Digest Archive vol 1 Issue 291

From: owner-champ-l-digest@sysabend.org
Sent: Saturday, April 24, 1999 7:30 PM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #291


champ-l-digest Saturday, April 24 1999 Volume 01 : Number 291



In this issue:

CHAR: Milton Schultz
Re: Power Construct: Mutant Sound Control
POWER: Air Walking, Construct Help
Re: POWER: Air Walking, Construct Help
Re: POWER: Air Walking, Construct Help
Re: POWER: Air Walking, Construct Help
Re: POWER: Air Walking, Construct Help
Re: POWER: Air Walking, Construct Help
Re: Who was looking for SPI Universe?
POWER: Air Walking (with perhaps the longest Limitation in Champions history)
Re: POWER: Air Walking, Construct Help
Re: CHAR: Creatures
Re: CHAR: Type V Demon
Re: Damage Shield question
Re: CHAR: What's up next
Re: Question about Summon
Re: The Blade Master
Re: Power Help: Final Strike
Re: Power Construct: Mutant Sound Control
Re: POWER: Air Walking, Construct Help
Re: CHAR: Type V Demon
Re: fire extinguisher
Re: Mind Games (adding Psychological Limitations)
Re: Entangle Question (oh, Mr. Long?)
Re: Power Help: Final Strike
Re: Delayed Effect, Aid, and other things (was VPP question ...)
Re: POWER: Air Walking (with perhaps the longest Limitation in Champions history)
Re: Rules Mechanics Questions (Desolid & Turn Mode Costs)
Re: Teleport questions
Re: [Trigger and Personal Immunity]
Re: POWER: Air Walking (with perhaps the longest Limitation in Champions history)
[none]
Re: fire extinguisher

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

Date: Fri, 23 Apr 1999 16:32:53 -0400 (EDT)
From: Jason Sullivan <ravanos@NJCU.edu>
Subject: CHAR: Milton Schultz

Milton Schultz

Val CHA Cost Roll Notes
12 STR 2 11- 125kg; 2d6+1
11 DEX 3 11- OCV: 3 / DCV: 3
13 CON 6 12-
12 BODY 4 11-
14 INT 4 12- PER Roll 12-
16 EGO 12 12-
13 PRE 3 12- PRE Attack: 2d6+1
10 COM 0 11-

3 PD 1
3 ED 0
3 SPD 9 Phases: 4, 8, 12
5 REC 0
26 END 0
26 STUN 1

Total Characteristics Cost: 45

Movement: Running: 6" / 12"
Swimming: 2" / 4"

Cost Powers & Skills
3 Deduction -12
3 Forgery -11
2 KS: Swords -11
3 KS: Antiques -12
2 KS: Philosophy -11
1 FAM: AK: Cave Knowledge -8
1 FAM: Bureaucratics -8
1 FAM: Persuasion -8
1 FAM: PS: Swordsmith -8
1 FAM: SC: Metallurgy -8
1 FAM: KS: Logic -8
1 FAM: Survival -8
1 FAM: Weaponsmith: Swords -8
2 Trading -11
2 English (Native is German)

Total Skills Cost: 25

Cost Perks
3 Well Connected
1 Contact: Antique Dealer Circuit -11
1 International Trading Pass

Total Perks Cost: 5

Total Powers, Skills, & Perks Cost: 75

75+ Disadvantages
10 Accidental Change: When in pain, under extreme stress, or Enraged
while in possession of Wind Hammer (Uncommon, -11)
10 Enraged: When bullied, or when he feels his "basic human rights"
are violated (Common, -11, -11)
20 Normal Characteristic Maxima
5 Physical Limitation: Farsighted (corrected with glasses)
5 Physical Limitation: Skinny
5 Psychological Limitation: Compensates for weak stature with
tenacious and overacheiving behavior; in search of power that his
stature does not outwardly convey, his anxiety is based on his
physical "weakness" which does not match with his internal
"strength"
15 Secret ID: Wind Hammer
5 Unluck: 1d6

Total Disadvantage Points 75

Designers Notes:
This is the human form of Windhammer.
More notes to follow.

Background:
Milton Schultz was constantly picked on as a child. He had always
been the smallest, skinniest, and thus deemed the least liked; for this,
he was ridiculed by his peers. Milton disliked the social pressures of
his childhood. Most did not take him seriously, due to the stigma that
surrounded his appearance. Milton would brood, spending solitude in an
attempt to hone his body and his intellect.
Milton studied a wide breadth of subjects in college, and was noted
for his sharp, perceptive mind. Milton always questioned authority, and
never backed down or gave in when the odds were stacked against him.
Milton generally began to disdain his less intelligent, heartier peers who
still ridiculed him into his adulthood.
Eventually, Milton made a career for himself in antique dealing.
It allowed him to travel and get away from his roots. He spent his spare
time outdoors, climbing and spelunking in various caves throughout Europe.
On one of his trips he discovered the Wind Hammer, lodged to
the hilt in the side of a cliff. He returned to retrieve it, month after
month, chipping away at the stone surrounding it with no more than a tiny
stone pick. When the double bladed sword was finally free, he brought it
back to his workshop to clean it. He accidently dropped it, striking it
against an anvil after it was polished... and it awoke.
Life hasn't been the same for Milton. He feels like the sword
talks to him. He carries it with him everywhere in a pool stick case.
He's even blacked out, only to come to his senses days later, with hazy,
dreamy recollections of being a tall, strong warrior wielding the sword in
combat against bizzare costumed individuals.

Description:
Milton is a skinny, slightly below average height male who engages
in regular exercise. His hair is strawberry blonde and neatly styled.
His eyes are green, and concealed behind large turtle-shell glasses.
Milton has a very straight teeth with a slight overbite. His skin is pale
caucasian, dotted with faded freckles.
Milton wears nicely pressed semi-expensive suits that tend to be a
tad too large. His overall appearance suggests "geekiness", and the
occasional screw-ups (tripping, dropping things -his Unluck), makes him
appear more so. With his slight frame, Milton looks silly when's he's
angry, and is very unimpressive as a whole.
Milton can be fierce and brave, acts which many might think he
lacks capacity for judged by his appearance. Milton has a truly
adventurous heart, sparked on by heroic ideals, daydreams, and stories he
read while alone. Milton is an achiever, a do'er of deeds... and
compensates for what he lacks in size with tenacity and perserverence.

(Milton Schultz and Wind Hammer created by Jason Sullivan, character sheet
created by Michael Surbrook)

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

Date: Fri, 23 Apr 1999 18:36:53 -0400
From: "Robert A. West" <robtwest@erols.com>
Subject: Re: Power Construct: Mutant Sound Control

Bob Greenwade wrote:
>
> At 02:45 AM 4/18/1999 -0400, Jason Sullivan wrote:
> >
> >Does this look OK?
> >
> >25 EC: Mutant Sound Control
> >a-22 2d6 Supress, All Sound Based SFX (+2), AoE Radius (+1), Personal
> > Immunity (+1/4), 0 END (+1/2), Uncontrolled (+1/2); Reduced by Range
> > (-1/4)
> >b-25 3d6 Dispel, All Sound Based SFX (+2), 0 END (+1), Autofire
> > (+1 1/2)
> >c-15 Missile Deflection (All Attacks), Ranged (+1); Only vs. Sound
> > Attacks (-2); +5 Missile Deflection
>
> I'd feel more comfortable with a slot for Images to Sound, though.

... and Invisibility/Sound (matches the SFX of Suppress Sound) and ...

> More directly, I'm not too sure about the Autofire on that Dispel.
> What's the SFX for that?

I believe that Autofire is a legitimate way to represent an attack where
a well-aimed hit is more effective than a glancing blow, in campaigns or
for attacks where hit location does not apply. One could do the same
thing by taking a larger attack with Limited Power: depends on hit roll,
but why bother if there is already a valid mechanic?

The Autofire mechanic can also be used as an alternative to taking a
larger attack with a version of Reduced Penetration that applies to
non-killing attacks.

> Plus, a twerpish GM might rule that the Personal Immunity on the
> Suppress means that sonic attacks directed at the character himself are not
> Suppressed. If you are the GM, though, then it's OK; you can rule what you
> want.

I don't see how *any* GM could arrive at that ruling. A Suppress (or a
Continuous Dispel) with AoE and Personal Immunity is a reasonably common
and perfectly valid way to represent any number of protective spells
and/or abilities. How else would you represent the ability of a
Sorceror to dampen other's powers in his home turf?

He had come to the [the heart of Sauron's realm] and the
forges of his ancient might, greatest in Middle Earth.
All other powers were here subdued. -- J.R.R. Tolkien

Robert A. West




> ---
> Bob's Original Hero Stuff Page! [Circle of HEROS member]
> http://www.klock.com/public/users/bob.greenwade/original.htm
> Merry-Go-Round Webring -- wanna join?
> http://www.klock.com/public/users/bob.greenwade/merrhome.htm

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

Date: Fri, 23 Apr 1999 19:04:43 -0400 (EDT)
From: Jason Sullivan <ravanos@NJCU.edu>
Subject: POWER: Air Walking, Construct Help

I want to have a power that literally allows a character to "walk
on air."
The character walks as if supported by something... but there is
no obvious means of support.
To model this power, I'm going to use Flight (equal to Running),
1/2 END.
I feel that there are appropiate limitations that could apply to
this power (since it lacks the versitility of Flight, such as being able
to fly straight up, not having the option to use a straight down dive
altitude, not being able to use the power if feet or legs are entangled
or if the character is "tripped" mid air, being reduced by the same
ammount of Running if there is a Drain, not being able to push unless
Running is pushed also, not being able to use the FLight as additional STR
[if the optional rule is used, etc.], but I am having trouble assigning
costs.

Also, certain advantages might be helpful for representing the
"Airwalking" power.

Please give feedback... Mr. Schultz needs you. :)

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

Date: Fri, 23 Apr 1999 16:06:30 -0700 (PDT)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: POWER: Air Walking, Construct Help



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

Date: Fri, 23 Apr 1999 16:08:05 -0700 (PDT)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: POWER: Air Walking, Construct Help

Jason Sullivan writes:
>
> I want to have a power that literally allows a character to "walk
> on air."
> The character walks as if supported by something... but there is
> no obvious means of support.
> To model this power, I'm going to use Flight (equal to Running),
> 1/2 END.
Seems like an obvious option.
> I feel that there are appropiate limitations that could apply to
> this power (since it lacks the versitility of Flight, such as being able
> to fly straight up, not having the option to use a straight down dive
> altitude, not being able to use the power if feet or legs are entangled
> or if the character is "tripped" mid air, being reduced by the same
> ammount of Running if there is a Drain, not being able to push unless
> Running is pushed also, not being able to use the FLight as additional STR
> [if the optional rule is used, etc.], but I am having trouble assigning
> costs.

- -1/4 for all of that put together.
>
> Also, certain advantages might be helpful for representing the
> "Airwalking" power.

Knockback resistance (fliers normally knocked back further than walkers),
levels for turn mode (running has none).

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

Date: Fri, 23 Apr 1999 17:43:22 -0700
From: "James Jandebeur" <james@javaman.to>
Subject: Re: POWER: Air Walking, Construct Help

This probably won't help, but I'll put it out there, anyway. I have a
character with dimensional movement powers. One of his tricks is to walk on
ground that is in another dimension, simulating Flight. I bought Flight:
Persistent, because the ground will still be there in the other universe,
and a bit of Knockback Resistance because he's on the ground. So, if he gets
zarked and goes unconscious, he'll get tossed back and roll around in the
air like it was ground (though he won't take damage that way :)

As for not being able to go striaght up or down: there's a ladder in one of
those universes, then another one higher up, and so on. The same could apply
to walking on air: you just walk upward, which will be slowed of course, but
flying straight up is normally like that. You can also run downhill or down
stairs a bit faster than up, so you might also keep the dive, or reduce it
to just 1 1/2x normal flight, which may not be a limitation: it's often not
a good idea for control reasons.

If you're Entangled or tripped, do you still hover or do you fall?

JAJ, GP


> I want to have a power that literally allows a character to "walk
> on air."
> The character walks as if supported by something... but there is
> no obvious means of support.
> To model this power, I'm going to use Flight (equal to Running),
> 1/2 END.
> I feel that there are appropiate limitations that could apply to
> this power (since it lacks the versitility of Flight, such as being able
> to fly straight up, not having the option to use a straight down dive
> altitude, not being able to use the power if feet or legs are entangled
> or if the character is "tripped" mid air, being reduced by the same
> ammount of Running if there is a Drain, not being able to push unless
> Running is pushed also, not being able to use the FLight as additional STR
> [if the optional rule is used, etc.], but I am having trouble assigning
> costs.
>
> Also, certain advantages might be helpful for representing the
> "Airwalking" power.
>
> Please give feedback... Mr. Schultz needs you. :)
>
>
>
>

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

Date: Fri, 23 Apr 1999 17:43:22 -0700
From: "James Jandebeur" <james@javaman.to>
Subject: Re: POWER: Air Walking, Construct Help

This probably won't help, but I'll put it out there, anyway. I have a
character with dimensional movement powers. One of his tricks is to walk on
ground that is in another dimension, simulating Flight. I bought Flight:
Persistent, because the ground will still be there in the other universe,
and a bit of Knockback Resistance because he's on the ground. So, if he gets
zarked and goes unconscious, he'll get tossed back and roll around in the
air like it was ground (though he won't take damage that way :)

As for not being able to go striaght up or down: there's a ladder in one of
those universes, then another one higher up, and so on. The same could apply
to walking on air: you just walk upward, which will be slowed of course, but
flying straight up is normally like that. You can also run downhill or down
stairs a bit faster than up, so you might also keep the dive, or reduce it
to just 1 1/2x normal flight, which may not be a limitation: it's often not
a good idea for control reasons.

If you're Entangled or tripped, do you still hover or do you fall?

JAJ, GP


> I want to have a power that literally allows a character to "walk
> on air."
> The character walks as if supported by something... but there is
> no obvious means of support.
> To model this power, I'm going to use Flight (equal to Running),
> 1/2 END.
> I feel that there are appropiate limitations that could apply to
> this power (since it lacks the versitility of Flight, such as being able
> to fly straight up, not having the option to use a straight down dive
> altitude, not being able to use the power if feet or legs are entangled
> or if the character is "tripped" mid air, being reduced by the same
> ammount of Running if there is a Drain, not being able to push unless
> Running is pushed also, not being able to use the FLight as additional STR
> [if the optional rule is used, etc.], but I am having trouble assigning
> costs.
>
> Also, certain advantages might be helpful for representing the
> "Airwalking" power.
>
> Please give feedback... Mr. Schultz needs you. :)
>
>
>
>

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

Date: Fri, 23 Apr 1999 21:19:41 -0400 (EDT)
From: Jason Sullivan <ravanos@NJCU.edu>
Subject: Re: POWER: Air Walking, Construct Help

On Fri, 23 Apr 1999, James Jandebeur wrote:
<snip>
> and a bit of Knockback Resistance because he's on the ground. So, if he gets
> zarked and goes unconscious, he'll get tossed back and roll around in the
> air like it was ground (though he won't take damage that way :)
Actually, the persistant part is applicable to the Speedster,
Vector, that I'm working on... because gravity effects him on whatever
surface he's running on as if it were on a flat plane (like against walls
and such). I like it... but Airwalking dosen't let you do this.

And how much KB Resistance would be needed?

> If you're Entangled or tripped, do you still hover or do you fall?

Entangled, Tripped, or Unconcious for Airwalking, you fall... or
at least loose altitude until you can recover and "stop."

...perhaps this could be the first character to take falling
damage in the air. :)

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

Date: Fri, 23 Apr 1999 18:33:08 -0700 (PDT)
From: Dale Ward <daleaward@rocketmail.com>
Subject: Re: Who was looking for SPI Universe?

Greetings!

- ---"Michael (Damon) & Peni Griffin" <griffin@txdirect.net> wrote:
>
> Someone on this list was looking for "Universe" by SPI a few months ago. I
> saw this today on rec.frp.marketplace and didn't want you to miss out (but
> I apologize to the rest of you for this serving of spam) --
<snip>

I was the one who was interested in this and I appreciate you bringing it
to my attention. I'll contact this person immediately.

Thanks again!

Dale A. Ward
~Diagonally Parked In A Parallel Universe~

_________________________________________________________
DO YOU YAHOO!?
Get your free @yahoo.com address at http://mail.yahoo.com

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

Date: Fri, 23 Apr 1999 22:11:48 -0400 (EDT)
From: Jason Sullivan <ravanos@NJCU.edu>
Subject: POWER: Air Walking (with perhaps the longest Limitation in Champions history)

- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

9 Flight 6", 1/2 END (+1/4), No Turn Mode (+1/4);

Limitation: This type of Flight allows the character to "walk" on the air
perpendicular to the ground. There is no visible means of support for the
character. This type of Flight must be equal to a character's Running.
If the character wishes to increase this power, he must also increase his
Running. The power may be adversely affected by any Adjustment power that
affects Running. The character may not push this power unless he also
pushes his Running as well. This character may not use this type of
Flight to add to his STR by means of "thrust," and follows the standard
logical physics for attacking along an elevated perpendicular plane. A
character may be penalized for attacking characters directly below him or
at odd angles at the GM's discretion. This type of Flight may not travel
in trajectories greater than 45 degree angles up or down, and may only
"ascend" or "descend" by "stepping" up or down (much in the same way a
normal person ascends or descends stairs). This powers follows the same
rules for increased and decreased movement when ascending or descending.
This power may be restrained, as per the Limitation Restrainable, by
Entangling, Impairing, or otherwise Tripping the character. The character
may also be "knocked out of the air" by any attack that successfully does
Knockdown or Knockback. The character may still recover, but must make a
successful Acrobatics, Breakfall, DEX roll and take the appropriate amount
of time to do so. Any wound penalties that apply to running also apply to
this power, so if the character breaks a leg, it isn't likely that he will
be able to use this power at all. (-1)

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

Date: Fri, 23 Apr 1999 20:16:27 -0700 (PDT)
From: shaw@caprica.com (Wayne Shaw)
Subject: Re: POWER: Air Walking, Construct Help

>On Fri, 23 Apr 1999, James Jandebeur wrote:
><snip>
>> and a bit of Knockback Resistance because he's on the ground. So, if he gets
>> zarked and goes unconscious, he'll get tossed back and roll around in the
>> air like it was ground (though he won't take damage that way :)
> Actually, the persistant part is applicable to the Speedster,
>Vector, that I'm working on... because gravity effects him on whatever
>surface he's running on as if it were on a flat plane (like against walls
>and such). I like it... but Airwalking dosen't let you do this.
>
> And how much KB Resistance would be needed?

Call it 4". It's a D6 difference, after all.

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

Date: Sat, 24 Apr 99 12:46:36
From: "qts" <qts@nildram.co.uk>
Subject: Re: CHAR: Creatures

On Tue, 13 Apr 1999 14:19:42 -0400 (EDT), Michael Surbrook wrote:

>Are people cool with these postings? I know they aren't as useful as say,
>a super hero or anime character, but i figured some of you might like
>them.

They are much appreciated.
qts

Home: qts@nildram.co.uk.

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

Date: Sat, 24 Apr 99 13:02:55
From: "qts" <qts@nildram.co.uk>
Subject: Re: CHAR: Type V Demon

On Thu, 15 Apr 1999 13:16:25 -0400 (EDT), Michael Surbrook wrote:

>110 Magical Resistance: Suppress: 12d6 vs Any single power with a
> magical SFX (+1/4), Damage Shield (+1/2), 0 END (+1/2),
> Persistent (+1/2), Always On (-1/2)

Shouldn't this be vs All (+2) and have Personal Immunity? And in ADD
you can lower your Magic Resistance voluntarily, so Always On doesn't
apply.

Personally, I'd use Damage Reduction vs Magic at the 60 pt (75%) level.
This is for a Fantasy game, after all.
qts

Home: qts@nildram.co.uk.

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

Date: Sat, 24 Apr 99 13:08:18
From: "qts" <qts@nildram.co.uk>
Subject: Re: Damage Shield question

On Mon, 19 Apr 1999 07:26:50 -0700, Prodipto Roy wrote:

>I would really like to make a character that has a single damage shield that
>works against both physical and Ego attacks. I've futzing around with
>advantages and limitations, but haven't come up with anything satisfactory.
>How would I go about doing this. I'd really like to avoid making two
>different Damage Shields.

Buy two and put them in the same EC.
qts

Home: qts@nildram.co.uk.

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

Date: Sat, 24 Apr 99 13:06:10
From: "qts" <qts@nildram.co.uk>
Subject: Re: CHAR: What's up next

On Tue, 20 Apr 1999 17:12:17 -0400 (EDT), Michael Surbrook wrote:

>For those interested in what I'm churning out next, this is what ison my
>plate:

<snip>

Three cheers!
qts

Home: qts@nildram.co.uk.

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

Date: Sat, 24 Apr 99 13:17:14
From: "qts" <qts@nildram.co.uk>
Subject: Re: Question about Summon

On Mon, 12 Apr 1999 10:41:11 -0400, Beren wrote:

>In the BBB, it states "a character with this standard power cam summon a
>creature from the abyss, another dimension, or somewhere on earth." Does
>this mean that a person with this power can bring a creature from another
>dimension into Earth's dimension without the use of Extra-Dimensional
>Travel, Usable Against Others?

It's your game. If you want to say that Summon needs the
Transdimensional Advantage, that's fine. Typically, it's assumed you
don't.
qts

Home: qts@nildram.co.uk.

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

Date: Sat, 24 Apr 99 13:19:35
From: "qts" <qts@nildram.co.uk>
Subject: Re: The Blade Master

On Mon, 05 Apr 1999 12:46:33 PDT, Jack Scarecrow wrote:

>There's a character a friend of mine wants translated into HERO terms.
>
>His power allows him to manipulate a 12" disc blade.

It sounds like the blade is just SFX.

qts

Home: qts@nildram.co.uk.

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

Date: Sat, 24 Apr 99 13:15:06
From: "qts" <qts@nildram.co.uk>
Subject: Re: Power Help: Final Strike

On Tue, 13 Apr 1999 07:50:23 -0500 (CDT), Dr. Nuncheon wrote:

>The Spell:
> By channelling the caster's life force into magical energy, this
>spell can greatly increase the power of any spell cast immediately after
>it. The catch? You have to channel /all/ of your remaining life energy,
>so as soon as you're done casting that other spell, your body falls
>lifeless to the floor.
>
>The Power:
> xd6 Aid (5x) to any one spell (+1/4) or possibly to all spells
>(+2), gestures (-1/4), incantations (-1/4), requires magic skill roll
>(-1/2)
>
>The Problem:
> What value should be given to 'caster dies when all Aided points
>are gone'?

How about Expendable Focus!
qts

Home: qts@nildram.co.uk.

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

Date: Sat, 24 Apr 1999 06:12:34 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Power Construct: Mutant Sound Control

At 06:36 PM 4/23/1999 -0400, Robert A. West wrote:
>Bob Greenwade wrote:
>
>> Plus, a twerpish GM might rule that the Personal Immunity on the
>> Suppress means that sonic attacks directed at the character himself are not
>> Suppressed. If you are the GM, though, then it's OK; you can rule what you
>> want.
>
>I don't see how *any* GM could arrive at that ruling. A Suppress (or a
>Continuous Dispel) with AoE and Personal Immunity is a reasonably common
>and perfectly valid way to represent any number of protective spells
>and/or abilities. How else would you represent the ability of a
>Sorceror to dampen other's powers in his home turf?

That certainly is the reasonable viewpoint. I've just seen enough
strange rulings by GMs to know that there are probably one or two out there
who are twerpish enough to rule like I said.
- ---
Bob's Original Hero Stuff Page! [Circle of HEROS member]
http://www.klock.com/public/users/bob.greenwade/original.htm
Merry-Go-Round Webring -- wanna join?
http://www.klock.com/public/users/bob.greenwade/merrhome.htm

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

Date: Sat, 24 Apr 1999 06:16:11 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: POWER: Air Walking, Construct Help

At 04:08 PM 4/23/1999 -0700, Anthony Jackson wrote:
>Jason Sullivan writes:
>> I feel that there are appropiate limitations that could apply to
>> this power (since it lacks the versitility of Flight, such as being able
>> to fly straight up, not having the option to use a straight down dive
>> altitude, not being able to use the power if feet or legs are entangled
>> or if the character is "tripped" mid air, being reduced by the same
>> ammount of Running if there is a Drain, not being able to push unless
>> Running is pushed also, not being able to use the FLight as additional STR
>> [if the optional rule is used, etc.], but I am having trouble assigning
>> costs.
>
>-1/4 for all of that put together.

I'll agree here.

>> Also, certain advantages might be helpful for representing the
>> "Airwalking" power.
>
>Knockback resistance (fliers normally knocked back further than walkers),
>levels for turn mode (running has none).

3" of Knockback Resistance, Linked to Flight would be appropriate.
As for the Turn Mode, a +1/4 Advantage on the Flight for "No Turn Mode"
should suffice.
- ---
Bob's Original Hero Stuff Page! [Circle of HEROS member]
http://www.klock.com/public/users/bob.greenwade/original.htm
Merry-Go-Round Webring -- wanna join?
http://www.klock.com/public/users/bob.greenwade/merrhome.htm

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

Date: Sat, 24 Apr 1999 08:54:24 -0400 (EDT)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: Re: CHAR: Type V Demon

On Sat, 24 Apr 1999, qts wrote:

> >110 Magical Resistance: Suppress: 12d6 vs Any single power with a
> > magical SFX (+1/4), Damage Shield (+1/2), 0 END (+1/2),
> > Persistent (+1/2), Always On (-1/2)
>
> Shouldn't this be vs All (+2) and have Personal Immunity? And in ADD
> you can lower your Magic Resistance voluntarily, so Always On doesn't
> apply.

Actually, I changed this to Dispel. Thus, it will affect any incoming
spell not every spell the caster has. Now, as to Persoal Immunity, you
don't need that for a Damage Shield (AFAIK). As to lowering your Magic
Resistance, I didn't know that about AD&D (I think that rule came a lot
later).

> Personally, I'd use Damage Reduction vs Magic at the 60 pt (75%) level.
> This is for a Fantasy game, after all.

You could do that as well.

- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html

"...Nothing is a coincidence if it happens to bolster the conclusions we
already seek. This is how we professionals discover the messages hidden in
seemingly disparate objects or events."
James Finn Garner

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

Date: Sat, 24 Apr 99 16:40:45
From: "qts" <qts@nildram.co.uk>
Subject: Re: fire extinguisher

On Mon, 12 Apr 1999 01:41:27 -0400, geoff heald wrote:

>At 11:24 PM 4/10/99, you wrote:
>>On Fri, 09 Apr 1999 22:22:09 -0400, geoff heald wrote:
>>
>>>IMO and I don't have my BBB here.
>>>Of course, in Star Trek (TNG) they use force fields to put out fires by
>>>squishing them (telekinesis). It requires that tk be airtight (at least to
>>>the edge of it's effect), but.....
>>
>>That's Force Wall, not TK.

>Well, I'd call it TK. The idea is to push down on the fire. Admittedly,
>the thing you're pushing down is very like a force wall, but since it isn't
>stationary, I thought it would be TK.
>Just like stamping out the fire, but using telekinetic "feet".

That's the SFX, surely? The *mechanism* is Force Wall.
qts

Home: qts@nildram.co.uk.

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

Date: Sat, 24 Apr 99 16:50:52
From: "qts" <qts@nildram.co.uk>
Subject: Re: Mind Games (adding Psychological Limitations)

On Wed, 31 Mar 1999 10:42:34 -0500 (EST), Jason Sullivan wrote:

>I'm working on a villian who can amplify and add Psychological
>Limitations psionicly.

How permanent is this? If short-term, I'd use Mind Control; if
long-term BOECV Transform. I've successfully used the former.

qts

Home: qts@nildram.co.uk.

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

Date: Sat, 24 Apr 99 16:37:35
From: "qts" <qts@nildram.co.uk>
Subject: Re: Entangle Question (oh, Mr. Long?)

On Mon, 29 Mar 1999 16:57:08 -0800, Bob Greenwade wrote:

> Well, I'm interested in hearing from the Rules Lords, but I think you
>may be on to something here: just build the restraint with a number of
>Charges (or clips of Charges, if one character is paying points for
>multiple restraints), with the number of Charges representing the number of
>individuals that can be restrained that way, and then just say by
>definition that all Charges in a single Clip are tied to each other.

ITYM Linked <gd&r>


qts

Home: qts@nildram.co.uk.

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

Date: Sat, 24 Apr 99 16:58:35
From: "qts" <qts@nildram.co.uk>
Subject: Re: Power Help: Final Strike

On Wed, 14 Apr 1999 08:40:17 -0700 (PDT), Dennis C Hwang wrote:

>On Wed, 14 Apr 1999, Leah L Watts wrote:
>
>> >> As written,
>> >> Side Effects always kick in when the power with that lim is activated.
>>
>> >
>> >Don't they normally only occur if you fail the Skill Roll? (Did I
>> forget
>> >'Requires Magic Skill Roll' in the writeup?)
>>
>> You're right, I misread that section. It's when a person takes Side
>> Effects on a power that always works that the Side Effects occur every
>> time it's used.
>
>Which produces kind of an interesting phenomenon--if you buy a Power with
>Activation/Requires Skill Roll and a Side Effect, the Side Effect only
>occurs when you blow your Act/RSR roll. On the other hand, if you buy a
>Power with Side Effect only, it occurs every time you use the power. Yet,
>the first construct costs *less*, even though your side effect doesn't
>happen all the time.

OTOH you can buy Side Effects twice - one set which always happens, and
one set which happen if you fail your RSR.
qts

Home: qts@nildram.co.uk.

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

Date: Sat, 24 Apr 99 16:34:34
From: "qts" <qts@nildram.co.uk>
Subject: Re: Delayed Effect, Aid, and other things (was VPP question ...)

On Thu, 15 Apr 1999 09:39:49 -0700, James Jandebeur wrote:

>> I was under the impression that Delayed Effect worked with some kind of
>> firing criteria like a command word or whatever.

If you so Limit it.

> Am I to understand that the
>> Delayed Effect power only waits for a 0-phase mental command from the
>> character?

Zero or half-phase, though you can take the Extra Time, Gestures, and
Incantations Limitations on this. And


qts

Home: qts@nildram.co.uk.

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

Date: Sat, 24 Apr 99 17:00:43
From: "qts" <qts@nildram.co.uk>
Subject: Re: POWER: Air Walking (with perhaps the longest Limitation in Champions history)

On Fri, 23 Apr 1999 22:11:48 -0400 (EDT), Jason Sullivan wrote:

>9 Flight 6", 1/2 END (+1/4), No Turn Mode (+1/4);
>
>Limitation: This type of Flight allows the character to "walk" on the air
>perpendicular to the ground.

<snip>

> This type of Flight may not travel
>in trajectories greater than 45 degree angles up or down,

You do realise that perpendicular means at 90 degrees?


qts

Home: qts@nildram.co.uk.

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

Date: Sat, 24 Apr 99 17:02:36
From: "qts" <qts@nildram.co.uk>
Subject: Re: Rules Mechanics Questions (Desolid & Turn Mode Costs)

On Mon, 29 Mar 1999 11:47:02 -0500 (EST), Jason Sullivan wrote:

>
>Two Questions:
>
>1) Desolid: Can not move through solid is a -1/2 flaw.
>
> Does this mean:
> a) You can not move through anything you normally
>couldn't move through (ex: a gate with bars, the underside crack of a
>door).
> b) You can not move through anything air tight seal
>or without an opening (ex: an air tight boiler Dr. Diablo locked Water Boy
>in, a thermos, a hollow bubble of Unobtanium)

The latter, generally, though this is highly dependent upon SFX.


qts

Home: qts@nildram.co.uk.

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

Date: Sat, 24 Apr 99 17:08:36
From: "qts" <qts@nildram.co.uk>
Subject: Re: Teleport questions

On Mon, 19 Apr 1999 09:48:41 -0400, David Stallard wrote:

>A player in my campaign proposed two "new powers" for his character who
>already has Teleport. Both of the ideas don't seem right to me...let me
>know what you think.
>
>* He wants to get bonuses when he half-moves next to a target and then does
>a hand-to-hand attack, because the target would be surprised by his sudden
>appearance. I can sorta see how he'd get this idea, but it seems somewhat
>unbalancing to me. After all, if he gets it, shouldn't all teleporters get
>it? Anyway, his proprosed mechanic is to get some offense-only combat
>skill levels that can only be used with a half-move teleport/hand-to-hand
>attack combo. I'm not sure I should allow this concept at all.

Tell him to buy Combat Skil Levels with this as the Limitation and SFX.

>* He wants to be able to use Teleport to blink out of existence for a split
>second, so that missile attacks will miss him. I don't have any problem
>with this idea, but I don't like his implementation. He wants it to be
>defense-only combat skill levels that cost endurance (??), or something
>like that. Wouldn't this idea fit perfectly under regular Missile
>Deflection, though? Perhaps with the special effect (not limitation) that
>the missiles continue on past him instead of being deflected in a new
>direction?

I would suggest pure DCV levels - after all, this is going to be
'instinctive'.


qts

Home: qts@nildram.co.uk.

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

Date: Sat, 24 Apr 99 17:11:41
From: "qts" <qts@nildram.co.uk>
Subject: Re: [Trigger and Personal Immunity]

On Wed, 31 Mar 1999 19:13:41 -0500, Indiana Joe wrote:

>At 7:50 PM -0500 3/30/99, ANTHONY VARGAS wrote:
>>Well, triggered powers don't generally act like free detects, but, I think
>>in most genres, the person who casts a spell has a certain attachment to
>>it, so it wouldn't be unreasonable. It depends on how you think of magick.
>
> How would it be acting as a free detect?

IIRC from the FH Sourcebook (anyone got a copy to hand?) Trigger can
only operate on your normal senses. If you require it to do otherwise,
you have to build the Detect into the Triggered Power.

qts

Home: qts@nildram.co.uk.

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

Date: Sat, 24 Apr 1999 12:34:15 -0400 (EDT)
From: Jason Sullivan <ravanos@NJCU.edu>
Subject: Re: POWER: Air Walking (with perhaps the longest Limitation in Champions history)

On Sat, 24 Apr 1999, qts wrote:

> On Fri, 23 Apr 1999 22:11:48 -0400 (EDT), Jason Sullivan wrote:
> >9 Flight 6", 1/2 END (+1/4), No Turn Mode (+1/4);
> >Limitation: This type of Flight allows the character to "walk" on the air
> >perpendicular to the ground.
> <snip>
> > This type of Flight may not travel
> >in trajectories greater than 45 degree angles up or down,

> You do realise that perpendicular means at 90 degrees?

The character's body remains perpendicular to the ground, as if he
were standing. His feet must always be parallel to the ground, unlike
"normal" flying, where the character can supposedly position himself in
any way in any position while flying through the air, which can very
easily effect OCV and DCV in combat.

_-~
o ___o___-__/~
~\/|\ __/
|/
/ \
| \
~ ~
____________ _____________________

Air Walker Standard Flier


Also... an Air Walker needs to "go up steps", and may not do so at more
than a 45 degree angle... while a flier can "fly straight up" or in any
direction or angle.

<-_ /|\ _
-_ | /| _
-_ | / / \
-_ | / | |
|/______\__/
Air Walker Standard Flier \
\|/

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

Date: Sat, 24 Apr 99 07:42:39 PDT
From: "Richard O'Marro" <hbcraft@impulsedata.net>
Subject: [none]

Hi, I'm currently trying to write up one of my characters from the Calla=
hanian Army of Light in Champions format, and I ran into a problem I'd =
like some opinions on.
Ok, to begin with, Jim is a humanformed AI Nanite colony. In a nutshell,=
he can form himself into any type of mechanical or electronic or such =
device or conglomeration of devices, but he can't do Organics. He just =
can't quite get a grasp on how they're supposed to work, so he can't form=
them.
Amongst his tricks he's done, besides forming things with his body, he =
also Desolids and turns invisible by extending out his colony until he =
is basically vapor. He's also done the normal stretching tricks, and form=
ed holes in himself by evacuating nanites to avoid blaster shots and such=
.
Now for my problem. He's also been known to seperate himself into sepera=
te pieces. The number varries with what he's trying to do, but the consta=
nt is that the more forms he breaks into, the smaller they are and the =
less they can do. Now the problem with Multiform as it is in my Hero Syst=
ems Rulebook, is that it's made for a more standardized seperation. This =
many forms each time, each this powerful. Jim is more like he has a pool =
of points and seperates himself by dividing up those points.
Now I was thinking of either a large Multipower for the devices he norma=
lly makes with a small powerpool for things he copies, or just one large =
powerpool. What's everyone's thoughts?

Richard O'Marro
Brian Ambrose O'Driscoll
Driscoll of Braxton

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

Date: Sat, 24 Apr 1999 16:27:14 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: fire extinguisher

At 04:40 PM 4/24/1999, qts wrote:
>On Mon, 12 Apr 1999 01:41:27 -0400, geoff heald wrote:
>
>>At 11:24 PM 4/10/99, you wrote:
>>>On Fri, 09 Apr 1999 22:22:09 -0400, geoff heald wrote:
>>>
>>>>IMO and I don't have my BBB here.
>>>>Of course, in Star Trek (TNG) they use force fields to put out fires by
>>>>squishing them (telekinesis). It requires that tk be airtight (at
least to
>>>>the edge of it's effect), but.....
>>>
>>>That's Force Wall, not TK.
>
>>Well, I'd call it TK. The idea is to push down on the fire. Admittedly,
>>the thing you're pushing down is very like a force wall, but since it isn't
>>stationary, I thought it would be TK.
>>Just like stamping out the fire, but using telekinetic "feet".
>
>That's the SFX, surely? The *mechanism* is Force Wall.

No, the mechanism would be Dispel.
- ---
Bob's Original Hero Stuff Page! [Circle of HEROS member]
http://www.klock.com/public/users/bob.greenwade/original.htm
Merry-Go-Round Webring -- wanna join?
http://www.klock.com/public/users/bob.greenwade/merrhome.htm

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

End of champ-l-digest V1 #291
*****************************


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