Digest Archive vol 1 Issue 456

From: owner-champ-l-digest@sysabend.org
Sent: Friday, July 16, 1999 7:36 PM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #456


champ-l-digest Friday, July 16 1999 Volume 01 : Number 456



In this issue:

SPIRIT RULES (was: Re: Possession)
Re: SPIRIT RULES (was: Re: Possession)
Re: SPIRIT RULES (was: Re: Possession)
Re: Fantasy Hero Magic System Design
Re: SPIRIT RULES (was: Re: Possession)
Re: New Hero ID (long)
Re: New Hero ID (long)
Re: SPIRIT RULES (was: Re: Possession)
Re: Combined Secret Identity
Re: 5th Edition: Money?
Re: New Hero ID (long)
Re: Combined Secret Identity
Re: 5th Edition: Money?
Re: Combined Secret Identity
Re: Fantasy Hero Magic System Design
Re: Combined Secret Identity
Re: Combined Secret Identity
Opening in the Sentinels PBeM game
SPARTAN!!!
Re: Combined Secret Identity (long)
Combo Man (was Re: Combined Secret Identity (long))
Re: Possession
Re: Fantasy Hero Magic System Design
Re: <FHList> Necromacy Limitation / Fantasy World
Re: Combined Secret Identity

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

Date: Fri, 16 Jul 1999 01:32:29 +0200
From: Black Bishop <BISHOP@mail.sirnet.it>
Subject: SPIRIT RULES (was: Re: Possession)

At 14.07 15/07/99 -0400, Bill Svitavsky wrote:
>At 01:54 PM 7/15/99 -0400, Michael Surbrook wrote:
>>On Thu, 15 Jul 1999, Lizard wrote:
>>
>>> At 01:42 PM 7/15/99 -0400, Michael Surbrook wrote:
>>> >In many stories and myths, a person can become 'possessed' by a spirit or
>>> >other creature. Im many cases, the spirit seems to be 'inside' the
person
>>> >in question and has to be driven out. Obviously, the power in
question is
>>> >Mind Control, but what about the 'being inside the target' part/ Anyone
>>> >have any ideas on how to handle this type of classic possession?
>>> >
>>> Almanac I or Horror Hero. Spirit rules. SHOULD have been put into 5Ed, as
>>> they are extremely useful for just such things...
>>
>>And if I *don't* want to use the Spirit Rules? Note this will be for a
>>published character and I can't use optional rules sets.
>>
>
>Before the Spirit rules came out, I built or GM-ed a number of characters
>with this sort of ability. I did it as Mind Control (Telepathic, of course)
>with Linked Desolidification and Invisibility. This is a rather expensive
>combination of powers; it helps to put them into a possession Elemental
>Control.
>
>One issue this construction brings up is movement - does the possessor need
>sufficient movement to keep up with the possessee? The consensus of
>everyone I've played such characters with is no; the possessor is
>essentially riding/being carried by the possessed body, and need not move
>on its own once "inside."
>
>Somewhere, I think I saw another approach to this which used Transform to
>merge the possessor and possessee into a single body. I guess this could
>work, too, but would probably annoy people who hate to see Transform used
>when it can be avoided.
>
>Like Lizard, I am disappointed that the Spirit rules (in a revised form)
>won't be included in the 5th Edition. If they had been part of the base
>rules, the problems of using optional rules for published characters
>wouldn't come up.
>
>Bill Svitavsky
>
>
>
>

hmm.. I am really sorry about it but here in italy is kinda impossible to
get Horror Almanac or so... could anyone explain me what are Spirit Rules ?
I'd need 'em for my campaign.
Or give me an internet address where I can read 'em... I would to start a
Ghost story and I heard that they are really cool... is there anyone so
kind ??? Thank you !!!

B.B.

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

Date: Thu, 15 Jul 1999 19:48:12 -0400 (EDT)
From: John Desmarais <johndesmarais@yahoo.com>
Subject: Re: SPIRIT RULES (was: Re: Possession)

- --- Black Bishop <BISHOP@mail.sirnet.it> wrote:
> hmm.. I am really sorry about it but here in italy is kinda impossible to
> get Horror Almanac or so... could anyone explain me what are Spirit Rules ?
> I'd need 'em for my campaign.
> Or give me an internet address where I can read 'em... I would to start a
> Ghost story and I heard that they are really cool... is there anyone so
> kind ??? Thank you !!!

Anybody remember is the Spirt Rules were in Almanac I or II? Gold Rush lists
II as still being available, and I'm betting that the fact that the customer is
in Italy wouldn't stop Mark from trying to make a sale.

- -=>John Desmarais
_________________________________________________________
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Get your free @yahoo.com address at http://mail.yahoo.com

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

Date: Wed, 14 Jul 1999 19:27:42 -0500
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net>
Subject: Re: SPIRIT RULES (was: Re: Possession)

At 07:48 PM 7/15/1999 -0400, John Desmarais wrote:
>Anybody remember is the Spirt Rules were in Almanac I or II? Gold Rush lists
>II as still being available, and I'm betting that the fact that the
customer is
>in Italy wouldn't stop Mark from trying to make a sale.

They were in HSA1. Not impossible to find, even if it can no longer be
conveniently ordered from Hero Games or GRG. I found a copy of HSA1 for
Jason Sullivan online a couple of weeks ago (and I may even get around to
sending it to him one of these days.) Bishop, let me know if you need a
list of likely online sources of used/out-of-print game material.

The Dragon's Trove and Titan Games both posted large lists of Hero material
within the past week or two, and I know the former dealer has more stuff in
his inventory than he lists (he didn't list "Wings of the Valkyrie" several
months ago, but I asked for it and he had it in stock.)

Damon

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

Date: Thu, 15 Jul 1999 19:58:38 +0000
From: Lance Dyas <lancelot@inetnebr.com>
Subject: Re: Fantasy Hero Magic System Design

Ah so you rewrote it entirely ;) Thats what I thought anyone not rewrite it, it
seems a rule that could use revision.


Geoff Speare wrote:

> >
> > >How many folk make regular use of LTE? just a question
>
> Absolutely. I don't worry as much about using it for combat END loss as for
> non-combat stuff, like memorizing Delayed Effect spells.
>
> The thing I use it most often for, however, is long-distance movement. I
> did some figuring and came up with a system for long-distance movement
> rates that uses encumbrance, REC, and the LTE rules, and produces fairly
> realistic results.
>
> Geoff Speare

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

Date: Thu, 15 Jul 1999 18:41:06 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: SPIRIT RULES (was: Re: Possession)

At 07:48 PM 7/15/1999 -0400, John Desmarais wrote:
>--- Black Bishop <BISHOP@mail.sirnet.it> wrote:
>> hmm.. I am really sorry about it but here in italy is kinda impossible to
>> get Horror Almanac or so... could anyone explain me what are Spirit Rules ?
>> I'd need 'em for my campaign.
>> Or give me an internet address where I can read 'em... I would to start a
>> Ghost story and I heard that they are really cool... is there anyone so
>> kind ??? Thank you !!!
>
>Anybody remember is the Spirt Rules were in Almanac I or II? Gold Rush lists
>II as still being available, and I'm betting that the fact that the
customer is
>in Italy wouldn't stop Mark from trying to make a sale.

The Spirit rules are in Horror Hero, and the Hero System Almanac 1.
- ---
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.klock.com/public/users/bob.greenwade/sarrus.htm

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

Date: Thu, 15 Jul 1999 22:07:32 EDT
From: Leah L Watts <llwatts@juno.com>
Subject: Re: New Hero ID (long)

>> Some ideas I already have include using the 25 points to make a
multipower
>> pool based on a shield, with maybe a ranged "throw" (possibly with
>> autofire for multiple targets), a HTH "bash" attack, and a force wall
that
>> could be extended out from the shield to help protect innocents/other
>> heroes/himself.
>>
>Ennhh... Seems overdone to me. Sounds like a Captain America clone.
>Why not carry an actual flag into battle ? You'd have the equivalent
>of a staff as well as a umm...err.. large piece of cloth.

Wild idea, if your character has enough game time to practice some new
combat tricks -- give Mr. Flagsuit a full-length cape with a pattern
reminiscent of a flag, maybe (I'm assuming he's American) blue with white
stars all over, or red/white stripes. Then, give him some skill in
manipulating the cape in combat, a la Renaissance rapier-and-cloak
swordplay. Extra DCV defined as swirling the cape around so much it's
hard for anyone else to target you, Entangle defined as the obvious (with
a lockout limitation), Flash Attack defined as snapping the edge of the
cape in someone's eyes, possibly Armor on an Activation Roll depending on
what it's made of.

Alternatively, use a staff with streamers/banners on either end --
possibly more manageable than an actual "battle flag", but you could use
some of these tricks as well as HTH attack with the staff.

>>Does anyone have any other ideas, advice on the "flag" archetype,
thoughts
>>on the situation in general, etc?

If you don't have Golden Age Champions, try to pick it up. The archetype
section discusses "flagsuits" (which I assume is what you're going for),
and there's several examples in the character writeups -- not all
American.

(I hope this was coherent, I've been working overtime.)

Leah

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

Date: Thu, 15 Jul 1999 22:47:07 EDT
From: AndMat3@aol.com
Subject: Re: New Hero ID (long)

In a message dated 7/15/99 11:20:54 AM Eastern Daylight Time,
lorbaat@eskimo.thirteen.net writes:

> Does anyone have any other ideas, advice on the "flag" archetype, thoughts
> on the situation in general, etc?

You did not mention this, but i assume that you have a martial arts style. it
would be helpful if you picked up an additional KS: (another martial art);
and maybe a new maneuver or two. to make your HTH technique different.

if you opperate that COM is (only) the measure of physical beauty - could you
not have plastic surgery to fix it? hiding a 3 COM should be difficult; the
fact that you got points back from it, means that it is a DISADVANTAGE and
should be played as such.

it sounds like a way cool idea - hope it works.

andy

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

Date: Thu, 15 Jul 1999 23:00:21 EDT
From: HeroGames@aol.com
Subject: Re: SPIRIT RULES (was: Re: Possession)

In a message dated 7/15/99 5:25:55 PM, griffin@txdirect.net writes:

>>Anybody remember is the Spirt Rules were in Almanac I or II? Gold Rush
>lists
>>II as still being available, and I'm betting that the fact that the
>customer is
>>in Italy wouldn't stop Mark from trying to make a sale.
>

Actually, we do have a few Hero System Almanac I in stock, though it hasn't=20
yet been posted to our order form. (We received a shipment from ICE, clearin=
g=20
out their warehouse, that had a number of products we had been out of stock=20
on.) The Spirit Rules also appear in Horror Hero, which we do have in stock.=20
(We'll be posting the revised list of products in stock probably after Gen=20
Con =97 we have to do a physical inventory, and we're too busy getting new G=
en=20
Con products ready to do that right now.)

=97 Steve Peterson, Hero Games=20

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

Date: Fri, 16 Jul 1999 00:22:34 EDT
From: JVButlerJr@aol.com
Subject: Re: Combined Secret Identity

Can someone help me out with this one: I am trying to put together a
character whose secret identity is two skilled normals (sort of like
Firestorm, the Nuclear Man). When the Hero Identity is assumed, both normals
fade out and the single character that's left is an amalgam of the two, plus
powers.

I've got everything else done, but am figuring out how to do the "two
become one" thing.

Jack Butler

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

Date: Fri, 16 Jul 1999 07:34:22 -0500
From: "Bobby Farris Jr." <BJ@redbow.net>
Subject: Re: 5th Edition: Money?

David Stallard wrote:

> I guess this question is meant for Steve Long, but has the confusion over
> money in a superhero campaign been cleared up in 5th Edition Hero System?
> Once again, my campaign has come to the point where the rich hero just
> wants to buy some simple gear (in this case, cell phones for the group),
> but I tell him he has to buy everything with points, and then he asks me
> what the point is in buying the Perk to make him rich , and I can't really
> give him a good answer..... Thanks!

I'm obviously not Steve Long, but this rules has kinda bothered my for a long
time. I understand why they did it. To keep players from buying powers as
"normal equipment." I mean just look at a good assault rifle, that is a pretty
decent little RKA.

However, over the years I have come to realize that it doesn't really
unbalance the game if ALL the players and villains can buy NORMAL equipment
only with money. I have never really had any player go nuts with it. Usually
they end up buying stuff like a car, some cell phones, and maybe a gun or two.

The one rule that I DO make is that there can be nothing "modified, or
special" about the piece of equipment. If you can show me the piece of
equipment in a catalog for retail sale you can spend money on it otherwise
your spending points. Also, I rule that equipment bought with money is not
as....durable and reliable as equipment bought with points. Sure you have cell
phones, but do you know how busy those airwaves can get?

For example a player, rich, wants to buy a piece of land. No problem. However,
if he wants to build a Super Base on that piece of land...well it has to be
specially prepared...spend points. :)

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

Date: Fri, 16 Jul 1999 08:47:22 -0400 (EDT)
From: lorbaat <lorbaat@eskimo.thirteen.net>
Subject: Re: New Hero ID (long)

On Thu, 15 Jul 1999 AndMat3@aol.com wrote:

> You did not mention this, but i assume that you have a martial arts style.

I didn't mention it because I don't have one. The character's background
is in Special Forces, so I guess he's assumed to know something, but he's
generally heavily armed enough that he's never had to use it, so any
points I would have spent on it up to now would have been, well, wasted.

Before you say it, yeah, I have thought that to pad out my character
concept I should buy it, in the unlikely event I'm disarmed.

> if you opperate that COM is (only) the measure of physical beauty - could you
> not have plastic surgery to fix it? hiding a 3 COM should be difficult; the
> fact that you got points back from it, means that it is a DISADVANTAGE and
> should be played as such.

My character's circumstances with the COM issue are kind of unique... his
cellular regeneration is constant and rapid and produces a weird moving,
bubbling effect on his skin. Plastic surgery isn't an option. :D

However, he does have a device built as a Shapeshift power he can use to
disguise himself (4 humanoid slots, must be pre-programmed, blah blah
blah). I figure I can devote two of the slots to the second Hero ID's
costume and "secret ID".

And, for the record, the shapeshift costs *far* more points than I got
back for buying down my COM. My group (well, most of it, and we keep the
others in line) firmly believe in disadvantages being disadvantages.

eric

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

Date: Fri, 16 Jul 1999 12:59:10 GMT
From: "S A Rudy" <sarudy@hotmail.com>
Subject: Re: Combined Secret Identity

Jack Butler writes:
>Can someone help me out with this one: I am trying to put together a
>character whose secret identity is two skilled normals (sort of like
>Firestorm, the Nuclear Man). When the Hero Identity is assumed, both
>normals fade out and the single character that's left is an amalgam of the
>two, plus powers.
>I've got everything else done, but am figuring out how to do the "two
>become one" thing.

Well, there are a few ways to go about it. Since I don't
have my rulebook on me, I'm going to be a bit vague. You
could try:

- - Writing up one character as the PC and write up the
other as a Follower. Take the powers (probably inside
a multiform?) with the limitation "must absorb follower"
and a PsychLim in the Heroic ID for the "multiple
personality". Work out with the GM that you run both
the PC and the Follower.

- - Buy the PC in Hero form and use Duplication to get the two
forms ("Duplicates" need not be identical). I think the book
(or possibly one of the supplements) had a Chinese character
of five brothers who combined built this way (can someone
provide the reference?). The powers are activated by turning
the Duplication off.

- - The Duplication in combination with Multiform.

Hope this provides a start.

- -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 |
+----------------------------------------------------------+


_______________________________________________________________
Get Free Email and Do More On The Web. Visit http://www.msn.com

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

Date: Fri, 16 Jul 1999 14:21:32 GMT
From: "S A Rudy" <sarudy@hotmail.com>
Subject: Re: 5th Edition: Money?

Another thing you can do to control this a little is to require characters
who want to buy a car to pay points for the Perk "Driver's License" [and if
you're particuarly cruel, the Disadvantage "Car Insurance" ... :) ] and
characters who want a gun to pay points for a gun permit (or risk arrest and
confiscation of the weapon). That way, they do still have to spend some
points, but within reason.


>From: "Bobby Farris Jr." <BJ@redbow.net>
>Reply-To: BJ@redbow.net
>To: "champs-l@sysabend.org" <champs-l@sysabend.org>
>Subject: Re: 5th Edition: Money?
>Date: Fri, 16 Jul 1999 07:34:22 -0500
>
>David Stallard wrote:
>
> > I guess this question is meant for Steve Long, but has the confusion
>over
> > money in a superhero campaign been cleared up in 5th Edition Hero
>System?
> > Once again, my campaign has come to the point where the rich hero just
> > wants to buy some simple gear (in this case, cell phones for the group),
> > but I tell him he has to buy everything with points, and then he asks me
> > what the point is in buying the Perk to make him rich , and I can't
>really
> > give him a good answer..... Thanks!
>
>I'm obviously not Steve Long, but this rules has kinda bothered my for a
>long
>time. I understand why they did it. To keep players from buying powers as
>"normal equipment." I mean just look at a good assault rifle, that is a
>pretty
>decent little RKA.
>
>However, over the years I have come to realize that it doesn't really
>unbalance the game if ALL the players and villains can buy NORMAL equipment
>only with money. I have never really had any player go nuts with it.
>Usually
>they end up buying stuff like a car, some cell phones, and maybe a gun or
>two.
>
>The one rule that I DO make is that there can be nothing "modified, or
>special" about the piece of equipment. If you can show me the piece of
>equipment in a catalog for retail sale you can spend money on it otherwise
>your spending points. Also, I rule that equipment bought with money is not
>as....durable and reliable as equipment bought with points. Sure you have
>cell
>phones, but do you know how busy those airwaves can get?
>
>For example a player, rich, wants to buy a piece of land. No problem.
>However,
>if he wants to build a Super Base on that piece of land...well it has to be
>specially prepared...spend points. :)
>
>
>


_______________________________________________________________
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------------------------------

Date: Fri, 16 Jul 1999 14:28:32 GMT
From: "S A Rudy" <sarudy@hotmail.com>
Subject: Re: Combined Secret Identity

>S A Rudy writes:
>>Buy the PC in Hero form and use Duplication to get the two forms
>>("Duplicates" need not be identical). I think the book (or possibly one
>>of the supplements) had a Chinese character of five brothers who combined
>>built this way (can
>>someone provide the reference?). The powers are activated by
>>turning the Duplication off.

Jack Butler replies:
>The Chinese character is from a Chinese fairy tail, and Marvel
>Comics, actually. This looks like a solid way to simulate the
>power, but it might be a little expensive. (Not that the cost
>matters much... the character is going to be an NPC villain in both of my
>campaigns.)

I know I have seen the character written up in a Champions character sheet.
I just cannot remember where. If it's a Marvel character, maybe it was the
Great Net Book of Heroes.

- -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 |
+----------------------------------------------------------+


_______________________________________________________________
Get Free Email and Do More On The Web. Visit http://www.msn.com

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

Date: Fri, 16 Jul 1999 10:32:23 -0400
From: Geoff Speare <geoff@igcn.com>
Subject: Re: Fantasy Hero Magic System Design

At 07:58 PM 7/15/99 +0000, Lance Dyas wrote:
>Ah so you rewrote it entirely ;) Thats what I thought anyone not rewrite
>it, it
>seems a rule that could use revision.

The only change I made to the rule itself was to extend the time periods
(25 minutes and 2 hours, using the Optional Time Chart). I then took rules
I had already written for encumbrance, and the math worked out from there
(sure as heck surprised me!).

Geoff Speare

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

Date: Fri, 16 Jul 1999 07:21:43 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Combined Secret Identity

At 12:22 AM 7/16/1999 EDT, JVButlerJr@aol.com wrote:
> Can someone help me out with this one: I am trying to put together a
>character whose secret identity is two skilled normals (sort of like
>Firestorm, the Nuclear Man). When the Hero Identity is assumed, both normals
>fade out and the single character that's left is an amalgam of the two, plus
>powers.
>
> I've got everything else done, but am figuring out how to do the "two
>become one" thing.

I have no idea how or even if this will be addressed in 5th Edition, but
there are several possible ways to handle this in 4th, among them:

1. A Multipower for one of the two Secret IDs, with Duplication and
Multiform in fixed slots, and the "Always On" Limitation.
2. The Hero form has Multiform and Duplication Linked to each other,
with one Secret ID represented by each.
3. The two Secret IDs have Multiform for the Hero ID, with the cost
shared equally between them. (This is how this type of thing was handled
in the Robot Warriors game, and it's my preference.)
- ---
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.klock.com/public/users/bob.greenwade/sarrus.htm

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

Date: Fri, 16 Jul 1999 07:42:05 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Combined Secret Identity

At 12:59 PM 7/16/1999 GMT, S A Rudy wrote:
>
>- Buy the PC in Hero form and use Duplication to get the two
> forms ("Duplicates" need not be identical). I think the book
> (or possibly one of the supplements) had a Chinese character
> of five brothers who combined built this way (can someone
> provide the reference?). The powers are activated by turning
> the Duplication off.

I believe that this is a character in the Marvel Universe. As far as I
can remember, there are no combiners in the Champions Universe (though
there certainly is a good selection of duplicators).
- ---
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.klock.com/public/users/bob.greenwade/sarrus.htm

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

Date: Fri, 16 Jul 1999 11:18:52 -0400
From: "Beren" <beren@voyager.net>
Subject: Opening in the Sentinels PBeM game

I've got a position opening up for a mage in my Sentinels play by email
game. If you're interested, please contact me and I will give you more
information.


Lisa Hartjes
Director of Communications, The Crimson Covenant

beren@unforgettable.com
http://roswell.fortunecity.com/daniken/79
ICQ: Berengiere (9062561)

Employee theft is the biggest source of losses for a business.
Why someone would want to steal an employee, I have no idea.

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

Date: Fri, 16 Jul 1999 18:14:45 +0200
From: Black Bishop <BISHOP@mail.sirnet.it>
Subject: SPARTAN!!!

Wowa hi again folks

I am unsure about... How simulate a character Like Spartan of Wildcats ?
(IMAGE)
I mean... no probs about the BioBlast but... when Spartan dies, another
body is ready and his mind is immediatly trasported to the new body so he
is live again.
(Extra lives ?!?!??!?! noooo pleaseeeeee)So he is virtually indistructible,
and the only way to kill him is to not allow for his mind to get the body
(breaking the machines that make Spartan's body). I though about :

Regeneration , After Death +2 ONLY after Death -1/2 2Body Rigeneration

Teleport Only when dies 0 End 10 m / *X NCM (x the value that can cover
all world)

(The way to kill him is to destroy the machines)

Any ideas ?
Thank you
B.B.

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

Date: Fri, 16 Jul 1999 12:35:50 -0400 (EDT)
From: John Desmarais <johndesmarais@yahoo.com>
Subject: Re: Combined Secret Identity (long)

- --- JVButlerJr@aol.com wrote:
> Can someone help me out with this one: I am trying to put together a
> character whose secret identity is two skilled normals (sort of like
> Firestorm, the Nuclear Man). When the Hero Identity is assumed, both normals
> fade out and the single character that's left is an amalgam of the two, plus
> powers.
>
> I've got everything else done, but am figuring out how to do the "two
> become one" thing.

My prefered handling of this is too write up the base PC as the Superhero form.
Give the PC duplication. Give all "superpowers" a small limitation such they
only work when NOT duplicated (basically, model it after Only in Hero ID). In
addition (and this will require GM approval) you buy the base character all of
the skills possessed by the "other" character with a limitation such that they
only work when NOT duplicated (representing the fact idea that the 'combined'
form has all of the skills of both normals).

In effect, the base form will be the superhero plus the normal who most closely
matches the hero physically. The duplicate will be the "other" normal.



Example: Combo Man is a combined form of Freddy Fredricks and Johnny Johnson.
As the "combined form" he has powers and abilities far beyond those of normal
men, all the skills of both normals, and the best characteristics of each
normal. When in "separate form" Freddy Fredricks is a normal guy with some
skills and Johnny Johnson is a normal guy with different skills.


Combo Man (& Freddy Fredricks)

15 STR 10 5
13 DEX 10 9
13 CON 10 6
12 BODY 10 4
20 INT 10 9*
18 EGO 10 17*
20 PRE 10 10
14 COM 10 2
5 PD 3 2
5 ED 3 2
5 SPD 2.3 27
8 REC 6 4
40 END 26 7
30 STUN 27 3
98
* Only in Hero ID (INT 15, and EGO 15 otherwise)

20 EC (25) - Combo Powers, Only in Hero Form (-1/4)
20 10d6 Energy Blast
20 25pd 25ed Force Field
20 25" Flight

3 Mechanics
3 Conversation
3 Seduction
3 Acrobatics
3 Breakfall

Other form's skills, Only in Hero ID
2 Scientist
2 SS: Physics
2 SS: Chemistry
2 SS: Mathematics
2 PS: Teacher
2 Deduction
2 Inventor

24 Duplication (60 pt form)

133 Powers/Skills/etc
91 Characteristics
231 Total


Johnny Johnson

10 STR 10 0
11 DEX 10 3
11 CON 10 2
10 BODY 10 0
20 INT 10 10
18 EGO 10 16
13 PRE 10 3
10 COM 10 0
2 PD 2 0
2 ED 2 0
3 SPD 2.1 9
4 REC 4 0
22 END 22 0
21 STUN 21 0
43

3 Scientist
2 SS: Physics
2 SS: Chemistry
2 SS: Mathematics
2 PS: Teacher
3 Deduction
3 Inventor

17 Powers/Skills/etc
43 Characteristics
60 Total


- -=>John Desmarais
http://www.sysabend.org/champions
_________________________________________________________
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.com

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

Date: Fri, 16 Jul 1999 13:17:30 -0500
From: "Guy Hoyle" <ghoyle1@airmail.net>
Subject: Combo Man (was Re: Combined Secret Identity (long))

[snip]

The only problem with the Combo Man/Freddy Fredricks/Johnny Johnson
configuration is that Freddy is the one who initiates the change to Combo
man. If he's knocked out, Johnny can't become Combo Man at all. That's OK
if that's the way you want it, but if you want either one to be able to
initiate the change, this method won't work.

Guy

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

Date: Fri, 16 Jul 1999 12:24:51 PDT
From: "Reverend Spith" <cptspith@hotmail.com>
Subject: Re: Possession

>From: Michael Surbrook <susano@dedaana.otd.com>

>In many stories and myths, a person can become 'possessed' by a spirit or
>other creature. Im many cases, the spirit seems to be 'inside' the person
>in question and has to be driven out. Obviously, the power in question is
>Mind Control, but what about the 'being inside the target' part/ Anyone
>have any ideas on how to handle this type of classic possession?

I have always used a 'possession suite' of powers to do this. Obviously,
mind control (or for more interesting possession, TK for controlling the
body but not the mind....), linked with invisibility, desolid, and enough
movement ability to remain in the immediate vicinity of the victim. It gets
costly, but possession should be.


- -Reverend Spith
"I would swallow my pride, I would choke on the rind
But the lack thereof would leave me empty inside
I would swallow my doubt, turn it inside-out,
Find nothin' but faith in nothing'.
Wanna put my tender heart in a blender
Wanna spin 'round to a beautiful oblivion
Rendezvous, then I'm through with you."



_______________________________________________________________
Get Free Email and Do More On The Web. Visit http://www.msn.com

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

Date: Sat, 17 Jul 99 00:02:22
From: "qts" <qts@nildram.co.uk>
Subject: Re: Fantasy Hero Magic System Design

On Wed, 14 Jul 1999 17:05:35 -0700, Rodger Bright wrote:

>Do you use the standard chart?

Yes.

>I always thought it was such a hassle to keep track of how many END I
>spent each turn.

It's absolutely essential for when your heroes are being chased over a
long period of time.

>--Rodger
>
>qts wrote:
>
>> On Sat, 10 Jul 1999 22:48:40 +0000, Lance Dyas wrote:
>>
>> >> or Costs 1 LTE Per Time Increment (-1/4)?
>> >
>> >How many folk make regular use of LTE? just a question
>>
>> Definitely.

qts

Home: qts@nildram.co.uk.

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

Date: Sat, 17 Jul 99 00:10:23
From: "qts" <qts@nildram.co.uk>
Subject: Re: <FHList> Necromacy Limitation / Fantasy World

On Tue, 2 Feb 1999 21:25:20 -0500, dflacks wrote:

>This is the keystone of Necromancy in my proposed world. Note that human /
>sentient sacrifice is not required. A player could choose to be a
>necromancer, and restrict himself to cows and horses. Most necromancers
>will be NPCs who have no problem with killing people. It is a lot less
>suspicious to walk through the city with a group of people than a herd of
>cattle.

Are you kidding? Don't forget that most medeival cities will be very
small in modern terms. What better disguise for your evil necromancer
than a drover taking his herd to the abbatoir?

Hmmm... there was a story about a demon who made use of this by
Mercedes Lackey, I think.
qts

Home: qts@nildram.co.uk.

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

Date: Fri, 16 Jul 1999 18:37:59 -0500
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net>
Subject: Re: Combined Secret Identity

At 07:42 AM 7/16/1999 -0700, Bob Greenwade wrote:
>At 12:59 PM 7/16/1999 GMT, S A Rudy wrote:
>>
>>- Buy the PC in Hero form and use Duplication to get the two
>> forms ("Duplicates" need not be identical). I think the book
>> (or possibly one of the supplements) had a Chinese character
>> of five brothers who combined built this way (can someone
>> provide the reference?). The powers are activated by turning
>> the Duplication off.
>
> I believe that this is a character in the Marvel Universe. As far as I
>can remember, there are no combiners in the Champions Universe (though
>there certainly is a good selection of duplicators).

You guys are talking about The Collective Man (Han, Chang, Lin, Sun and Ho
Tao-Yu), the first -- and as far as I know, only -- appearance of whom was
in Marvel's CONTEST OF CHAMPIONS. There may well be a Champions write-up
for the character on the 'Net somewhere, but there is no writeup for the
character in the Gamer's Handbook of the Marvel Universe, or any of its
four annual updates.

Damon

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

End of champ-l-digest V1 #456
*****************************


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