for my Fantasy Hero game, or my 4-color game.  This is the type of thing 
>that needlessly limits the system. 
> 
 
 
Why would you need such a mechanic in fantasy anyway? the damage values  
are lower, yes? in heroic-lever fantasy game, 75% rpdr and 20 rpd IS 
virtually invunerable. It is not valid to state that a power should be  
created just becasue certain people can't wrap their head around the  
idea of 'special effect'. In a four-color game, buy 40 points of  
resistant defence, 75%rdr, and some stun and body, and wing the rest on  
things like missle defelction. This is more valid than 'does X infinitly',  
which makes a mockey of almost any point-based system.  
 
All gm's must limit the powers 
as they may, but i should not have to limit a power this way(ie just not 
allow the 100% option in my games) becasue someone misses the point of the 
mechanics.  
I repeat, a set of powers that give high defence CAN BE defined as 
indesructable. I't  
just a a matter of concentrating on the special effect instead of fixating 
on the powers  
in a way which damages the basis of the system.  
 
>> deal with it. 
> 
>	Why?  I choose not to go by it as it is a rule-of-thumb that tends 
>to make the game less playable. 
> 
> 
 
Less playable how? The mechanics deal with character concepts, 
not plot devices, and not freeform game-play. If you decide  
something is indestructable it is, such concepts are outside 
the bounds of the character creation rules for a REASON.  
 
 
 
 
>				-Tim Gilberg 
> 
>		    -"Hey!  MacLeod!  Get off of my ewe!" 
> 
> 
> 
"enslve humanity willya?" 
 
Core Alpha PBEM http://www.geocities.com/TimesSquare/Labyrinth/3306/Pbem.htm 
 
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Date: Fri, 1 May 1998 21:39:32 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
Reply-To: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
On 1 May 1998, Stainless Steel Rat wrote: 
> Rick Holding writes: 
>  
> > 	Going through a wall and leaving an obvious path (an open space or 
> > a pile of rubble blocking the path) means tunnelling. 
>  
> Go read Tunnelling... leaving a hole or closing it behind you must be 
> specified when the poower is purchased.  Either option is "free" but you 
> only get one. 
 
Lets see...do you mean the bit where it says 'The tunnel is normally left 
open behind the character.  If a character wishes to be able to fill in 
the tunnel behind himself, the cost is +10 points.'? 
 
Not only is the 'fill in the tunnel' not free, but if you do buy it, you 
have the option of using it or not using it as you see fit. 
 
Looks like Rick isn't the one that needs to go read Tunnelling. 
 
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, 1 May 1998 21:45:49 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: CHAR: WC: Nur al-Allah 
Sender: owner-champ-l@sysabend.org 
 
On Fri, 1 May 1998, John and Ron Prins wrote: 
 
> >100+	Disadvantages 
> >10	Distinctive Features: Glows green, especially when speaking 
>  
> Uh, Mike, if green is the color of Allah, this shouldn't be a disadvantage, 
> but a Change Environment, should it not? I mean, if I was an Islamic priest 
> and I glowed the color of Allah, I'd consider it to be useful, neh? Should 
> really be a Change Environment AND a Distinctive Feature, I guess... 
 
Actually, I'd just call it circumstances making a disadvantage useful - 
similar to how a Reputation can aid a Presence Attack, even though it's 
technically a disadvantage. 
 
Now if he glowed green brightly enough to see by, that might be another 
story. 
 
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: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
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Organization: The Happy Fun Ball Brigade 
Date: 01 May 1998 22:59:43 -0400 
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Tim R Gilberg writes: 
 
> 	Show me where allowing desolid with the mental attacks addition, 
> then with a limitation "only vs mental damage", which allows physical and 
> energy attacks to be made by the character without "affects physical 
> world" doesn't add something equally or more disadvantageous (quite 
> vulnerable to mental and physical) in exchange for added ability (can 
> affect physical with those two.) 
 
You are adding an ability (roughly your words) to Desolidification 
(actually fundamentally changing how Desolidification works), not 
exchanging one inherent disadvantage for another. 
 
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Date: Fri, 1 May 1998 23:00:48 -0400 (EDT) 
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To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
>> No, I'm with the Rat on this one. Going through objects is Tunnelling. Rat's 
>> being very specific, that's all. If you _only_ want to go through walls (and 
>> not be ephemeral to attacks), Tunnelling is the best option. 
> 
>	Going through a wall and leaving an obvious path (an open space or a  
>pile of rubble blocking the path) means tunnelling.  Tunnelling with invisible  
>power effects, depending on interpritation may either conceal your tunnel 
or HOW  
>you tunnel.  Going through a wall without leaving obvious signs or adversely  
>affecting the wall means desolidification or perhaps a form of teleport like a  
>friend of mine has for one of his characters.  He was doing part of it wrong,  
>but the idea was sound. 
 
What about this power: Joe Hole opens holes in walls - functionally making 
part of the wall 'disappear' into another dimension. Joe Hole steps through, 
then brings the part back. Joe Hole _has_ to bring the part back, he can't 
leave it in limbo. 
 
Now, this power is NOT invisible. There's a hole. There might by shiny, 
noisy accompanying SFX. But once the bit is back, the wall is seamless and 
undamaged. 
 
This is an example of Tunnelling that does NOT leave any visible sign 
afterwards, only during. It does not damage the wall. It is patently not 
Desolid or Teleport. It should not require any advantages or limitations, 
just baseline tunneling with the option to close the hole. (maybe a small 
limitation that he must eventually close the hole, but that's really minor).  
 
My point? Tunnelling does not _necessarily_ damage the surface being 
tunnelled through. It's assumed, but that's all it is; an assumption. 
  
>> points. Sure, 'Only through walls' desolid will be cheaper (probably half 
>> the cost), but you've still got the need for Affects Solid while going 
>> through walls. That's the reason you don't want to use Desolid; it has messy 
>> implications. 
> 
>	What implications?  If you are moving through a solid, there is bugger  
>all there to attack. 
 
Well, first off, when desolid you can't make an attack without Affects Solid 
advantage. So you can't just stick an arm out of a wall and attack. A 
tunnelling character could. An arm or hand is a small target, making the 
tunnelling energy projector kinda nasty. But the Desolid one has to give up 
desolid to attack, or buy hideously expensive Affects Solid powers. 
 
Second, desolid characters by default 'look hazy' when using the power, so 
if you step out of a wall, everyone knows you've got Desolid (and cracks out 
the Affects Desolid EBs :-). 
 
>If you find a hole in whatever you are moving through,  
>then you are no longer desolid and hence don't need to buy affects solid on  
>anything.  As for the +10 points for not leaving a hole behind, there is 
still >a clear idea that something happened. 
 
Says who? That's entirely SFX dependant. Someone who magically 'displaces' 
matter and it 'rebounds' to original shape would have non-traceable 
Tunnelling; the use of the power would still be Visible, just not the 
effects - can you easily tell that Joe Guard was knocked out by a light 
based NND EB? 
 
>	I built a character based on the Ulgo's out of the David Eddings series  
>of books who had the ability to walk through stone and dirt (only).  Once I  
>explained to the GM that it couldn't be used as a defence in open air, he 
gave a  
>-3/4 limitation.  He liked the effect and I was relatively happy with the size  
>of the limitation.  Oh, yea.  And I could take one other person with me.  I 
had  
>to buy the life support to be able to "breath" rock and that also had to be 
able  
>to be used by my passenger. 
 
Hey, you probably paid too much. Relg's diviner ability could easily be done 
as Tunnelling - he could _even_ use his powers to make holes in rock if he 
wanted, and to use it _against_ opponants! Pushed a living Murgo right into 
a rock face and left him there! I'd build Relg's power like this: 
 
1" Tunnelling, vs. 8 DEF, Option to leave no tunnel (about the hardest rock 
you'll find), Only through rock and stone (-1/2, not through dirt). 
 
36 active, 24 real points. 
 
You wouldn't need UBO or UAO, as Tunnelling is a movement power. Grab the 
target, 'open a hole', shove him in, close it up. You wouldn't need life 
support, as Tunnelling assumes it, one way or another. Of course, if you 
leave someone behind, they don't have Tunnelling, so no life support, so 
bye-bye.  
 
Going the Desolid route, you'd have to have Desolid, UBO (one other, no 
range, does not lose the power) (+1/2), UAO (+1), Only through Rock and 
Stone (-3/4 according to your GM, I'd give it more); 100 active, 57 real, 
never mind the cost of Life Support. You could throw in Concentration, but 
that's appropriate for both constructs, I guess. 
 
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-Vaultron Force, Gold Digger #38 
----------------------------------------------------------------------------- 
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: Tunnelling 
Sender: owner-champ-l@sysabend.org 
 
>>From what I have seen from the discussions concerning tunnelling  
>vs desolid, lots of people are making an assumption that I believe is not  
>valid.  Tunnelling adversely affects the substance that is being tunneled  
>through.  Thats why it leaves a hole behind. 
 
Sounds like _you're_ the one making the assumption. Nowhere does it state 
that Tunnelling does BODY to the substance. IOW, nowhere does it state that 
tunnelling actually 'does damage'. It might re-arrange the substance, or 
displace it, but that need not be permanent, depending upon SFX. Most 
tunnelling would leave big traces - but not all. 
 
  For +10 points, the hole  
>can be closed behind you as you go.  But nowhere does it say it closes  
>the hole leaving the substance the way you found it. 
 
Nowhere does it say you leave an obvious trail. 
 
>If you tunnel  
>through a concrete wall, you leave behind chunks of concrete filling the  
>space.  If anybody has any arguments against...? 
 
See other messages for SFX of Tunnelling - how about the 'Portable Hole' 
from AD&D? Partly XDM, but part Tunnelling, too! 
 
 
 
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"FORM BLAZIN' SHILLELAGH!" 
-Vaultron Force, Gold Digger #38 
----------------------------------------------------------------------------- 
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jprins@interhop.net 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Tunnelling 
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Date: 01 May 1998 23:02:51 -0400 
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Rick Holding writes: 
 
> But nowhere does it say it closes the hole leaving the substance the way 
> you found it. 
 
That is because... IT IS A SPECIAL EFFECT! 
 
> If you tunnel through a concrete wall, you leave behind chunks of 
> concrete filling the space.  If anybody has any arguments against...? 
 
If you tunnel through a concrete wall, you leave behind a concrete wall 
exactly like the one you tunneled through.  Special effect.  Maybe someone 
with a highly specialized sense will be able to detect the difference, but 
I certainly will not. 
 
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Date: Fri, 1 May 1998 23:09:48 -0400 (EDT) 
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To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
>> 	Going through a wall and leaving an obvious path (an open space or 
>> a pile of rubble blocking the path) means tunnelling. 
> 
>Go read Tunnelling... leaving a hole or closing it behind you must be 
>specified when the poower is purchased.  Either option is "free" but you 
>only get one. 
 
Err...actually, it says: 
 
"If a character wishes to be able to fill the tunnel behind himself," 
 
It says nothing about 'must' fill the tunnel, only 'be able to'. Somebody 
who spends the extra 10 points should have both options, methinks. 
 
----------------------------------------------------------------------------- 
"FORM BLAZIN' SHILLELAGH!" 
-Vaultron Force, Gold Digger #38 
----------------------------------------------------------------------------- 
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jprins@interhop.net 
 
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Date: Fri, 1 May 1998 23:09:52 -0400 (EDT) 
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To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: CHAR: WC: Nur al-Allah 
Sender: owner-champ-l@sysabend.org 
 
>> >100+	Disadvantages 
>> >10	Distinctive Features: Glows green, especially when speaking 
>>  
>> Uh, Mike, if green is the color of Allah, this shouldn't be a disadvantage, 
>> but a Change Environment, should it not? I mean, if I was an Islamic priest 
>> and I glowed the color of Allah, I'd consider it to be useful, neh? Should 
>> really be a Change Environment AND a Distinctive Feature, I guess... 
> 
>Actually, I'd just call it circumstances making a disadvantage useful - 
>similar to how a Reputation can aid a Presence Attack, even though it's 
>technically a disadvantage. 
> 
>Now if he glowed green brightly enough to see by, that might be another 
>story. 
 
Er, no, because glowing green in an Islamic society is _really_ useful. It's 
pretty much a 'holy aura', isn't it? Yes, it has its disadvantages, but I 
think the up side is too large to be simply handwaved as turning a 
disadvantage to your advantage. It's a useful power, and should be paid for. 
 
Besides, I haven't read most of Wild Cards; how brightly did he glow? 
 
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-Vaultron Force, Gold Digger #38 
----------------------------------------------------------------------------- 
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jprins@interhop.net 
 
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Date: Fri, 1 May 1998 22:17:23 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
On Sat, 2 May 1998, happyelf wrote: 
> At 09:04 PM 5/1/98 -0500, you wrote: 
> > 
> >> THERE ARE NO ABSOLUTES IN CHAMPIONS! 
 
But there are in comic books.  So I guess Champions needs some work to 
accurately simulate the genre which it was meant to model. 
 
> >	Your opinion.  While you may decide that this works for your 
> >4-color game, I may decide that an absolute defense is exactly what I need 
> >for my Fantasy Hero game, or my 4-color game.  This is the type of thing 
> >that needlessly limits the system. 
>  
> Why would you need such a mechanic in fantasy anyway? 
 
Oh, this is even easier than 'why would you need it in supers?'.  I'd use 
it as a part of an 'immune to magic' package.  In fact, I'll be using it 
in my Final Fantasy HERO game, because creatures being 100% immune to a 
particular effect are part of the genre. 
 
> the damage values  
> are lower, yes?  
 
Depends on the type of fantasy game you run. 
 
> It is not valid to state that a power should be  
> created just becasue certain people can't wrap their head around the  
> idea of 'special effect'.  
 
No, but it is valid to state that a power should be created when existing 
powers are not satisfactory to do the job.  There are a few instances like 
that in HERO, which despite all claims to the contrary, is not a perfect 
or all-encompassing system. 
 
> I repeat, a set of powers that give high defence CAN BE defined as 
> indesructable.  
 
Even though it's not. 
 
> I't  
> just a a matter of concentrating on the special effect instead of fixating 
> on the powers  
> in a way which damages the basis of the system.  
 
You keep claiming this, yet you have never once stated exactly how 100% DR 
would 'make a mockery of almost any point-based system' or 'damage the 
basis of the system'.  Please, enlighten us on exactly how the entire 
concept destroys HERO as a viable system. 
  
> Less playable how? The mechanics deal with character concepts, 
> not plot devices, and not freeform game-play. If you decide  
> something is indestructable it is, such concepts are outside 
> the bounds of the character creation rules for a REASON.  
 
And that reason 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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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
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Date: 01 May 1998 23:18:25 -0400 
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Sakura  writes: 
 
> Looks like Rick isn't the one that needs to go read Tunnelling. 
 
Yeah... my mind is *not* working properly this evening.  That's two stupid 
mistakes in a row. 
 
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Date: Sat, 2 May 1998 14:11:33 +1000 (EST) 
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To: champ-l@sysabend.org 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
At 10:17 PM 5/1/98 -0500, you wrote: 
>On Sat, 2 May 1998, happyelf wrote: 
>> At 09:04 PM 5/1/98 -0500, you wrote: 
>> > 
>> >> THERE ARE NO ABSOLUTES IN CHAMPIONS! 
> 
>But there are in comic books.  So I guess Champions needs some work to 
>accurately simulate the genre which it was meant to model. 
> 
 
 
Name one. juggernaught? eyes cut by shatterstar in x-force... five i think,  
and almost sqewered by hulk redently. perfect example or virtually 
invunerablility. 
Odin? heh. that's why all of the norse are gonesville in avengrs #1.  
and even if you FIND one, clearly it belong under gm improvised control.  
And that includes f it exists in a pc. 
 
>> >	Your opinion.  While you may decide that this works for your 
>> >4-color game, I may decide that an absolute defense is exactly what I need 
>> >for my Fantasy Hero game, or my 4-color game.  This is the type of thing 
>> >that needlessly limits the system. 
>>  
>> Why would you need such a mechanic in fantasy anyway? 
> 
>Oh, this is even easier than 'why would you need it in supers?'.  I'd use 
>it as a part of an 'immune to magic' package.  In fact, I'll be using it 
>in my Final Fantasy HERO game, because creatures being 100% immune to a 
>particular effect are part of the genre. 
> 
 
Um, the levels of points ar lower, 75% reduction should do it, toss 
in a bit of pd or whatever. Frankly it functions as a plot device anyway,  
you shouldn't add it to points totals, there's no reason to. Just write 
'invuerable to X' in the notes section, i ask you, what is the diffence? 
You've asked me that, but it just occured to me that since my theory is 
the incumbent, the burden of evidence lies with you. 
 
>> the damage values  
>> are lower, yes?  
> 
>Depends on the type of fantasy game you run. 
> 
 
I responded thus because someone set fantasy hero apart as an example of greater 
suitability. There are just as many plot concept in both genre's so 
i assumed they were speaking mechanically.  
 
>> It is not valid to state that a power should be  
>> created just becasue certain people can't wrap their head around the  
>> idea of 'special effect'.  
> 
>No, but it is valid to state that a power should be created when existing 
>powers are not satisfactory to do the job.  There are a few instances like 
>that in HERO, which despite all claims to the contrary, is not a perfect 
>or all-encompassing system. 
> 
 
BUT many of the concepts it does not encompass it avoids for a reason. 
Where are the rules for a god's worshippers? or omnipotence? both can  
be Virtually* defined, but for an infinite concept it must be  
gm-improvisation and jugement all the way.  
 
>> I repeat, a set of powers that give high defence CAN BE defined as 
>> indesructable.  
> 
>Even though it's not. 
> 
 
Yes it is. if it's special effect is 'indestructable', then it is.  
Otherwise it STILL isn't indestructable, becasue it's called  
'one hundered percent resistant damage reduction'. 
 
>> I't  
>> just a a matter of concentrating on the special effect instead of fixating 
>> on the powers  
>> in a way which damages the basis of the system.  
> 
>You keep claiming this, yet you have never once stated exactly how 100% DR 
>would 'make a mockery of almost any point-based system' or 'damage the 
>basis of the system'.  Please, enlighten us on exactly how the entire 
>concept destroys HERO as a viable system. 
>  
 
A points based system works from the princible the you get what you pay for. 
You are getting WAY more than that. Furthemore, systems DO have to be  
balanced for varoius reasons, and it can't just be the gm's job to keep  
excptionally damaging effects away from players. Cosidering the scope 
of your proposed power, it is the equivalent of placing a fifth level  
spell called 'complete invunerability' in the 'all' sphere of the  
priests spell list. That is damaging.  
 
 
>> Less playable how? The mechanics deal with character concepts, 
>> not plot devices, and not freeform game-play. If you decide  
>> something is indestructable it is, such concepts are outside 
>> the bounds of the character creation rules for a REASON.  
> 
>And that reason is? 
 
That they cannot be quantified, since they are infinite.  
You can't quantify infinity.  
You just can't. 
Go ahead, try.  
You'll always end up with zero or infinity.  
Simple as that.  
 
 
 
 
> 
>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" 
> 
> 
> 
"enslve humanity willya?" 
 
Core Alpha PBEM http://www.geocities.com/TimesSquare/Labyrinth/3306/Pbem.htm 
 
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Date: Sat, 2 May 1998 00:17:14 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
On Sat, 2 May 1998, happyelf wrote: 
> Frankly it functions as a plot device anyway,  
> you shouldn't add it to points totals, there's no reason to. Just write 
> 'invuerable to X' in the notes section, i ask you, what is the diffence? 
 
First you tell me that I'm not charging enough points for 100% immunity. 
Now you're telling me to just ignore it and not charge any points.  Please 
make up your mind. 
 
> >> I repeat, a set of powers that give high defence CAN BE defined as 
> >> indesructable.  
> > 
> >Even though it's not. 
>  
> Yes it is. if it's special effect is 'indestructable', then it is.  
> Otherwise it STILL isn't indestructable, becasue it's called  
> 'one hundered percent resistant damage reduction'. 
 
Er, so if I buy 10 rPD, and call it 'indestructable', I'm indestructable? 
That's cool.  Maybe I'll buy 1 PD and call it that.  Much cheaper than 
buying anything else. 
 
I think your definition of 'indestructible' and 'invulnerable' differ 
from mine. 
 
Indestructible = 'cannot be destroyed'.  Something with 10 or even 100 PD 
can be destroyed, hence, it is not indestructible. 
  
> >> I't  
> >> just a a matter of concentrating on the special effect instead of fixating 
> >> on the powers  
> >> in a way which damages the basis of the system.  
> > 
> >You keep claiming this, yet you have never once stated exactly how 100% DR 
> >would 'make a mockery of almost any point-based system' or 'damage the 
> >basis of the system'.  Please, enlighten us on exactly how the entire 
> >concept destroys HERO as a viable system. 
>  
> A points based system works from the princible the you get what you pay for. 
 
Hence the extrapolation of costs from existing ones. 
 
> You are getting WAY more than that. 
 
Actually, for at least 95% of the time, you're going to have wasted 
points, because a lesser amount of points spent on Armor/PD/ED would have 
stopped the attack cold anyway.  It's that last 5% of the time that makes 
up for it.  
 
> Furthemore, systems DO have to be  
> balanced for varoius reasons, and it can't just be the gm's job to keep  
> excptionally damaging effects away from players.  
 
Suuuure. And it's not the GM's job to say, 'No, you can't have a 25d6 EB 
in this campaign, I don't /care/ if you have the points for it.' Tell me 
another one.  
 
> Cosidering the scope 
> of your proposed power, it is the equivalent of placing a fifth level  
> spell called 'complete invunerability' in the 'all' sphere of the  
> priests spell list. That is damaging.  
 
So a 5th level priest spell is the equivalent of 360 points?  (Complete DR 
for Physical, Mental, Energy @ 120 points each) Those 7th level spells 
must be killer...  
 
No, I think it's putting the equivalent of 'complete invulnerability' as 
an 8th level priest spell, that you can only get if the GM is running a 
very special type of campaign.  
  
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: Sat, 2 May 1998 02:35:04 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@sysabend.org 
Subject: Re: CHAR: WC: Nur al-Allah 
Sender: owner-champ-l@sysabend.org 
 
On Fri, 1 May 1998, John and Ron Prins wrote: 
 
> >NUR AL-ALLAH 
> >"Light of Allah" 
>  
> >Wildcard (Ace) Powers: 
> >25	Compelling Voice: Oratory 25- 
> > 
> >100+	Disadvantages 
> >10	Distinctive Features: Glows green, especially when speaking 
>  
> >wiped clean from the face of the Earth.  Nur himself is an ace, his skin 
> >glows bright green (the sacred color of Allah) and his voice is 
> >hypnotically compelling, allowing him to sway crowds to believe his 
> >fanatical views.   
>  
> Uh, Mike, if green is the color of Allah, this shouldn't be a disadvantage, 
> but a Change Environment, should it not? I mean, if I was an Islamic priest 
> and I glowed the color of Allah, I'd consider it to be useful, neh? Should 
> really be a Change Environment AND a Distinctive Feature, I guess... 
 
Well... he glows green and can't hide, so it is a DF (he also stands out 
in a crowd, makes it easy for him to be mobbed by fans).  As for a CE? 
Well, all he does is glow green.  He doesn't really shed and light or 
anything.  I guess the most basic form of CE would cover it. 
 
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Date: Sat, 2 May 1998 02:37:27 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: CHAR: WC: Nur al-Allah 
Sender: owner-champ-l@sysabend.org 
 
On Fri, 1 May 1998, Sakura wrote: 
 
>  
> > >100+	Disadvantages 
> > >10	Distinctive Features: Glows green, especially when speaking 
> >  
> > Uh, Mike, if green is the color of Allah, this shouldn't be a disadvantage, 
> > but a Change Environment, should it not? I mean, if I was an Islamic priest 
> > and I glowed the color of Allah, I'd consider it to be useful, neh? Should 
> > really be a Change Environment AND a Distinctive Feature, I guess... 
>  
> Actually, I'd just call it circumstances making a disadvantage useful - 
> similar to how a Reputation can aid a Presence Attack, even though it's 
> technically a disadvantage. 
 
Yeah, this was my opinion. 
  
> Now if he glowed green brightly enough to see by, that might be another 
> story. 
 
He doesn't as I remember. 
 
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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: Sat, 2 May 1998 02:38:48 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@sysabend.org 
Subject: Re: CHAR: WC: Nur al-Allah 
Sender: owner-champ-l@sysabend.org 
 
On Fri, 1 May 1998, John and Ron Prins wrote: 
 
> >> Uh, Mike, if green is the color of Allah, this shouldn't be a disadvantage, 
> >> but a Change Environment, should it not? I mean, if I was an Islamic priest 
> >> and I glowed the color of Allah, I'd consider it to be useful, neh? Should 
> >> really be a Change Environment AND a Distinctive Feature, I guess... 
> > 
> >Actually, I'd just call it circumstances making a disadvantage useful - 
> >similar to how a Reputation can aid a Presence Attack, even though it's 
> >technically a disadvantage. 
> > 
> >Now if he glowed green brightly enough to see by, that might be another 
> >story. 
>  
> Er, no, because glowing green in an Islamic society is _really_ useful. It's 
> pretty much a 'holy aura', isn't it? Yes, it has its disadvantages, but I 
> think the up side is too large to be simply handwaved as turning a 
> disadvantage to your advantage. It's a useful power, and should be paid for. 
 
Well, I do like the CE concept.  I'll probably tack that on. 
  
> Besides, I haven't read most of Wild Cards; how brightly did he glow? 
 
Bright enough to be obviously green, but that's about it.  He wasn't his 
own light source. 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
To: <hero-l@sysabend.org> 
Subject: Re: Desolidification 
Date: Fri, 1 May 1998 23:39:48 -0700 
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Sender: owner-champ-l@sysabend.org 
 
On Friday, May 01, 1998 9:43 PM, happyelf wrote: 
 
<snip> 
> Frankly it functions as a plot device anyway, 
>you shouldn't add it to points totals, there's no reason to. Just 
write 
>'invuerable to X' in the notes section, i ask you, what is the 
diffence? 
>You've asked me that, but it just occured to me that since my theory 
is 
>the incumbent, the burden of evidence lies with you. 
 
 
There are two possibilities: 
 
1) There is a difference. If this is the case, then your option is 
insufficient, because it does not grant invulnerability. 
 
2) There is no difference. If this is the case, then your option is 
just as objectionable as 100% Damage Reduction, as they are identical. 
 
<snip> 
>Yes it is. if it's special effect is 'indestructable', then it is. 
 
IF the GM agrees, and IF you never have to use the character with 
another GM. Your way is _not_ tournament legal. 
 
>Otherwise it STILL isn't indestructable, becasue it's called 
>'one hundered percent resistant damage reduction'. 
 
 
Your method leaves you vulnerable to sufficiently large attacks. 
Theirs does not. Thus, yours clearly does not match the definition of 
"invulnerable", while theirs does. 
 
I have significant objections to 100% Damage Reduction, but I don't 
agree with yours. Your mechanic a) does not give true invulnerability, 
and b) if it did, it would be just as objectionable as theirs. 
 
<snip> 
 
About the only thing I do agree with here in your post is: 
 
>That they cannot be quantified, since they are infinite. 
>You can't quantify infinity. 
>You just can't. 
>Go ahead, try. 
>You'll always end up with zero or infinity. 
>Simple as that. 
> 
 
I object to "Invulnerability", and always have (though I am not 
certain it should be illegal; just don't try to buy it in my 
campaign), because it exactly mimics the effects of ED, PD, and MD, 
except that you get infinite effect for finite points. Below the 100% 
level, they have similar but different effects. At the 100% level, the 
effect is identical, except that you get more for 120 pts. with one 
than you can get with 3,000,000,000 pts. with the other. 
 
Filksinger 
 
 
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Date: Sat, 2 May 1998 16:52:42 +1000 (EST) 
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To: champ-l@sysabend.org 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
i'm postig this back to the list, becasue it involves a concept 
that should be discussed by one and all. That is, the literal  
aplication of the rules as opposed to a more story-centered approach. 
 
At 12:01 AM 5/2/98 -0500, you wrote: 
>On Sat, 2 May 1998, happyelf wrote: 
> 
>> >Hmm...let's see...because the character concept is 'invulnerable to X' not 
>> >'incredibly resistant to X'? 
>>  
>> You're getting special effect mixed up with game mechanic. That's like 
saying  
>> you can't have a hand killing  attack unles it automatically kills who you 
>> attack- 
>> otherwise why not call it a 'hand-might-kill attack'.  
> 
>Poor analogy - it's called a killing attack because it does killing damage 
>instead of normal damage. 
> 
 
yes, and your semantics above are on the same level. hence my point.  
 
 
>And what if the 'invulnerable' character jumped in front of a train? 
>Would you have said 'ah, he's invulnerable' and let him take no damage, or 
>would he have taken a lot of damage?  
>  
 
The former. That's why the call it a plot concept. And the guy was in a tomb, 
so trains were not around. They ended up buring him 'alive' which might have  
killed him, but what difference does it make? 
 
>>  
>> No, the purpose of the game mechanics are to portray those concepts 
>                              ^^^^^^^^^ 
>Nice trick, adding a word there to change the meaning of what you said. 
> 
 
next watch me pull a rabbit out of my hat. I was qualifing the statement- 
if you looked at the whole statement you'd see i was dividing the concept  
up into two concepts one which adds to the other.  
 
>> which are not left up to the gm, so that people can have fun within 
>>  a cohesive framework which enhances roleplaying and action.      
> 
>OK. And how does adding 100% DR undermine this?  The cost is extrapolated 
>from existing costs, so it certainly doesn't make the game mechanics 
>'uncohesive'. 
> 
 
Yes it does. It undemines the princible of getting what you pay for,  
and requires the gm to exercise a completly different type of  
control over who buys what powers. And the cost is not extrapolated.  
Damage reductuion bases itself on the princible that 100% is unobtainable.  
Also, most powers costs exist as a mid-point between minimum and maximum 
effect.  
The minimum effect of your power is infinity, as is the maximum.  
 
>> >> and ignores  
>> >> the nature of damage.  
>> > 
>> >'Ignores the nature of damage'?  How so? 
>>  
>> Damage hurts.  
> 
>Not if you're invulnerable, that being the whole point of invulnerability. 
>8) 
> 
 
no actually rimmer from rd dwarf was invunerable in series six-  
but it still hurt when people hit him.  
I though you said invunerability means you don't take damage?  
feeling pain is another matter entirely. hmmmmmmmm a doesn't apn have a lot 
to do with stun? 
 
>> and is not limited to a particular 'special effect' at 
>> such nitense levels. If you are immune to nuclear explosions, at ground  
>> zero you're still going to get flung about a kilometre and die when you  
>> hit the ground, 
> 
>That's knockback.  Damage Reduction doesn't affect that. 
> 
 
Yes, but it's a concept inherent in the attack. I say again i though you  
say invunerable means you don't take any damage from an attack?  
                                     ^^^ 
  
>> or be torn to pieces by rock fragments similarly propelled, 
>> at further distance from the epicentre.  
> 
>If you want your nuclear bomb to have a physical component as well as an 
>energy component, you ought to buy it that way, otherwise, you're not 
>doing a nuclear bomb very well.  Alternately, the GM could calculate 
>knockback for rocks and suchlike in the area of effect and handle it that 
>way. 
>  
 
I'm talking about a rl equivalent. Invunerability is unobtainable.  
The examples i give justify copping a bit of damage despite being 
invunerable to  
x- becasue x isn't all that's involved. No-one can tell me i have to write  
out every nuance and potential value of a nuclear blast just becasue some 
guy wants an invunverable character written a particular way.  
 
>> So when being invunerable to fire, one is also invunerable to  
>> fragments of metal 
> 
>No, obviously not, but the typical 'flame blast' power doesn't include 
>fragments of metal.  These magical fragments of metal aren't going to 
>appear all the time - only in certain circumstances.  That's why there's a 
>GM, to handle stuff like that. 
> 
 
actually i think i gave a few other examples, which you neglected to note. . 
.yet. 
most of them apply in almost all circumstances. And there is usually one thing 
or another. Hence it is valid to allow a degree of stun of some sort at least.  
This is far more plausable then what you are suggesting. Also, if an 
invunerable  
guy gets hit by ANY high-energy effect, he better have life support, as well.  
 
>In a comic book setting, I'd only use these fragments of metal if someone 
>deliberately tried to create/use them - i.e. 'Oh no! Pyron is immune to my 
>flame blast power!  Maybe if I cause that propane tank next to him to 
>explode, he'll be harmed by the shrapnel!' (aims at tank, boom, etc) 
> 
 
*sigh* first you say non-comic book settings are suport for invunerability... 
now this. clearly that's just straight PD vs ED, and even if it isn't  
it'd work wether the invunerability came from existing methods of 100%rdr.  
Again my point is not that your 100%rdr wouldn't work, but that there are  
plenty of resons for doing normal defences and copping a bit of stun or even 
body. 
 
>> , sudden trauma from temperature changes(maybe) 
> 
>Isn't that part of how fire damages people?  Obviously, being immune to 
>fire would make you immune to this, then.  At least, immune to sudden 
>trauma from temperature raising... 
> 
 
My point exactly: what does 'immune to fire' cover? you could argue that,  
since heat is just molecular agitation, soeone with this immunity would be  
so immune to being punched also- it's all kinetic transference. 
 
>Of course, if someone truly wanted to be 'invulnerable to fire' I'd 
>suggest they also buy LS: Intense Heat... 
> 
 
Yes. .. but you just said 'immune to fire' means you can't take  
damage from fire. In that case how would you explain someone  
with 100%red and NO ls?  okay let's say '100% red vs fire attacks', 
but that still doesn't wash. You're basing your suggestion on a  
scenario-  a character who does not take damage from X.  
But the problem is that they're bound to take damage from x  
in some ways unless you reduce it to pure game mechanics  
(as in immune to attacks with X as special effect) in which  
case it is no longer valid to argue from anything but a mechanics- 
based perspective. In that case the rules remains- you get what  
you pay for.  
 
>> smoke inhalation,  
> 
>If they want smoke as part of the power, they have to pay for it.  If its 
>a 'normal fire' the Ref should use whatever rules for smoke inhalation he 
>wants to. 
> 
>> pressure changes,  
> 
>See above, on metal fragments. 
> 
 
no, again you speak of game mechanics when i'm speaking 
of reality. You base your concept on pure rules-logic,  
the problem is your logic is flawed. These are all good 
reasons why someone who is (sfx) indesructable to X 
would still take a few stun from an attack with X 
as a special effect, but you continue to speak in  
pure game mechanics. Frankly i think you have no intrest 
in the role-playing concept at all, this is about  
pumping superdood full of cheese.  
 
>> heart attack from being  
>> envloped in fire (or at least a moment of hesitation and diorientation-  
>> sounds like possible stun to me), ect, ect, ect. 
> 
>Er.  Maybe when the character is first getting used to the power - after 
>he's got faith in it, I doubt it.  In any case, that's a matter better 
>left for roleplaying.  
>  
 
NO, the INFINITE CONCEPT is the matter best left to roleplay. And no matter how  
often you do it, being envloped in green energy is going to give you a moments 
distraction. That equates to a few stun quite easily.  
 
>> >Someone who is /invulnerable/ to energy damage is, well, very different 
>> >from someone who has 80 points of resistant ED.  Heck, someone with a 15d6 
>> >EB could (on a lucky roll, mind you) do damage to someone with an 80 ED.  
>>  
>> No, the maximum damage from 15d6 is 30 body, so stun only.  
> 
>Yes, stun /damage/ - note key word 'damage' here, as in the stuff you 
>shouldn't take when you're invulnerable.  Otherwise, you get stuff like 
>'Well, yeah, I'm invulnerable to fire.  Except it can knock me out.' which 
>is pretty silly if you ask me. 
> 
 
Stun is stun. It can be portrayed many different ways, many having  
nothing to do with damage. For instance you burn stun after you  
exaust end, that isn't some invisible pixie slapping you around for  
exceeding you quota. And you can get  
'Well, yeah, I'm invulnerable to fire.  Except it can knock me out.' 
anyway, from a guy with no life support, or a dozen other things. And AGAIN 
it's not the fire doing it, it's other things. All it takes is a tad 
bit of lateral thinking which is far preferable to a literal-mindedness which  
ruins the mechanics. 
 
>> >Someone who is invulnerable to energy damage should be able to stand in 
>> >the way of the Death Star planet-destroying laser and not get hurt at all 
>>  
>> -including by being flung through a planet? heh. my point exactly.  
> 
>This is knockback, which (as stated before) is not affected by Damage 
>Reduction. 
>  
 
You just said 'WITHOUT GETTING HURT AT ALL.' When a bullet kills you  
it often doesn't do so from the tissue damage, but the shock. Both are  
involved in the attack, however it is valid to say that the impact ot a  
superlaser is INHERENTLY involved in the concept of the damage it casues.  
 
>> And you miss what i'm saying. In a heroic level campaign there's no place 
>> for your power, in fact there's no place for it in a superheroic one- 
>> If you want 'i'm invunverable, hence i can bounce bullets off my chest' then  
>> by 30 prd. if you want 'i can bounce a superlaser off mu chest' then buy  
>> 75% redr, 200RED, or hell just by MISSLE DEFLECTION.  
> 
>> You can't cheat and  
>> get such an immense ability without paying the points for it. 
> 
>Say /what/?  Of /course/ you have to pay the points for it, I never said 
>you didn't!  In fact, it's a bloody expensive ability! 
> 
>Damage Reduction doubles in cost for each 'level' of 25%.  Extrapolating 
>this table gives you a cost of 120 points for 100% resistant damage 
>reduction for one category of attacks. 
> 
 
*yawn* peanuts. That's 120 points to defend against 
160,000,000,000,000,000,000,000,000,000,000,000 
body damage. You know how man points that is comparativly speaking? 
 
>So explain again how this is 'cheating' and 'getting an immense ability 
>without paying the points for it'?  Aren't you the one telling me that I'd 
>/basically/ have it if I spent an equal number of points on another power? 
> 
 
No not an equal number, an infinite amount more. In order to have  
PD which will protect you agaist all possible physical attacks, you can  
go two ways. One is to by an infinite amout or pd- as would be required to 
match you. 
You may as well buy infinite body and stun instead. OR, you can by pd high 
enough that  
within the framework of the campaign, only very powerful attacks will bother 
you at all, 
call it 'invunerable' as a sfx, and the damage taken there can be explained 
many ways  
as i've suggested.  
 
>> Like it or not, a guy who gives moff tarkin's little toy 
>> the laugh is built on a hell of a lot of points.  
> 
>120 points is a hell of a lot to spend on a defense, and probably exceeds 
>most campaigns' AP limits. 
>  
 
No. A starting super can afford that in theory. and AP limits are 
not a valid guage of power level. You can set them wherever you  
want and call it 'expensive', but really expense is total cp - 
cost of power. 120 pts say -1/4 for 'only vs fire' is  
90 points. which frankly is birdseed. oops, i mean chicken feed. whatever.  
a high-power character (375 pts) can buy all three for 360 and still 
have change left for str and some dex.  
 
>> Or you could just use  
>> MISSLE DEFLECTION, or treat it as a plot-device.  
> 
>Ahh yes.  And I should charge how many points for this 'plot device'? 
>  
 
A plot device doesn't cost points. that Is the point. Since there is  
no possible points total which properly defines infinity, it is  
far more valid to simply let it lie as it exists- a plot device.  
 
>> In fact let's think about this for a mo. How about A dodge effect teamed 
>> with images, 
> 
>Which would let the laser fly right through the image and strike the 
>planet, and would be compeltely useless against area effect attacks. 
>Er...no. 
> 
 
no. . .the image would be to make you look like your bouncing it off the 
chestige... 
and human-sized target culd not blaock a superlaser without some sort of  
force wall. the superlaser on the prototype deathstar in the jedi academy novels 
completly envloped the sun crusher, so no a human is too small. And an area 
effect 
couldn't be blocked in this way anyhow. 
 
>> or just dodge with the special effect that it 'bounces off his chest'? 
> 
><laugh> So you're telling me to spend 5 points for a power that you think 
>120 points is too cheap for?  In any case, that would allow the power to 
>be defeated by having a more accurate weapon. "I'm invulnerable, except to 
>sniper rifles!"  Er...no, again. 
> 
 
Well buy scads of dcv bonuses. say.  .5 pts for doge, +20 dcv fo 100 points. 
It's within the rules, and it's a better idea than giving points for infinity.  
 
>> with 
>> such high  
>> power levels, it wouldn't make much of a difference wether you dodge or black 
>> as to what damage the effect does to stuff behind you, and if your worried 
>> about that  
>> buy missle deflection.  
> 
>Except that it's again useless against area effect attacks - and also 
>against hand-to-hand attacks. "I'm invulnerable, unless someone punches 
>me."  No. 
> 
 
there is such a thing as bying MORE THAN ONE POWER to depict a sfx power?  
And if it's an area effect attack as i said you couldn't block it from  
hitting the planet anyway, since area effects are not linear.  
 
>> Why not buy a dispel of supress whose special effect is  
>> 'the attack fails to cause any damage', for probably a big discount for 
>> being limited 
>> to you, ect?  
> 
>Dispel or Suppress take a half-phase attack action to perform, for one. 
> 
 
then buy speed and weedle an intercept out of the gm. or prepare in advance- 
again this is lateral vs linear thinking.  
 
>> Your problem is that you can't see the forest for the trees, 
>> your too  
>> preocupied with the 'psudo special efects' that you have atributed to the  
>> powers.  
> 
>I haven't seen any better solutions - none of the ones you offered are 
>acceptable, for the reasons I've already outlined. 
> 
 
Here's my official take on invunerable to laser weapons(as in superlasers, 
fer instaance): 
 
missle defleion, + 5 speed only to use missle deflection, (and stuff like 
always on, ect) 
75% redr, rdr. 
full life support.  
600 rep  
600 red,  
 
all these bought with 'only vs x.'. 
 
 
And besides, the real reason my ideas aren';t acceptable are: 
 
A) you like your idea 
 
and  
 
B) being indestructable my way places it far out of the  
reach of low power characters, as it should be.  
 
>> For some reason you want in mechanics print that your character is 
>> invunerable to x,  
>> and the special effect adn storyline side of this is not enough for you, 
>> despite it being  
>> the most important part. 
>  
>Hey, if the GM  
>  
 
i wuz speaking rhetorically.  
 
>> No, it's far more chessy. one is a recognised plot concept agreed to by 
>> the gm, the other is an attempt to get more than your points worth.  
> 
>Is 50% Damage Reduction an atttempt to get more than your points worth? 
>If you get attacked by a 12d6 EB, it's going to save you from about 21 
>stun - more than the equivalent points worth of armor.  If you get 
>attacked by a 20d6 EB, the difference is even greater. 
> 
 
Yes, and damage reduction depends on the idea than no matter what, SOME damage 
will get past. geddit? some will. no matter what. i tend to round damage up,  
and i believe this was the idea. This is the basis of damage reduction.  
 
>So I guess Damage Reduction is a fundamentally cheesy power, and it should 
>be taken out - just buy Armor, or Missile Deflection, or 
>Dodge-with-special-effects or... 
> 
 
No it shouldn't, no they shouldn't. they can be abused, but then can be used 
well.  
100% rdr is nothing but one big ABUSE.  
 
>> >Go back to the Death Star laser.  Character A has 100% Energy Damage 
>> >Reduction.  Character B has 80 points of Resistant ED.  The Death Star is 
>> >about to fire. 
>>  
>> character b is out of his league. 
> 
>Not by concept - he's 'invulnerable to energy', remember.  That should 
>include a Death Star superlaser. 
> 
 
No, by points level he is out of his league. by points level if you want  
to include an invunerable guy in your game, then it costs bulk points. 
Deal with it. if a player says he wants his pc to be invunerable to 
the nth degree, and you agree, then give him extra points. The other players 
might not like it, but it's preferable to lying about how much the power is  
worth, at least they know where they stand.  
 
>> character A shouldn't exist. and  
>> they're both toast from hittig the planet.  
> 
>You're fixated on this knockback thing, aren't you? If it makes you feel 
>better, assume they have enough flight and/or knockback resistance to 
>avoid the effects.  Or assume that the DSSL is bought with 'no knockback' 
>- it basically vaporizes what it hits, so there wouldn't be any knockback 
>anyway.  I never saw ships or planets getting pushed around by it in the 
>movies... 
>  
 
um, they went caboom. in support of you, the sun crusher didn't budge  
whe it got hit, but it was invunerable- so i guess being invunerable  
DOES include knockback resistance *eg*  
 
>> >Player A thinks, 'My character is invulnerably to energy - he'll stand in 
>> >front of the cannon and stop the beam from hitting the planet.' 
>> > 
>> >Player B thinks, 'My character is really resistant to energy...but that's 
>> >an awful big cannon...it might get through...I wonder if the GM is feeling 
>> >nice?...maybe I better not risk it...I think I'll fly up and try to 
>> >disable the laser before it fires.' 
>>  
>> Player b thinks "gee, thank god i bought missle deflection, and/or 
> 
>Character B spent his points on ED, not missile deflection, since he 
>wanted to be 'invulnerable to energy', which includes plenty of 
>non-missile effects. 
> 
 
yes, why can't he buy both? in fact he should have. When thor's p  
buys 'godlike resistance' he doedn't just chuck all his egg's  
in one basket- say power defence, - and then whine when he gets 
mind-zapped. This is frankly quite elementry. Powers, especially 
defences, are often bought in groups to depict particular powers.  
 
>And for that matter, Missile Deflection requires a half-phase attack 
>action, and is not alwayys in effect...'Well, I'm invulnerable...if I make 
>my skill roll'. Again...er, no.  
> 
 
as opposed to 'i'm invunerable and it only cost me 120 points!  
wow that gm is a sucker!' and hell, it'll get past 100% guy anyway, unless 
he's giant sized. And if you like, just buy 600 red or however much, plus  
75% redg.  
That's what it takes, you get what you paid for.  
 
>> the gm is not a killer and hence wouldn't put a 500 pt character in front  
>> of a superlaser just for the hell of it." 
>  
>Hey, I just put the Death Star in orbit around the planet. I didn't tell 
>them how to deal with it. 
> 
 
So they solve the problem by useing the dopey powers? *yawn*  
i'd rather have a character who is positive he's invunerable,  
but his player still has to gamble, yes? still heroic?  
still has a POINT? 
 
>In any case, /if/ character B /was/ 'invulnerable to energy' as part of 
>his concept, leaping in front of the superlaser is a viable thing to do. 
>But, he's not invulnerable. Just tough. 
>  
 
No-one in the universe is completly cofident of never being harmed.  
And again the gm can still just plot device it if he wants, it is 
far preferable to letting loose the monster you suggest.  
 
>> >I think that the mechanics do need to back up the power as much as 
>> >possible. 
>>  
>> Yes. As much as possible. Since your speaking about an infinite and  
>> unobtainable stat (always takes 0 damage from massive attack),  
>> and the ssytrem must retain it's integrity, it is otside possibility.  
> 
>You still haven't satisfied me that this damages the integrity of the 
>system. 
>  
 
Then i never will. If you don't get how this changes the system for the worse,  
then i'd suggest your not useing the mechanics at all. you're just making 
stuff up and attaching mechanics-based rationalisations. Why not just  
go free improv? 
 
>> No, the character and the *reality* defines them as invunerable.  
>> But that can change later if the gm or p wants, without any whining 
>> or problem with disbelief about how they suddenly lost their cewl 
>> power. 
> 
>If the GM plans to change it, then he shouldn't let peopel buy the power 
>int he first place.  It's going to be out of the reach of most normal 
>people in most normal campaigns anyway. 
>  
 
Yes.  .not let people. you expect the gm to place a type of  
control on character creation which will ruin the game for  
pretty much every player. Yes the gm should look at ap, and  
stop signs and such, and approve of reject powers, 
but this is entirely differnt than  
placing a power which pretty much says 'thou art god' 
in the book and then not letting people use it, or  
letting them if the mood takes you. i say again,  
if you are looking fot that level of gm control, you're  
better off making up sheets in purely freeform terms.  
 
>> >So you're saying that writing down '80 rED' on my character sheet instead 
>> >of '100% rEDR' will somehow make me a better roleplayer? 
> 
>> The fact is that if one 
>> person is happy to let it be a story concept, and the other wants it in  
>> so they can whip it out in comat situations, person a is the better  
>> roleplayer, and not so obsessed about combat.  
> 
>Now we're getting into motivations, which is odd when we're talking about 
>game mechanics, but oh, well.  I'd be happy to 'let it be a story 
>concept', but if my GM and I agreed on that - 'look, I want this character 
>to be completely invulnerable to fire damage, is that OK with you?' 
>'Sure.' - then I think I would be justifiably upset if he decided that I 
>was going to take damage from being hit by a big fire attack, because I 
>only had 80 rED. 
>  
 
Here we are- through you said you were the gm? And couldn't a gm decide that 
anyway 
, reguardless of the power involved? 
You are asking to give a player the power to veto the gm's decisions.  
A player with a character with this power could quite rightly say  
 
"Hey, you said billstorm cannot be hurt by fire attack powers? well a fire guy 
just blasted the pavement abd the rebound hurt me, but that couldn't  
happen becasue the guy used a (all together now) fire attack power to 
inflict the damage! 
 
This is not on. 
 
HERO can be played in an almost 'minatures' manner with the  
gm pitching the villains against the heros, but ONLY becasue the powers 
are balanced and AVOID absolute values! you are suggesting that  
during such a style of play some of the combatants should have infinite 
value, and  
that is just not valid.  
 
>> But supers are motal. unless you give them in infinite defence.  
>> Powered is fine, ultra-immensly-unbeatably powered, now THAT'S hoohey. 
> 
>Now, wasn't my original post all about the fact that even someone with 
>100% Physical, Energy, /and/ Mental Damage Reduction wasn't 'unbeatably 
>powered'?  In fact, I listed a bunch of powers and things that could 
>affect them. 
> 
 
yeah, but you were wrong. such a person is unearthly powered.  
they have an infinite value as part of their power mechanics descriptions,  
they are too powerful. It should be a plot device or properly bought with 
points (as  
opposed to being attached to ataken sum). 
 
>And if those characters are 'mortal' than people with 100% DR in /one/ 
>category must also be 'mortal'. 
> 
 
But they're not, becasue by 'mortal' we don't mean mortal, we mean  
'not a farce'. There's always a way to kill someone, it doesn't erase the 
fact that  
this sort of thig does not belong in game mechanics, but plot devices.  
 
>And character with 100% immunity to a limited subset - say, fire - must 
>also be 'mortal'. 
> 
>Sorry, try again. 
>  
 
Well, since i'm not infinitly capable- and you have an infinite ability to  
reply- simply by ignoring 100% of what i say, there is no point to this 
discourse 
if it is viewed as an attempt to persuade.  
There is no way that i could ever convince you, and you are not being honest 
with  
yourself or me if you say there is. I simply replied to get my opinions in 
the open,  
i never entertanied the delusion that i could change your mind.  
 
>>  
>> Becasue the gm can change his mind.  
> 
>Thus opening the way for lots of bad feelings between him and the 
>player... 
> 
 
Let me get this straight- in order to please your player, you have to let his 
pc be invunerable and NEVER take it back? Look frankly that has nothing to  
do with role-playing at all. That's just a powergamer throwing a tantrum.  
Comics use the phrase 'night invunerable' for a reason. If you are suggestig 
that 
this travesty of a power is valid simply to placate a player who wants to be  
the ultimate 'pro from dover', than i doubt any of your arguments are valid,  
since they exist simply as rationalisation of that objective.  
 
>> and by quantifying such a power  
>> you open the way for powergamers extreme, and shift such concepts  
>> from the gm's call (where things like omnipotence, ect belong) 
>> to a part of character creation.  
> 
>I'm of the opinion that you should design for the real players of the 
>game.  If you try to munchkin-proof a game, you will only succeed in 
>limiting the honest players. 
> 
 
That's juat silly. And frankly wanting to be completly invunerable when you 
have the choice t be nigh-invunerable and have your character and everyone  
else act like they are (hence allowing any possible ROLEPLAYING concepts) 
is nothing more than powergaming.  
 
>The GM has the easiest way in the world to stop the use of this power. 
>Say 'There's a 60 AP limit on defenses'. On the other hand, the GM that 
>/wants/ effects like this to be around can have it and use it. 
> 
 
No. For one thing not everyone uses ap limits, for another, as i already 
said this goes WAY beyond concepts like disallowing damge reduction and FTLm,  
or even high-damage attacks. Nothing can compare to this power, so from a  
points based perspective it is no power at all. 
 
>If the GM is so weak as to let powergamers run roughshod over him, he 
>needs to get a backbone, not rely on the protection of the rulebook. 
> 
 
Funny, you're the one going on about players getting upset about having their  
invnuerability taken away, and so forth. The power-gamers are on your side  
of the equasion, plain and simple. A roleplayer would accept the plot device,  
and let the cards fall where the story wills it, rather than demanding in 
writing  
free rien to ride roughshod over the game.  
 
The rule book exists for a reason,  
and in such an extreme case it should not be a gm call as to wether such a power 
mechanic can be used. rather, put it as a plot device as it should be, 
completly  
under the gm's control. 
 
 
>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" 
> 
> 
> 
"enslve humanity willya?" 
 
Core Alpha PBEM http://www.geocities.com/TimesSquare/Labyrinth/3306/Pbem.htm 
 
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Date: Sat, 2 May 1998 17:12:07 +1000 (EST) 
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To: champ-l@sysabend.org 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
At 12:17 AM 5/2/98 -0500, you wrote: 
>On Sat, 2 May 1998, happyelf wrote: 
>> Frankly it functions as a plot device anyway,  
>> you shouldn't add it to points totals, there's no reason to. Just write 
>> 'invuerable to X' in the notes section, i ask you, what is the diffence? 
> 
>First you tell me that I'm not charging enough points for 100% immunity. 
>Now you're telling me to just ignore it and not charge any points.  Please 
>make up your mind. 
> 
 
The difference is the emphasis given. A gm can do whatever he wants to 
a plot device, whgile he has a certain responsibility to not muck 
around with the pc's points and stuff too much. However this is dependant on 
said  
'points and stuff' being within limits, which invunerability breaks and 
trods into  
the ground. 
 
>> >> I repeat, a set of powers that give high defence CAN BE defined as 
>> >> indesructable.  
>> > 
>> >Even though it's not. 
>>  
>> Yes it is. if it's special effect is 'indestructable', then it is.  
>> Otherwise it STILL isn't indestructable, becasue it's called  
>> 'one hundered percent resistant damage reduction'. 
> 
>Er, so if I buy 10 rPD, and call it 'indestructable', I'm indestructable? 
>That's cool.  Maybe I'll buy 1 PD and call it that.  Much cheaper than 
>buying anything else. 
> 
 
I never said that. The power level should be high enough to  
deal with most atacks. 
but if your gm allows it it is nothing differnt than a plot device-  
and the same goes for this 100% thing.  
 
>I think your definition of 'indestructible' and 'invulnerable' differ 
>from mine. 
> 
>Indestructible = 'cannot be destroyed'.  Something with 10 or even 100 PD 
>can be destroyed, hence, it is not indestructible. 
>  
 
Yes, and how will stun casue you to be destroyed? In fact by your deffinition,  
every character in play who is not dead by the end of the campaign is 
indestructable.  
ALSO, if something that is indestructable cannot be destroyed, or 'cannot be 
destroyed by x' 
, how do you explain the effect of drains? let's say i drain your 100%rdr 1 
point-  
then bang, you're dead. Destroyed by x. But wait, i though you said your 
CAN'T be destroyed by x!!!  
The same goes for minor damage acrued from the finite model i propose. It's 
a fact of life.  
 
>> >> I't  
>> >> just a a matter of concentrating on the special effect instead of fixating 
>> >> on the powers  
>> >> in a way which damages the basis of the system.  
>> > 
>> >You keep claiming this, yet you have never once stated exactly how 100% DR 
>> >would 'make a mockery of almost any point-based system' or 'damage the 
>> >basis of the system'.  Please, enlighten us on exactly how the entire 
>> >concept destroys HERO as a viable system. 
>>  
>> A points based system works from the princible the you get what you pay for. 
> 
>Hence the extrapolation of costs from existing ones. 
> 
>> You are getting WAY more than that. 
> 
>Actually, for at least 95% of the time, you're going to have wasted 
>points, because a lesser amount of points spent on Armor/PD/ED would have 
>stopped the attack cold anyway.  It's that last 5% of the time that makes 
>up for it.  
> 
 
yes. . and the other 5% of the time your useing an infinite value. ..   
hmmm. . 95% you lose out by X degree. ... .5% of the time you  
don't lose out, and that 5% of the time involves ALL POSSIBLE ATACKS 
past a particular point.  . .so in other words you defend against  
100% of possible attacks of that sort for 120 points.  . ..gee.  
I'm pretty sure you're getting a bargain. 
 
>> Furthemore, systems DO have to be  
>> balanced for varoius reasons, and it can't just be the gm's job to keep  
>> excptionally damaging effects away from players.  
> 
>Suuuure. And it's not the GM's job to say, 'No, you can't have a 25d6 EB 
>in this campaign, I don't /care/ if you have the points for it.' Tell me 
>another one.  
> 
 
That's entirely different. The gm is able to set campaign stuff for hero so well 
becasue it is points based. invunerability lies outside of the mechanics  
options that a player should EVER have. ever.  
 
>> Cosidering the scope 
>> of your proposed power, it is the equivalent of placing a fifth level  
>> spell called 'complete invunerability' in the 'all' sphere of the  
>> priests spell list. That is damaging.  
> 
>So a 5th level priest spell is the equivalent of 360 points?  (Complete DR 
>for Physical, Mental, Energy @ 120 points each) Those 7th level spells 
>must be killer...  
> 
>No, I think it's putting the equivalent of 'complete invulnerability' as 
>an 8th level priest spell, that you can only get if the GM is running a 
>very special type of campaign.  
>  
 
yeah that special thing. . .if the campaign is so special,  
then the effect is rare as well as unbalanced. That's like me saying: 
 
"I think there should be a 'kill everything' power for 200 points becasue  
i'm doing a campaign about the rapture.  
 
This sort of thing does not belong in character creation, it is a plot device.  
 
 
 
>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" 
> 
> 
> 
"enslve humanity willya?" 
 
Core Alpha PBEM http://www.geocities.com/TimesSquare/Labyrinth/3306/Pbem.htm 
 
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Date: Sat, 2 May 1998 17:27:08 +1000 (EST) 
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To: champ-l@sysabend.org 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
At 11:39 PM 5/1/98 -0700, you wrote: 
>On Friday, May 01, 1998 9:43 PM, happyelf wrote: 
> 
><snip> 
>> Frankly it functions as a plot device anyway, 
>>you shouldn't add it to points totals, there's no reason to. Just 
>write 
>>'invuerable to X' in the notes section, i ask you, what is the 
>diffence? 
>>You've asked me that, but it just occured to me that since my theory 
>is 
>>the incumbent, the burden of evidence lies with you. 
> 
> 
>There are two possibilities: 
> 
>1) There is a difference. If this is the case, then your option is 
>insufficient, because it does not grant invulnerability. 
> 
 
No, the differnce stated exists only within a particular perspective.  
Furthemore the insufficiency is due to the extremly high demands of 
the player.  
as the saying goes, like a tortology,  
Stating a paradox gets us nowhere in two differnt directions.   
 
>2) There is no difference. If this is the case, then your option is 
>just as objectionable as 100% Damage Reduction, as they are identical. 
> 
 
No they are not. One relies fully on plot edvice- in which the gm's voice 
is the only law. The other lies in game mechanics- in which case, as sakura has  
himself said, players often object to 'tampering'. It is deffinintly more valid  
to place a concept like this solely in the gm's hands, as opposed to trying to  
quantify an infinite concept, and leave that error on the character sheet.  
 
><snip> 
>>Yes it is. if it's special effect is 'indestructable', then it is. 
> 
>IF the GM agrees, and IF you never have to use the character with 
>another GM. Your way is _not_ tournament legal. 
> 
 
And his is? To tag a 120 points onto the plot device 'indestructable' is  
not tournament-legal. Are you tellng me that another gm will ok  
this 120pt farce as opposed to just a bunch of defences and an 
entirely mutable plot deivce? The gm is free to change a plot  
device much more than a game mechanic. I doubt hero would  
want a tournament ru with a fully indestructable character  
in either way, it strikes me as the antithesis of what the  
rules attempt to depict. 
 
>>Otherwise it STILL isn't indestructable, becasue it's called 
>>'one hundered percent resistant damage reduction'. 
> 
> 
>Your method leaves you vulnerable to sufficiently large attacks. 
>Theirs does not. Thus, yours clearly does not match the definition of 
>"invulnerable", while theirs does. 
> 
>I have significant objections to 100% Damage Reduction, but I don't 
>agree with yours. Your mechanic a) does not give true invulnerability, 
>and b) if it did, it would be just as objectionable as theirs. 
> 
 
And which is a more valid construct, once we dispese with the  
anally-retentive absolute term 'invunerability'  
insisted upon thus far? I started with  
this statement: THERE ARE NO ABSOLUTES IN HERO. 
Taking this into account my concept is is the preferable possibility because 
 
A) it properly depicts the impossibility of true invunerability 
 
and 
 
B) is hence far preferable to the objectional nature of invunerability.  
 
><snip> 
> 
>About the only thing I do agree with here in your post is: 
> 
>>That they cannot be quantified, since they are infinite. 
>>You can't quantify infinity. 
>>You just can't. 
>>Go ahead, try. 
>>You'll always end up with zero or infinity. 
>>Simple as that. 
>> 
> 
>I object to "Invulnerability", and always have (though I am not 
>certain it should be illegal; just don't try to buy it in my 
>campaign), because it exactly mimics the effects of ED, PD, and MD, 
>except that you get infinite effect for finite points. Below the 100% 
>level, they have similar but different effects. At the 100% level, the 
>effect is identical, except that you get more for 120 pts. with one 
>than you can get with 3,000,000,000 pts. with the other. 
> 
>Filksinger 
> 
> 
> 
> 
 
exactly. And uh, kinda the point 
of most of my post, although i did drift towards  
'invunerable yet not so' territory- although i was 
only doing this to show how a character concept could  
conceivable depict night-invunerability and still  
be based on realistic points totals. If someone  
wants to roleplay and 'invunerable' character,  
my advice is to get high defences, and play the  
rest by ear.  
 
"enslve humanity willya?" 
 
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Date: Sat, 2 May 1998 17:29:53 +1000 (EST) 
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To: champ-l@sysabend.org 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
At 12:22 AM 5/2/98 -0700, you wrote: 
>You know, I never agreed with the 25% - 50% - 75% - 100% progression 
>extrapolation for reduction.   I always looked at it like this: 
>1/4 1/2 3/4 7/8 15/16  progression extrapolation.  Thus for 120 points you 
>get 7/8ths reduction, 240 would net you 15/16ths. 
> 
>We actually had PC's with 7/8ths reduction and had villians with 15/16ths. 
> 
>At higher levels, it's not that big a deal, and the 7/8ths means that while 
>you ignore a great deal, there is always something that can get through. 
> 
>Champions is not about absolutes, its a log scale.  You do not tell your 
>players, sorry 60 str is the highest you can get.... 
> 
>combine a 40 pd and 7/8ths fully resist and you have a very tough brick. 
>Very tough, but he can take damage....eventually. 
> 
>--  
>__ 
>Miq Millman   miq@teleport.com   
>Tualatin, OR 
> 
> 
 
Precisely. But if the player wants a nigh-invunerable  
character, i'd say this is the best hero has to offer.  
 
"enslve humanity willya?" 
 
Core Alpha PBEM http://www.geocities.com/TimesSquare/Labyrinth/3306/Pbem.htm 
 
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Date: Sat, 2 May 1998 03:16:40 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Tunnelling 
Sender: owner-champ-l@sysabend.org 
 
 
> > But nowhere does it say it closes the hole leaving the substance the way 
> > you found it. 
> 
> That is because... IT IS A SPECIAL EFFECT! 
 
	I really do have to agree with Rat, and others, here.  When I 
started the debate, I was assuming some sort of "damage" to the substance 
traveled through by default with Tunneling, but that's a case of me trying 
to read a default SFX into a Hero mechanic. 
 
> > If you tunnel through a concrete wall, you leave behind chunks of 
> > concrete filling the space.  If anybody has any arguments against...? 
> 
> If you tunnel through a concrete wall, you leave behind a concrete wall 
> exactly like the one you tunneled through.  Special effect.  Maybe someone 
> with a highly specialized sense will be able to detect the difference, but 
> I certainly will not. 
 
	Or maybe you leave behind rubble, though the hole is still closed 
up. SFX. 
 
	I do have a problem with a tunneling character merely sticking an 
arm or hand out to attack, though.  This seems unbalancing.  Desolid 
characters could do it with affects physical world, and that's a huge 
points expenditure.  By staying almost completely in a substance with 
Tunneling, you get most of the advantages of being immune to attack while 
being able to attack yourself.  This seems to be too much ability for too 
little cost. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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To: champ-l@sysabend.org 
Date: Sat, 2 May 1998 03:20:45 -0500 
Subject: Re: Desolidification) 
X-Juno-Line-Breaks: 0-15,17,19-20,22-33 
From: dwtoomey@juno.com (David W Toomey) 
Sender: owner-champ-l@sysabend.org 
 
 
<ratinox@peorth.gweep.net> writes: 
>> Why 60 points?  You sure as hell don't need to buy ego defense as 
>> resistant.  You should only need to have to buy the 40 point  
>nonresistant 
>> version. 
 
>Assuming something like Mental Illusions manages to roll sufficiently  
>high 
>to do Body damage, non-resistant Mental Damage Reduction will do squat 
>against the Body damage done by the illusion of a slug from a .45  
>hitting 
>you sqare in the face. 
 
??? 
Why would it defend you anyway?  The defense of the DR is the reduction 
of the Mental Illusions roll for effect.  If, somehow, the effect still 
reached 
the "does Body" level, I wouldn't reduce the illusionary damage.  I 
*would* 
reduce the maximum effect (equal to AP in Ment Illusion) by the Damage  
Reduction, but if the reduced effect of MI is still doing body, I think a 
.45 
will still fit in the effect. 
 
>Non-resistant Mental Damage Reduction will also have no effect against  
>a killing attack with BOECV. 
 
If bought with the (house rule) advantage Does Body.  The official rules 
clearly state BOECV is Stun Only. 
 
 
David W Toomey 
dwtoomey@juno.com 
 
_____________________________________________________________________ 
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Date: Sat, 2 May 1998 03:28:35 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
To: Champions Listserv <champ-l@sysabend.org> 
Subject: 100% DR Debate 
Sender: owner-champ-l@sysabend.org 
 
 
	Well, the impossible has happened. 
 
	Someone more obstinent than Rat has arisen. 
 
	Happyelf, consider yourself flattered that I compare you to Rat. 
He at least uses some reason and logic to support himself -- you use 
assumptions based on "I like it in a certain way." 
 
	(Rat does do the latter, but backs it up.  Your posts have not.) 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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To: susano@access.digex.net 
Cc: champ-l@sysabend.org 
Date: Sat, 2 May 1998 03:30:43 -0500 
Subject: Re: CHAR: WC: Quinn the Eskimo 
X-Juno-Line-Breaks: 0-10,12-17 
From: dwtoomey@juno.com (David W Toomey) 
Sender: owner-champ-l@sysabend.org 
 
 
>QUINN THE ESKIMO 
>(Doctor Thomas Quincy) 
 
>37	Drug Haze: Mental Illusions: 20d6, 0 END (+1/2), Based on  
>	CON (-1/2), No Range (-1/2), No Control Over Illusions (-1),  
>Must 
>	Touch Bare Skin (-1) 
 
 
What, no VPP? Quinn transfers *all* the effects of whatever drug he's on, 
not just a drug haze. I would assume a VPP, with usable on others 
required 
on the powers, and some limitations on how the powers change... 
 
 
David W Toomey 
dwtoomey@juno.com 
 
_____________________________________________________________________ 
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Date: Sat, 02 May 1998 05:39:09 -0400 
To: champ-l@sysabend.org 
From: Mike Christodoulou <Cypriot@concentric.net> 
Subject: Romantic Rival (how to?) 
Sender: owner-champ-l@sysabend.org 
 
One of our characters has chosen the Romantic Rival disad.  I've decided 
it's time to hold his feet to the fire on that one, but I realized that 
I have no idea how to play one.  Any suggestions? 
======================  ================================================= 
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: Sat, 2 May 1998 07:17:09 -0400 (EDT) 
X-Sender: jprins@interhop.net 
To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Tunnelling 
Sender: owner-champ-l@sysabend.org 
 
>	I do have a problem with a tunneling character merely sticking an 
>arm or hand out to attack, though.  This seems unbalancing.  Desolid 
>characters could do it with affects physical world, and that's a huge 
>points expenditure.  By staying almost completely in a substance with 
>Tunneling, you get most of the advantages of being immune to attack while 
>being able to attack yourself.  This seems to be too much ability for too 
>little cost. 
 
Well, it is a little imbalancing, but there are a couple of required things. 
First, you either have to stick your head/sensory organ out of the wall to 
target attacks (head shots take lots'o'damage), or buy a special sense. 
Second, at least in the superhero genre, most walls won't offer great scads 
of defense; maybe one (or two) attacks. That said, attacking while mostly in 
a substance is a classic Tunnelling villian bit; and don't forget that very 
few people buy tunnelling anyways (it's generally slow and expensive, as 
movement powers go, despite its usefulness). 
 
----------------------------------------------------------------------------- 
"FORM BLAZIN' SHILLELAGH!" 
-Vaultron Force, Gold Digger #38 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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To: champ-l@sysabend.org 
Subject: Re: Viper ideas? 
X-Juno-Line-Breaks: 0,2-7,9-12,14-17,24-26 
From: llwatts@juno.com (Leah L Watts) 
Date: Sat, 02 May 1998 08:07:28 EDT 
Sender: owner-champ-l@sysabend.org 
 
 
>>I can't picture VIPER pulling in local criminals (superpowered or 
normal) 
>>as extra base guards unless you're running them stupid, but they could 
>>pay a few gangs to create distractions for the heroes. 
  
<snip> 
 
>   It doesn't seem all that stupid to me for VIPER to hire local 
criminals, 
>especially superpowered ones, as long as the specific tasks they're 
>assigned aren't particularly sensitive to VIPER secrets and such.  The 
>impression I get from the VIPER sourcebook is that the advantages of the 
>internal supers are loyalty and a good reference; the advantages of 
hiring 
>mercenaries (which VIPER is described as doing at times) is 
>cost-effectiveness. 
 
Sorry, I didn't phrase the post as clearly as I could have.  I was 
thinking about hiring mercs to guard the base _directly_, which would 
then require VIPER to tell those mercs where the base was.  One hero with 
halfway decent acting ability, and the location is blown.  OTOH, hiring 
mercs to keep the heroes occupied somewhere away from the base (maybe 
telling the mercs they're at the real base?) would be intelligent tactics 
for VIPER to use. 
 
Leah 
 
_____________________________________________________________________ 
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Date: Sat, 02 May 1998 09:03:56 -0500 
To: hero-l@sysabend.org 
From: Bryant Berggren <voxel@theramp.net> 
Subject: Horsebites 
Sender: owner-champ-l@sysabend.org 
 
An odd thought which hit me today, looking over a character someone created ... 
 
According to the stats listed on p. 197 of the BBB, a typical horse has a 
1d6+1 HKA, Reduced Penetration, to represent a bite attack. 
 
City boy that I am, I admit to general ignorance about matters equestrian, 
but ... against an average, unarmored person, this would mean one bite from 
a horse would leave him at 1 BODY -- a lucky roll would leave him /dying/. 
 
So, I'm wondering if anyone knows ... are there a lot of fatalities out 
there in the real world resulting from horse bites? :^] Strict injuries, 
mind you, not infections or other side consequences. 
 
-- 
"The only thing necessary for the triumph of evil is for good men to  
do nothing." -- Edmund Burke (1729-1797) 
---------------------------------------------------------------------- 
Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
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Date: Sat, 2 May 1998 10:07:04 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: CHAR: WC: Quinn the Eskimo 
Sender: owner-champ-l@sysabend.org 
 
On Sat, 2 May 1998, David W Toomey wrote: 
 
> >QUINN THE ESKIMO 
> >(Doctor Thomas Quincy) 
>  
> >37	Drug Haze: Mental Illusions: 20d6, 0 END (+1/2), Based on  
> >	CON (-1/2), No Range (-1/2), No Control Over Illusions (-1),  
> >	Must Touch Bare Skin (-1) 
>  
>  
> What, no VPP? Quinn transfers *all* the effects of whatever drug he's on, 
> not just a drug haze. I would assume a VPP, with usable on others 
> required on the powers, and some limitations on how the powers change... 
 
Except that Quinn is usually stoked on psychoactive drugs and I'm not sure 
what additional drug effects one would get from that.  GURPS Wildcards 
talked about random Mental Advantages and Disadvantages for Quinn and his 
target, but honestly, the one time he showed up in the books, he put 
Yeoman into a one hour dream trip.  Of course, I like the fact that his 
power (in GURPS) is a 'GM's special', that simply wrote in '20 points Drug 
haze transfer' and left it at that... 
 
*************************************************************************** 
* "'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: Sat, 02 May 1998 07:38:00 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
At 10:09 PM 5/1/1998 -0400, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>Rick Holding writes: 
> 
>>  Going through a wall and leaving an obvious path (an open space or 
>> a pile of rubble blocking the path) means tunnelling. 
> 
>Go read Tunnelling... leaving a hole or closing it behind you must be 
>specified when the poower is purchased.  Either option is "free" but you 
>only get one. 
 
   Here are the first two sentences of Paragraph 2 of Tunneling:  "The 
tunnel is normally left open behind the character.  If a character wishes 
to be able to fill in the tunnel behind himself, the cost is +10 points." 
   (I learned long ago to never debate an aspect of the rules without 
having the rule book handy, and consulting it to see if others' point were 
valid.) 
--- 
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: Sat, 02 May 1998 07:59:03 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
At 02:11 PM 5/2/1998 +1000, happyelf wrote: 
>>Oh, this is even easier than 'why would you need it in supers?'.  I'd use 
>>it as a part of an 'immune to magic' package.  In fact, I'll be using it 
>>in my Final Fantasy HERO game, because creatures being 100% immune to a 
>>particular effect are part of the genre. 
> 
>Um, the levels of points ar lower, 75% reduction should do it, toss 
>in a bit of pd or whatever. Frankly it functions as a plot device anyway,  
>you shouldn't add it to points totals, there's no reason to. Just write 
>'invuerable to X' in the notes section, i ask you, what is the diffence? 
>You've asked me that, but it just occured to me that since my theory is 
>the incumbent, the burden of evidence lies with you. 
 
   Let's back up to a couple of things that have already been presented: 
flying into the sun, and interposing oneself in front of the Death Star. 
   Cohesion has 100% resistant Energy Damage Reduction.  If he interposes 
himself in front of the Death Star's 50d6 RKA planet destructor beam, he 
takes no damage.  He takes butt-busting Knockback, but he takes no damage. 
He can also fly into the sun, with its 100d6 Killing environment (an 
admittedly arbitrary figure there) and suffer little in the way of ill 
effects. 
   Indestructor has 75% resistant Energy Damage Reduction and 20 rPD.  What 
happens when he interposes himself in front of the Death Star's 50d6 RKA? 
Well, mechanically speaking, he'd take 2 BODY and 112 STUN from an average 
roll (at least, according to my quick calculations).  What happens when he 
flies into the sun, with its 100d6 Killing environment?  I calculate 82.5 
BODY and 228 STUN from an average roll. 
   Seems pretty different to me. 
 
>>> I repeat, a set of powers that give high defence CAN BE defined as 
>>> indesructable.  
>> 
>>Even though it's not. 
> 
>Yes it is. if it's special effect is 'indestructable', then it is.  
 
   So according to you, Indestructor would walk out of the above situations 
unscathed, even though the mechanics say he shouldn't? 
   Well, that's your decision for your game, and nobody with any sense 
should try to argue that you're doing it "wrong."  Some of us prefer to run 
such things more strictly by the rules, though. 
 
>>> Less playable how? The mechanics deal with character concepts, 
>>> not plot devices, and not freeform game-play. If you decide  
>>> something is indestructable it is, such concepts are outside 
>>> the bounds of the character creation rules for a REASON.  
>> 
>>And that reason is? 
> 
>That they cannot be quantified, since they are infinite.  
>You can't quantify infinity.  
>You just can't. 
>Go ahead, try.  
>You'll always end up with zero or infinity.  
>Simple as that. 
 
   Hm.  Somehow you derived infinity from one, so there must be something 
different going on 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?) 
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Date: Sat, 02 May 1998 08:06:06 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Romantic Rival (how to?) 
Sender: owner-champ-l@sysabend.org 
 
At 05:39 AM 5/2/1998 -0400, Mike Christodoulou wrote: 
>One of our characters has chosen the Romantic Rival disad.  I've decided 
>it's time to hold his feet to the fire on that one, but I realized that 
>I have no idea how to play one.  Any suggestions? 
 
   A Rivalry is essentially a variant of a Psychological Limitation.  Check 
who he's a Rival with, give that Rival a romantic interest, and point out 
the Rivalry on the character sheet.  It's up to the character to try to win 
his objective. 
   (That's about as much as I can give without knowing a little more in the 
way of detail.) 
--- 
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: Sat, 02 May 1998 08:08:10 -0700 
To: champion mailing list <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Tunnelling 
Sender: owner-champ-l@sysabend.org 
 
At 12:33 PM 5/2/1998 -0700, Rick Holding wrote: 
>From what I have seen from the discussions concerning tunnelling  
>vs desolid, lots of people are making an assumption that I believe is not  
>valid.  Tunnelling adversely affects the substance that is being tunneled  
>through.  Thats why it leaves a hole behind.  For +10 points, the hole  
>can be closed behind you as you go.  But nowhere does it say it closes  
>the hole leaving the substance the way you found it.  If you tunnel  
>through a concrete wall, you leave behind chunks of concrete filling the  
>space.  If anybody has any arguments against...? 
 
   At the same time, it doesn't say that it *doesn't* leave it looking the 
same way, so the general assumption is that it's SFX dependent. 
   Not that your point isn't a salient one.  I think it could be well 
argued that some form of Invisible Power Effects should be needed to make 
the tunnel vanish after it's used. 
--- 
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: Sat, 02 May 1998 08:12:03 -0700 
To: Hero Mailing List <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
At 03:55 PM 5/1/1998 -0700, Christopher Taylor wrote: 
>At 02:33 PM 5/1/98 -0700, you wrote: 
>>Bob Greenwade writes: 
>>>    There's already a mechanic (for +10 points) to not leave a hole behind. 
>>>    Tunneling NND would go through regardless of the material's DEF, but 
>>> would be completely blocked by a particular type of material or situation 
>>> that was "reasonably common" (like plastics).  If someone could come up 
>>> with a reasonable SFX for such a thing, then I'd allow it. 
>> 
>>'Made of liquid': tunneling, leaves no hole, NND (defense is any 'sealed' 
>>barrier). 
> 
>Id have to call that desolid... tunnelling allows you to bring freinds 
>along, and close the hole after them. 
 
   What that would seem logical on the surface of it, it's not specified in 
the 4th Ed rules.  It merely says that the Tunneling character "creat[es] a 
tunnel roughly his own size" and "is assumed to keep an air pocket around 
him," the latter being just enough to not need Life Support.  If he closes 
the Tunnel behind him, then it's closed behind *him,* not anyone who 
follows him; he can't bring friends along and then close it up (unless he 
has UBO and Area Effect). 
   Now, I *could* see my way clear to allowing a mass multiple similar to 
that used with Teleport (which would be cheaper than the combination of UBO 
and Area Effect) to allow the Tunneling character to bring friends along 
and close up the Tunnel behind the whole group. 
--- 
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: Sat, 2 May 1998 10:31:06 -0500 (CDT) 
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To: champ-l@sysabend.org 
From: Palace of Dwarves <pod@avalon.net> 
Subject: Re: Romantic Rival (how to?) 
Sender: owner-champ-l@sysabend.org 
 
Try using Tenderheart from one of the Dark champions supplements.  I think 
that Tenderheart appears in "Hudson city Blues", but I could be wrong. 
 
At 05:39 AM 5/2/98 -0400, you wrote: 
>One of our characters has chosen the Romantic Rival disad.  I've decided 
>it's time to hold his feet to the fire on that one, but I realized that 
>I have no idea how to play one.  Any suggestions? 
>======================  ================================================= 
>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: Sat, 02 May 1998 08:59:23 -0700 
To: Rick Holding <champ-l@sysabend.org> 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Damage Reduction (was Re: Desolidification) 
Sender: owner-champ-l@sysabend.org 
 
At 11:55 AM 5/2/98 -0700, you wrote: 
>Christopher Taylor wrote: 
>> Boy Id sure be peeved if I spent 60 points for something that affects maybe 
>> 1/20th of the attacks you could be affected by... if its that limited it 
>> should cost a lot less.  I consider mental DR to reduce the EFFECT of mental 
>> abilities, of any standard mental power. 
> 
>Why 60 points?  You sure as hell don't need to buy ego defense as 
resistant.  You  
>should only need to have to buy the 40 point nonresistant version. 
 
Actually.... yes you might, depending on your GM's ruling.  This is 
something I came up with for my Overlord type character's assassin Shukenja, 
and then was later printed in Ultimate Menatlist: KA vs ECV that does Body. 
Without mental defense bought resistant she tends to shred targets. 
 
But... even at 40 points I'd be really annoyed spending that much for a very 
rare effect, my point is unchanged.  If, for example, you bought 40 points 
of mental defense, you would be all but immune to mental powers (even non 
damaging ones). 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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Date: Sat, 02 May 1998 10:07:11 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Romantic Rival (how to?) 
Sender: owner-champ-l@sysabend.org 
 
At 10:31 AM 5/2/1998 -0500, Palace of Dwarves wrote: 
>Try using Tenderheart from one of the Dark champions supplements.  I think 
>that Tenderheart appears in "Hudson city Blues", but I could be wrong. 
 
   This charcter is used in HCB, but is detailed in Underground Enemies. 
--- 
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: Sat, 2 May 1998 12:10:58 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
 
> You are adding an ability (roughly your words) to Desolidification 
> (actually fundamentally changing how Desolidification works), not 
> exchanging one inherent disadvantage for another. 
 
	Look at charges -- you are adding an ability (works without using 
END, which is normally a regular advantage), in exchange for taking a 
limited number of uses.  Same situation, Rat. 
 
	It all comes down to what a GM thinks of the balance.  Personally, 
if someone was desol only to mental, I wouldn't require affects physical 
world on Phys or Energy attacks -- I think it is balanced to do it this 
way.  (Of course, I probably wouldn't allow the power in the first place, 
but that's a different issue.)  You probably would require affects 
physical world.  Different campaigns, different GM decisions.  The book 
leaves things open enough to do it either way, and that's really the final 
point. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Sat, 2 May 1998 12:33:53 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
 
>    Indestructor has 75% resistant Energy Damage Reduction and 20 rPD.  What 
> happens when he interposes himself in front of the Death Star's 50d6 RKA? 
> Well, mechanically speaking, he'd take 2 BODY and 112 STUN from an average 
> roll (at least, according to my quick calculations).  What happens when he 
> flies into the sun, with its 100d6 Killing environment?  I calculate 82.5 
> BODY and 228 STUN from an average roll. 
>    Seems pretty different to me. 
 
	Your numbers are off.  Damage reduction is figured _after_ 
def takes effect.  Therefore, the Death Start would do 38.75 BOD and 
111.67 Stun.  The sun would do 82.5 BOD and 228.33 STUN.  That's a 
_really_ big difference. 
 
	(Actually, your numbers looked wrong even if doing it the other 
way.) 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Sat, 2 May 1998 14:19:39 EDT 
To: champ-l@sysabend.org 
Subject: Re: Romantic Rival (how to?) 
Sender: owner-champ-l@sysabend.org 
 
<< One of our characters has chosen the Romantic Rival disad.  I've decided 
it's time to hold his feet to the fire on that one, but I realized that I have 
no idea how to play one.  Any suggestions? >> 
 
  The first thing you need do is find a romantic interest for the PC. Have a 
recurring NPC that the PC shows a romantic interest in. Ideally, the player 
should, IMO, help you create this NPC romantic interest. Then you simply have 
that NPC appear in cameos every so often. Now, here are some of my ideas of 
how to involve the romantic RIVAL: 
 
  1) The romantic interest (RI) suddenly fins herself (himself?) in a tight 
spot; she is behind on her rent, she needs money for an operation for her 
parent, she is unable to fulfill her CD of the Month obligation...l whatever. 
The PC must do something special to help her out. As the PC begins to 
undertake this endeavor, he finds himself face to face with -- tah dah! -- the 
Romantic Rival! The rival swear that *he* will be the one to save the RI from 
disaster, not the PC. The rivalry is born. 
 
  2) The RI is to be betrothed to someone of her father's choosing (a bit 
outdated, perhaps; would work better for a fantasy game). The father decides 
to hold a contest, with the winner getting his daughter's hand in marriage. 
  The GM should take care to have all other participants be less-skilled, 
less-capable, etc, than the PC and the Rival.. The idea is that the contest 
comes down to those two. (evil grin). 
  As a twist, perhaps the RI herself participates in the contest (in 
disguise?) and wins the tournament, earning the right to choose for herself. 
Here's a twist on the twist... perhaps she chooses niether the PC nor the 
Rival, wanting to let them continue their rivalry! :D 
 
  3) A more modern idea: The RI has a co-worker that seems to take an interest 
in her. She thginks nothing of it, but this admirer soon becomes Rival to the 
PC for her affection, spending time with her, taking her to lunch, helping her 
with rides to work when her car breaks down, etc... 
 
  Some videos that might make good (if not tongue-in-cheek) inspiration for a 
romantic rival scenario include: Jingle All the Way, True Lies, Ran (a 
seriously scheming witch in that one!), Cyrano DeBergerac (or Samurai Saga, a 
remake) and others. Stop and think about some videos in which people fight for 
the attention of a common interest and you're on your way. :) 
 
  Mark @ GRG 
 
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Date: Sat, 02 May 1998 11:55:55 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
To: champion mailing list <champ-l@sysabend.org> 
Subject: Re: Damage Reduction (was Re: Desolidification) 
Sender: owner-champ-l@sysabend.org 
 
Christopher Taylor wrote: 
> Boy Id sure be peeved if I spent 60 points for something that affects maybe 
> 1/20th of the attacks you could be affected by... if its that limited it 
> should cost a lot less.  I consider mental DR to reduce the EFFECT of mental 
> abilities, of any standard mental power. 
 
Why 60 points?  You sure as hell don't need to buy ego defense as resistant.  You  
should only need to have to buy the 40 point nonresistant version. 
 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
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Date: Sat, 02 May 1998 12:16:45 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
To: champion mailing list <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
John and Ron Prins wrote: 
>  
> >> The point is that if going through walls is your primary goal, there is 
> >> probably a better power to use than Desolidification. 
> > 
> >       Once again, Rat, you are way off.  Desolid is _the_ power for 
> >being able to move through solid objects, plain and simple. 
>  
> No, I'm with the Rat on this one. Going through objects is Tunnelling. Rat's 
> being very specific, that's all. If you _only_ want to go through walls (and 
> not be ephemeral to attacks), Tunnelling is the best option. 
 
	Going through a wall and leaving an obvious path (an open space or a  
pile of rubble blocking the path) means tunnelling.  Tunnelling with invisible  
power effects, depending on interpritation may either conceal your tunnel or HOW  
you tunnel.  Going through a wall without leaving obvious signs or adversely  
affecting the wall means desolidification or perhaps a form of teleport like a  
friend of mine has for one of his characters.  He was doing part of it wrong,  
but the idea was sound. 
 
	 
>  
> >  It contains 
> >the least problems.  Tunnelling is good, but has a much different effect. 
> >(Notably the assumption of damaging the material moved through in some 
> >way, though SFX could negate this.) 
>  
> Definitely. We can't allow ourselves to get caught up with the name - 
> 'Tunnelling' is basically 'move through solids'. 'Desolidification' is 
> basically 'become insubstantial'. Walking through walls (_only_) is IMHO 
> closer to Tunnelling. 
>  
> >       I'm sure 99% of Hero gamers, when asked which power should be used 
> >to make a character who could move through walls, etc, would answer 
> >"desolidification". 
>  
> There's the rub, though, the 'etcetera'. I don't think Rat is including that 
> etcetera. Looking at the objects table in the BBB, DEF 8 Tunnelling will get 
> you through almost any wall. That's 21 points, plus 10 for 2" of tunnelling 
> (so you can half-move), and another 10 for not leaving a hole behind. 41 
> points. Sure, 'Only through walls' desolid will be cheaper (probably half 
> the cost), but you've still got the need for Affects Solid while going 
> through walls. That's the reason you don't want to use Desolid; it has messy 
> implications. 
 
	What implications?  If you are moving through a solid, there is bugger  
all there to attack.  If you find a hole in whatever you are moving through,  
then you are no longer desolid and hence don't need to buy affects solid on  
anything.  As for the +10 points for not leaving a hole behind, there is still a  
clear idea that something happened. 
 
	I built a character based on the Ulgo's out of the David Eddings series  
of books who had the ability to walk through stone and dirt (only).  Once I  
explained to the GM that it couldn't be used as a defence in open air, he gave a  
-3/4 limitation.  He liked the effect and I was relatively happy with the size  
of the limitation.  Oh, yea.  And I could take one other person with me.  I had  
to buy the life support to be able to "breath" rock and that also had to be able  
to be used by my passenger. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
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Date: Sat, 02 May 1998 12:21:14 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
To: champion mailing list <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
Anthony Jackson wrote: 
>  
> Bob Greenwade writes: 
> >    There's already a mechanic (for +10 points) to not leave a hole behind. 
> >    Tunneling NND would go through regardless of the material's DEF, but 
> > would be completely blocked by a particular type of material or situation 
> > that was "reasonably common" (like plastics).  If someone could come up 
> > with a reasonable SFX for such a thing, then I'd allow it. 
>  
> 'Made of liquid': tunneling, leaves no hole, NND (defense is any 'sealed' 
> barrier). 
 
	I hope you are not planning on going anywhere fast (or slow for that  
matter)  If you plan on seeping through a wall, its going to take a while. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
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Date: Sat, 02 May 1998 12:28:41 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
To: champion mailing list <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
Stainless Steel Rat wrote: 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> Tim R Gilberg writes: 
>  
> >> 'Made of liquid': tunneling, leaves no hole, NND (defense is any 'sealed' 
> >> barrier). 
>  
> >       This really isn't bad.  This gets around the problem tunneling has 
> > of having problems with the def value of an object. 
>  
> And if Armor Piercing is valid on Tunnelling, I cannot object to other 
> advantages that are normally used for attacks. 
 
	NOW, thats something I hadn't thought of! Hmmmm.  (Quick redesign...) 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
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Date: Sat, 02 May 1998 12:33:33 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
To: champion mailing list <champ-l@sysabend.org> 
Subject: Tunnelling 
Sender: owner-champ-l@sysabend.org 
 
>From what I have seen from the discussions concerning tunnelling  
vs desolid, lots of people are making an assumption that I believe is not  
valid.  Tunnelling adversely affects the substance that is being tunneled  
through.  Thats why it leaves a hole behind.  For +10 points, the hole  
can be closed behind you as you go.  But nowhere does it say it closes  
the hole leaving the substance the way you found it.  If you tunnel  
through a concrete wall, you leave behind chunks of concrete filling the  
space.  If anybody has any arguments against...? 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
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Date: Sat, 02 May 1998 14:36:11 -0500 
To: champion mailing list <champ-l@sysabend.org> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Tunnelling 
Sender: owner-champ-l@sysabend.org 
 
>   At the same time, it doesn't say that it *doesn't* leave it looking the 
>same way, so the general assumption is that it's SFX dependent. 
>   Not that your point isn't a salient one.  I think it could be well 
>argued that some form of Invisible Power Effects should be needed to make 
>the tunnel vanish after it's used. 
 
So, 'X' points worth of Tunneling to create a tunnel, +10 points to fill it 
in behind you, with the assumption that the "fill" is readily perceptible 
(i.e., solid concrete wall is now a big pile of concrete chunks, 
grass-covered topsoil is now a mass of rocks, roots and bare dirt), and an 
IPE Advantage if [the visible portion of] the tunnel is [to the casual 
viewer] restored to its original condition when the tunnel closes behind 
the tunneler.  So far, so good. 
 
I have read virtually none of the posts for this thread, so forgive me if 
this has already been covered, but:  if you assume Tunneling does not 
actually restore the area behind the tunneler to its original condition 
(whether or not it appears that way to a casual viewer at the now-closed 
tunnel entrance), might there be situations in which the filled-in area has 
reduced DEF as a result of having been Tunneled?   
 
For example, you Tunnel through a massive vault door, several feet thick 
(assume NORAD HQ or some similarly protected facility).  Might not the 
structural integrity of the door be somewhat affected by this afterward, 
bonds weakened at the molecular level or whatever?  I can't think of a case 
where the change would be great and I suppose in many cases it would not 
make a difference at all.  If used, though, would this have to be applied 
as a Linked Power or Advantage (remember it would only affect some 
substances) or just a physical side-effect of Tunneling?  The tunneler 
might not be the one taking advantage of the reduced DEF (if any) of the 
refilled area, to I'd say the latter.  Thoughts? 
 
Damon 
 
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Date: Sat, 02 May 1998 14:46:00 -0500 
To: champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Romantic Rival (how to?) 
Sender: owner-champ-l@sysabend.org 
 
>  3) A more modern idea: The RI has a co-worker that seems to take an 
interest 
>in her. She thginks nothing of it, but this admirer soon becomes Rival to the 
>PC for her affection, spending time with her, taking her to lunch, helping 
her 
>with rides to work when her car breaks down, etc... 
 
All good ideas, Mark.  Under the 'modern' heading, the original poster 
(sorry, deleted that message already) may want to consider using a kind of 
pre-packaged Rivalry by just making the romantic rival The Old Boyfriend 
(with whom the RI may be getting back together), the Ex-Husband (with whom 
the RI may work it out) or the Male Friend (with whom the RI may discover 
more in common than she originally realized).  This last could be used 
especially if the Rivalry exists only in the mind of the PC; he must 
constantly strive to "outdo" the Male Friend in terms of doing nice or 
helpful things for the RI, but the Male Friend doesn't see himself as a 
rival (and so does not have that Disadvantage).  He really just wants to be 
a friend, though if the PC's misplaced jealously created a situation the 
Male Friend could take advantage of, well maybe... 
 
Damon 
 
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Date: Sat, 02 May 1998 15:55:11 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Damage Reduction 
Sender: owner-champ-l@sysabend.org 
 
At 05:41 PM 5/2/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
>Cc: champ-l@sysabend.org 
>Subject: Re: Desolidification 
>>    Indestructor has 75% resistant Energy Damage Reduction and 20 rPD.  What 
>> happens when he interposes himself in front of the Death Star's 50d6 RKA? 
>> Well, mechanically speaking, he'd take 2 BODY and 112 STUN from an average 
>> roll (at least, according to my quick calculations).  What happens when he 
>> flies into the sun, with its 100d6 Killing environment?  I calculate 82.5 
>> BODY and 228 STUN from an average roll. 
>>    Seems pretty different to me. 
> 
> Your numbers are off.  Damage reduction is figured _after_ 
>def takes effect.  Therefore, the Death Start would do 38.75 BOD and 
>111.67 Stun.  The sun would do 82.5 BOD and 228.33 STUN.  That's a 
>_really_ big difference. 
> 
> (Actually, your numbers looked wrong even if doing it the other 
>way.) 
 
   I was using the right formula, but pushing the wrong buttons on my 
calculator, at least for the BODY from the Death Star.  For the rest, I was 
merely rounding to the nearest whole. 
--- 
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: Sat, 02 May 1998 15:55:17 -0700 
To: Donald Tsang <tsang@sedl.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Damage Reduction 
Cc: hero-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
At 01:01 PM 5/2/1998 -0500, Donald Tsang wrote: 
>actually, the Sun probably only does 10-12d6K, on a continuous basis... 
>doubling adds up fast. 
 
   Actually, when I work out the numbers according to the data I have 
available, even your numbers are a little low. 
   Given that Len Carpenter's meticulous calculations gave 12DC a temp of 
1000 degrees F, +1 DC approximating 2x temp and +10DC approximating 1000x 
temp (the same relationship STR has with its lifting power).  Britannica 
gives the surface temperature as ~5800 degrees K (the Kelvin scale operates 
like the Celsius scale but from Absolute Zero, which is -273.16 C), so by 
this calculation it's about 10,000 degrees F, which would be ~15 DC, or 5d6K. 
   As for the core, that's given as just under 14,000,000 degrees K, which 
by the same numbers works out to ~25,000,000 F, which works out to 27 DC, 
or 9d6K. 
   Then let's look at the numbers for Cohesion (100% DR) and Indestructor 
(20rED and 75% DR) versus the core of the sun.  Cohesion, of course, takes 
no damage.  The average roll of 9d6K is 31.5 BODY and 83 STUN, which still 
gives Indestructor about 3 BODY and 16 STUN each Phase (actually slightly 
lower).  And that's just for average rolls; the sun's core could do a 
maximum of 54 BODY and 324 STUN, which would do 8 BODY and 76 STUN to 
Indestructor, but not touch Cohesion. 
   Now, I admit that I may still be missing something, but as far as I can 
see the point still stands that good defense plus 75% damage reduction can 
make for a good defense, but is not the same as being totally invulnerable. 
 
>And you gotta assume that the Death Star's attack is Area Effect, or Sticky, 
>or something along those lines... I think 5-6d6K with planet-sized AE will 
>suffice... 
 
   Actually the most I'd give it is an Explosion with a few levels of 
Increased Radius. 
--- 
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: Sat, 2 May 1998 19:01:55 EDT 
To: champ-l@sysabend.org 
Subject: Re: Romantic Rival (how to?) 
Sender: owner-champ-l@sysabend.org 
 
<< All good ideas, Mark. >> 
 
  Thanks. Yours, too. 
 
<< ...making the romantic rival The Old Boyfriend, the Ex-Husband or the Male 
Friend.  This last could be used especially if the Rivalry exists only in the 
mind of the PC; >> 
 
  A very good point. I was going to suggest that perhaps the RI herself has no 
feelings toward the rival, perhaps even leading to a big "I'm angry at you 
because you beat up my ex for no reason" confrontation. ;) 
 
  Mark @ GRG 
 
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Date: Sat, 2 May 1998 18:38:03 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: HERO System Mailing List <champ-l@omg.org> 
Subject: Re: Tunnelling 
Sender: owner-champ-l@sysabend.org 
 
On Sat, 2 May 1998, Michael (Damon) or Peni R. Griffin wrote: 
 
> >   At the same time, it doesn't say that it *doesn't* leave it looking the 
> >same way, so the general assumption is that it's SFX dependent. 
> >   Not that your point isn't a salient one.  I think it could be well 
> >argued that some form of Invisible Power Effects should be needed to make 
> >the tunnel vanish after it's used. 
 
Hmm. Well, I've never exactly been sure what 'Invisible Power Effects' 
means on a movement power, anyway.  "I'm running, but you can't tell that 
I am?" I suppose it /could/ mean that you leave no trace (and that, IMHO, 
would be a better way of buying the ninja's 'walk without trace' power 
than the currently suggested 'Gliding' method).  Does that mean, though, 
that flying or superleaping characters leave traces behind them? (I 
suppose superleaping characters tend to leave tracks or whatever - 
craters, in some cases - at takeoff and landing points, so maybe...)  
  
> I have read virtually none of the posts for this thread, so forgive me if 
> this has already been covered, but:  if you assume Tunneling does not 
> actually restore the area behind the tunneler to its original condition 
> (whether or not it appears that way to a casual viewer at the now-closed 
> tunnel entrance), might there be situations in which the filled-in area has 
> reduced DEF as a result of having been Tunneled?   
 
I would put that down to the SFX of the power.  If the tunnelling is 
outright digging through the stuff in question, the tunnel almost 
certainly has reduced DEF.  If, on the other hand, the tunnelling was 
something different - a character of mine could control metal to flow out 
of her way and back behind her as the SFX of her Tunnelling power - then 
it might very well not affect the DEF of the material in the slightest. 
  
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: Sat, 2 May 1998 19:40:19 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: Damage Reduction 
Sender: owner-champ-l@sysabend.org 
 
 
> 
>    I was using the right formula, but pushing the wrong buttons on my 
> calculator, at least for the BODY from the Death Star.  For the rest, I was 
> merely rounding to the nearest whole. 
 
	Uh, yeah.  I missed the fact that you were right on all but the 
Death Star's BOD for some reason.  Sleep depravation -- end of the 
semester with everything due.  :o 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Sat, 2 May 1998 21:41:31 -0400 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Re: Damage Reduction 
To: Champions Mailing List A <champ-l@sysabend.org> 
Content-Disposition: inline 
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Sender: owner-champ-l@sysabend.org 
 
> Yes, it does.  Otherwise it is an incredibly expensive defensive power 
that 
> affects only one power (Ego Attack), maybe BOECV EB.  Damage Reduction is 
a 
> kind of defense, and if Mental Defense applies against Telepathy and Mind 
> Control, Mental Damage Reduction will, too. 
 
Good point. I hadn't considered basing what would be reduced by what would 
be reduced by Mental Defense. What I >was< considering was the paragraph 
that reads, "Normal Damage Reduction acts against normal, AVLD, and NND 
attacks. Resistant Damage Reduction affects normal, AVLD, NND, and Killing 
Attacks." (HSR, pg 61) 
 
Seems pretty straightforward to me. I don't own the Ultimate Mentalist, 
though; does that book have anything specific to say on the matter? 
 
Jeff Reid 
Morfhis@compuserve.com 
http://www.now-online.com/morfhis/bugloony 
 
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Date: Sat, 02 May 1998 18:45:34 -0700 
To: "Michael (Damon) or Peni R. Griffin" <champ-l@sysabend.org> 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Tunnelling 
Sender: owner-champ-l@sysabend.org 
 
>So, 'X' points worth of Tunneling to create a tunnel, +10 points to fill it 
>in behind you, with the assumption that the "fill" is readily perceptible 
>(i.e., solid concrete wall is now a big pile of concrete chunks, 
>grass-covered topsoil is now a mass of rocks, roots and bare dirt), and an 
>IPE Advantage if [the visible portion of] the tunnel is [to the casual 
>viewer] restored to its original condition when the tunnel closes behind 
>the tunneler.  So far, so good. 
 
Im not convinced this is neccessarily the case, especially if the PC took 
invisible power effects on tunnelling... it doesnt state fills hole with 
damaged version of material... it just fills it.  And one of the rules of 
Champions is that special effects determines how each power manifests its 
self.   
 
One character might dig through things like a mole, leaving rubble in his 
path packed in, one might actually make the matter intangible, allowing the 
PCS to walk through it and rematerializing it... one might even displace 
that material with teleporation and return it.  These last two choises would 
NOT leave a recognizable path. 
 
>I have read virtually none of the posts for this thread, so forgive me if 
>this has already been covered, but:  if you assume Tunneling does not 
>actually restore the area behind the tunneler to its original condition 
>(whether or not it appears that way to a casual viewer at the now-closed 
>tunnel entrance), might there be situations in which the filled-in area has 
>reduced DEF as a result of having been Tunneled?   
 
See above.  I would NEVER rule the defense is lowered in any case, the 
material tunneled through is not altered by the power in any way except by 
special effect (scorched by fire based, etc). 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
To: "Hero List" <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Date: Sat, 2 May 1998 19:41:26 -0700 
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Sender: owner-champ-l@sysabend.org 
 
On Saturday, May 02, 1998 12:42 AM, happyelf wrote: 
 
>At 11:39 PM 5/1/98 -0700, you wrote: 
>>On Friday, May 01, 1998 9:43 PM, happyelf wrote: 
>> 
<snip some good clarifications on what he was saying, which I mostly 
agree with.) 
> 
>><snip> 
>>>Yes it is. if it's special effect is 'indestructable', then it is. 
>> 
>>IF the GM agrees, and IF you never have to use the character with 
>>another GM. Your way is _not_ tournament legal. 
>> 
> 
>And his is? To tag a 120 points onto the plot device 'indestructable' 
is 
>not tournament-legal. 
 
As much of this discussion concerns a power which the proponents want 
to make official, then their way would, if they get their way, be 
tournament legal. 
 
<snip> 
> 
>And which is a more valid construct, once we dispese with the 
>anally-retentive absolute term 'invunerability' 
>insisted upon thus far? I started with 
>this statement: THERE ARE NO ABSOLUTES IN HERO. 
 
Ridiculous. I can't believe how often this is claimed, as it is not 
only clearly false, but some of the examples are annoying to me. 
 
Life Support is an absolute. If I buy immunity to cold for my Yeti, 
then my Yeti is uneffected by wading in liquid hydrogen. If immune to 
aging, he will never grow old. Both absolutes, which make it difficult 
to create such simple things as a coat or a man who will live roughly 
300 years before aging gets him. Given the cheapness of the Life 
Support, limitations on these are rather silly and give too much 
granularity. 
 
Darkness is another absolute. No matter how much light there is, in 
Darkness you are always in absolute blackness. True, you could define 
very bright lights as "Suppress: Darkness", but I could define my 
super laser as being an NND RKA, claiming that no defense is strong 
enough to stop it. Either one dodges the issue. 
 
<snip> 
 
Filksinger 
 
 
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Date: Sat, 2 May 1998 21:46:00 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
Reply-To: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
On Sat, 2 May 1998, happyelf wrote: 
> At 12:01 AM 5/2/98 -0500, you wrote: 
>  
> >And what if the 'invulnerable' character jumped in front of a train? 
> >Would you have said 'ah, he's invulnerable' and let him take no damage, or 
> >would he have taken a lot of damage?  
>  
> The former. That's why the call it a plot concept.  
 
So in that game, invulnerability cost (if I remember your previous post 
correctly) 30 points. 
 
- Isn't that too low a cost for such a /powerful/ power?  Isn't he getting 
  more than what he paid for?  Isn't that your problem with the whole 
  concept of invulnerability? 
- Contrariwise, isn't saying 'well, 20 PD is invulnerable, I'll let him 
  withstand being hit by a train' undermining the very mechanics of the 
  system that you think 100% DR would destroy? 
- And isn't the character 'boring' because he's 'immortal' now? 
 
> >OK. And how does adding 100% DR undermine this?  The cost is extrapolated 
> >from existing costs, so it certainly doesn't make the game mechanics 
> >'uncohesive'. 
>  
> Yes it does. It undemines the princible of getting what you pay for,  
 
<cough> And your 'plot device' concept doesn't do that just as badly, if 
not worse? 
 
> and requires the gm to exercise a completly different type of  
> control over who buys what powers.  
 
??  Well, maybe your GMs are different down there.  It certainly seems 
like your play style is very different, from the way you say that true 
invulnerability is some kind of sin against all that is holy.  
 
> And the cost is not extrapolated.  
> Damage reductuion bases itself on the princible that 100% is unobtainable.  
 
You know, I can almost buy this, especially in conjunction with the other 
post that suggested another logical way of extrapolating the table (1/4, 
1/2, 3/4, 7/8, 15/16, etc).  This is, in fact, more valuable input than 
anything else you've said, because it challenges some of the logical 
assumptions I've made and offers an alternative, instead of saying 'NO!  
You CAN'T do THAT!  That's BAD!' 
 
> no actually rimmer from rd dwarf was invunerable in series six-  
> but it still hurt when people hit him.  
 
Not very invulnerable by my standards, then. 
 
> I though you said invunerability means you don't take damage?  
> feeling pain is another matter entirely. hmmmmmmmm a doesn't apn have a lot 
> to do with stun? 
 
And stun is what?  Say it all together, class...'stun /damage/'.  Yes, 
that's right, stun is a form of damage. 
  
> >> and is not limited to a particular 'special effect' at 
> >> such nitense levels. If you are immune to nuclear explosions, at ground  
> >> zero you're still going to get flung about a kilometre and die when you  
> >> hit the ground, 
> > 
> >That's knockback.  Damage Reduction doesn't affect that. 
>  
> Yes, but it's a concept inherent in the attack. I say again i though you  
> say invunerable means you don't take any damage from an attack?  
                                      ^^^ 
(sigh) Maybe I'm being pedantic, but I'd say it's perfectly clear. 
Joe-Bob attacks Invulnerable-to-Energy Man with his EB. 
Invulnerable-to-Energy Man takes no damage from being hit with Joe-Bob's 
waves of energy, but he is thrown 100 yard through the air.  At the end of 
his short flight, he slams into the earth, and takes damage. 
 
Please note that Invulnerable-to-Energy Man is taking damage from slamming 
into the Earth, not from the energy of the blast directly. 
 
Using your logic, you should apply ED to knockback damage from an energy 
attack. (Well, it's damage done by the energy attack, isn't it?) 
   
> I'm talking about a rl equivalent. Invunerability is unobtainable.  
 
Thank you, Mr. State-the-Obvious man.  So is a 12d6 EB firing from the 
eyes.  So is regeneration.  So is FTL Travel.  Yet all of these things are 
in the game. 
 
> >> So when being invunerable to fire, one is also invunerable to  
> >> fragments of metal 
> > 
> >No, obviously not, but the typical 'flame blast' power doesn't include 
> >fragments of metal.  These magical fragments of metal aren't going to 
> >appear all the time - only in certain circumstances.  That's why there's a 
> >GM, to handle stuff like that. 
>  
> actually i think i gave a few other examples, which you neglected to note. . 
 
That was your first example...the rest are down below.  I believe I dealt 
with all of them. 
 
> .yet. 
> most of them apply in almost all circumstances. And there is usually one thing 
> or another. Hence it is valid to allow a degree of stun of some sort at least.  
> This is far more plausable then what you are suggesting. Also, if an 
> invunerable  
> guy gets hit by ANY high-energy effect, he better have life support, as well.  
  
> >In a comic book setting, I'd only use these fragments of metal if someone 
> >deliberately tried to create/use them - i.e. 'Oh no! Pyron is immune to my 
> >flame blast power!  Maybe if I cause that propane tank next to him to 
> >explode, he'll be harmed by the shrapnel!' (aims at tank, boom, etc) 
>  
> *sigh* first you say non-comic book settings are suport for invunerability... 
> now this.  
 
At no time did I ever say non-comic-book settings are the /only/ support 
for invulnerability.  Please stop trying to put words in my mouth. 
 
If you are trying to say 'these effects would occur in a 'realistic' 
setting, you have some validity there.  But then again, if you wanted a 
'realistic' setting, perhaps you wouldn't allow complete invulnerability 
at all, since it is, as you point out, an inherently unrealistic power. 
 
If, for example, I were doing a Wild Cards campaign, I would probably do 
as you suggest - use 75% DR and high PD/ED - and chalk any damage up to 
things that aren't covered by the invulnerability. 
 
If I were doing a very epic game, then it would hardly be in genre for 
Invulnerable Man to take damage from the things he is invulnerable to, and 
it would seem pretty darn silly to me and the players if he were 
nickel-and-dimed to unconsciousness by attacks that his character concept 
sai he shouldn't have been hurt by.  
 
> >> , sudden trauma from temperature changes(maybe) 
> > 
> >Isn't that part of how fire damages people? 
>  
> My point exactly: what does 'immune to fire' cover? 
 
Well, I'd say: damage from fire attacks.  If you hade 'immune to fire' 
but not LS: Heat, then you would take no damage from a 12d6 'flame 
blast' EB, but you could be damaged by a 3d6 NND 'heat wave' attack, or 
even by just walking through the desert. Why? I dunno, depends on the 
character.  Maybe he has a magic ring of fire resistance or a blessing 
from the gods. 
 
> you could argue that,  
> since heat is just molecular agitation, soeone with this immunity would be  
> so immune to being punched also- it's all kinetic transference. 
 
Now /this/ is cheese.  It's even cheesier than trying to say 'well, being 
punched is damage through kinetic energy, so why shouldn't I use my 
/Energy/ Defense?' 
  
> >Of course, if someone truly wanted to be 'invulnerable to fire' I'd 
> >suggest they also buy LS: Intense Heat... 
>  
> Yes. .. but you just said 'immune to fire' means you can't take  
> damage from fire. In that case how would you explain someone  
> with 100%red and NO ls? 
 
That's the player's job, not mine.  I'm not about to say 'that shouldn't 
exist just because /I/ can't think of an SFX for it.'  I can't think of 
SFX for 'indirect Running' either, but that doesn't mean I'll say it's 
impossible to explain or purchase in my campaign. 
 
>  okay let's say '100% red vs fire attacks', 
> but that still doesn't wash. 
 
There's an Arabian tale (I think) about a blacksmith who was given a 
blessing, that he would never be burned by any fire.  This would probably 
be an example of 100% DR vs fire, but no LS: Heat. 
 
> You're basing your suggestion on a  
> scenario-  a character who does not take damage from X.  
> But the problem is that they're bound to take damage from x  
> in some ways unless you reduce it to pure game mechanics  
> (as in immune to attacks with X as special effect) in which  
> case it is no longer valid to argue from anything but a mechanics- 
> based perspective. 
 
Which is /exactly/ what I'm talking about - I'm going at this from a 
mechanics-based perspective, and you're not. 
 
> >> pressure changes,  
> > 
> >See above, on metal fragments. 
>  
> no, again you speak of game mechanics when i'm speaking 
> of reality. You base your concept on pure rules-logic,  
> the problem is your logic is flawed. These are all good 
> reasons why someone who is (sfx) indesructable to X 
> would still take a few stun from an attack with X 
> as a special effect, but you continue to speak in  
> pure game mechanics.  
 
In a discussion about game mechanics. Gosh, who woulda thought? 
Actually, my point is that your hyper-realistic reasons don't match my 
play style or the source material I use for my games. 
 
In addition, all of your examples seem to me to be rationalizations 
because you don't like the concept of someone who is invulnerable to 
something.  If I bought 300 rED instead of Invulnerable to Energy, I would 
more than likely take no damage from your hypothetical metal fragments, 
even though they're physical damage, and would logically hurt both 
characters based on their concept...tell me, is that logical from your 
realistic standpoint? 
 
> Frankly i think you have no intrest  
> in the role-playing concept at all, this is about  
> pumping superdood full of cheese. 
 
Frankly, I think you're resorting to insulting the playing style of a 
person you've never gamed with and don't even know, because...well...I'm 
not sure /why/ you're finding it necessary to employ that kind of tactic, 
and I'm not going to speculate on it, for fear that it would make my 
behavior as objectionable as yours. 
 
> NO, the INFINITE CONCEPT is the matter best left to roleplay. And no matter how  
> often you do it, being envloped in green energy is going to give you a moments 
> distraction. That equates to a few stun quite easily.  
 
Hm, so if I get distracted a lot I'll eventually fall unconscious?  
  
> >Yes, stun /damage/ - note key word 'damage' here, as in the stuff you 
> >shouldn't take when you're invulnerable.  Otherwise, you get stuff like 
> >'Well, yeah, I'm invulnerable to fire.  Except it can knock me out.' which 
> >is pretty silly if you ask me. 
>  
> Stun is stun. It can be portrayed many different ways, many having  
> nothing to do with damage. For instance you burn stun after you  
> exaust end, that isn't some invisible pixie slapping you around for  
> exceeding you quota. 
 
No, its you pushing yourself hard enough that it could potentially knock 
you unconscious - going past your limits, basically.  However, being hit 
by an attack has nothing to do with pushing or burning STUN for END. 
 
> And you can get  
> 'Well, yeah, I'm invulnerable to fire.  Except it can knock me out.' 
> anyway, from a guy with no life support, or a dozen other things. 
 
Yeah, but those people have purchased their powers in a way that they have 
basically said 'Yeah, I realize that I could be knocked out or whatever by 
stuff I'm invulnerable to, that's OK'.  If a player wants that, fine.  If 
a player doesn't want that, that's fine by my book too - but apparently it 
isn't in yours. 
 
> >> >Someone who is invulnerable to energy damage should be able to stand in 
> >> >the way of the Death Star planet-destroying laser and not get hurt at all 
> >>  
> >> -including by being flung through a planet? heh. my point exactly.  
> > 
> >This is knockback, which (as stated before) is not affected by Damage 
> >Reduction. 
>  
> You just said 'WITHOUT GETTING HURT AT ALL.'  
 
OK, OK, 'without getting hurt at all by the laser itself'.  Happy? 
 
> When a bullet kills you  
> it often doesn't do so from the tissue damage, but the shock. Both are  
> involved in the attack, however it is valid to say that the impact ot a  
> superlaser is INHERENTLY involved in the concept of the damage it casues.  
 
Gosh, if it does damage by a physical impact, maybe it should be a 
physical attack. Or a combined physical/energy attack. 
  
> >So explain again how this is 'cheating' and 'getting an immense ability 
> >without paying the points for it'?  Aren't you the one telling me that I'd 
> >/basically/ have it if I spent an equal number of points on another power? 
>  
> No not an equal number, an infinite amount more.  
 
Actually, no, you said 'buy stuff in the book and call it 
invulnerability'.  You also said that it was worth 20 points in your 
pulp-era game, because you'd let the guy with 20 rPD get hit by a train 
and take no damage because he's invulnerable. 
 
> >> Like it or not, a guy who gives moff tarkin's little toy 
> >> the laugh is built on a hell of a lot of points.  
> > 
> >120 points is a hell of a lot to spend on a defense, and probably exceeds 
> >most campaigns' AP limits. 
>  
> No. A starting super can afford that in theory.  
 
If he's blatantly deficient in other areas. 
 
> and AP limits are 
> not a valid guage of power level.  
 
Stop the presses, notify all the Champions players, we've been /completely 
wrong/ all these years! 
 
> You can set them wherever you  
> want and call it 'expensive', but really expense is total cp - 
> cost of power. 120 pts say -1/4 for 'only vs fire' 
 
I'd call it a -1 in most superhero games, but that's not the main issue 
here. 
 
> is  
> 90 points. which frankly is birdseed. oops, i mean chicken feed. whatever.  
 
So you've spent 60 points on a power - or 90, in your example.  Now you 
can't be harmed by fire.  90% of the attacks out there will still do 
damage to you, though.  You're hardly godlike or unbalancing. 
 
> a high-power character (375 pts) can buy all three for 360 and still 
> have change left for str and some dex.  
 
15 whole points, yup.  And when he can't hit any of his high-powered 
opponents, attack from a distance,  
  
> >Which would let the laser fly right through the image and strike the 
> >planet, and would be compeltely useless against area effect attacks. 
> >Er...no. 
>  
> no. . .the image would be to make you look like your bouncing it off the 
> chestige... 
 
Say /what/?  Um...OK.  I must admit, I haven't the foggiest clue what 
you're talking about here. 
 
Dodge would move you out of the way of the beam, so you don't get hit. 
Image would make it look like you 'bounced it off your chest', 
but...well...you /didn't/, and whatever was behind you is still destroyed. 
Unless you're giving out powers for free, that is. 
 
> and human-sized target culd not blaock a superlaser without some sort of  
> force wall. the superlaser on the prototype deathstar in the jedi academy novels 
> completly envloped the sun crusher, so no a human is too small. And an area 
> effect couldn't be blocked in this way anyhow. 
 
Of course, you're arguing this specific argument rather than the general 
one.  Fine, let's scale it down, then.  We've got a giant megalaser that's 
going to vaporize Air Force One. It does 10d6 damage or so.  It's not Area 
Effect, it's...oh, I dunno. Armor Piercing and Penetrating. 
 
Character A is invulnerable to Energy (100% rEDR), he flies in front of 
the laser and saves the President's plane without being scratched - just 
like his character concept of 'invulnerable to energy'. Character B has 
75% rEDR and 40 rED.  He flies in front of the laser, and takes an average 
of 3 BODY and 17 STUN.  Wow, he's not very invulnerable is he?  If the 
villain had gotten the maximum damage roll, he'd be taking 10 BODY, 70 
STUN, and be merrily on his way to the hospital. 
 
Now, the question that is really at the root of this all is: is 
'Invulnerable to X' too powerful?  I don't think so.  You do. 
  
> >> or just dodge with the special effect that it 'bounces off his chest'? 
> > 
> ><laugh> So you're telling me to spend 5 points for a power that you think 
> >120 points is too cheap for?  In any case, that would allow the power to 
> >be defeated by having a more accurate weapon. "I'm invulnerable, except to 
> >sniper rifles!"  Er...no, again. 
>  
> Well buy scads of dcv bonuses. say.  .5 pts for doge, +20 dcv fo 100 points. 
> It's within the rules, and it's a better idea than giving points for infinity.  
 
And if you're unconscious or surprised, you're at 0 DCV.  "I'm 
invulnerable, if I'm aware of the attack." 
 
Actually, Dodge is a pretty poor mechanic for invulnerability, since it 
doesn't stop the attack at all - you can't shield Jane DNPC with your 
body. 
 
Like any of the other solutions you've proposed, it's viable for a certain 
limited type of 'invulnerability', but not for true invulnerability. 
  
> >> with 
> >> such high  
> >> power levels, it wouldn't make much of a difference wether you dodge or black 
> >> as to what damage the effect does to stuff behind you, and if your worried 
> >> about that  
> >> buy missle deflection.  
> > 
> >Except that it's again useless against area effect attacks - and also 
> >against hand-to-hand attacks. "I'm invulnerable, unless someone punches 
> >me."  No. 
>  
> there is such a thing as bying MORE THAN ONE POWER to depict a sfx power?  
> And if it's an area effect attack as i said you couldn't block it from  
> hitting the planet anyway, since area effects are not linear.  
 
You're combining two separate arguments here.  OK, lets say that we do a 
'block/deflect' type of invulnerability - scads of levels with block and 
missile deflection. 
 
Grond comes and whacks you with a car.  Squish.  Not invulnerable. 
 
Sipristi the ninja sneaks up on you while you're a sleep and plants a 
knife in your ribcage. Not invulnerable. 
 
Do you see the problems I have with this suggestion now? 
  
> >> Why not buy a dispel of supress whose special effect is  
> >> 'the attack fails to cause any damage', for probably a big discount for 
> >> being limited 
> >> to you, ect?  
> > 
> >Dispel or Suppress take a half-phase attack action to perform, for one. 
>  
> then buy speed and weedle an intercept out of the gm. or prepare in advance- 
> again this is lateral vs linear thinking.  
 
See above block/deflect example.  Doesn't work when you're unconscious, 
etc.  I suppose you /could/ buy it 0 end persistent always on or 
something. If you used Dispel then your invulnerability would be 
all-or-nothing.  And you'd have the odd thing that you wouldn't be as 
invulnerable to things that are 'difficult to dispel'.  
  
> Here's my official take on invunerable to laser weapons(as in superlasers, 
> fer instaance): 
>  
> missle defleion, + 5 speed only to use missle deflection, (and stuff like 
> always on, ect) 
 
I won't even get into how discusting this would make the combat rounds. 
No thank you, I'll use by 100% DR idea and get through my combats without 
getting a migraine. 
 
> 75% redr, rdr. 
> full life support.  
 
Invulnerable to lasers means you don't age, sleep, breathe, die horribly 
in a vacuum? Yes, very logical. 
 
> 600 rep  
> 600 red,  
>  
> all these bought with 'only vs x.'. 
  
LS: Doesn't Age, only vs. lasers? 
  
> And besides, the real reason my ideas aren';t acceptable are: 
>  
> A) you like your idea 
>  
> and  
>  
> B) being indestructable my way places it far out of the  
> reach of low power characters, as it should be.  
 
Well, gosh, thanks you, your Telepathic Majesty.  I'll let you argue my 
side as well, since you seem to think you can read my mind. 
 
Actually, your ideas aren't acceptable because they don't do what I want 
them to do.  It's that simple. 
  
> No, by points level he is out of his league. by points level if you want  
> to include an invunerable guy in your game, then it costs bulk points. 
> Deal with it. if a player says he wants his pc to be invunerable to 
> the nth degree, and you agree, then give him extra points. The other players 
> might not like it, but it's preferable to lying about how much the power is  
> worth, at least they know where they stand.  
 
Of course (as has been pointed out to me in the past), points levels have 
very little relation to how much something is worth.  If you buy lots of 
energy defense, and everyone you meet in the campaign is a martial artist 
or a brick, then your points in ED aren't worth the same amount of points 
in PD. 
  
> >> character A shouldn't exist. and  
> >> they're both toast from hittig the planet.  
> > 
> >You're fixated on this knockback thing, aren't you? If it makes you feel 
> >better, assume they have enough flight and/or knockback resistance to 
> >avoid the effects.  Or assume that the DSSL is bought with 'no knockback' 
> >- it basically vaporizes what it hits, so there wouldn't be any knockback 
> >anyway.  I never saw ships or planets getting pushed around by it in the 
> >movies... 
>  
> um, they went caboom. 
 
Yes, they went kaboom.  They didn't fly backwards for several miles and 
then go kaboom, as they would/should have if they were hit by a laser that 
size that did knockback. 
 
> in support of you, the sun crusher didn't budge  
> whe it got hit, but it was invunerable- so i guess being invunerable  
> DOES include knockback resistance *eg* 
 
Well, not in my book.  Whatever this 'sun crusher' is, it probably had 
some other reason for not moving.  Either the superlaser does no knockback 
(or maybe it has -1/4, only does knockdown) or the Sun Crusher has enough 
knockback resistance or flight to avoid the effects. 
  
> as opposed to 'i'm invunerable and it only cost me 120 points!  
> wow that gm is a sucker!' and hell, it'll get past 100% guy anyway, unless 
> he's giant sized.  
 
Well, we're really arguing 'should he be hurt' - the whole Death Star 
scenario was just an excuse to bring a honkin' big energy weapon into the 
picture. Send the superhero to the Gundam Universe and put him in front of 
a mech with a beam rifle and a beam sabre if you like. 
 
> And if you like, just buy 600 red or however much, plus  
> 75% redg.  
> That's what it takes, you get what you paid for.  
 
I guess I'm just going on the principle of diminishing returns.  It 
doesn't really bother me to say a character is invulnerable to energy, or 
whatever.  As a GM, I can get around that without being cheesy and having 
him be affected by energy weapons anyway (cf metal fragments and similar 
stuff above).  I think 120 points is basically sufficient for this because 
it's a hell of an expenditure when you consider that its twice what most 
people in a normal Champions game will be spending on defense (and /far/ 
more than people in the average Fantasy Hero game would spend on it), and 
99% of the time, an equal amount of rED would have stopped the damage cold 
anyway.  
  
> i'd rather have a character who is positive he's invunerable,  
> but his player still has to gamble, yes? still heroic?  
> still has a POINT? 
 
100% rEDR would be pointless in a game where the only attacks were energy 
based.  It'd blow there, because you'd be invulnerable to anything.  
Fortunately this is not the case in any game I've ever run. There are 
innumerable challenges that could face the player whose character is 
invulnerable to energy, and plenty of opportunities to roleplay.  I hardly 
think the power makes then a GOD and it certainly doesn't make them 
impossible to defeat.  And if the character isn't omnipotent, and has 
plenty of roleplaying opportunities, then how can he have no point?  
 
> >In any case, /if/ character B /was/ 'invulnerable to energy' as part of 
> >his concept, leaping in front of the superlaser is a viable thing to do. 
> >But, he's not invulnerable. Just tough. 
>  
> No-one in the universe is completly cofident of never being harmed.  
> And again the gm can still just plot device it if he wants, it is 
> far preferable to letting loose the monster you suggest.  
 
Hmm.  The only reason I as a GM can see for 'plot devicing' it is in case 
I wanted to change my mind later and hose the character by saying 'guess 
what! You're mysteriously and for no reason not invulnerable to energy 
anymore, because I said so'.  I'd rather keep the respect of my players. 
If I don't want them to have it, I'll tell them they can't buy it up 
front, instead of leading them on and then springing that fact on them 
later. 
  
> Then i never will. If you don't get how this changes the system for the worse,  
> then i'd suggest your not useing the mechanics at all. you're just making 
> stuff up and attaching mechanics-based rationalisations. Why not just  
> go free improv? 
 
Because the mechanics are still useful to me, and I don't believe that 
they are destroyed because I let the possibility of this power arise. 
  
> Yes.  .not let people. you expect the gm to place a type of  
> control on character creation which will ruin the game for  
> pretty much every player.  
 
Oh, yeah, my game is ruined every time the GM says 'no, you can't have 
that.'  I guess we should let all the people in a Cyber HERO game buy 
Transform Person to Frog, because it's in the main rules. 
 
If complete invulnerability wouldn't fit the genre or tone of the 
campaign, DON'T USE IT.  Simple. Effective.  No different than what any 
normal logical HERO GM would do in similar circumstances. 
 
> Yes the gm should look at ap, and  
> stop signs and such, and approve of reject powers, 
> but this is entirely differnt than  
> placing a power which pretty much says 'thou art god' 
 
I've got a real problem with you claiming that this power makes you a god. 
It doesn't.  It makes you immune to one type of damage, that's it. 
 
> in the book and then not letting people use it, or  
> letting them if the mood takes you. i say again,  
> if you are looking fot that level of gm control, you're  
> better off making up sheets in purely freeform terms.  
 
So in your games, the GMs don't ever say 'don't take these powers'?  They 
don't take the tone and genre into account?  If I were going to run a game 
based on the Tomorrow People, I'd say 'here are the types of powers you 
should take.  Here are the types of powers you /shouldn't/ take, because 
they don't match the genre.' 
 
Completel invulnerability is not for every campaign.  But it is a viable 
power in /some/ campaigns.  HERO doesn't currently allow for that. 
  
> >I'd be happy to 'let it be a story 
> >concept', but if my GM and I agreed on that - 'look, I want this character 
> >to be completely invulnerable to fire damage, is that OK with you?' 
> >'Sure.' - then I think I would be justifiably upset if he decided that I 
> >was going to take damage from being hit by a big fire attack, because I 
> >only had 80 rED. 
>  
> Here we are- through you said you were the gm?  
 
This is all hypothetical. 
 
> And couldn't a gm decide that 
> anyway, reguardless of the power involved? 
 
Sure, if he wanted to be completely capricious.  Heck, you could say that 
JimBob got damaged by that 10-year-old's 1d6 punch, even though he's got 
20 rPD, as long as you wanted to be a complete prat and ignore the rules. 
 
Mind you, if any GM did that, I'd be hard pressed to find the reason or 
motivation to play in any of their games. 
 
> You are asking to give a player the power to veto the gm's decisions.  
> A player with a character with this power could quite rightly say  
>  
> "Hey, you said billstorm cannot be hurt by fire attack powers? well a fire guy 
> just blasted the pavement abd the rebound hurt me, but that couldn't  
> happen becasue the guy used a (all together now) fire attack power to 
> inflict the damage! 
 
Yeah, and you could say that if you were using a 10d6 EB vs 100 ED, too. 
Your point is hardly restricted to the invulnerability issue - it's more a 
'do you have a fair GM or not'. 
  
> HERO can be played in an almost 'minatures' manner with the  
> gm pitching the villains against the heros, but ONLY becasue the powers 
> are balanced and AVOID absolute values! you are suggesting that  
> during such a style of play some of the combatants should have infinite 
> value, and that is just not valid.  
 
Wel, I don't see it as 'infinite' becase the power will not let you create 
a character that cannot be harmed in any way.  I guess FireGuy would be 
generally in trouble when fighting Invulnerable-to-Energy Man, but then 
he'd just have to think a little.  (Gosh, we wouldn't want that, would 
we?  It might inspire...role-playing!) 
  
> >> But supers are motal. unless you give them in infinite defence.  
> >> Powered is fine, ultra-immensly-unbeatably powered, now THAT'S hoohey. 
> > 
> >Now, wasn't my original post all about the fact that even someone with 
> >100% Physical, Energy, /and/ Mental Damage Reduction wasn't 'unbeatably 
> >powered'?  In fact, I listed a bunch of powers and things that could 
> >affect them. 
>  
> yeah, but you were wrong.  
 
Wrong in what aspect?   
 
That they were not unbeatable? 
- Transform, Invulnerable Superhero to Frog. 
- Suppress Super Powers (the famous anti-mutant gun idea) 
- Entangle 
 
Gosh, any of those powers would let you beat them.  So I guess I wasn;t 
wrong there. 
 
> such a person is unearthly powered.  
 
They're very powerful, yes.  I never said they weren't. 
 
On the other hand, someone who spent the same amount of points on an 
attack would have a 72d6 Energy Blast or a 24d6 Killing Attack.  That's 
pretty unearthly right there.  
 
> they have an infinite value as part of their power mechanics descriptions,  
> they are too powerful.  
 
Here's where we disagree. I don't think they are too powerful.  I don't  
think my players think they're too powerful.  There are certain very 
specialized cases where they would be 'too powerful', but those cases are 
the exception and not the rule. 
 
> It should be a plot device  
 
Which somehow makes it not 'too powerful'? 
 
> or properly bought with points (as  
> opposed to being attached to ataken sum). 
 
Which there is no way to do, as you have so aptly demonstrated with your 
many examples. 
  
> >> Becasue the gm can change his mind.  
> > 
> >Thus opening the way for lots of bad feelings between him and the 
> >player... 
>  
> Let me get this straight- in order to please your player, you have to let his 
> pc be invunerable and NEVER take it back? 
 
No, in order to please a player I have to be up-front and honest with him.  
Not jerking him around by saying 'you're invulnerable...no, you're 
not...yes, you are'. 
 
> Comics use the phrase 'night invunerable' for a reason.  
 
Well, the Tick uses it.  (Actually, he uses 'nigh invulnerable' but I 
think that's what you meant - unless you have some kind of Aussie 
superhero who can't be harmed except when the sun is in the sky)  But then 
again, the Tick is a comedy/parody comic, too.  He's 'nigh invulnerable' 
because its funnier that way. 
 
> If you are suggestig that 
> this travesty of a power is valid simply to placate a player who wants to be  
> the ultimate 'pro from dover', than i doubt any of your arguments are valid,  
> since they exist simply as rationalisation of that objective.  
 
Well, the place I'll be using it is in 'Final Fantasy HERO'.  In the 
genre, there are plenty of creatures that are 'invulnerable to X', magic 
items that give the power, etc. 
 
I /could/ go through and figure out the maximum damage anyone with ever do 
with an attack of type X, but honestly, that's going to be a) a lot of 
work, and b) it'd give misleading results for a lot of things anyways, 
because they'll be facing it at a time when they won't be able to do that 
much damage to it. 
  
> >> and by quantifying such a power  
> >> you open the way for powergamers extreme, and shift such concepts  
> >> from the gm's call (where things like omnipotence, ect belong) 
> >> to a part of character creation.  
> > 
> >I'm of the opinion that you should design for the real players of the 
> >game.  If you try to munchkin-proof a game, you will only succeed in 
> >limiting the honest players. 
>  
> That's juat silly. 
 
And that's just unsupported. 
 
> And frankly wanting to be completly invunerable when you 
> have the choice t be nigh-invunerable and have your character and everyone  
> else act like they are (hence allowing any possible ROLEPLAYING concepts) 
> is nothing more than powergaming. 
  
> >The GM has the easiest way in the world to stop the use of this power. 
> >Say 'There's a 60 AP limit on defenses'. On the other hand, the GM that 
> >/wants/ effects like this to be around can have it and use it. 
>  
> No. For one thing not everyone uses ap limits, 
 
Then they should expect this and other completely 'abusive' things like 
the 72d6 EB I mentioned before. 
 
> for another, as i already 
> said this goes WAY beyond concepts like disallowing damge reduction and FTLm,  
> or even high-damage attacks. Nothing can compare to this power, so from a  
> points based perspective it is no power at all. 
 
Oh, I dunno. 24d6 RKA...average of 84 body...that'll just about vaporize 
anyone.  Hell, let's say that it will, as a 'plot device' - that's what 
you want me to do with invulnerability, right? 
 
Honestly, the only time this would be a points crock is if you were 
regularly running games where the average DC of attacks is greater than 16 
or so, because at any lower level, you could buy a combination of PD/ED 
and Defense that would stop the attacks cold. 
  
> >If the GM is so weak as to let powergamers run roughshod over him, he 
> >needs to get a backbone, not rely on the protection of the rulebook. 
>  
> Funny, you're the one going on about players getting upset about having their  
> invnuerability taken away, and so forth.  
 
And, of course, you know that they're upset because they're really just 
powergamers, instead of people wanting to be treated fairly by their GM. 
Right. 
 
> The rule book exists for a reason,  
> and in such an extreme case it should not be a gm call as to wether such a  
> power 
> mechanic can be used. rather, put it as a plot device as it should be, 
> completly  
> under the gm's control. 
 
Are you saying that powers are not completely under the GM's control?  The 
GM is somehow not allowed to say 'you can't have that'?  You're not really 
getting anything by making it a plot device, except maybe the ability to 
screw your players over and have something to soothe your conscience over 
it (well it was in the rules...). 
 
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: Sat, 2 May 1998 21:53:34 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: CHAR: WC: Nur al-Allah 
Sender: owner-champ-l@sysabend.org 
 
On Fri, 1 May 1998, John and Ron Prins wrote: 
 
> >> >100+	Disadvantages 
> >> >10	Distinctive Features: Glows green, especially when speaking 
> >>  
> >> Uh, Mike, if green is the color of Allah, this shouldn't be a disadvantage, 
> >> but a Change Environment, should it not? 
> > 
> >Actually, I'd just call it circumstances making a disadvantage useful - 
> >similar to how a Reputation can aid a Presence Attack, even though it's 
> >technically a disadvantage. 
> 
> Er, no, because glowing green in an Islamic society is _really_ useful. It's 
> pretty much a 'holy aura', isn't it? Yes, it has its disadvantages, but I 
> think the up side is too large to be simply handwaved as turning a 
> disadvantage to your advantage. It's a useful power, and should be paid for. 
 
I can buy this, but I really doubt that Change Environment is the power 
you'd want to use there.  Look at the effect the power would have - the 
guy would be considered 'holy' by Muslims who are inclined to believe in 
such things, and so they'd be more likely to listen to him and take him 
seriously.  
 
I'd say it should be a bonus to PRE, with some sort of limitation to 
represent that it only affects some people - probably a -1 or so.  And 
it'd have 'visible power effects' too - glowing green.  (That would 
account for him glowing brighter when he's preaching, too - he's actively 
using more of his PRE...)  
 
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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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
To: "Hero List" <champ-l@sysabend.org> 
Subject: Re: Horsebites 
Date: Sat, 2 May 1998 20:16:11 -0700 
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On Saturday, May 02, 1998 6:24 PM, Bryant Berggren wrote: 
 
 
>An odd thought which hit me today, looking over a character someone 
created ... 
> 
>According to the stats listed on p. 197 of the BBB, a typical horse 
has a 
>1d6+1 HKA, Reduced Penetration, to represent a bite attack. 
> 
>City boy that I am, I admit to general ignorance about matters 
equestrian, 
>but ... against an average, unarmored person, this would mean one 
bite from 
>a horse would leave him at 1 BODY -- a lucky roll would leave him 
/dying/. 
 
 
I take it you are assuming that the horse is adding his STR to the 
bite, as otherwise the number would be considerably smaller. 
 
>So, I'm wondering if anyone knows ... are there a lot of fatalities 
out 
>there in the real world resulting from horse bites? :^] Strict 
injuries, 
>mind you, not infections or other side consequences. 
 
 
No. This number is ridiculously high. Either horse bites should be 
much lower in damage, or they should be normal attacks. Maybe both. 
 
Filksinger 


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