Digest Archives Vol 1 Issue 13

Desmarais, John
From: owner-champ-l-digest@sysabend.org
Sent: Wednesday, November 04, 1998 2:38 AM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #13

champ-l-digest Wednesday, November 4 1998 Volume 01 : Number 013



In this issue:

Re: Nauseating Smells
CHAR: The Commando
Re: Limited Power: Blade
Re: Is a VPP apliciable for skills?
Re: Question on powers
Re: Disembodied Brains are People Too.
Re: Disembodied Brains are People Too.
Re: Nauseating Smells
Re: CHAR: The Commando
Re: Physical vs. Energy Flash
Re: Things I learned from Playing Champions
Re: Automatons
Re: Power Set Advice Requested
Re: Power Set Advice Requested
Re: Power Set Advice Requested
Re: CHAR: The Commando
Re: Physical vs. Energy Flash
Re: Drains and all that
Re: Drains and all that
Re: Anglo-HERO (Re: San Angelo Opinions)
Re: Mental Paralysis
Re: Fwd: Re: Drains and all that

----------------------------------------------------------------------

Date: Mon, 3 Aug 1998 14:05:49 -0500 (CDT)
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu>
Subject: Re: Nauseating Smells

> > Entangle, based on Con? (Ducks)
> >
> >
> Ducks don't smell that bad. I mean, unless they're diseased or something.

(Diseased Ducks) B)

> I'd use a Drain on Dex and Running, combined with a Mind Control, single
> command ("Leave the area") and a Change Environment. Or maybe just an NND
> (Life Support).

How about Mind Control, one command (retch/get sick) based on CON?

-Tim Gilberg

-"Hey! MacLeod! Get off of my ewe!"

------------------------------

Date: Mon, 03 Aug 1998 17:16:01 -0500 (EST)
From: Jason Sullivan <ravanos@njcu.edu>
Subject: CHAR: The Commando

The Commando
18 STR 8 13- 300kg; 3 1/2 d6
18 DEX 24 13- OCV: 6 / DCV: 6
13 CON 6 12-
15 BODY 10 12-
11 INT 1 11- PER Roll 11-
11 EGO 2 11-
16 PRE 6 12- PRE Attack: 3d6
10 COM 0 11-
6 PD 2 Total: PD 12/ PDr 6
5 ED 2 Total: ED 7/ EDr 4
4 SPD 12 Phases: 3, 6, 9, 12
9 REC 4
38 END 6
38 STUN 7
Total Characteristics Cost: 90

Movement: Running: 7" / 14"
Swimming: 5" / 10"

Cost Powers & Skills
Equipment:
11 Composite Kevlar Body Armor: Armor +6 PD/+4 ED, Hardened (+1/4);
OIF (Body Armor,-1/2), Offers no protection against knives or
falling damage(-1/2), Activation 12- [or protects locations
6-17](-3/4)

18 Cammoflauge: Invisibility, 0 END; Requires Stealth Roll
(-1/2); Only works in dimly lit or other areas appropiate for
cammoflauge while wearing appropiate type of cammoflauge(-1/4);
Only in Hero ID(-1/4), Variable Special Effects
(different cammoflauge,+1/4), can change Variable Special
Effect only at base(-1/2)

34 Equipment Power Pool: 30 Point Pool, 14 Point Control Cost, No
Skill Roll Required(+1); May only change equipment at base(-1/2),
Limited Special Effects: "real world" mundane technology, weapons
and equipment(-1/2), Must be a Foci of some sort, representing
equipment taken or used(-1/4)

Total Equipment Costs: 63

Special Training:
14 Special Training: DEX +7; Only works to act first in a phase(-1/2)
10 Exceptional Willpower: CON +10; Only to prevent being
stunned(-1/2), Requires an EGO roll (-1/2)
4 Combat Experience: PRE +8; Only works to protect against Presence
Attacks (-1)
6 Paratrooper Training: Superleap 10"; Only to decend (-1/2),
No NCD (-1/4)
6 Sniper Training: Range Skill Levels w/ sniper rifle: +4 OCV
3 Range Skill Levels w/ sniper rifle: +4 OCV;
Only vs. Hit Location Modifiers (-1)
2 +1 " Running = 7" total
3 +3 " Swimming = 5" total
Total Training Costs: 58

Combat Training:
27 Martial Arts - no particular style
Maneuver OCV DCV Damage
Punch Martial Strike 0 +2
Hip Throw Martial Throw +0 +1
Iron Claw Choke Hold -2 0
Disarm Martial Disarm -1 +1
Block Martial Block +2 +2
Dodge Martial Disarm -1 +1
Joint Lock Martial Grab -1 -1

2 Use Knives and Sap Gloves with Martial Arts
Total Martial Arts Cost: 29

Background Skills:
Cost
3 Breakfall, 13-
3 Climbing, 13-
3 Criminology, 11-
2 KS: Guns, 11-
3 Mechanics, 11-
3 Navigation, 11-
3 Paramedic, 11-
2 PS: Gunsmith, 11-
2 SS: Balistics, 11-
3 Security Systems, 11-
3 Shadowing, 11-
5 Stealth, 14-
3 Streetwise, 12-
3 Survival (Jungle), 11-
3 Survival (Urban), 11-
3 Tatics, 11-
3 Tracking, 11-
3 Transport familiarity: Scuba, Helicopters, Parachute
2 Transport Famaliarity: Group: Ground Vechiles
3 Wesponsmith: Slugthrowers, 11-
1,1 WF: Knives, Thrown Knives
2 WF: Group: Small Arms
1,1 WF: Flamethrowers, Heavy Machine Guns

Total Skills Cost: 62

Perks & Talents:
2 John Doe
5 Defense Maneuver
20 Find Weakness w/ sniper rifle, 13-
Total Perks & Talents Cost: 27

224 Total Powers & Skills Cost
314 Total Character Cost

100+ Disadvantages
10 Enraged: When innocents are killed (14-;11-)
8 Distinctive Features: Full Cammoflauge (Easily Concealable; Is
always noticed); Only in Hero ID (-1/4)
10 Hunted: Criminal Underworld (As powerful, Occasionally 8-, kill)
15 Hunted: Police (As powerful, has extensive non-combat infulence,
occasionally 8-, imprison)
10 Hunted: Covert Military Team (More powerful, Frequently 11-, will
only question hero's motives despite orders)
5 Hunted: Any Street Gang (Less powerful, limited to a certain
geographic area, Frequently 11-, severly injure and/or kill)
15 Mystery ID: No record of the Commando's true identity exists
anymore. Wartime trauma has stripped him of all recollection of
any sort of family ties or friends he may have had, and was even
sufficent enough to make him totally forget his name. The Commando
does not have any form of insurance, medical records, or
identification. Bureaucraticly, he does not exist.
10 Psychological Limitation: Haunted by his troubled past; Can only
find peace within himself by fighting crime (Common, Moderate)
15 Psychological Limitation: Vengeful for the innocent; will 'redeem'
any innocent who has been wronged by criminals (Common, Strong)
15 Psychological Limitation: Loner; fears for the lives of innocents
too much to endanger anyone else (Common, Strong)
5 Psychological Limitation: Extreme dislike of overconfident or
'show-off' heroes or people whose actions may otherwise accidently harm
an innocent in situations where common sense could have prevented said
possibility of harm (Uncommon, Moderate)
5 Physical Limitation: Amnesia as to his identity and pre-war life
(Infrequently, Slightly)
10 Reputation: "Unknown Soldier"; Limited Group: Underworld,
Frequently 11-, Extreme Reputation: Feared Vigilante
10 Watched: Government Agency (More Powerful, NCI)

143 Total Disadvantage Points
64 The "Unknown Soldier" Bonus

Designers Notes:
This character is intended to be an NPC in a Superheroic setting.
He represents a novice Dark Champions like vigilante. All he knows about
himself is he was once in a war. During that time, he suffered greatly.
He lost the memory of his identity during the war, and returned to the
United States by unspecified means (that he can't quite remember). After
returning to teh United States, he remained 'underground', living a
solitary, survivalist life in a small survival shelter.
He ventured off into the city when he felt as if he was being
watched. His sudden reimmersion triggered something deep inside of his
psyche. He became the Commando after he starting having nightmares about
the crimes he had commited in his own life. Unable to reconcile the
tattered memories of his own life, he decided he would make ammends in the
City.
The Commando has combat experience, but lacks many of the skills
that would aid him in apprehending the criminal element. In fact, in the
short time he has been the Commando, he's managed to attract much
attention (refelcted in his Hunteds). He's wisened up a bit, but spends
much of his time combating the various factions that are after him. He
tries to avoid any and all media attention, and so far, has been
successful.

Description:
The Commando appears to be a man in full United States cammoflauge
gear and ballistic armor. He wears a cammoflauge mask, and even goes as
far as cammoflauging the weapons he carries.
Under the mask, the Commando appears to be a fit man approaching
his late thirties. His dark, close cropped hair is shot through in
certain areas with white. He has a thick neck and a heavy brow, and
often clenches his jaw. His facial features and build reflect his
stoic lifestyle.

Powers Notes:
Strangely enough, Commando has been able to acquire a plentiful
supply of weapons in his various hideouts throught the city. Whenever he
is 'going out', he wears his armor and cammoflauge. He tries to economize
when using his VPP, often relying on simple firearms and other simple
equipment rather than carrying around 'big guns'.
His use of Cammoflauge, as well as his Special Training,
represents skills he had acquired in the military. As a note, the
Superleap is used to represent the fact he can jump from extreme
heights without suffering injury.

Disadvantages Notes:
Most are self explainatory. I decided to limit the Distinctive
Features because he can always ditch the cammo and wear civilian clothing
if need be. Many of his Psychological Disadvantages are based around his
shady past. The fact his selective amnesia is a Physical Limitation is
due to the fact that he will -never- remember his lost past.

(Commando created by Jason Sullivan, character sheet created by Michael
Surbrook)

Notes: Comments, critques, and constructive criticism very welcome.

------------------------------

Date: Mon, 03 Aug 1998 21:14:01 -0500
From: Ross Rannells <rossrannells@worldnet.att.net>
Subject: Re: Limited Power: Blade

Filksinger wrote:

> From: Ross Rannells [mailto:rossrannells@worldnet.att.net]
> >
> >
> >
> >
> > Filksinger wrote:
> >
> > > From: Stainless Steel Rat <ratinox@peorth.gweep.net>
> > >
> > > >-----BEGIN PGP SIGNED MESSAGE-----
> > > <snip>
> > > >
> > > >So why don't firearms get this limitation, too?
> > >
> > > In my campaigns, they do.
> > >
> > > Filksinger
> >
> > So is this the equivelent of the "Real"
> > disadvantage from armor for
> > weapons?
>
> Essentially, yes. Firearms with this limitation cannot be
> used underwater, will split their barrels like a banana peel
> if the barrel is full of water or mud, cannot make holes in
> objects significantly larger than their bullets. If a
> revolver and not cocked, they cannot be fired if the
> cylinder is prevented from moving (as by a grab), if an
> automatic, they cannot be fired if the barrel housing is
> forced backwards towards the grip of the gun (as above).
> Note that the second tactic could be a problem if the enemy
> is capable of pulling the weapon backwards, causing the
> slide to move forwards into place. Better move in closer
> immediately and think of something else quick.
>
> Filksinger

Great so their is something semi official that covers all this, I no
longer need to over extend the Won't work in Water disad.

------------------------------

Date: Mon, 03 Aug 1998 21:26:17 -0500
From: Ross Rannells <rossrannells@worldnet.att.net>
Subject: Re: Is a VPP apliciable for skills?

Filksinger wrote:

> From: Jason Sullivan
> >
> >
> > Jared, the Pretender, is such a genius that
> > with minimal ammounts
> > of intensive study, he may learn skills at a
> > comptent level.
> >
> > Xian-La, the monk who is one with the
> > universe, can tap into the
> > universal subconcious and use skills from it.
> >
> > Cloud Dancer is a shaman in the Wild West.
> > He has the ability to
> > channel the spirits of various totems and his
> > ancestors' spirits.
> >
> > Could you use a VPP: Skill Pool with the
> > above SFX? Anyone want
> > to take a shot at the power sets mentioned above?
>
> A VPP: Skill Pool, under the present rules, is a disaster.
> For a very low price, it is possible to become more skilled
> at _everything_ than anyone else in the group. In fact, you
> can easily do it for less points than the other members of
> your group spent for all those skills that you just trampled
> all over.
>
> I would love to have such a mechanic. I have wanted one for
> some time. Unfortunately, it is something that cannot be
> properly done under the present rules.
>
> Filksinger

Would an AI with a permanent Mind Link work for this. I would probably
allow it for Int based skill and possibly ego based depending on the
situation, general skills would have to be on a case by case basis and
probably not Dex based skills (infamous street samurai archtype not
withstanding).

Anyone else have any musing on this ides?

------------------------------

Date: Mon, 03 Aug 1998 21:18:19 -0500
From: Ross Rannells <rossrannells@worldnet.att.net>
Subject: Re: Question on powers

Filksinger wrote:

> From: Stainless Steel Rat
> >
> >
> > -----BEGIN PGP SIGNED MESSAGE-----
> >
> > Ross Rannells writes:
> >
> > > I don't know what imaginary means for you
> > physacists, but for us
> > > mathmaticians it is the square root of -1.
> > Does this mean that tachyons
> > > have a measurable mass of the square root of -1?
> >
> > The definitions are different, but the meanings
> > are similar: an imaginary
> > phenomenon is one that seemingly nonsensical, but
> > is mathematically (or
> > othewise) valid. The hypothetical tachyon is
> > supposed to have mass and
> > energy less than 0. Like the square root of -1
> > this seems nonsensical but
> > is mathematically valid.
>
> Actually, the mass of a tachyon isn't negative, it is
> mathematically imaginary. An object traveling at 1.1 times
> the speed of light, weighing 1 kg normally, will have a mass
> of 2.182i, approximately, an "imaginary" amount in
> mathematical terms.
>
> Filksinger

I didn't think it was, I was just wondering if their was any
relationship between the mathamatical meaning of imaginary and its
meaning in physics. In reality to all imaginary means in math is
another axis to play with.

------------------------------

Date: Mon, 03 Aug 1998 21:31:45 -0500
From: Ross Rannells <rossrannells@worldnet.att.net>
Subject: Re: Disembodied Brains are People Too.

Filksinger wrote:

> From: Ross Rannells
> <snip>
> >
> > My two cents worth. Build the living brain as a
> > computer with ego (IE an AI).
> > The disembodyment problem goes away then. The
> > vat of special solution and what
> > ever else the brain needs to survive are now
> > special effects. Any movement or
> > sence powers now have to be bought normally. The
> > loss of the disadvantages are
> > more then offset by the 5 for 1 purchase price
> > for computers.
>
> The 5 for 1 purchase price only exists if the computer in
> question is paid for out of someone else's points. It is the
> same value as and functionally equivalent to the Follower
> perk.
>
> You cannot create a character who is a computer and expect
> to pay less for him. This rule only applies if he "belongs"
> to someone, and that person gets the cost break, not the
> computer.
>
> Filksinger

Agreed. I was envisioning a group or organization purchasing the "AI".
Of course it could also be done as a Johny Sako and his Giant Robot
situation, where the purchased AI is the actual super and the the purson
supplying the points is a gifted normal who created/saved the AI. It
probably would work fine as an NPC but not great as an NPC.

------------------------------

Date: Mon, 03 Aug 1998 21:52:46 -0500
From: Ross Rannells <rossrannells@worldnet.att.net>
Subject: Re: Disembodied Brains are People Too.

Bob Greenwade wrote:

> At 11:13 AM 8/2/1998 -0500, Ross Rannells wrote:
> >My two cents worth. Build the living brain as a computer with ego (IE an
> AI).
> >The disembodyment problem goes away then. The vat of special solution and
> what
> >ever else the brain needs to survive are now special effects. Any
> movement or
> >sence powers now have to be bought normally. The loss of the
> disadvantages are
> >more then offset by the 5 for 1 purchase price for computers.
> >
> >Of course if you allow this you have to watch for the rule abouse of 50
> points
> >for 250 point computer and then 50 points for the 250 automaton/vehicle to
> >house it. I did this once, called the character Gemini. It ended up
> being rto
> >unbalancing for the game so I retired him after only playing 4 scenerios.
>
> Your line of thought is similar to mine, but with one major caveat.
> Since the disembodied brain is a primary character (in fact, in most
> cases, such a construct is a mastermind of some sort), there's no 5:1 cost
> ratio. You just have the 250 point AI (probably with DEF and BODY to
> represent the housing); add any Skills, Powers, and such from there.
> ---

I Agree, I seem to have missed the point that the construct was to be a main
character. I have several organizations/agencies that have just such AI's
(proably becase I've spent to much time writing pseudo AI's to believe that
anyone could build one without wet ware). Only two (besides Viper) are run by
AI's, and in that case the AI was not bought with the 5 for 1 bonus and the AI
paid for the organizations by the standard followers rules (with my house rules
extensions).

------------------------------

Date: Mon, 03 Aug 1998 21:58:13 -0500
From: Ross Rannells <rossrannells@worldnet.att.net>
Subject: Re: Nauseating Smells

Tim R. Gilberg wrote:

> > What's the best way to represent fighting in an area filled with a really nauseating smell?
>
> Entangle, based on Con? (Ducks)
>
> -Tim Gilberg
>
> -"Hey! MacLeod! Get off of my ewe!"

I'm glad someone else said this, instead of me!

(Dives of Cover)

------------------------------

Date: Tue, 04 Aug 98 11:29:56
From: qts <qts@nildram.co.uk>
Subject: Re: CHAR: The Commando

On Tue, 04 Aug 1998 00:10:50 -0700, Chad Riley wrote:

>I am so so so bary sorry for this....
>
>> 8 Distinctive Features: Full Cammoflauge (Easily Concealable; Is
>> always noticed); Only in Hero ID (-1/4)
>
>Really Crappy Cammoflauge if ya axks me....

ROTFL! So obvious, too.

qts

Home: qts@nildram.co.uk.

------------------------------

Date: Tue, 25 Aug 1998 08:56:26 -0500 (CDT)
From: "Dr. Nuncheon" <jeffj@io.com>
Subject: Re: Physical vs. Energy Flash

On Mon, 24 Aug 1998, James Jandebeur wrote:

> For the same reason that my Sonic Cry is: it goes against defenses other
> than what Energy Blast typically goes against.

I'll assume that you have a good reason for your Sonic Cry to go against
other defenses (Sonic Flash Defense, perhaps?). That's what you're trying
to model. My point is that there /isn't/ a good reason for sand in the
face to go against other defenses. It acts just like a Flash should - the
better you roll, the longer they're blinded.

> Anyway, all things must be based on how things are done in the rest of the
> game.
<snip>
> In this case, the answer to, "Should sand in the eyes be a no normal defense
> Flash?" is, "It depends on how people buy their flash defense."

True. The difficulties really come in when you try to move characters
between campaigns, publish them for the use of everyone, etc.

> I personally prefer the limitation on the defense to the NND on
> the attack.

As do I.

> Or, you take Physical or Energy Flash Defense, which in no way exists in the
> rules

All they /really/ are are Flash Defense, only vs. physical effects (-1)
and Flash Defense, only vs energy effect (-1) - so they do exist in the
rules, just not under those names - so essentially, they're what you
suggest above, under a slightly disguised name.

J

Hostes aliengeni me abduxerent. Jeff Johnston - jeffj@io.com
Qui annus est? http://www.io.com/~jeffj

------------------------------

Date: Tue, 04 Aug 1998 17:44:27 -0500
From: Ross Rannells <rossrannells@worldnet.att.net>
Subject: Re: Things I learned from Playing Champions

Captain Spith wrote:

> >
> > THINGS I LEARNED FROM PLAYING CHAMPIONS
>
> > 29...
> >

<snip>

451. Your not a super unless you can move significantly faster then agents

452. Unluck isn't worth it.

453. Luck is underpriced

454. Muncies and Alcohol end more arguments then rule books.

455. The rules change after 2:00 AM

456. Never go to Chinatown just after the GM's watched A Big Trouble In
Little China.

457. Significant Others rarely make for good GM/Player mixes

458. Never let the players see your dice rolls.

459. A GM rolling dice will players attention faster then yelling.

560. Never be susceptable/vulnerable to water.

561. A good soliloquy is worth 3 dice luck

562. Never ask the GM why your hunted hasn't shown up recently.

------------------------------

Date: Mon, 24 Aug 1998 23:01:10 -0500
From: Ross Rannells <rossrannells@worldnet.att.net>
Subject: Re: Automatons

Trevor Barrie wrote:

> On Sat, Aug 22, 1998 at 09:03:31AM -0500, Michael (Damon) or Peni R. Griffin
> wrote:
>
> > >>The mind link is necessary but so is the language skill TCP/IP
> > >
> > >Wouldn't that be an 'Everycomputer' skill? <gdrlf>
> >
> > Absolutely not. TCP/IP is only one of several protocols a computer might
> > use to connect to a network, and if it's not a network computer it doesn't
> > need *any* of those protocols.
>
> Considering that every Unix with which I'm familiar comes with TCP/IP, I'd
> be inclined to call it an everycomputer skill. Failure to run Unix should be
> represented as a Disadvantage.:) (Eg, Phys Lim: Runs MS Windows, Greatly
> impairing All the time)

If that were only true. I was on a contreact about a year ago that was
connecting VAXes and DECnet to Digital Unix and TCP/IP. The "Big Iron" is still
a mixed bag, but it is moving in the right direction. As far as MS machines go,
here are a couple of my favorite limitations: Looses Speed after 64Meg of RAM,
Very Easily Broken Into, Crashes on 11 or less when forced to Miultitask (14 or
less for Win 1.1 or before, only temp lock up on NT). With all these disads is
it any wonder there OS's are so cheap (made that is, since MS products are the
only thing in the computer industry to have gone up in price over the past 5
years).

------------------------------

Date: Tue, 25 Aug 1998 11:28:22 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Re: Power Set Advice Requested

On Tue, 25 Aug 1998, Jason Sullivan wrote:

>
> Lo and behold, it has come time for me to help players make
> characters. ...and thusly, my first 'Copier' type character has entered
> into the spotlight.
> My cousin (boy, I love that guy) has decided to role-play in my
> latest game. He has decided he wants the powers of... (drum roll please)
> Power Pack.
> Yes, Power Pack. That loveable eighties comic book staring
> characters ranging from the preteen to toddler years.

Uh, all the powers at once? That sounds a bit much.

> For those who don't know, the Power Pack's powers are based around
> the following concepts:
> The ability to control one's own mass (making one's self ultra
> dense, becoming a small, compacted entity & the ability to disperse
> one's self, becoming a larger, humanoid cloud like entity), acceleration
> (the ability to fly at great speeds with ease), energy (the ability to
> 'disintergrate' matter [by touch], charging up an internal storehouse of
> energy (at which time the individual glows golden, to later be released as
> 'power balls' of crackling, golden, destructive energy), and gravity
> (the ability to make things lighter or heavier with a touch... including
> one's self).

Y'know, described this way, the idea doesn't seem as stupid as when I saw
it on the shelf in the comic shop.

> As for the power sets themselves:
> Mass: Density Increase and Shrinking (bought with the Limitation:
> for every 15 points of Density Increase used, 10 points of Shrinking must
> be used so weight remains constant)

Sounds like a perfect example of Linked to me.

> Desolidification (reasonally common sfx being Area of Effect
> or Explosive attacks, Cannot move through solid objects. However, I have
> no idea as to how to make the character 'more' or 'less' desolid as the
> character 'disperses' [grows] more, or how to make the character
> 'disperse' [grow] more). I am unsure of wether or not the character could
> 'fly' in this form.

You could buy differing levels of Damage Reduction to represent a
dispersed body. I presume you could place some odd modifer on Growth to
only get things like the size mods and no bonus STR.

> Energy: This one has been the toughest for me to figure out. It
> consists of Disintergration (Transform? Drain [but Drain isn't
> permanent]? No range 0 END EB or HKA?) of objects of opportunity (just
> about anything) to fuel a
> Visible END battery (which 'stores' the energy),
> to later be released as 'power balls' (EB or RKA?)

Hmmm... the characte can destroy things. This sounds like a No Range RKA
(or HKA, STR does not add). You could link an Aid to the KA that could
have a -0 limitation of "result equal to damage rolled on KA". Thus, if
the character rolls 7 BODY on the KA, you only get 7 points from the Aid.
This will take some work to get the right feel. The HKA should be
Penetrating, allowing one to affect all but the most dense or resistant of
objects. The End Reserve should start at 0 and have no REC, it can only
be fed by disintigrating objects. The Power balls sound like EBs. The
one story I saw with this character, they didn't strike me as being *that*
destructive. Besides, a 12d6 EB can do plenty of damage to cars, normals
and walls.

Note: in this same story (an X-Man story, where the character showed up
with Wolverine) she used her power balls like a Flash (explosive) *and*
could instant change into and out of costume. She could do a few power
stunts like dry her hands by disintigrating the water on them.

The best part about the story was the cool Barry Windsor-Smith artwork.

> Gravity: 0 range TK, affects all parts of the target and
> Gliding, to simulate 'levitation'

Sounds like a good mechanic to me. This is what I've used for Gravity
Control before. If it only pulls down, make it Indirect (comes from the
target's feet). Also, it might have a limitation of 'too pull down only'
or something.

***************************************************************************
* "'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 *
***************************************************************************

------------------------------

Date: Tue, 25 Aug 1998 12:03:25 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Re: Power Set Advice Requested

On Tue, 25 Aug 1998, Todd Hanson wrote:

> > Sounds like a perfect example of Linked to me.
>
> Now you did it. You said the *L* word. Go stand in the corner.

CROW: Bite me.
TOM: Does the Internet *have* a corner?
MIKE: Well, this mailing list does, it's over at happyelf's place.
CROW: A fate worse then death... or 'rockclimbing'.

>
> > You could buy differing levels of Damage Reduction to represent a
> > dispersed body. I presume you could place some odd modifer on Growth
> > to only get things like the size mods and no bonus STR.
>
> You're going way too complicated here. It was simply desolid. There
> was never a 'partially solid' version of the power. You could MAYBE buy
> some levels of growth to show that he spreads out a bit as he turns
> desolid, but I would just call that special effect. It has no real
> effect in game terms.

Neve rsaid I read the book, my response was based on the comment about
'partially dispersed' that Jason mentioned at the beginning.

> > Hmmm... the characte can destroy things. This sounds like a No Range RKA
> > (or HKA, STR does not add). You could link an Aid to the KA that could
> > have a -0 limitation of "result equal to damage rolled on KA". Thus,
> > if the character rolls 7 BODY on the KA, you only get 7 points from the
> > Aid. This will take some work to get the right feel. The HKA should be
> > Penetrating, allowing one to affect all but the most dense or resistant of
> > objects. The End Reserve should start at 0 and have no REC, it can only
> > be fed by disintigrating objects. The Power balls sound like EBs.
> > The one story I saw with this character, they didn't strike me as being
> > *that* destructive. Besides, a 12d6 EB can do plenty of damage to cars,
> > normals and walls.
>
> Again, way too complicated. Transfer body to end reserve, and EB/RKA
> that draws from the end reserve.

Yes... buy can a Transfer kill? And will it reduce at trashcan to dust
(or nothing) like I saw in the X-men comic?

> > Note: in this same story (an X-Man story, where the character showed up
> > with Wolverine) she used her power balls like a Flash (explosive) *and*
> > could instant change into and out of costume. She could do a few power
> > stunts like dry her hands by disintigrating the water on them.
>
> Is it just me, or does Wolvie seem to attract little girls? (first
> Kitty, then this Power Pack brat, then Jubilee...)

Well, he makes a good opposite to some of the characters. It's also a
fact that writers want(ed) to stick Wolive into every book possible, just
so they could slap him on the cover and bump up sales.

***************************************************************************
* "'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 *
***************************************************************************

------------------------------

Date: Tue, 25 Aug 1998 11:27:22 -0500 (CDT)
From: "Dr. Nuncheon" <jeffj@io.com>
Subject: Re: Power Set Advice Requested

On Tue, 25 Aug 1998, Jason Sullivan wrote:

> Energy: This one has been the toughest for me to figure out. It
> consists of Disintergration (Transform? Drain [but Drain isn't
> permanent]? No range 0 END EB or HKA?) of objects of opportunity (just
> about anything) to fuel a
> Visible END battery (which 'stores' the energy),
> to later be released as 'power balls' (EB or RKA?)

Transfer (BODY to END Reserve) would help, if the transfer rate were
bought down enough.

Hmm. You know...it'd be really nice if Adjustment Powers worked off of
the Recovery of the target. That way, you could actually do things like
Drain the Body of an inanimate object to make it brittle (it's not
actually damaged, but it can take less damage) and not have to worry about
it healing itself.

It also kind of makes sense that people who recover faster would get
better from a Drain faster - at least for most SFXes. (Others can buy
down recovery time or whatever.)

Has anyone written this up as a house rule, an Adjustment Powers
advantage, or anything similar?

I'd be inclined to call it a +0 Advantage (Recovery based on REC), or
perhaps a +1/4.

J

Hostes aliengeni me abduxerent. Jeff Johnston - jeffj@io.com
Qui annus est? http://www.io.com/~jeffj

------------------------------

Date: Tue, 4 Aug 1998 10:17:08 -0400 (EDT)
From: Michael Surbrook <susano@access.digex.net>
Subject: Re: CHAR: The Commando

On Tue, 4 Aug 1998, Bob Greenwade wrote:

> >On Mon, 3 Aug 1998, Jason Sullivan wrote:
> >> 14 Special Training: DEX +7; Only works to act first in a phase(-1/2)
> >
> >I have this power, but that's me. Note: I swear that 'only to act first'

I *hate* this power... damn inability to type....

> >is more than -1/2.
>
> In fact, this should probably be taken as just Lightning Reflexes.

Yeah, which is what he did. But I don't think it was called that until
Eye for an Eye.

***************************************************************************
* "'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 *
***************************************************************************

------------------------------

Date: Tue, 25 Aug 1998 15:43:07 -0500 (CDT)
From: "Dr. Nuncheon" <jeffj@io.com>
Subject: Re: Physical vs. Energy Flash

On 25 Aug 1998, Stainless Steel Rat wrote:

> My original point was that if unlimited Flash Defense is applicable to all
> instances of Flash (which by definition it should be), then an instance of
> Flash Defense that is applicable to a limited category of Flash special
> effects should carry the limitation.

Great! Now we're seeing eye to eye, since my original point was that all
to often, people don't do this, even in 'official' published supplements,
etc.

J

Hostes aliengeni me abduxerent. Jeff Johnston - jeffj@io.com
Qui annus est? http://www.io.com/~jeffj

------------------------------

Date: Wed, 26 Aug 1998 08:01:33 -0500 (CDT)
From: "Dr. Nuncheon" <jeffj@io.com>
Subject: Re: Drains and all that

On Wed, 26 Aug 1998, Rick Holding wrote:
> Bob Greenwade wrote:
> >
> > At 07:23 PM 8/25/1998 -0500, Dr. Nuncheon wrote:
> > >Um, would you actually die from this? If you stopped spending END
> > >(difficult to do normally, fairly easy if you're passed out) then you
> > >wouldn't deteriorate any further. Even if you passed out from this, you'd
> > >be in sort of a coma, until help could be found. You'd only die if you
> > >somehow continued spending END/Stun/etc even after unconsciousness, no?
> >
> > A good point, that... I was kinda wondering about it myself...
>
> Yes, but consider the case for holding your breath while under water.
> It goes something like you are ALWAYS spending some endurance, a nominal 1
> point. This equates to a 1/2 dice of stun then zero or one pip of body when
> out of stun. So, yes. You can still die even when unco.

Hmm. No, I don't think you're spending 1 point of endurance a phase
(certainly not!) or even a turn when you're normally active. I think it's
more like, you have to spend endurance when you can't take Recoveries -
meaning you can't rest, breathe, etc.

If you have a 0 Rec, you can take recoveries, they just don't give you any
numeric benefit in terms of END and STUN - I know it sounds kind of
nit-picky, but being unconscious and unable to recover is different from
drowning. I'd say that even at a 0 Rec, you'd have the minimum to keep
yourself alive. Not only is it a bit nicer to the player, but it makes
for better gaming.

Oh yeah...note that if you don't go this way, you still have the '0 REC
death' problem, even in normal HERO - all you have to do is buy down the
recovery rate long enough. 2d6 REC Drain, recovers per week...

J, who suddenly had a vision of a player
asking him, "Can I Push my Recovery?"

Hostes aliengeni me abduxerent. Jeff Johnston - jeffj@io.com
Qui annus est? http://www.io.com/~jeffj

------------------------------

Date: Tue, 25 Aug 1998 19:23:47 -0500 (CDT)
From: "Dr. Nuncheon" <jeffj@io.com>
Subject: Re: Drains and all that

On Tue, 25 Aug 1998, Bob Greenwade wrote:
> At 01:42 AM 8/26/1998 -0700, Christopher Taylor wrote:
> >
> >It used to be that way, and this led to the most horrific way to die in
> >Hero: the Recovery drain. You NEVER get it back (no recovery to heal it)
> >without external aid, you burn your END, then your STN, then you pass out
> >and die... in my Fantasy game there were these special class of zombies
> >that resulted from this death and hated mages specially... very fun.
>
> One way to fix this "problem" might be to make Adjustment Powers work
> off your *original* REC (even if it's Aided or Drained).

Er, yeah, yeah, I meant to say that. Yeah.

Either that or put a BIG 'Stop' sign on Drain Rec.

Um, would you actually die from this? If you stopped spending END
(difficult to do normally, fairly easy if you're passed out) then you
wouldn't deteriorate any further. Even if you passed out from this, you'd
be in sort of a coma, until help could be found. You'd only die if you
somehow continued spending END/Stun/etc even after unconsciousness, no?

J

Hostes aliengeni me abduxerent. Jeff Johnston - jeffj@io.com
Qui annus est? http://www.io.com/~jeffj

------------------------------

Date: Thu, 27 Aug 1998 07:43:56 +1000
From: m <jonesmj@topaz.cqu.edu.au>
Subject: Re: Anglo-HERO (Re: San Angelo Opinions)

well, my version has magic hammer with a physcal absorb feeding a HA, and
and a sickle energy absorb feeding an eb- then they defect, and are replaced
buy a powe armour brick and a psycho with a big sharp sickle.

Chad Riley wrote:

> Hey haven't we gotten to the part where someone comlplains that this type of post is not
> relevant and that they joined the list to discuss Champions not ethics in games then
> comics then all of media then the world? Ooops. Anyway, I for one don't see a problem
> with this discussion and aside from the fact that we all seem to agree that racism is
> wrong and that streotypes are often used as crutches, many interesting points have come
> up. BUUUUUUT I miss champions discussions.
>
> I am sorry for whining. I am done now. I'm gonna go make some russian supers named Hammer
> and Sickle now.....
>
> Chad

------------------------------

Date: Wed, 26 Aug 1998 10:02:49 -0700 (PDT)
From: Miq Millman <miq@teleport.com>
Subject: Re: Mental Paralysis

Trevor Barrie says:
>
> We already have a Power for forcing a character to do something. Asking
> for a seperate Power which forces a character to do something specific
> (stand still) is like asking for a "Mental Illusions of Fluffy Pink
> Bunnies" Power which worked totally differently from Mental Illusions.

No it's more like "we already have a power for doing damage to someone, why
do we need more?"

It's more akin to a physical limitation of mute, versus a psychological
limitation of mute. Both disadvantages force the character to remain
silent, but in the case of the latter, he can be forced to speak in certian
situations. Both could be appropriate depending on circumstances.

The mind control based on con would be more for a paralitic drug, where as
Mential Paralysis is more like a psychic shutdown.

"The evil Minotaur locks his cruel glare on Capt. Blasto
and forces poor Blasto into the horrid mental labarynth
attack. Capt Blasto goes rigid and collapses to the ground
as he struggles mentally to find his way out of the mind
maze Minotaur has forced on him."

OK, what's that?


> And since Mind Control and Mental Paralysis are _not_ two very different
> Powers, it's not a very good analogy.

Hmmm, sez you...I thought it was pretty good.


- --
__
Miq Millman miq@teleport.com
Tualatin, OR

------------------------------

Date: Wed, 26 Aug 1998 12:57:38 -0500 (CDT)
From: "Dr. Nuncheon" <jeffj@io.com>
Subject: Re: Fwd: Re: Drains and all that

On Wed, 26 Aug 1998, Christopher Taylor wrote:

> Actually its hard to eat or drink when you are unconscious, and in a coma,
> especially in a fantasy world. The victims died because they literally
> couldnt lift a finger to eat or drink.

Ahh, this makes a bit more sense - I thought you were saying they died
because they just kept spending END, even while unconscious, and then
stun, etc.

True enough, although I imagine you could get them to at least imbibe
water (pour it down their throat), and possibly even a honey/water mix, to
get them /some/ nutrition. People can survive a surprising amount of time
without food - they'd be in incredibly bad shape if/when they ever got
cured, of course, but its death in a matter of weeks or months, and not
minutes like I thought you meant.

J

Hostes aliengeni me abduxerent. Jeff Johnston - jeffj@io.com
Qui annus est? http://www.io.com/~jeffj

------------------------------

End of champ-l-digest V1 #13
****************************


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