Digest Archive vol 1 Issue 380

From: owner-champ-l-digest@sysabend.org
Sent: Tuesday, June 08, 1999 11:03 AM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #380


champ-l-digest Tuesday, June 8 1999 Volume 01 : Number 380



In this issue:

Re: Hero's Web Page?
Re: Gravity of the situation (was: RE: Earthquakes?)
Re: Swapping stats
Re: AoE EGO Blast
Re: AoE EGO Blast
Re: AoE EGO Blast
Re: Swapping stats
Re: Earthquakes?
Re: Swapping stats
Re: Gravity of the situation (was: RE: Earthquakes?)
Re: Swapping stats
Re: Hexless Combat
Re: AoE EGO Blast
Re: Instant Change
Re: Swapping stats
Re: Control Pain
character assistance:(
Re: Gravity of the situation
Re: Races and Average Characters
Re: character assistance:(
Re: Control Pain
Re: character assistance:(
Re: Races and Average Characters
Thanks for the help
Re: character assistance:(
Re: character assistance:(
CHAR: Major Motoko Kusanagi

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

Date: Mon, 07 Jun 1999 13:38:31 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Hero's Web Page?

At 12:18 PM 6/7/1999 -0700, Raven wrote:

>>>>

<excerpt><fontfamily><param>Arial</param><smaller>Hello all

</smaller></fontfamily>

<fontfamily><param>Arial</param><smaller>Any word as to when there web
page will be back up?

</smaller></fontfamily>

</excerpt><<<<<<<<


There's been some discussion of this over on the Fuzion Mailing List.
Basically it'll be up whenever InterNIC gets around to updating the
entry. It could be any second now... or it could be another week.

(I wonder if there's an email address we can write to, to urge them to
get the bloomin' lead out?)

- ---

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

Interested in sarrusophones? Join the Sarrusophone Mailing List!

http://www.onelist.com/subscribe/Sarrusophone

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

Date: Mon, 07 Jun 1999 16:59:14 -0400
From: "Scott C. Nolan" <nolan@erols.com>
Subject: Re: Gravity of the situation (was: RE: Earthquakes?)

At 03:19 PM 6/7/99 -0500, you wrote:
>On Mon, 7 Jun 1999, Scott C. Nolan wrote:
>
>> TK works better for this. You can't break out of Gravity.
>>
>> 30 STR TK, Area of Effect, radius (+1), 1 hour continuing charge (-1/2),
>> affects all parts (-1/4), only to simulate gravity (-1/2),
>> Obvious, Inaccessible Focus (-1/2) : 90 Active Points, 33 real points.
>
>Why OIF?

I was thinking of a sort of danger room/villian's base construct where
the "Graviton Projectors" or whatever, were set into the floor, making
them visible when active, but difficult to get to.

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

Date: 07 Jun 1999 17:03:56 -0400
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Swapping stats

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* GAZZA <gazza@wantree.com.au> on Mon, 07 Jun 1999
| How pedantic do we get here? Can I Transfer or Drain one of my
| Duplicates? A Follower? My DNPC? My teammates?

Duplicates... I that depends on the campaign. The rest, yes, until I as
the GM get fed up with it :).

| How?

For example, trading INT and STR:
20 20 point multipower
4 20 INT
4 20 STR

[...]
| In what way, exactly? The effect - gain one stat, lose another - is the
| same. With the right limitation value, it would cost the same, too.

3D6 Transfer: you lose 3D6 active points and I gain the same active points.

3D6 Drain + 3D6 Aid: you lose 3D6 active points and either I or the
"victim" of my choice gets 3D6 active points.

Similar, but not the same.

Regardless, if it says "opponent" you cannot use it on yourself. I do not
consider Side Effects to qualify as "using a power on yourself", unless you
don't mind me buying an Energy Blast with Aid as a Side Effect.
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- --
Rat <ratinox@peorth.gweep.net> \ When not in use, Happy Fun Ball should be
Minion of Nathan - Nathan says Hi! \ returned to its special container and
PGP Key: at a key server near you! \ kept under refrigeration.

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

Date: 07 Jun 1999 17:07:01 -0400
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: AoE EGO Blast

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* Bob Greenwade <bob.greenwade@klock.com> on Mon, 07 Jun 1999
| When it gets to that point, I'd recommend just rolling once and using
| that one Attack Roll for all targets (whether the Power is based on DEX or
| EGO).

Uh-huh. So if I luck out and roll a 3, you'll let me turn the entire city,
including all the NPC heroes and villains, into my personal slaves.
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- --
Rat <ratinox@peorth.gweep.net> \ Happy Fun Ball may stick to certain types
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PGP Key: at a key server near you! \

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

Date: Mon, 7 Jun 1999 13:58:17 -0700 (PDT)
From: shaw@caprica.com (Wayne Shaw)
Subject: Re: AoE EGO Blast

>-----BEGIN PGP SIGNED MESSAGE-----
>Hash: SHA1
>
>* Bob Greenwade <bob.greenwade@klock.com> on Mon, 07 Jun 1999
>| When it gets to that point, I'd recommend just rolling once and using
>| that one Attack Roll for all targets (whether the Power is based on DEX or
>| EGO).
>
>Uh-huh. So if I luck out and roll a 3, you'll let me turn the entire city,
>including all the NPC heroes and villains, into my personal slaves.

If I'll let you buy the power at all, I certainly will. Being able to
effect the whole city is the point in buying an area effect that big, after all.

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

Date: Mon, 07 Jun 1999 14:22:42 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: AoE EGO Blast

At 05:07 PM 6/7/1999 -0400, Stainless Steel Rat wrote:
>-----BEGIN PGP SIGNED MESSAGE-----
>Hash: SHA1
>
>* Bob Greenwade <bob.greenwade@klock.com> on Mon, 07 Jun 1999
>| When it gets to that point, I'd recommend just rolling once and using
>| that one Attack Roll for all targets (whether the Power is based on DEX or
>| EGO).
>
>Uh-huh. So if I luck out and roll a 3, you'll let me turn the entire city,
>including all the NPC heroes and villains, into my personal slaves.

Yep -- assuming, of course, that your Mind Control effect roll is big
enough.
OTOH if you stink out and roll an 18, you get absolutely nothing for
your effort (which, if you have a humongous AoE and lots of dice, is
probably considerable -- unless, of course, you bought 0 END, though we're
talking about some considerable point expenditure by this point, even if we
weren't before).
- ---
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
Interested in sarrusophones? Join the Sarrusophone Mailing List!
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------------------------------

Date: Mon, 7 Jun 1999 16:51:32 -0500 (CDT)
From: "Dr. Nuncheon" <jeffj@io.com>
Subject: Re: Swapping stats

On 7 Jun 1999, Stainless Steel Rat wrote:
> * GAZZA <gazza@wantree.com.au> on Mon, 07 Jun 1999
> | How pedantic do we get here? Can I Transfer or Drain one of my
> | Duplicates? A Follower? My DNPC? My teammates?
>
> Duplicates... I that depends on the campaign.

Or the SFX of the Duplication, for that matter.

> | How?
>
> For example, trading INT and STR:
> 20 20 point multipower
> 4 20 INT
> 4 20 STR

Unless you're allergic to allowing stats in a Multipower, which many
HERO GMs are...

> [...]
> | In what way, exactly? The effect - gain one stat, lose another - is the
> | same. With the right limitation value, it would cost the same, too.
>
> 3D6 Transfer: you lose 3D6 active points and I gain the same active points.
>
> 3D6 Drain + 3D6 Aid: you lose 3D6 active points and either I or the
> "victim" of my choice gets 3D6 active points.

Obviously to simulate Transfer you'd want the 'self only' limitation on
the Aid. I (and, I think, most GMs) would allow a -0 modifier to be put
onto the Aid: 'roll is automatically the same as the Drain roll' since it
would basically balance out.

> Regardless, if it says "opponent" you cannot use it on yourself. I do not
> consider Side Effects to qualify as "using a power on yourself", unless you
> don't mind me buying an Energy Blast with Aid as a Side Effect.

If you have Side Effects, I think you /are/ your own opponent.

Or, technically, if you have Side Effects, you're not 'using a power' on
yourself, since you don't actually have the Drain power...

Although, I have to wonder: why would you /stop/ someone from Draining
(or, heck, even Transferring) themselves? Would you stop someone from
using an EB or RKA on themselves, too?

J

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

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

Date: Mon, 7 Jun 1999 15:11:47 -0700
From: jayphailey@juno.com
Subject: Re: Earthquakes?

>So...
>
>how would you define an earthquake in Hero terms? I havea creature
>that can create such things, and I'm trying to decide between TK or
Energy
>Blast.
>
>Any other ideas?
>
>--
>Michael Surbrook - susano@otd.com -


Energy blast AEF Radius (mondo extended radius)"Affects Buildings and
Structures only"
Linked
Change Environment (for a Similar area) "Shaky ground"

How much body does a residential house have anyway? A sky scraper?


Jay P. Hailey <Meow!> [ICQ: 37959005]

Read Star Trek- Outwardly Mobile At-

http://www.geocities.com/~tesral/jay/

___________________________________________________________________
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------------------------------

Date: Mon, 7 Jun 1999 18:35:44 -0500
From: "J. Alan Easley" <alaneasley@email.com>
Subject: Re: Swapping stats

- ----- Original Message -----
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
To: Champions <champ-l@sysabend.org>
Sent: Monday, June 07, 1999 4:03 PM
Subject: Re: Swapping stats


> Regardless, if it says "opponent" you cannot use it on yourself. I do not
> consider Side Effects to qualify as "using a power on yourself", unless
you
> don't mind me buying an Energy Blast with Aid as a Side Effect.

I don't think that Transfer is the best way to simulate the original
proposed question but to follow your overly rigid logic you would not be
able to use Transfer on a fellow adventurer or teammates or even innocent
bystanders. You would not be able to use it against any type of
nonintelligent machinery such as Force Wall barriers. None of these things
fit the category of opponent.

Alan

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

Date: Mon, 07 Jun 1999 22:15:32 -0400
From: "Dale A. Ward" <daleward@ix.netcom.com>
Subject: Re: Gravity of the situation (was: RE: Earthquakes?)

Greetings!

Scott C. Nolan wrote:

> TK works better for this. You can't break out of Gravity.

Sez Hoo?!? Does the phrase "escape velocity" ring a bell?

Dale A. Ward

*********************************
* Last night, I played a blank *
* tape at full volume. *
* The mime next door went nuts. *
*********************************

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

Date: Mon, 07 Jun 1999 21:30:19 -0500
From: Lance Dyas <lancelot@inetnebr.com>
Subject: Re: Swapping stats

A side effect is a disadvantage and its cost is calculated
as such... you want the negative of transfer as a side effect
and the positive of transfer as a power... well that is aid and
drain. The ability can be considered useful because it can
make your character more versatile... which is why the construct
will still end up costing you points.

GAZZA wrote:

> Stainless Steel Rat wrote:
> >
> > -----BEGIN PGP SIGNED MESSAGE-----
> > Hash: SHA1
> >
> > * GAZZA <gazza@wantree.com.au> on Sun, 06 Jun 1999
> > | Pardon me if this is too obvious, but what about a simple Transfer?
> > | (Own INT to STR).
> >
> > You can't use Transfer on yourself.
>
> Just because it says "opponent"? So you can't Drain yourself either?
>
> I admit that Transferring yourself isn't a very USEFUL thing to do,
> but I don't see why it should be disallowed. Most of the suggestions -
> Drain Side Effect on an Aid, for example - are a Transfer in all but
> name.
> --
> GAZZA
> "To know others is wisdom.
> To know one's self is enlightenment."

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

Date: Mon, 7 Jun 1999 23:22:44 -0700
From: "Filksinger" <filkhero@deskmail.com>
Subject: Re: Hexless Combat

From: Bob Greenwade <bob.greenwade@klock.com>


> At 05:43 PM 6/6/1999 -0700, Filksinger wrote:
> >>
> >Home Depot also carries those large flat wall tiles to do bathtub
> >walls/showers in, giving a smooth surface that is immune to almost
> >anything. You could even glue them to a sheet of metal.
>
> Hey, cool! Now we can play Champions while showering! ;-]

I'll suggest it to my wife.:)

Who, incidentally, I met due to a game of Illuminati. Close enough?

Filksinger

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

Date: Mon, 7 Jun 1999 23:21:09 -0700
From: "Filksinger" <filkhero@deskmail.com>
Subject: Re: AoE EGO Blast

From: Bob Greenwade <bob.greenwade@klock.com>



> At 11:40 PM 6/6/1999 -0700, Filksinger wrote:
> >From: Jason Sullivan <ravanos@NJCU.edu>
> >
> >> How would an AoE: One Hex EGO Blast function?
> >
> >You would roll against the ECV of the hex (3, of course), whereupon
> >whomever was in the hex would be hit. Best against egoists, not so
> >good against martial artists and others who can dive for cover
well.
>
> I wouldn't think that a hex would *have* an ECV....

It has been stated a couple of times as being official, but I don't
recall what official sourcebooks say so.

Filksinger

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

Date: Mon, 7 Jun 1999 23:45:11 -0700
From: "Filksinger" <filkhero@deskmail.com>
Subject: Re: Instant Change

- ----- Original Message -----
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
To: Champions <champ-l@sysabend.org>
Sent: Monday, June 07, 1999 6:17 AM
Subject: Re: Instant Change


> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: SHA1
>
> * "Filksinger" <filkhero@deskmail.com> on Mon, 07 Jun 1999
> | So, unless you are attempting "Instant Change, UAO", there is no
> | reason why Transformation on your own clothes cannot be 0 phase,
> | unless your GM believes changing clothes is an attack.
>
> Just the one specific rule in the book that states that you cannot
use
> Transformation on yourself. I would say that your own clothes --
your
> superhero outfit -- qualfiies.

I wouldn't. Last I checked, I wasn't my clothes.

I suppose if I take them off and change them, it magically becomes
possible?

> You cannot use Transformation on your
> business suit to turn it into a suit of armor.

Of course you can. However, _if_ you are in a game where you have to
pay for items like suits of armor, and _if_ you do it regularly, I'd
make you pay for it. Of course, everything you said (and I said) is
true of suits of armor in general.

> You want Armor, you buy
> Armor,

Assuming your game requires you buy such stuff.

> then your Instant Change can have "transformation" as a special
> effect as it turns your power suit into power armor :).

1. Steve Long already said that Instant Change was becoming a subset
of Transformation.

2. Nothing you said explains why I can't, in your opinion, change my
power suit into pajamas.

3. Why do you assume he didn't pay for the armor? If he uses
Transformation, he didn't pay, but if he uses Instant Change, he did?
Why is a suit of armor clothes (and thus createable by a clothing
Transformation) when using Transformation, but not with Instant
Change? If it is clothes, then Instant Change could create it, if it
isn't, then Transformation specifying clothes couldn't. In fact, if
armor _is_ clothes, then Instant Change _could_ create it, while a
Cosmetic Transformation couldn't, since turning cloth into armor is
more than Cosmetic.

3. The same logic you applied to the suit of armor would make large
numbers of otherwise legitimate Transformations impossible. I could
take off my clothes and then change them (bypassing your claim that my
clothes are part of me), and still end up with a forbidden suit of
armor. I could change a banana into a gun, and end up with an
'illegal' gun. By that reasoning, I could easily forbid _any_
Transformation, on the grounds that the Power could be used to produce
unacceptable things (if I, as GM, were stupid enough to permit it).

4. I could, in fact, get a suit of armor and a gun without
Transformation and do exactly the same thing. However, this does not
mean I have an armor repelling force field around my character. Only
that, if he wears armor on other than under a rare circumstance that
fits the plot, he has to pay for it. Transformation does not change
this.

Filksinger

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

Date: Tue, 8 Jun 1999 00:11:10 -0700
From: "Filksinger" <filkhero@deskmail.com>
Subject: Re: Swapping stats

From: Stainless Steel Rat <ratinox@peorth.gweep.net>

> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: SHA1
>
> * GAZZA <gazza@wantree.com.au> on Mon, 07 Jun 1999
> | Just because it says "opponent"? So you can't Drain yourself
either?
>
> Exactly.

So, anyone with Drain or Transfer automatically gets Personal Immunity
free? No? Then how do you explain the guy with AoE Drain who cannot
Drain himself? He has Personal Immunity, no?

> | I admit that Transferring yourself isn't a very USEFUL thing to
do,
> | but I don't see why it should be disallowed.
>
> Because it duplicates the effect of Multipower.

Let me see here. I can have increases in power in circumstance X. I
can have decreases in power in circumstance X. But I can't have both
without Multipower? Gee, that really screws up my wizard in that
Fantasy Hero game that doesn't allow constructs. If it were a power in
an Elemental Control, it would require I put a Multipower in an
Elemental Control, also illegal.

Your argument, even if it were valid, still wouldn't apply to your
claim you can't Drain yourself. Or explain why you can Aid yourself
when you can't Drain or Transfer on yourself.

> | Most of the suggestions - Drain Side Effect on an Aid, for
example - are
> | a Transfer in all but name.
>
> No, it is not, and if you think about it you will see just how
differently
> the two constructs actually work. They are similar, but they are
not the
> same.

1) It still duplicates the effect of Multipower. Therefore, by your
argument, forbidden.

2) The similarities are so great that I cannot see why one should be
allowed and the other forbidden. They both duplicate the effect of
Multipower. They both raise one stat but not the other. If one were
unbalancing or otherwise dangerous to your game, so would the other
be. And, if someone were to create them so that the effect and the
Side Effect were always proportional (an option I would probably grant
as a straight substitution for the current Limitation), they'd get
exactly the same.

Filksinger

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

Date: Tue, 8 Jun 1999 00:21:02 -0700
From: "Filksinger" <filkhero@deskmail.com>
Subject: Re: Control Pain

From: Jason Sullivan <ravanos@NJCU.edu>

>
> I would tread very, very carefully before giving any player
> character an ability that totally allows them to negate STUN.

It doesn't. The Power he suggested only prevented being stunned, not
knocked unconscious.

Filksinger

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

Date: Tue, 8 Jun 1999 01:16:34 -0700 (PDT)
From: George Sulea <geovoice@yahoo.com>
Subject: character assistance:(

Hey folks,
firstly, hello there, my name is George, and I hail from Cleveland,
Ohio. I just got started into a champions game (4th edition rules)
recently, and was trying to work out a power description for a
characters ablility, but I am stuck. I am hoping I could ask for your
help. Here it is:

The character has an innate power, that activates when he is afraid. It
causes him to be enveloped in a Non-friction field, that when impacted
by outside force, causes him to become a living pinball. I am pretty
sure that I can use either Force Field, or Armor, for the field, but I
am trying to work out the logistics of how he would be affected by
impacts. The field I had in mind would work pretty well for energy
absorbtion, but at this moment in the character's exsistence, he has no
concious control over his ability,and I am a little unsure how to flesh
out his power via the rules. Like I said, I am just getting back into
the swing of things, and could use some advice.

Many thanks,
Geo
===
Manifest plainness, Embrace simplicity, Reduce selfishness, Have few desires.
- Lao-Tzu, fl. B.C. 600
Skill is successfully walking a tightrope over Niagara Falls
Intelligence is not trying.
_________________________________________________________
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Get your free @yahoo.com address at http://mail.yahoo.com

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

Date: Tue, 08 Jun 1999 06:32:09 PDT
From: S A Rudy <sarudy@hotmail.com>
Subject: Re: Gravity of the situation

says Dale:
>Scott C. Nolan wrote:
>>TK works better for this. You can't break out of Gravity.
> Sez Hoo?!? Does the phrase "escape velocity" ring a bell?

He's talking about the game mechanic where you can "break out"
of someone's grab. Short of having an anti-gravity power,
the only way to "break out" of gravity is to leave the affected
area, which isn't quite the same mechanic.

- -S

- --
|Now you, too can say "I've been to Hellenback!" Just drop by
|http://www.eclipse.net/~srudy/helnback/index.html


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

Date: Tue, 08 Jun 1999 09:38:29 EDT
From: Leah L Watts <llwatts@juno.com>
Subject: Re: Races and Average Characters

>I agree with you about the Increased/Decreased Maxima being not worth
>the points.
>
>Instead, my racial packages "buy" (or "sell") the increased/decreased
>points directly. That is, I rate "increased average" rather than
>"increased maximum".
>
>For example, I might say that Elves have an average INT 15, DEX 13,
>CON 8, PRE 13. This means that Elves pay 19 points for their package
>(excluding anything else that it contains), and can then proceed to
>increase or decrease their characteristics further. For example, they
>can have an INT of 13 and get "back" 2 points.

I got hold of a copy of AC 24 recently that suggested a similar system.
The major difference between the article and your system is that the
characteristic max (for primary characteristics) is 10 over the average
- -- so if the average elf has INT 15 and CON 8, the racial maximums would
be INT 25 and CON 18.

Leah

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

Date: Tue, 08 Jun 1999 09:47:00 -0400
From: Geoff Speare <geoff@igcn.com>
Subject: Re: character assistance:(

>The character has an innate power, that activates when he is afraid. It
>causes him to be enveloped in a Non-friction field, that when impacted
>by outside force, causes him to become a living pinball.

Here's how I would interpret the effects of this:

1) Attacks with physical force push him around more than most people;
2) If he hits a solid surface, he bounces off it (rather than breaking
through it);
3) He doesn't take much damage from such attacks.

#3 is easy, just buy Armor or Force Field as you said.

For #1, I would use the Vulnerability Disadvantage: takes extra Knockback
when his "field" is activated. If you want to keep him moving (i.e., once
hit he doesn't slow down), your GM might make you buy Flight, but I would
allow his velocity to remain constant (though uncontrolled!) as a special
effect of the character.

I would call #2 a special effect of his field: movement-based damage is
minimized, he takes minimal movement-based damage, he bounces rather than
smashes.

I do hope he has some way of stopping himself!

Geoff Speare

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

Date: Tue, 08 Jun 1999 08:51:15 -0500
From: redbf@ldd.net (bobby farris)
Subject: Re: Control Pain

Filksinger wrote:

> From: Jason Sullivan <ravanos@NJCU.edu>
>
> > I would tread very, very carefully before giving any player
> > character an ability that totally allows them to negate STUN.
>
> It doesn't. The Power he suggested only prevented being stunned, not
> knocked unconscious.
> Filksinger

At first glance you would think that. However, it DOES give you
Takes No Stun. Here is why:
If you have the power Remain Conscious it keeps you up for ONE action
only if you are knocked out. I am modeling this with an Aid only to
bring you up to 5 Stun triggered by the character being at 0 Stun. After
this ONE action if you have not done anything to prevent unconsciousness
you will lapse into unconsciousness. I am modeling this with a quick
drain time.

They say most times the one action used is Control Pain. If Control
Pain doesn't prevent unconsciousness then it is a stupid action to do
Control Pain:
You get knocked unconscious, but you have ONE action to take
and you do Control Pain. However, since you haven't done anything to
prevent being knocked unconscious you then fall unconscious.

This is all out of the Star Wars RPG. The way I figure it, a Jedi with
Control Pain, and Remain Unconscious could (theoretically) get killed
but still walk around untill their powers drop and then they die....

Hows that for last minute heroics!!!!

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

Date: Tue, 08 Jun 1999 06:52:00 PDT
From: S A Rudy <sarudy@hotmail.com>
Subject: Re: character assistance:(

George Sulea writes:

>Hey folks,
>firstly, hello there, my name is George, and I hail from Cleveland,
>Ohio.

Hi, George! Pleeztameetcha.

>The character has an innate power, that activates when he is afraid. It
>causes him to be enveloped in a Non-friction field, that when impacted
>by outside force, causes him to become a living pinball. I am pretty
>sure that I can use either Force Field, or Armor, for the field, but I
>am trying to work out the logistics of how he would be affected by
>impacts. The field I had in mind would work pretty well for energy
>absorbtion, but at this moment in the character's exsistence, he has no
>concious control over his ability,and I am a little unsure how to flesh
>out his power via the rules. Like I said, I am just getting back into
>the swing of things, and could use some advice.

Okay, so weve got an energy field that:

a) pops up when the character is afraid
So you know that whatever powers you buy on this special effect
is going to take the Linmitation: Accidental Change. How
exactly you apply it depends on whether you decide to use a
framework for this stuff.

b) protects the guy from damage.
Id go with Force Field here. I just like it better than Armor
for this concept. (After all, youre going to be paying END for
everything else the energy field does.)

c) causes the character to slip around without being able to control
his movement
Depending on how you envision this, Id go with either Running
or Superleap with the Limitation: No Conscious Control. (Speedball
from Marvel Comics, for example, had Superleap with No Conscious
Control, especially when he was first introduced). Uncontrolled
Running is one of the more common ways of simulating slipping on
ice, so it seems like the effect you need. Choose Running or
Superleap depending on whether you want him to get vaulted into
the air.

d) absorbs impact and adds to the energy of the field (?)
Im guessing thats what you had in mind here. Absorption should
work fine here.

I hope this is helpful.

- -S


S A Rudy http://www.eclipse.net/~srudy
+----------------------------------------------------------+
|"I myself have never been able to find out precisely what |
| feminism is; I only know that people call me a feminist |
| whenever I express sentiments that differentiate me from |
| a doormat or a prostitute." -- Rebecca West, 1913 |
+----------------------------------------------------------+


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

Date: Tue, 08 Jun 1999 09:08:46 -0500
From: redbf@ldd.net (bobby farris)
Subject: Re: Races and Average Characters

GAZZA wrote:

> I agree with you about the Increased/Decreased Maxima being not worth
> the points.

I agree here. I always thought it was awefully expensive to raise a character
maxima when it probably would never get used anyway.

> For example, I might say that Elves have an average INT 15, DEX 13,
> CON 8, PRE 13. This means that Elves pay 19 points for their package
> (excluding anything else that it contains), and can then proceed to
> increase or decrease their characteristics further. For example, they
> can have an INT of 13 and get "back" 2 points.

I add this up to be worth a total of 13(excluding anything else they buy).
Is my math wrong? Someone help?

> They still pay normal costs for exceeding 20 in INT, DEX, and PRE,
> but they are more likely to do this because they get the first few
> points "free".

I do not agree with this statement. They don't get any point for "free". The
points they pay are just hidden by the package deal.
If the Elven character above has a 150 pts to spend then after they buy their
package deal they will have 150-13=127.

If I buy a human character with an INT 15, DEX 13, CON 8, and PRE 13 and I
have the same 150 pts to spend, it will cost me 13 pts so I will have left
150-13=127...the same as the Elven character.

So, when it is finally said and done by having to pay the normal cost for
increasing stats over 20 you are penalizing the player being the Elf for
making his character up as an Elf.

This is true unless you don't count the disadvantages of the package deal.
This gives the Elf an advantage in that he can have more Disadvantages then
the human character.

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

Date: Tue, 08 Jun 1999 09:09:27 -0500
From: redbf@ldd.net (bobby farris)
Subject: Thanks for the help

Just want to say thanks for all the help....I appreciate it.

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

Date: Tue, 08 Jun 1999 10:41:33 -0400 (EDT)
From: Jason Sullivan <ravanos@NJCU.edu>
Subject: Re: character assistance:(

On Tue, 8 Jun 1999, George Sulea wrote:

> The character has an innate power, that activates when he is afraid.
I suggest putting a limitation on all of your powers: Only when
afriad (-1/2), and going with the Accidential Change as someone else
suggested.

>It
> causes him to be enveloped in a Non-friction field, that when impacted
> by outside force, causes him to become a living pinball.

A Non-Friction field is best represented by additional STR; Only
to escape Grabs and Entangles with certain SFX (-1/2 to -1 depending on
the commonality of those attacks)

> I am pretty
> sure that I can use either Force Field, or Armor, for the field, but I

Force Field can get expensive, but there are certain benefits to
it (such as the protection from No Normal Defrense attacks).

> am trying to work out the logistics of how he would be affected by
> impacts.

Does the field negate gravity? Does he have enough friction to
walk? To what degree can he control his movement?
Flight, Running, or Superleap, with appropiate limitations (only
along a surface, only when hit, Requires DEX Roll, Side Effect: Same
ammount of power but without control, No Concious Control, Only works when
afriad, Trigger, etc.) would best model the movement part of this power.

You also might consider adding some HA or 0 Range EB for
additional "damage" if it has some sort of kinetic enhancing properties.

As far as "Energy Absorbtion" is concearned, you could put the
powewr in an Elemental Control and have your Absorbtion boost up the EC as
a whole whenever he's hit... so the field grows in strength (and he would
grow in speed) when hit.

You could even add a limitation that as the Field grows in power,
the DEX roll required to move in whatever direction takes on a minus for
the AC/Damage ratio the Absorbtion sucks up... making the chance of him
failing (and consequently flying haphazardly back) a greater possibility.

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

Date: Tue, 8 Jun 1999 07:44:40 -0700
From: jayphailey@juno.com
Subject: Re: character assistance:(

>Hey folks,
>firstly, hello there, my name is George, and I hail from Cleveland,
>Ohio. I just got started into a champions game (4th edition rules)
>recently, and was trying to work out a power description for a
>characters ablility, but I am stuck. I am hoping I could ask for your
>help. Here it is:

Howdy!


>The character has an innate power, that activates when he is afraid. It
>causes him to be enveloped in a Non-friction field, that when impacted
>by outside force, causes him to become a living pinball. I am pretty
>sure that I can use either Force Field, or Armor, for the field, but I
>am trying to work out the logistics of how he would be affected by
>impacts.

Buy lots of flight with the limitations "No conscious control, only for
amount of knock back" When gets hit he flies in the direction of the
impact at the same speed as he would have moved back until he turns the
power of, or until he hoits something and changes direction.

Might take some work between GM and player but it could be done.

> The field I had in mind would work pretty well for energy
>absorbtion, but at this moment in the character's exsistence, he has no
>concious control over his ability,and I am a little unsure how to flesh
>out his power via the rules. Like I said, I am just getting back into
>the swing of things, and could use some advice.
>
>Many thanks,
>Geo

Absorbtion into the flight??

Anyway, this is my idea baout how to do this power.


Jay P. Hailey <Meow!> [ICQ: 37959005]

Read Star Trek- Outwardly Mobile At-

http://www.geocities.com/~tesral/jay/


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

Date: Tue, 8 Jun 1999 11:02:43 -0400 (EDT)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: CHAR: Major Motoko Kusanagi

[after 2 years of wasting time, it's done!]

MAJOR MOTOKO KUSANAGI

Val CHA Cost Roll Notes
25* STR 10 14- 800kg; 5d6
21 DEX 33 13- OCV: 7 / DCV: 7
20 CON 20 13-
15 BODY 10 12-
18 INT 8 13- PER Roll 13-
15 EGO 10 12- ECV: 5
20 PRE 10 13- PRE Attack: 4d6
16 COM 3 12-
5* PD 0 Total: 8 PD / 3 PDr
5* ED 0 Total: 8 ED / 3 EDr
4 SPD 9 Phases: 3, 6, 9, 12
10 REC 0
40 END 0
35 STUN 0 *Modifications for Density Increase
included
Total Characteristics Cost: 115

Movement: Running: 7" / 14"
Superleap: 12"
Swimming: 0"

Cost Powers & Skills
Combat Training:
16 Combat Skill Levels: +2 with Combat
10 Combat Skill Levels: +2 with Firearms
2 Martial Arts: Commando Training; use Art with clubs, knife
Maneuver OCV DCV Damage
4 Block +2 +2 Block, Abort
4 Choke -2 +0 Grab One Limb; 2d6 NND (2)
4 Disarm -1 +1 35 STR Disarm
4 Punch +0 +2 7d6 Strike
3 Throw +0 +1 5d6 + v/5; Target Falls

Cyborg Body Powers:
7 Cyborg Body: Density Increase: 1 Level, 0 END (+1/2),
Persistent (+1/2), Always on (-1/2); +5 STR, +1 PD/ED, -1" KB, 300 lbs
9 Cyborg Body: Armor: 3 DEF
20 Cyborg Body: Damage Reduction: 1/2 Physical, Resistant, Stun
Only (-1/2)
15 Cyborg Body: Does not Bleed
2 Cyberlegs: Running: +1" (7" Total), 1 END
10 Cyberlegs: Superleap: +8" (12" forward, 6" upward), 0 END (+1/2),
No Noncombat Leap (-1/4)
- -2 Cyborg Body: Swimming: -2" (0" Total) (-2)
10 Data Jack: +3 with all computer related skills, Requires
Accessible Datacable (-1/2), Requires interface capable computer (-0)

Net Diving (Ghost) Powers:
45 Net Diving Programs Multipower: 90 Point Pool, Target and attacker
must be linked to the net (-1/2)
9 m - User Attack Program: Ego Attack: 6d6, 0 END (+1/2)
9 m - Command Override Program: Mind Control: 12d6, 0 END (+1/2),
Uses INT instead of EGO (-0)
5 m- Net Search: Mind Scanning: 12d6, 0 END (+1/2), Uses INT instead
of EGO (-0), Concentrate - 1/2 DCV (-1/4), Extra Time: Full
Phase (-1/2), Requires Computer Interface (-1/2)
5 m - Data Search: Telepathy: 12d6, 0 END (+1/2), Uses INT instead
of EGO (-0), Concentrate - 1/2 DCV (-1/4), Extra Time: Full
Phase (-1/2), Requires Computer Interface (-1/2)
6 m- Attack Barrier: 3d6 Ego Attack, Damage shield (+1/2),
0 END (+1/2) plus Mental Defense: 20 DEF
4 m - Mindlink: any minds, up to 12, must also have Mindlink

Equipment:
96 Equipment Variable Power Pool: 75 Point Pool, All powers must be a
minimum of IIF foci (-1/4), Can only change powers (gadgets) at
'base' (-1/2)

Section 9 Skills:
3 Perk: Agent of Section 9
2 Perk: Concealed Weapons Permit
2 Contact: Hacker 11-
3 Acrobatics 13-
3 Breakfall 13-
3 Bureaucratics 13-
3 Climbing 13-
3 Combat Pilot: Fuchikoma 13-
3 Computer Programming 13-
5 Fast Draw 14-
2 KS: Criminal Law and Procedure 11-
4 KS: Espionage World 14-
4 KS: Terrorist World 14-
2 PS: Section 9 Operative 11-
7 Shadowing 13-
3 Stealth 13-
3 Streetwise 13-
3 Systems Operation 13-
5 Tactics 14-
4 TF: Fuchikoma, Ground Vehicles, SCUBA
4 WF: Knife, Small Arms, Thrown Knife

Optional Powers:
12 Entering Cyberspace (Ghosting): Extradimensional Movement:
Cyberspace, 0 END (+1/2), Requires Computer Interface (-1/2),
Leaves Physical Body Behind (-1)
368 Total Powers & Skills Cost
483 Total Character Cost

100+ Disadvantages
10 Distinctive Features: Cyborg (Unusual mass etc)
15 Hunted: Assorted Terrorists (Aspow) 11-
Physical Limitation:
10 Cannot swim (needs specialized flotation device)
10 Requires Specialized Medical Attention
Psychological Limitation:
15 Emotionally detached, Cannot form strong friendships (C, S)
15 Quick tempered and sharp tongued (C, S)
15 Rebel - does not respond well to authority (C, S)
5 Reputation: Agent of Section 9 8-
5 Rivalry: Agents of other security departments (Prof)
15 Secret ID: Section 9 Operative
Watched:
5 Other Governmental Departments (MoPow, NCI) 8-
15 Section 9 (MoPow, NCI) 14-
248 Experience
483 Total Disadvantage Points

Designers Notes:
Major Motoko Kusanagi is the central character of Shirow Masamune's 360
page manga "Ghost in the Shell". "GitS" presents us with a near-future
world (2029 to be exact) where advancements in neurochips (organic
microchips) has enabled the creation of artificial humans (androids) and
full-body cyborgs. It is a semi-dark future (not as depressing as the
average cyberpunk setting, but certainly *not* the optimistic setting of
"Star Trek"), in which artificial humans are bought and discarded like
appliances, and the question of who is a human and who's not is confused
by the presence of highly-capable Artificial Intelligences. Needless to
say, "GitS" greatly influenced elements of my own "Kazei 5" worldbook and
setting.

The Major herself is a member of the elite (and highly secretive)
anti-terroist unit known as Section 9. She is the unit's commander, and
in charge of finding evidence of criminal activity (which includes such
things as illegal cyborgs shops, counter-espionage, smuggling, and
internal affairs). She has extensive military experience, and has been
involved in various convert operation in her past (up to and including
assassinating a possible defector).

Description:
Major Kusanagi is of above-average height, standing about 5'8" or so. Her
hair is black and cut shoulder length, in a variation of the 'pageboy'
style. Kusanagi is fairly slim, and athletic in proportions, and is
rather attractive.

Naturally, all of this is a sham, as Kusanagi is a full-body cyborg who
weighs in excess of 300 pounds. Her brain (and possibly her spinal
column) have been implanted into a complete artificial exoskeleton. Her
entire body is synthetic, and heavily wrapped in sensory films to enable
her to feel such things as heat, cold, pain and/or pleasure so she can
experience the world around her properly (and not be driven insane by a
lack of sensory data). Kusanagi (and all other cyborgs like her) can eat,
sleep and experience sex, just as if they were fully organic. The major
difference is that Kusanagi's body isn't 'alive', meaning she can suffer
severe physical trauma (like having her arm shot off) with a minimum if
ill effects.

As a side note, Kusanagi's body is a modified mass-production model. This
means that there may be other bodies out there that are very similar to
hers. This point was driven home in the anime version of "Ghost in the
Shell", where the Major spots a woman (I presume she was a cyborg as well)
who looks *identical* to her, even down to the same face and hair style.
And, of course, if you entire body is synthetic, how do you know your
brain isn't synthetic as well? That your thoughts are those of a computer
and not an organic mind? This theme runs through the manga "Ghost in the
Shell" and was also somewhat central to my own "Kazei 5" campaign.

Powers Notes:
As a cyborg, Kusanagi is stronger, faster and tougher than an unmodified
human. She is capable of leaping great distances, doesn't really bleed if
cut, is hard to stun and probably can't get sick (but since there may be
viruses tailored to mechanical bodies in the "GitS" universe, I wasn't
certain if she should have the appropriate Life Support or not).
Interestingly enough, Kusanagi cannot swim, since her weight to power
ratio is such that unassisted, she'd sink like a rock. Kusanagi can swim,
but has to be outfitted with a flotation vest in order to do so.

Kusanagi's most important 'power' is her ability to 'dive' into the
worldwide computer network. Actually, she can enter (or 'dive') into any
computer system, projecting her consciousness (ie. 'ghost') into the
computer in order to scan for data and/or look for other users also within
the network. As a side note, these 'ghost-diving' powers are not clearly
spelled out in the series, and the following powers are based on
conjecture and a desire to create something that could be used in a game
context. A similar problem occurred when attempting to define the
'Visonaire' powers of Lebia Mavelick from the series "Silent Mobius".

Kusanagi's powers are:
User Attack Program: An attack program is used to stun and/or
disable another person in the net. It seems to attack the cybernetic
implants, sending painful feedback through the brain.
Command Override Program: This program overrides the target's
actions by rerouting commands the the target's cybernetic implants and
limbs. This can also be used to force a computer (even a non-AI computer)
to do as the attacker wishes.
Net Search: This program searches for specific presences on the
net, either human, AI or computer.
Data Search: This program scans a computer's data banks for
specific files. It can also be used to 'dive' into a target's 'ghost' and
search for specific memories or thoughts.
Attack Barrier: An attack barrier is used to stop attack programs
and search programs. It also will fire off an attack program of it's own
in response to intrusions.
Mindlink: Kusanagi is capable of setting up a coded link between
herself and everyone else in her command.

A a member of Section 9, Kusanagi can draw upon a large equipment store.
This includes weapons, body armor, explosives, thermo-optic camouflage
(ie. Invisibility), sensing gear, communications gear and other items.

The Major's favorite weapon is the Seburo C-25A, which has the following
stats:
Power: 2d6 RKA
Modifiers: Autofire 5 (+1/2), +1 OCV (+5pts), +1 RMod (+3pts),
50 Shots (+1/2), STR Minimum (-1/4), OAF (-1)
Active Cost: 68 pts
Real Cost: 30 pts

Disadvantages Notes:
In general, Kusanagi's disadvantages should be fairly clear. Her cyborg
body can be detected in various ways (including weight sensors); she is
pursued by old enemies and terrorist groups she has tangled with in the
past; her cyborg body means she can't swim normally and requires constant
checkups and tuneups to operate properly; she has built a tough rep for
herself; doesn't care much for many of the agents in other Sections; has a
classified identity and is closely monitored by her Section and her
government.

Kusanagi's Psych Lims require a little greater detail. For starters, she
seems to be very emotional detached. She has her current boyfriend fully
checked out by Section 9 (even though he works in Section 6), she tells
Togusa (one of her operatives) that he was going to die soon - the sooner
the better for his wife, and she seems very detached and unconcerned in
court after killing a kid/suspected terrorist. Kusanagi is also very
sharp-tongued and quick-tempered, chewing outTogusa several times,
throwing objects at Batou's (another fellow operative) head and getting
the Minister of Defense to punch himself in the face. Finally, she is a
bit of a rebel (see above about the minister), who constantly call her
boss "ape-face"(usually behind his back).

(Major Motoko Kusanagi created by Masamune Shirow, character sheet created
by Michael Surbrook with help from Mark Doherty)

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

"Is Hulk's turn to reason with guys now!"

The Hulk, from _The Big Change_

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

End of champ-l-digest V1 #380
*****************************


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