Digest Archive vol 1 Issue 440

From: owner-champ-l-digest@sysabend.org
Sent: Thursday, July 01, 1999 12:24 PM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #440


champ-l-digest Thursday, July 1 1999 Volume 01 : Number 440



In this issue:

Re: Reply about FH Magic System Design
Re: XDM + FTL = ???
Re: Disadvantage, legal?
Re: Best Game Ever
RE: Reverse Engineering Technology in HERO
Re: Disadvantage, legal?
Re: Reverse Engineering Technology in HERO
Re: Variable powers
Re: Best Game Ever
Re: Disadvantage, legal?
Re: Disadvantage, legal?
Re: Reverse Engineering Technology in HERO
Re: The Last Word on Attachments
Re: XDM + FTL = ???
Re: XDM + FTL = ???
Re: Reverse Engineering Technology in HERO
RE: Disadvantage, legal?
FH racial magic system help required [LONG]
FH racial magic system [ELVES]
subscribe
FH racial magic system [ELVES]

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

Date: Wed, 30 Jun 1999 19:12:24 -0500
From: Lance Dyas <lancelot@inetnebr.com>
Subject: Re: Reply about FH Magic System Design

"Dr. Nuncheon" wrote:

> On Tue, 29 Jun 1999, Rodger Bright wrote:
> > > True. But could one be half and half? Could you split your energies
> > > between the augmentation of the blade and full channelling, to be more
> > > broadly effective than a Blademaster (but probably not as powerful as a
> > > Channeller who has worked with pure Vil'a'dar all his life?)
> >
> > Theoretically there could be, but there good luck finding someone to teach in that manner. It
> > makes for easier gm'ing when players follow the set standards. As soon as I bend the standards for
> > someone I then need to bend them for eveyone, which means there no was reason to even make them in
> > the first place.
>
> Not at all! They're there to make creating NPCs far easier. I've pretty
> much followed the theory of 'NPCs follow the rules...Player characters get
> to break them'. It helps make the characters seem special, both in the
> eyes of the players and in the context of the story as a whole.
>

That is exactly the point for me atleast.. but you have to make the PCs aware of the rules during the
design process doing so in a way that makes them guidelines which PCs mostly want to follow is one of the
Beauties of the Hero Character Design System.... Package Deals!!!

>
> > > > Theoretically a Blademaster could learn how to use Vil'a'dar for other things besides
> > > > fighting augmentation, but I would only allow very specific things. They would never be able
> > > > to learn how to do an unaided ranged attack (it just goes against everything they have been
> > > > taught). They are very single minded, they believe that true wisdom and enlightenment comes
> > > > from becoming one with their sword.
> > >
> > > There has never been and will never be a Blademaster who doubts this
> > > wisdom? Or one who learns to overcome what essentially seem to be false
> > > limitations put on him?
> >
> > Sure there will be, but I would probably not allow one in my game. But here is an anology. You
> > spend 10 hours a day fencing, 365 days a year, for 5 years. you are a pretty bad ass fencer.
> > During this time, all you learned was basic math. You decide that you REALLy want to learn some
> > serious math. So for the next 5 years you spend 10 hours a day learning everything you can about
> > math. How good do you think you will at fencing after those 5 years of mathematical study?
>
> Assuming you practice during part of the 14 hours you have left, you
> shouldn't really lose much...;) Also, if you're learning to manipulate
> magic, this ought to help you in the magic you already know, shouldn't it?

Or atleast it should work fine for maintaining.

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

Date: Wed, 30 Jun 1999 17:28:35 -0700
From: Rodger Bright <rodger.bright@cbpr.com>
Subject: Re: XDM + FTL = ???

OK, so how about a home made limitation. "Requires 1 Phase per hex travelled
(-1/2)"

- --Rodger

"Nasset, Dave (TransAlliance)" wrote:

> From: Rodger Bright [mailto:rodger.bright@cbpr.com]
>
> >
> >Why not just buy Teleport and then throw a limitation on it specifiing
> Extra
> >Time? Of course, this is just for wimpy little short range teleporting...
> This
> >doe not cover anything for long distances.
>
> You could do that, but it doesn't quite match the effect. With Extra Time,
> you are vulnerable while you are waiting for the Teleport to go off; with
> the requested Power, you aren't. With Extra Time, you can change your mind
> if it turns out to be a bad idea, with this, you can't. With Extra Time,
> you could continue to do things in the real world while waiting for the
> Teleport, with this, you can't.
>
> The advantages and limitations may balance out, so that you can call this
> SFX, but I find that a bit clunky. Better to use Powers, Advantages, and
> Limitations that cover the whole thing at once.
>
> Filksinger

- --
Rodger Bright, Senior Network Engineer
Copithorne & Bellows
100 First Street 26th Floor
San Francisco, CA 94105
[415]-975-2251 Direct, [415]-284-5200 Main
[415]-243-9664 FAX, [888]-519-8546 Pager
rodger.bright@cbpr.com
rodger.bright.pager@cbpr.com (Alpha Paging)

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

Date: Wed, 30 Jun 1999 23:35:11 EDT
From: Leah L Watts <llwatts@juno.com>
Subject: Re: Disadvantage, legal?

>Well, what if a character lowered his Running to 0, and bought it back
>with an OAF: wheelchair... would it be acceptable to take the Phys Lim:
>Unable to walk? While it's true he cannot walk, it's not like he can't
>move... then again, if his wheelchair is taken away or broken, then he
>truly can't move (well, maybe a bit using his arms).

There's still a lot of places you can't go in a wheelchair, so some
limitation points would be appropriate. The amount would depend on just
how it's being defined. If someone wanted to run a person with Chris
Reeve-level quadriplegia, I'd probably allow 20-25 points; if the player
is just trying to save points I might be talked up to 10.

(I know sport wheelchairs are maneuverable, but does anyone know just how
they compare with a person with two working legs? I'd question anyone
who bought the full 6" of Running OAF Wheelchair unless there were some
other limitations on the power, such as Turn Mode -- but my only
experience with wheelchairs comes from helping transport my grandmother
the last few years of her life, and she didn't have a fancy chair, so I
could be wrong.)

Leah

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

Date: Wed, 30 Jun 99 17:09:09 PDT
From: "Richard O'Marro" <hbcraft@impulsedata.net>
Subject: Re: Best Game Ever

- ----------
>
> This is a question I am asking the GMs on the list. What is the best
> adventure you ever ran? Was it a published one? What made it special?
>
> Remember, if it is published, to be careful not to give too much away, =
or
> use spoilers.
>
> Filksinger
>
>
Well, the best game I can remember ever running was an adventure I wrote=
and we played with Rolemaster. (Could have been Fantasy Hero but we were=
in a Rolemaster mood when we started playing) There were only two long-l=
asting characters, Tabby a magical master of Kinetic energy as well as =
a cat-man hybrid, and an elvish Eastern-style warrior monk who's name esc=
apes me.
It began with them in a city in the midst of a gang war, and ending up =
unwittingly helping one street gang steal a cache of swords from another =
one. Unfortunately for the characters, the other Street gang managed to =
capture them, and were about to kill them.
Then a third person came into play, a card wielding mage, who used a =
spell to make the largest gang member disappear into thin air. He told =
the gang he would replace their swords for them with new ones, if they =
would let the two PCs go get a magic sword from a haunted island for him.=
The gang agreed, not really wanting to cross the strange old wizard, and=
let the two go.
The old wizard took them on a journey to a nearby landbound sea, where =
he hired a ship's captain to take the three of them to the haunted island=
. The PCs were leary of this captain, but no other ship was willing to =
go anywhere near the haunted island, so they were stuck.
That night an Assassin killed the card mage and the PCs argued a bit whe=
ther to take off or not, but the debt of honor they owed the old man won =
out, and so they sailed to this island to find the sword so that it might=
at least be buried with the old man's body. Meanwhile, both also start =
having very disturbing dreams and began showing signs of growing mental =
disorders wtih them.
They do some dungeon crawling on the island with the help of the Captain=
and some of his crew, and finally find the sword. However, the captain =
runs to the sword with a supernatural burst of speed, and grab the ebony =
blade from the alter where it laid. And as his hand wrapped around the =
sword, both he and the sword vanished.
The characters ran back to the ship and got involved in a skirmish over =
who owned the ship now, and managed to get the remaining crew after the =
fight to sail them back to the port. When they arrived, they heard report=
s of the Captain coming back into town with an Ebony sword, mowing down =
people left and right. Sometimes he didn't even need to hit them with the=
sword, adn they just seemed to die.
Unsure of what was going on, but feeling responsable for leading the Cap=
tain to the sword, they set off with an Elvish mage and his Amazonian. =
The characters noted that their dreams had changed, and they no longer =
had the faceless disturbing dreams, but almost snapshot collages of the =
Captain and what they assumed he was doing and becoming.
They traveled swiftly, following the trail of mass death, but The Captai=
n seemed to be going even more quickly. Along the way, they tried to find=
out more about their two new companions and what their connection to The=
Captain was, but foudn out little except for a lot of hatred by them of =
The Captain.
Then one night they went to sleep, and when they awoke, they found thems=
elves in the abode of demons. They were naked and helpless against the =
massive creatures, and even their magic seemed to do nothing. The Demons =
delighted in tearing them apart and reforming them back together again =
and in telling them exactly how their Elvish companion had sacrificed the=
m in the middle of hte night in order to deal for more power for himself.
Then an opening in space appeared, and The Captain came walking through,=
carrying the black sword, but also a long white dagger in his other hand=
. The demons attacked him, but he waved their attacks away as if they wer=
e nothing, and carried the heroes back to thier bodies in the realm of =
mortals.
Needless to say they were now confused. This man they had been hunting =
had just saved them from eternal damnation, and was acting nothing like =
they had expected. Killing him and taking back the sword didn't seem the =
right thing to do anymore, even if they could.
The captain sat them down and filled them in that this was currently the=
second age of Gods and Men. In which the current Gods had risen up and =
otherthrown the older Gods who had apparently died out. But they infact =
hadn't. They disguised themselves as mortals and hid their power in speci=
al objects, until the time was right for them to return to their former =
places. The Gods now were becoming lazy and unfit, and the decendants of =
those Gods who had become mortals started feeling urges to go to special =
places, and do special things, but they didn't know why.
The Captain had felt those urges with the haunted island, and when he =
had seen the sword, he recognised it as a part of his destiny and grabbed=
it instictively. However, the power had been forged into TWO weapons. =
The Sword was pure evil and death, and drove him to kill wantonly. But =
the urges were still there to find the other part of the power, the white=
dagger. When he finally found it, he fully realized his power and his =
place as Darath, Lord of hte Night and Overseer of the Dead..
He had to go to another city. it would be there that all the Dieties wou=
ld gather and appear to hearald the coming of the Third Age. But the Amaz=
onian woman who had been travelling with the PCs was in fact another of =
the dieties, Ligi, Goddess of the Sun and Retribution. She was Darath's =
rival in the First age, and this time saught to destroy him before he cou=
ld rise again.
The group traveled with Darath to the city where he planned on appearing=
and slaying the current God of Night, but just before they arrived, the =
Elvish Demonmage and Ligi intercepted them, and the battle was joined. =
Ligi created a flaming pegasus to ride in the sky as she battled Darath =
who called to his side a giant shadow bat. They battled high in the sky =
for all to see, until finally Ligi laid a mortal blow upon Darath, and =
he fell back down to earth.
The PCs went looking for him, but couldn't find his body. instead, the =
found the White dagger, Broken. Deciding that this wasn't fair, they tra=
veled on to the city anyways, carrying the dagger with them, that they =
might tell all of the new Pantheon what happened to Darath.
When they arrived in the city, Ligi attacked them, and Tabby fought her =
back, using the broken white dagger. Then when it was beginning to look =
like he would lose, a Black robed figure joined into the battle using a =
large black sword. Ligi cursed as the hood fell back to reveal Darath, =
and Tabby fell to his knees and tried to present the dagger back to Darat=
h.
Darath touched the dagger, and it was repaired and grew into a sword, =
but he refused to take it, instead giving it to Tabby to become Diswan, =
the new God of the Dead.

The whole adventure was fun and while it lasted a LONG time, it still =
felt far too short. The chemistry between the characters was just perfect=
and the campaign had a good helping of foolishness, a lot of mystery adn=
discovery, as well as some combat. They players throughout the whole thi=
ng kept complainging they had no idea what was actually going on and what=
was what, expecially after The Captain recused them and revealed himself=
as God to Be, but at the same time they loved going home and trying to =
figure out what twist the plot was going to make next.

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

Date: Wed, 30 Jun 1999 17:23:16 PDT
From: S A Rudy <sarudy@hotmail.com>
Subject: RE: Reverse Engineering Technology in HERO

Bill Svitavsky <nbymail11@mln.lib.ma.us> says
>At 02:48 PM 6/30/99 -0500, Dr. Nuncheon wrote:
>>On Wed, 30 Jun 1999, David Nasset wrote:
>>>Lets not start creating cereal bowls with Entangles again, shall we?:)
>>Oh, yeah. I mean, Cereal Bowls are obviously a Universal OAF for
>>Telekinesis with some huge usage Limitations.
>Nah. A cereal bowl is clearly a Base (or possibly a vehicle with no
>movement) containing a Cereal Lab. Cereal itself is Life Support:
>Need Not Eat with continuing charges.

No way, man. It's a Force Wall...


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

Date: Wed, 30 Jun 1999 17:37:46 PDT
From: S A Rudy <sarudy@hotmail.com>
Subject: Re: Disadvantage, legal?

Juan Antonio Ramirez <tonio@prtc.net> says:
>You know how if you lower your Running to 0 (zero) you can take a
>Disadvantage like Phys Lim: Unable to walk... unless you have some
>sort of movement power that makes up for the loss of Running (like
>Flight), in which case he cannot take a Disadvantage?
>Well, what if a character lowered his Running to 0, and bought it
>back with an OAF: wheelchair... would it be acceptable to take the
>Phys Lim: Unable to walk? While it's true he cannot walk, it's not
>like he can't move... then again, if his wheelchair is taken away or
>broken, then he truly can't move (well, maybe a bit using his >arms).

I'd allow it. As with all Disadvantages (that are worth points),
it would have to come up (i.e. villains will target the wheelchair
on occasion, and the PC will occasionally get spilled from the
chair.)

Also, unless it's a really fancy wheelchair, that "Unable to
Walk" disad is also going to include such things as "Unable to
Climb Stairs, even with OIF." Try spending a day in a wheelchair
sometime - a lot of the world is not handicapped accessible.
You might also suggest a limitation on the OIF about
maneuverabiltiy. While you can get a wheelchair up to
higher speeds than most people can run, it's a lot harder to
change direction.

- -S



S A Rudy http://www.eclipse.net/~srudy
+----------------------------------------------------------+
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| 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: Wed, 30 Jun 1999 21:55:15 -0700
From: "Filksinger" <filkhero@deskmail.com>
Subject: Re: Reverse Engineering Technology in HERO

From: <DJHarkavy@aol.com>


<snip>
> >>
>
> In most cases, it would be fairly easy to convert the technology.
Tubes can
> be reasonably easily replaced by transistors, or integrated
circuits. The
> transistors would be easy for an electronics hobbyist. The IC's
would have
> to be designed by a specialist and etched, but would be fairly
simple if you
> had the resources.
>
> It wouldn't even be terribly expensive.

He stated that the person in question didn't have much knowledge of
electronics. I did a little stuff in my teen years, and I could not do
what you said. Since he described the character that way, I assumed he
didn't know more than I did, at best.

Filksinger

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

Date: Wed, 30 Jun 1999 21:20:57 -0700
From: "Filksinger" <filkhero@deskmail.com>
Subject: Re: Variable powers

From: Michael (Damon) & Peni Griffin <griffin@txdirect.net>

> At 12:33 PM 6/29/1999 -0400, David Nasset wrote:
<snip>
> >
> >Your argument basically says, "Don't ever create new Limitations.
Limited
> >Power is better."
>
> That is not what I said, it's what you read into what I said. It is
not
> necessary to create new, specific modifiers for every case, because
Limited
> Power will usually work just fine as a catch-all. The argument
"There is
> no specific Limitation to cover this situation, so I must create
one" is
> specious, because Limited Power will probably do the job.
>
> Specific modifiers should be "broken out" only when the parameters
of the
> situation the new modifier is supposed to cover are not adequately
handled
> by an existing Limitation, *including* Limited Power.

Which is exactly what I consider to be the case, here. And I cannot
determine by what you have posted what you would consider to be _not_
adequately handled by Limited Power, since all Limitations I can
imagine are covered by Limited Power.

> So, I *do* allow for the need to create new Limitations, as long as:
(a) no
> specific modifier already exists to fit the requirements, and (b)
the
> parameters of the proposed new Limitation cannot be described by any
of the
> following phrases...
> * Power only works (or does not work) when/if/unless/while
<condition>
> * Power loses some of its effectiveness

That description covers every example in the book. If I went by that,
I would have to assume that one should _never_ create a new
Limitation.

Additionally, it seems to me that you are misunderstanding part of
what I am contending. I am not trying to create a new Advantage for a
limited job more easily handled on a case by case basis. I am trying
to create a fairly broad Advantage to cover a variety of cases not
covered now, plus replace an Advantage that I think does its job
poorly.

> >Secondly, using your argument, I could argue that adding new
effects to
> >Powers should not be done, so long as Transform could do it. If
inventing
> >new, specific modifiers in order to avoid using existing, flexible
modifiers
> >is bad, then so is creating new, specific powers in order to avoid
using
> >existing, flexible powers.
>
> I haven't mentioned Transform or anything like it during any part of
this
> thread.

Limited Power is a catch-all Limitation that covers literally
_everything_ not already covered by another Limitation. Transformation
is a Power that can be used to do almost everything not already
covered by another Power. I consider saying, "We don't need a new
Limitation, because Limited Power already does that good enough for
me," to be much the same as saying, "I can already do that well enough
for me with Transform, so we don't need a new Power."

>I haven't suggested that creating new modifiers (or powers) is
> bad. I have said that doing so /when it's not necessary, because an
> existing option will do the job/ is bad. Again, you are not
commenting on
> my argument, you are commenting on your own [flawed] interpretation
of my
> argument.

I still do not see the difference. You still haven't defined a single
example of when it might be good to create a new modifier, and your
description would, as best I can determine, even now, still ban _all_
new modifiers, because any new modifier you could create is already
covered by Limited Power.

_All_ Limitations could be replaced by Limited Power. You said we do
not need to create a new Limitation if Limited Power covers the case
already. Since all Limitations can be covered by Limited Power, all
new Limitations are covered by Limited Power. Therefore, as best as I
can determine, there are no possible new Limitations that should ever
be created.

> >Thirdly, this is partly intended as a rewrite of Variable
Advantage, which
> >it needs. I don't see why rewriting an existing Limitation to be
more
> >flexible is counter-intuitive.
>
> Are you sure it needs a rewrite? Maybe it just needs a
clarification. Has
> anyone asked for a ruling from SteveL or anyone else at Hero Games
on the
> question of whether VA can be used alone, without Armor Piercing or
any
> other Advantage filling the slot that VA makes available. If Rat is
right,
> and it can be used by itself, then it seems plenty flexible enough
to me.
> Maybe you should get that question settled before you go rewriting
the option.

Well, if I was rewriting it for that purpose, or even cared a tiny bit
who was right in that discussion, I'd probably do what you say. Since
I consider it to be one of the most meaningless and trivial
discussions this list has ever generated, I won't.

However, I think I now understand why you are arguing with me so much.
You actually thought I was creating an entire new Advantage _and_
replacing Variable Advantage because of that incredibly minor point?
Hardly. If I agreed with Rat (which I pretty much do), then I'd allow
it. If I disagreed, and a player wanted to do it anyway, I'd say, "Oh,
all right. Go ahead." It is, IMHO, monumentally trivial.

Filksinger

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

Date: Thu, 01 Jul 1999 06:31:16 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Best Game Ever

At 07:11 PM 6/30/1999 -0400, David Nasset wrote:
>This is a question I am asking the GMs on the list. What is the best
>adventure you ever ran? Was it a published one? What made it special?

The best one I ever ran was one that was good enough to run twice (with
two different groups). It was a nice, straightforward, one-session
adventure without much in the way of spoilers; just a fun, four-color story
with a tongue-in-cheek plot straight out of the sixties.
The essence of the story is that Dr Weldon Dudat, a brilliant physicist
with some unresolved emotional and mental issues, decided to put his
expertise in artificial gravity control to good use. In order to express
his undying love for his young girlfriend, Bambi Snow, he set out to give
her the moon -- literally: he was using his gravity device to pull the moon
from its orbit.
The story started with heroes dealing with the effects of the gravity
ray pulling the moon closer to the earth, proceeded into an investigation
of why this was happening, the discovery of the hideout of the Grav Master
(as Dudat was now calling himself), the PCs capture, the obligatory
villain's ranting about his plans, an escape (the second group was quite
inventive with their powers here, while the first talked their way out with
Dudat's hunchbacked assistant Igor Jones), and of course the villain was
defeated, his plan foiled, and his base destroyed, with the heroes barely
able to rescue Miss Snow and escape with their own lives.
With the first group I ran this with, he later came back to steal Fort
Knox... but that's a whole other story.
- ---
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?
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------------------------------

Date: Thu, 01 Jul 1999 06:40:57 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Disadvantage, legal?

At 07:28 PM 6/30/1999 -0400, Juan Antonio Ramirez wrote:
>You know how if you lower your Running to 0 (zero) you can take a
>Disadvantage like Phys Lim: Unable to walk... unless you have some sort
>of movement power that makes up for the loss of Running (like Flight),
>in which case he cannot take a Disadvantage?
>Well, what if a character lowered his Running to 0, and bought it back
>with an OAF: wheelchair... would it be acceptable to take the Phys Lim:
>Unable to walk? While it's true he cannot walk, it's not like he can't
>move... then again, if his wheelchair is taken away or broken, then he
>truly can't move (well, maybe a bit using his arms).

I'd certainly allow it. As far as I'm concerned, if a character has a
Power (or other special ability) that makes up for a Physical Limitation,
the character should still get the full value for the Disadvantage; any
lessening of the Disadvantage's effects is represented in the cost of the
Power.
- ---
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
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------------------------------

Date: Thu, 01 Jul 1999 06:46:09 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Disadvantage, legal?

At 08:14 PM 6/30/1999 -0400, Juan Antonio Ramirez wrote:
>Acutally... it wasn't a "pretty impressive" wheelchair, and it WAS a
superheroic
>game...
>It was a stupid, stupid character, which the player did just cuz he knew
I'd let
>him...
>It was a puppet (literally) with amazing mental powers... actually, it was a
>powerful mentalist-type trapped in a puppet. The puppet could only move it's
>arms, and one of his hands was useless due to the fact that it was
"holding" a
>wooden cigar (carved as part of the hand).
>Character woulda been fine if we were going for a "light", humorous game...
>which we (well, I) was not.
>
>Wayne Shaw wrote:
>
>> >You know how if you lower your Running to 0 (zero) you can take a
>> >Disadvantage like Phys Lim: Unable to walk... unless you have some sort
>> >of movement power that makes up for the loss of Running (like Flight),
>> >in which case he cannot take a Disadvantage?
>> >Well, what if a character lowered his Running to 0, and bought it back
>> >with an OAF: wheelchair... would it be acceptable to take the Phys Lim:
>> >Unable to walk? While it's true he cannot walk, it's not like he can't
>> >move... then again, if his wheelchair is taken away or broken, then he
>> >truly can't move (well, maybe a bit using his arms).
>> >
>> >--Tonio
>>
>> I might require a lower level of Disadvantage, assuming a superheroic game
>> and that it was a pretty impressive wheelchair, like the one one of the
kids
>> in Bad Medicine for Dr. Drugs had, but I don't see why not. He's still got
>> a Disadvantage relative to other characters.

The wheelchair character Wayne's referring to was not the puppet you're
going on about, but a young ex-athlete named Ferdinand "Duke" Lascalla, aka
Overdrive, whose armored wheelchair could, if my figures are right, break
30 MPH in brief bursts, in addition to its having a force field generator
that can Reflect attacks back at his opponents.
- ---
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?
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------------------------------

Date: Thu, 01 Jul 1999 06:49:28 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Reverse Engineering Technology in HERO

At 09:50 PM 6/30/1999 -0400, Stainless Steel Rat wrote:
>-----BEGIN PGP SIGNED MESSAGE-----
>Hash: SHA1
>
>* Bob Greenwade <bob.greenwade@klock.com> on Wed, 30 Jun 1999
>| Sorry to nitpick, but there is no such thing as a foci.
>| (Foci is plural; focus is singular.)
>
>Since we're picking nits, foci is plural, but Focuses is also plural :).

I just checked my Webster's, and this is correct (though HSR still
sticks to "Foci").
- ---
Bob's Original Hero Stuff Page! [Circle of HEROS member]
http://www.klock.com/public/users/bob.greenwade/original.htm
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------------------------------

Date: Thu, 01 Jul 1999 06:50:26 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: The Last Word on Attachments

At 07:11 PM 6/30/1999 -0400, David Nasset wrote:
>This message is the last word on attachments. Since I heard no complaints
>about attachments to the last message, I assume that I have solved that
>problem.
>
>So, does _this_ message have attachments?

I didn't, on my system.
(Strangely, I'm going to miss them....)
- ---
Bob's Original Hero Stuff Page! [Circle of HEROS member]
http://www.klock.com/public/users/bob.greenwade/original.htm
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------------------------------

Date: Thu, 01 Jul 1999 06:53:36 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: XDM + FTL = ???

At 04:41 PM 6/30/1999 -0700, Rodger Bright wrote:
>I have trying to come up with a way to use long distance teleports, and
having
>them take a little bit of time is pretty cool as well.
>
>How about XDM to a plain of existnce (I am runngin fantasy Hero, so that fits
>in nicely) where everything is 1/50th scale... or where the basic laws of
time
>and space are different. maybe a limbo where everythig is all black, and
every
>step you take equals 50 steps. Or better yet, random plain of existnce each
>time the power is used. Roll 1d6 for multiplication value. i.e. on a roll of
>a 1 you would move 10 inches per inch stepped, on a roll of 6 you would move
>60. Thats kind of cool.
>
>The XDM is simple. [To plane where time and space are in different
>praportions (+1/2), Different plane each time-variable effect (-1/2)], the
>movement is simple (Just use your regular movement).
>
>Does that work?

Not for XDM, which can't grant extra movement abilities in the real
world (under 4th Edition anyway; I'm not sure what's happening in 5th
Edition regarding this point). This would just be the Special Effect of
Teleport Indirect Running, or some other Movement construct.
- ---
Bob's Original Hero Stuff Page! [Circle of HEROS member]
http://www.klock.com/public/users/bob.greenwade/original.htm
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------------------------------

Date: Thu, 1 Jul 1999 09:25:53 -0500 (CDT)
From: "Dr. Nuncheon" <jeffj@io.com>
Subject: Re: XDM + FTL = ???

On Wed, 30 Jun 1999, Bob Greenwade wrote:
> At 12:42 PM 6/30/1999 -0500, Dr. Nuncheon wrote:
> >On Wed, 30 Jun 1999, Jason Sullivan wrote:
> >
> >> In a semi-related note, how would you feel about a power construct
> >> similar to teleport, except it takes time to traverse the distance
> >> required to travel from point A to point B, during which time, the
> >> character "isn't there." (Similar to walking through the afore mentioned
> >> "null space.")
> >
> >Indirect Running?
>
> That's an interesting construct, and one I use in TUV to produce effects
> similar to what's described. It's handy when all you want to do is pass
> through solid objects, but aren't sold on the idea of not having any
> momentum with which to do Move Through and Move By damage.

Interesting. And I presume that if you bought the higher level of
Indirect, you could go to anywhere within your Running range, and wind up
going any direction?

J

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

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

Date: Thu, 01 Jul 1999 10:37:36 -0400
From: Bill Svitavsky <nbymail11@mln.lib.ma.us>
Subject: Re: Reverse Engineering Technology in HERO

At 06:49 AM 7/1/99 -0700, Bob Greenwade wrote:
>At 09:50 PM 6/30/1999 -0400, Stainless Steel Rat wrote:
>>-----BEGIN PGP SIGNED MESSAGE-----
>>Hash: SHA1
>>
>>* Bob Greenwade <bob.greenwade@klock.com> on Wed, 30 Jun 1999
>>| Sorry to nitpick, but there is no such thing as a foci.
>>| (Foci is plural; focus is singular.)
>>
>>Since we're picking nits, foci is plural, but Focuses is also plural :).
>
> I just checked my Webster's, and this is correct (though HSR still
>sticks to "Foci").

The proper pronunciation of "foci", by the way, is fo-si, not fo-ki.

Bill Svitavsky

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

Date: Thu, 1 Jul 1999 11:59:03 -0400
From: "Nasset, Dave (TransAlliance)" <dave.nasset-eds@eds.com>
Subject: RE: Disadvantage, legal?

From: Bob Greenwade [mailto:bob.greenwade@klock.com]

<snip>
>
> I'd certainly allow it. As far as I'm concerned, if a character has a
>Power (or other special ability) that makes up for a Physical Limitation,
>the character should still get the full value for the Disadvantage; any
>lessening of the Disadvantage's effects is represented in the cost of the
>Power.

I almost agree, but it doesn't always work well. Cannot walk is worth about
20-25 pts, depending upon your GM. For 12 pts, you can effectively replace
it with Flight, and still have 8-13 pts left over.

If you can, for all practical purposes, completely replace the missing
ability with a Power, then a reduced cost is in order. For example, suppose
I created a character with Cannot walk, All the time, Fully (25 pts). If I
bought him Flight, I'd have to reduce it to Occasionally, Slightly (5 pts.)
and DF: Flying man who cannot walk (Concealable with difficulty, 10 pts.).

Filksinger

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

Date: Thu, 1 Jul 1999 11:07:13 -0500
From: kwendel@unlnotes01.unl.edu
Subject: FH racial magic system help required [LONG]

I am designing a Campaign for Fantasy Heroes, and I want each major race to
have a different way to use magic. Any comments or suggestions would be
GREAT!

DWARVES
Dwarves are unable to directly cast spells. However, they are able to imbed
runes of power into items that they make. They can release the power of the
rune by touching it and speaking the rune at the same time. Each rune can be
released a limited number of times a day, and some runes fade with time.

Runes are usually prepared for healing, Great Strength, Prowess in Battle,
and Protection.

Mechanics:
Powers: AID to Physical Characteristics, 10 pt Combat Skill Levels [Either OCV
or DCV], Hardened Defenses, Damage Resistance. 25 AP maximum.

Required Limitations (-5 1/2):
Gestures (-1/4),
Incantations (-1/4),
Concentrate [1/2 DCV] (-1/4)
Focus [OAF ] (-1),
Charges (TOTAL LIMITATION w/CONTINUING = -0 or less),
Independent (-2),
Full Phase (-1/4).

EX: Harden Blade RUNE
+1 PIP HKA, Penetrating(+1/2) to entire Battle Axe (2d6 HKA) for 2d6+1 PEN HKA
Gestures (-1/4), Incantations (-1/4), Concentrate [1/2 DCV] (-1/4),
Focus [OAF Battle Axe] (-1), 4x 1 Turn Charges (-0), Independent (-2),
Full Phase (-1/4)

23 Active Points @ (-4) = 4 Real Points

EX: Healing RUNE
5d Healing (AID)
Gestures (-1/4), Incantations (-1/4), Concentrate [1/2 DCV] (-1/4),
Focus [OAF Medallion] (-1), 16x Charges (-0), Independent (-2),
Full Phase (-1/4)

25 Active Points @ (-4) = 5 Real Points

Kent Wendel
kwendel@unl.edu

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

Date: Thu, 1 Jul 1999 11:16:15 -0500
From: kwendel@unlnotes01.unl.edu
Subject: FH racial magic system [ELVES]

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ELVES
While Wizards must study to learn their magic and Priests must pray
for their magic, Elven "Magic" is simply part of being an Elf. Each Elf
follows their own path (or paths) of mastery, with some choosing more
or fewer paths..

These are the Paths that Elves can walk:
*Weather's Way - Controlling weather, resisting the effects of weather,
predicting weather
*Forest Paths - Communing with the forest, becoming one with the forest,
controlling/animating the forest
*Kindred being - Mimicing the abilities of animals
*Way of the Blade - Increasing combat ability with a chosen sword
*Mind's Secrets - Reading minds and projecting thoughts
*Mind's Doors - Augmenting ability (AID)
*Healing Touch - Healing wounds, mending broken objects
*Voices - Controlling others through speech

Mechanics:

10 VPP[10] (Minimum of 10, Maximum of 60)
2 Control cost
Limited SFX (-
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=BD)
Requires a Path KS Roll (-=BD)
2 KS: {PATH}, 11-

Note: 8 KS skills need to be developed in order to use all 8 Paths.

Kent Wendel
kwendel@unl.edu
=

- --0__=fCZIQqW6ftRk6dCzLWcOp0oK8yIjo2pNKyLJAfpDfAmDunzYzkDi1ksN--

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

Date: Thu, 01 Jul 1999 12:20:04 -0400
From: Bizarnage <bizarnage@interstrike.net>
Subject: subscribe

subscribe champions

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

Date: Thu, 1 Jul 1999 11:21:54 -0500
From: kwendel@unlnotes01.unl.edu
Subject: FH racial magic system [ELVES]

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GNOMES:

Gnomes are tricksters, and enjoy "tricking" Large Folk (as they call Dwarves,
Elves and Humans). Their tricks are not harmless, however. They usually
involve complex illusions (a favorite is concealing a deep chasme) and
frightening images (demons, trolls, and monsters from beyond the grave)!
They have been known to frighten others to death with their tricks. Gnomes
are not humorous, gaffaw-ing bumpkins. If treated as fools they will gather
their friends and "trick" their foes to an early grave.

Mechanics:

10 MP[20] (20 Min, 60 Max); Gestures (-1/4), Incantations (-1/4),
Concentrate Throughout [
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=BD DCV] (-1/2).
1 u1) Mental Illusions
1 u2) Images
1 u3) Invisibility

5 Mental Defense (10 + EGO/5); Only vs Mental Illusions (-1)

Kent Wendel
kwendel@unl.edu
=

- --0__=nHAQvaJss90DRYGgARj8VBnlkIcFbULGXIQ4Uww0PsXeZOjJFZjOrJXJ--

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

End of champ-l-digest V1 #440
*****************************


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