Digest Archives Vol 1 Issue 88

From: owner-champ-l-digest@sysabend.org 
Sent: Saturday, December 12, 1998 5:32 AM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #88 
 
 
champ-l-digest       Saturday, December 12 1998       Volume 01 : Number 088 
 
 
 
In this issue: 
 
    Re: Real World Physics Speedster 
    Re: Looking For Printable Hex Maps 
    Re: Special Effects 
    RE: T-Port and Floating locations 
    Multiple Actions 
    RE: I finally decided on... 
    Re: Magic Lock 
    Re: Looking For Printable Hex Maps 
    Re: Looking For Printable Hex Maps 
    Re: Looking For Printable Hex Maps 
    Re: Multiple Actions 
    Re: How do you define 'mutant' 
    Re: Multiple Actions 
    Re: Looking For Printable Hex Maps 
    Re: Special Effects 
    Re: I finally decided on... 
    Re: Multiple Actions 
    Re: Multiple Actions 
    Re: Multiple Actions 
    [CHAMPS] New martial art (fwd) 
    Re: Multiple Actions 
    Re: Multiple Actions 
    Re: Multiple Actions 
    Re: Multiple Actions 
    Re: Looking For Printable Hex Maps 
    Rename The Dead Heroine Contest 
    Re: Rename The Dead Heroine Contest 
 
---------------------------------------------------------------------- 
 
Date: Sat, 12 Dec 1998 02:26:22 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Real World Physics Speedster 
 
it's not physics it's about- but physiology, and engineering. 
There's nothing *physically* wrong with runnin at mack1, 
as long as you have the right surface and body for it- well the pressure 
curve would 
be interesting. 
Here are some of the issues: 
 
*surface- possibly counteracted by wierd feet, or som kind of localised tk- 
actually a friend of mine insists that a mutant spiderman would make a 
great speedster, his clinging power could be adapted to keep the ground 
stable to pass across. Otherwise it would get chewed up pretty quick. Take a 
9-iron to a trough full of turf and you'll see what i mean. 
 
*friction: works both ways. You'd need to stand up to friction- as well as 
protecting your face, 
WHILE being able to cohese with the ground. A pretty tall order, a tk-field 
oculd do both i guess. 
 
*strength/toughness- the usually highly powerful muscles, even in the upper 
body and arms- i suppose the 
arms could be just highly damage resistant, or perhaps another *sigh* tk 
effect to 
keep balance. you'd also need to be really dammage resistant, inculding some 
kinda wierd 
padding for your brain. maybe a honeycombed duramatter and a gel-like 
cerebrospinal fluid. . 
 
*mass: runnin that fast, compared to your mass, causes trouble. for 
instance, you'll 
overbalance, because you don't have the mass to run stable, compared to the 
power of you movement. 
probably a rather wierd posture would result- crouched over maybe, or jst 
falling a lot 
if your strong. 
 
*Perception: keeping up with your running. precognition? good telemetry 
computers? 
or possible some kind of spatial awareness, which you process subconsiously. 
sounds like another tk 
effect *lol* 
 
 
 
- -----Original Message----- 
From: Jason Sullivan <ravanos@njcu.edu> 
To: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Friday, December 11, 1998 10:43 AM 
Subject: Real World Physics Speedster 
 
 
>What laws of reality prevent a 'speedster' from actually coming into 
>being? 
> 
>I don't know an awful lot about physics, but I would probally lean towards 
>the fact the human body can not withstand the stress of running at super 
>high speeds and could not utilize the proper ammounts of energy required 
>to maintain such a high speed. 
> 
>However, the more specific the answer, the better position I'll be in to 
>create a certain NPC speedster. 
> 
>Comments welcome.  Hope to hear from you soon. 
> 
>-Jason Sullivan 
> 
>-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+- 
<-+- 
>"Fools are my theme, let satire be my song." 
> -Lord Byron; English Bards and Scotch Reviewers.  Line 6. 
>-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=- 
_=_- 
> 
> 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 10:40:55 -0800 (PST) 
From: Ell Egyptoid <egyptoid@yahoo.com> 
Subject: Re: Looking For Printable Hex Maps 
 
While you're waiting for it to download, read this: 
 
   http://munshi.sonoma.edu/jamal/weird.html 
 
== 
Laissez le bon pim roulez!            Elliott  aka  Egyptoid 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
------------------------------ 
 
Date: Fri, 11 Dec 98 19:58:50  
From: "qts" <qts@nildram.co.uk> 
Subject: Re: Special Effects 
 
On Thu, 10 Dec 1998 17:21:41 -0600, bobby farris wrote: 
 
>        I have a generic situation that I need an answer for. 
> 
>    Two characters are battleing it out. Timelord, controls time, is 
>fighting Battlesuit Guy. 
>Timelord has a 6d6 drain vs Speed defined as the ability to slow the 
>time of others. Battlesuit Guy has 25 pts worth of Power Defense defined 
>as magnetic shielding to his electrical circuits (he got hit once by an 
>EMP suppress). 
>    Does Battlesuit Guy get to use his Power Defense against the 
>Timelord's Drain? If so, considering that his Special Effect is so 
>different than what is needed to stop the Timelord's drain how do you 
>explain it. 
 
BG did get a Limitation for that, didn't he? If not, then this is a 
case of 'well, it seems that your shielding also affects temporal 
distortions'. 
 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
Date: Fri, 11 Dec 98 20:01:10  
From: "qts" <qts@nildram.co.uk> 
Subject: RE: T-Port and Floating locations 
 
On Thu, 10 Dec 1998 15:21:23 -0500, Brian Wawrow wrote: 
 
> 
>]    The answer is yes, you can Teleport to a Floating Location  
>] that moves, 
>] as long as it's in the nature of the location to move.  If  
>] your location is 
>] aboard an airplane or in an elevator and said vehicle moves, then your 
>] location moves with the vehicle and you can teleport to it as  
>] long as it's 
>] within your maximum Teleport distance. 
> 
>Could you thereby drop a floating location on a small object like a 
>coin? Further, could you buy a slew of floating locations through a 
>collection of foci, like little black adhesive disks? That would be 
>handy for scenarios where you have to retreat from a battle, do some 
>healing, get your goodies together and *poof!* show up for the rematch. 
>Kind of like an enhanced Spidey-Tracer. 
 
Of course. But then your GM will make the villains get wise to this and 
lay a trap. :} 
 
 
 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 15:49:52 -0500 
From: Scott Nolan <nolan@erols.com> 
Subject: Multiple Actions 
 
I'm still working on FH spells, and I've got an effect I'd like help in 
modelling. 
 
The spell creates several little floating fireballs, which the caster can  
send off all at once, or one at a time.  The balls will follow enemies 
around corners and so on.  The balls can be attacked independantly. 
That part's easy. 
 
What I -also- want to do is allow him to send off the fireballs on succeeding 
rounds with only a thought, without interfering with his ability to take 
actions 
on those succeeding rounds. 
 
Now, I've had some thoughts on how to do this.  One way would be to summon 
them as independant creatures, and have them act on their own.  This is good 
because it allows the independant actions and capacity to be attacked, but 
doesn't 
really model how they attack whom the caster desires. 
 
How would you model this effect?  I'm shooting for around 2d6 RKA and a total 
AP of 75 points.  
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
"Hold it the greatest wrong to prefer life to honor 
and for the sake of life to lose the reason for living." 
        Juvenal, Satires 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Scott C. Nolan 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 14:56:39 -0500 
From: Brian Wawrow <bwawrow@mondello.toronto.fmco.com> 
Subject: RE: I finally decided on... 
 
Excellent point Damon. It's true that lots of threads tend to spiral 
into debate over marginally related topics to the origin of the thread. 
 
In terms of my combat drones, I've elected to keep it simple. There are 
two different kinds of drones I'm going to be working with. 
 
[1]Smart Drones. For versatile drones that can fill a number of tactical 
roles, I've decided to go with vehicles bought with negative growth. I 
realize that vehicles were never meant to be this small but the 
mechanics of them are exactly what I'm after. Along side the vehicle, I 
buy a computer to drive it. The character buys the computer, not the 
vehicle. By doing it this way, I bypass all that expensive automaton 
stuff and just buy a mobile machine with some bells and whistles. 
 
[2]Smart Guns. For a small flying drone that does one thing and one 
thing only, I'm going to use the homing rules. Specifically, I'm 
building a nasty Death's Head necromantic attack. It will be an NND 
attack with homing, expendible charges [human heads], and continuous. 
The homing options will be: superior homing, physical, uncontrolled. 
 
I haven't run either of these in game but I'll let you know how it went 
when I have. 
 
Brian Wawrow 
Financial Models Company 
 
"Imagination is more important than knowledge. it is the source of all 
true art and science" 
         - Albert Einstein 
 
 
] -----Original Message----- 
] From: Michael (Damon) & Peni Griffin [mailto:griffin@txdirect.net] 
] Sent: Friday, December 11, 1998 2:00 PM 
] To: champ-l@sysabend.org 
] Subject: I finally decided on... 
]  
]  
] I'd like to ask a small favor of those players and GM's among  
] us who post 
] "How would you..." type questions to the list.  
]  
] After the flurry of different suggestions, variations on  
] variations, and 
] interpretation of applicable rules has died down, let us know how you 
] decided to handle it in the end. 
]  
] Recent queries have covered magic locks, living shadows, an  
] EMP-protected 
] battlesuit, fireman skills, mountain survival, battle drones,  
] a separate 
] recovery rate for psi powers and probably a few others I'm  
] not remembering 
] right now.  I don't know how most of those were finally  
] resolved (in the 
] mind and campaign of the person who first asked).  Some, like  
] the fireman 
] skills, may still be ongoing, of course. 
]  
] Thanks! 
]  
] Damon 
]  
 
------------------------------ 
 
Date: Fri, 11 Dec 98 20:17:59  
From: "qts" <qts@nildram.co.uk> 
Subject: Re: Magic Lock 
 
On Thu, 10 Dec 1998 13:46:01 -0500, Scott Nolan wrote: 
 
>At 06:47 PM 12/10/98 +0000, qts wrote: 
>>On Mon, 07 Dec 1998 14:44:30 -0500, Scott Nolan wrote: 
>> 
>>>At 07:42 PM 12/7/98 +0000, qts wrote: 
>>>>On Sat, 05 Dec 1998 04:46:10 -0500, Scott Nolan wrote: 
>>>> 
>>>>>I'm trying to create a Fantasy Hero power that will magically lock and 
>>>secure 
>>>>>all the openings into a building (windows, doors, etc.).   
>>>>> 
>>>>>I've built it this way: 
>>>>> 
>>>>>40 STR Telekinesis, Area Effect , x2 area , uncontrolled, 
>>>>>      only to lock and secure doors and windows, 1 continuing 
>>>>>      1-day charge. 
>>>>> 
>>>>>Problem is, this is mighty expensive for such a low-level power.   
>>>>>Is there a better way to do this?  Transform might lock the doors, 
>>>>>but what keeps them magically held? 
>>>> 
>>>>12 40 Str TK [Base 60], AE: Radius +1, Personal Immunity +1/4 [Active 
>>>>135]  
>>>>    Only to secure entrances -1, 1 Continuing 1-day charge -0, Gestures 
>>>>(-1/4) 
>>>>    Incantations -1/4, Concentration 0 DCV when casting -1/2, Static 
>>>>OAF -2 
>>>>    Side Effects -1, Extra Time: 1 hour -2 1/2, RSR -1/2, x2 End -1/2 
>>>>    Req KS: Warding Lore 18- -1 No Range -1/2 [Total Lim -10] 
>>>> 
>>>>Personally, I'd make it a 1 week charge for 150 Active and 13 Real.  
>>>> 
>>>>Don't forget that this is going to be a Visible power: making it 
>>>>Invisible would make it 180 AP and 16 Real. 
>>>> 
>>>>But do you really need 40 Str TK? 
>>> 
>>>I believe I do, if I want the door to be largely impervious to the strength 
>>>of people with strengths in the 20-25 range.  And Either 150 or 180 AP 
>>>for such a minor power is -ridiculous-.  That was my original problem. 
>>> 
>>>I know -how- to construct the power; I was asking for help in constructing 
>>>it with fewer AP.  
>> 
>>I'm going to be unfashionable and say 'Stuff the AP'. For this sort of 
>>power, and it is anything but minor, it is the Real Cost which matters, 
>>not the AP. The game effect of this is tremendous - the PCs have to 
>>bash through every door, while the mage just opens them. 
> 
>The mage -is- a PC.  But what matters is that he/ they operate off of a VPP 
>with considerably fewer than 150 AP.   
 
Then have him create an item with this power - this gives an additional 
- -2 Limitation making for a cost of 12 on the 1 week variant or 14 for 
the Invisible 1 week version. 
 
If you *really* want to cut down the AP, make it a 1 pip Major 
Transform Door to Locked Door [5], Cumulative +1/2, Personal Immunity 
+1/4, Permanent +1 et cetera. 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 13:36:08 -0800 (PST) 
From: Dale Ward <daleaward@rocketmail.com> 
Subject: Re: Looking For Printable Hex Maps 
 
Greetings! 
 
     Well, I finally located the URL for GraphPaper v2.41. 
 
      http://perso.easynet.fr/~philimar/ 
 
      The more observant among you will notice the .fr in the address.  Yes, 
this site is French and the program dialog boxes are in French (the readme 
file is in English, but not very helpful, as is the help file, which is not 
much more helpful). 
 
      Fortunately, operation is unusually intuitive.  Enjoy! 
 
Dale A. Ward 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 13:54:50 -0800 (PST) 
From: Dale Ward <daleaward@rocketmail.com> 
Subject: Re: Looking For Printable Hex Maps 
 
Greetings! 
 
- ---Scott von Berg  wrote: 
> 
> http://www.hut.fi/~vesanto/link.maps/maps.html 
>  
> has a link to hexmap 4.5 and *many* other mapping utilities. I hope this is a 
> help to you. 
 
      Thanks, Scott... you just saved me some search time! 
 
      Is it just me, or does there seem to be a preponderance of Scotts 
involved in this thread? ;> 
 
Dale A. Ward 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 13:49:25 -0800 (PST) 
From: Dale Ward <daleaward@rocketmail.com> 
Subject: Re: Looking For Printable Hex Maps 
 
Greetings! 
 
- ---Scott Nolan  wrote: 
> Sorry.  I must not have been paying attention.  I've got a great little  
> program I downloaded years ago called "Hexmap 4.5".  It does just 
> about everything.  For an example, See my Stellar Conquest maps at: 
>  
> http://www.erols.com/nolan/stellar/index.html 
>  
> I'm fairly sure you could find this shareware program by doing a search 
> for "Hexmap 4.5".  
 
      Thanks for the information, Scott.  I'll see if I can find it somewhere. 
 
Dale A. Ward 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 15:47:35 -0600 (CST) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: Multiple Actions 
 
On Fri, 11 Dec 1998, Scott Nolan wrote: 
> What I -also- want to do is allow him to send off the fireballs on succeeding 
> rounds with only a thought, without interfering with his ability to take 
> actions 
> on those succeeding rounds. 
>  
> Now, I've had some thoughts on how to do this.  One way would be to summon 
> them as independant creatures, and have them act on their own.  This is good 
> because it allows the independant actions and capacity to be attacked, but 
> doesn't 
> really model how they attack whom the caster desires. 
 
Here's how I'd do it: 
 
1) Convince your GM to let you buy it as Summon.  He might not let you do 
this, because your fireballs are going to automatically follow your 
orders.  On the other hand, he may let you do it because they are so 
limited (you can't order the fireball to do anything but attack, really). 
 
2) Buy Mind Link (to fireball creatures) as part of the spell.  The 
creatures will have the other half of this mindlink, so it ought to be 
cheap. 
 
3) Summon the critters.  When you want to send them off at someone, you 
use the Mind Link to say 'Go get X'.  Since they've got Phys Lim: Must 
follow summoner's commands, they do so. 
 
No problem. 
 
If you want (or your GM insists), change the phys lim to 'Must Follow 
Mental Commands' - that way opposing mages (if they know the spell) could 
try to take control of your fireballs.  (And vice versa, natch...) 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 06:25:06 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: How do you define 'mutant' 
 
>>It's a particular fool's errand to pursue real world science to much in a 
>>superhero game.  It just doesn't work. 
>> 
> 
>Well, technically anything is 'scientifically' possible, especially 
>if you insert an 'out concept' like hyperspace. Actual contradictions  
>with specific science are common in all areas, including the real world.  
>As it is, science can also be an aid to concept formation- just look 
>at the 'orbital generator' idea posted recently. .  
 
Quite arguably, if you insert such a concept you aren't talking about 
science.  After all, following that logic you can solve anything by use of 
one deus ex machina explanation (such as 'magic'). 
 
I do agree with your second point, however; a real scientific principal can 
often give you a nice springboard to start your pseudo-scientific bafflegab 
off of. 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 16:40:54 -0500 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Multiple Actions 
 
At 03:49 PM 12/11/98 -0500, Scott Nolan wrote: 
>I'm still working on FH spells, and I've got an effect I'd like help in 
>modelling. 
> 
 
>The spell creates several little floating fireballs, which the caster can  
>send off all at once, or one at a time.  The balls will follow enemies 
>around corners and so on.  The balls can be attacked independantly. 
>That part's easy. 
> 
>What I -also- want to do is allow him to send off the fireballs on succeeding 
>rounds with only a thought, without interfering with his ability to take 
>actions 
>on those succeeding rounds. 
> 
>Now, I've had some thoughts on how to do this.  One way would be to summon 
>them as independant creatures, and have them act on their own.  This is good 
>because it allows the independant actions and capacity to be attacked, but 
>doesn't 
>really model how they attack whom the caster desires. 
> 
>How would you model this effect?  I'm shooting for around 2d6 RKA and a total 
>AP of 75 points.  
> 
 
I've done this sort of thing before with a Summon which brings up 
Automatons (or automata, if you prefer.)  
 
This somewhat violates a strict interpretation of Summon, in that it's not 
necessarily bringing things from another place (a requirement which I 
consider poor wording in the Power description) and that it's summoning 
beings that are 100% loyal to the summoner. Some people prefer to make 
"Automatically loyal" a +1/2 Advantage to Summon. 
 
By the Automatons flight, a one-use EB, and a Physical Limitation that they 
expire when they hit their target, and you're all set. 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 17:53:18 -0500 
From: Scott Nolan <nolan@erols.com> 
Subject: Re: Looking For Printable Hex Maps 
 
At 01:54 PM 12/11/98 -0800, Dale Ward wrote: 
>Greetings! 
> 
>---Scott von Berg  wrote: 
>> 
>> http://www.hut.fi/~vesanto/link.maps/maps.html 
>>  
>> has a link to hexmap 4.5 and *many* other mapping utilities. I hope this is 
a 
>> help to you. 
> 
>      Thanks, Scott... you just saved me some search time! 
> 
>      Is it just me, or does there seem to be a preponderance of Scotts 
>involved in this thread? ;> 
 
Quick, Scott 457!  One of the humans has noticed our disguise!  
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
"Hold it the greatest wrong to prefer life to honor 
and for the sake of life to lose the reason for living." 
        Juvenal, Satires 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Scott C. Nolan 
 
------------------------------ 
 
Date: Thu, 10 Dec 1998 21:41:26 -0500 
From: geoff heald <gheald@worldnet.att.net> 
Subject: Re: Special Effects 
 
At 05:21 PM 12/10/98 -0600, you wrote: 
>        I have a generic situation that I need an answer for. 
> 
>    Two characters are battleing it out. Timelord, controls time, is 
>fighting Battlesuit Guy. 
>Timelord has a 6d6 drain vs Speed defined as the ability to slow the 
>time of others. Battlesuit Guy has 25 pts worth of Power Defense defined 
>as magnetic shielding to his electrical circuits (he got hit once by an 
>EMP suppress). 
>    Does Battlesuit Guy get to use his Power Defense against the 
>Timelord's Drain? If so, considering that his Special Effect is so 
>different than what is needed to stop the Timelord's drain how do you 
>explain it. 
> 
> 
Time is affected my magnetic fields?  Works for me. 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 15:45:20 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: I finally decided on... 
 
At 12:59 PM 12/11/98 -0600, Michael (Damon) & Peni Griffin wrote: 
>I'd like to ask a small favor of those players and GM's among us who post 
>"How would you..." type questions to the list.  
> 
>After the flurry of different suggestions, variations on variations, and 
>interpretation of applicable rules has died down, let us know how you 
>decided to handle it in the end. 
 
   Good suggestion, and one I'll try to remember to follow the next time I 
have such a question.  :-] 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 17:56:15 -0500 
From: Scott Nolan <nolan@erols.com> 
Subject: Re: Multiple Actions 
 
At 03:47 PM 12/11/98 -0600, Dr. Nuncheon wrote: 
>On Fri, 11 Dec 1998, Scott Nolan wrote: 
>> What I -also- want to do is allow him to send off the fireballs on 
succeeding 
>> rounds with only a thought, without interfering with his ability to take 
>> actions 
>> on those succeeding rounds. 
>>  
>> Now, I've had some thoughts on how to do this.  One way would be to summon 
>> them as independant creatures, and have them act on their own.  This is 
good 
>> because it allows the independant actions and capacity to be attacked, but 
>> doesn't 
>> really model how they attack whom the caster desires. 
> 
>Here's how I'd do it: 
> 
>1) Convince your GM to let you buy it as Summon.  He might not let you do 
>this, because your fireballs are going to automatically follow your 
>orders.  On the other hand, he may let you do it because they are so 
>limited (you can't order the fireball to do anything but attack, really). 
> 
>2) Buy Mind Link (to fireball creatures) as part of the spell.  The 
>creatures will have the other half of this mindlink, so it ought to be 
>cheap. 
> 
>3) Summon the critters.  When you want to send them off at someone, you 
>use the Mind Link to say 'Go get X'.  Since they've got Phys Lim: Must 
>follow summoner's commands, they do so. 
 
I am the GM.  And for those keeping tabs, I think this is the way I'll go. 
 
Unless I hear good reasons not to, of course.  :-)  
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
"Hold it the greatest wrong to prefer life to honor 
and for the sake of life to lose the reason for living." 
        Juvenal, Satires 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Scott C. Nolan 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 14:56:02 -0800 (PST) 
From: Michael Hayden <mhayden@tsoft.com> 
Subject: Re: Multiple Actions 
 
On Fri, 11 Dec 1998, Scott Nolan wrote: 
 
> What I -also- want to do is allow him to send off the fireballs on succeeding 
> rounds with only a thought, without interfering with his ability to take 
> actions on those succeeding rounds. 
 
Two parter: 
 
1) END Reserve with no REC, to represent how many fireballs the caster can 
manifest. If you want to get wicked, also say that the fireballs can be of 
various strengths; e.g., an END Reserve of 30 gives: 
 
   10 x 6 DC, or 
   12 x 5 DC, or 
   15 x 4 DC, or 
   20 x 3 DC, or 
   30 x 2 DC, or 
   60 x 1 DC, or 
   (5 x 6 DC) + (6 x 5 DC), or 
   (5 x 6 DC) + (3 x 5 DC) + (5 x 3 DC), and so on ad infinitum... 
 
2) RKA w/ Continuous (so that you can do other stuff after initiating the 
spell), Area Effect radius (to allow for multiple targets), No Range 
(Area Effect centered on caster's hex), Personal Immunity (duh), can 
only draw from the END Reserve and not the caster's own END (however 
much that's worth), and that funky Limitation that requires you to make a 
separate Attack Roll for each target within the Area Effect. 
 
If you really want to nitpick, tweak the funky Limitation to say that you 
can pick new targets within the Area Effect each Phase, but that you have 
to make a new Attack Roll every time you do. I don't think this really 
changes the benefits of Continuous since you're not reactivating the power 
every time, but I leave that to your own house rules. 
 
Anywho, so long as there is END left in the Reserve, you can keep lobbing 
fireballs at anyone and everyone within the Area Effect. Does that work 
for you? 
 
~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 
    Michael "Doc" Hayden -- mhayden@tsoft.com -- http://tsoft.com/~mhayden/ 
         Hey, I use Procmail (with Spam Bouncer), so spam away!  (^_^) 
 "What you are about to see is real. These are not actors; they're directors." 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 18:56:50 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Multiple Actions 
 
At 03:49 PM 12/11/1998 -0500, Scott Nolan wrote: 
>I'm still working on FH spells, and I've got an effect I'd like help in 
>modelling. 
> 
>The spell creates several little floating fireballs, which the caster can  
>send off all at once, or one at a time.  The balls will follow enemies 
>around corners and so on.  The balls can be attacked independantly. 
>That part's easy. 
> 
>What I -also- want to do is allow him to send off the fireballs on succeeding 
>rounds with only a thought, without interfering with his ability to take 
>actions on those succeeding rounds. 
> 
>Now, I've had some thoughts on how to do this.  One way would be to summon 
>them as independant creatures, and have them act on their own.  This is good 
>because it allows the independant actions and capacity to be attacked, but 
>doesn't really model how they attack whom the caster desires. 
> 
>How would you model this effect?  I'm shooting for around 2d6 RKA and a total 
>AP of 75 points.  
 
How weird or abusive is this? -- build the fireballs as Followers, then use 
Summon to bring them to you at need. 
 
I'm thinking that your mage could have Fire Sprites or whatever as 
Followers as a result of some pact or bargain made with an extradimensional 
being.  Being minor fire elementals, they can't hang around with him all 
the time; they have to be Summoned from their own dimension. 
 
As followers, they're automatically loyal to the character and will do what 
he asks.  If you specify that after their single attack they aren't 
destroyed, but just sent back to their own dimension, they aren't even 
being suicidal. 
 
The full-blown Fire Elemental in the Hero Bestiary is a 269-point creature, 
but let's suppose these Fire Sprites could be cut back to 125 points with a 
little work, and still be effective as one-shot attack dogs.  A 125-point 
Follower costs the PC 25 points, +5 points for 2x the number of identical 
Followers.  To Summon a single 125-point creature requires 35 points in 
Summoning, +5 points for 2x the number of Summoned creatures.  Four Fire 
Sprites would thus add up to 35 (4 Followers) + 45 (Summon 4 creatures) = 
80 Active Points.  
 
Damon 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 19:18:01 -0500 (EST) 
From: Michael Surbrook <susano@otd.com> 
Subject: [CHAMPS] New martial art (fwd) 
 
This showed up on another list I'm on... 
 
Michael Surbrook / susano@otd.com  
http://www.otd.com/~susano/index.html 
"'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion   
 
 
- ---------- Forwarded message ---------- 
Date: Fri, 11 Dec 1998 17:32:30 -0500 (EST) 
From: Steve Kramer <scooter@dedaana.otd.com> 
To: "Weasels, sir! Zillions of 'em!" <weasel-patrol@otd.com> 
Subject: [CHAMPS] New martial art 
 
Ti Kwan Leep 
 
Maneuver           Pts      Phs      OCV      DCV       Effect 
- --------           ---      ---      ---      ---       ------   
You Missed          4       1/2       -        +5       Dodge, Abort, 
                                                        affects all 
                                                        attacks 
 
Peaceful Ki Lo Ni   4       1/2       +1       +3       Block, Abort 
Intervention 
 
Disarm              4       1/2       -1       +1       Disarm, +10 STR 
 
Takedown            3       1/2       +1       +1       STR Strike, target 
                                                        falls 
 
Boot to the Head    5       1/2       +0*      +1       STR+4D6 Strike 
 
Skills -- 
KS: Ti Kwan Leep 
Contortionist 
KS: Buddhist Philosophy 
CSL: +2 w/Boot to the Head* 
PS: Singing 
 
* Bonuses for the CSL are already factored into the maneuver. 
 
 
The origins of Ti Kwan Leep are obscure.  It may have been developed in 
northern India, Tibet, or the western Han Dynasty.  The first master of 
the art was Ki Lo Ni, himself of indeterminate origin, who intended the 
art to be a form of peaceful self-defense. 
 
Practitioners spend a great deal of time in meditation and reflection on 
peace and non-violence, but paradoxically, the art is best known for its 
only truly offensive maneuver, a devastating kick known in English and 
always announced beforehand as "Boot to the Head".  One of the more 
difficult maneuvers of the art, requiring a great deal of flexibility, 
Masters of Ti Kwan Leep may throw it effortlessly (GMs may allow Ti Kwan 
Leep Masters to use the maneuver at 0 END). 
 
The art is taught today in North America and other locations by Masters 
desperately attempting to preserve the non-violent roots of the art, with 
varying success.  Later students have taken to literally singing the 
praises of the art, especially the Boot to the Head. 
 
- -- 
  Steve Kramer -=- scooter (at) otd dot com -=- http://www.otd.com/~scooter/ 
              Derek: "But why should I be the one to apologize?" 
     Rogers: "Because we're husbands!  It's what we do!  We hunt, we fish, 
               we watch sporting events, and we *apologize!*" 
                       from _The Swan Princess III_ 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 20:14:58 -0500 
From: Scott Nolan <nolan@erols.com> 
Subject: Re: Multiple Actions 
 
At 02:56 PM 12/11/98 -0800, Michael Hayden wrote: 
>On Fri, 11 Dec 1998, Scott Nolan wrote: 
> 
>> What I -also- want to do is allow him to send off the fireballs on 
succeeding 
>> rounds with only a thought, without interfering with his ability to take 
>> actions on those succeeding rounds. 
> 
>Two parter: 
> 
>1) END Reserve with no REC, to represent how many fireballs the caster can 
>manifest. If you want to get wicked, also say that the fireballs can be of 
>various strengths; e.g., an END Reserve of 30 gives: 
> 
>   10 x 6 DC, or 
>   12 x 5 DC, or 
>   15 x 4 DC, or 
>   20 x 3 DC, or 
>   30 x 2 DC, or 
>   60 x 1 DC, or 
>   (5 x 6 DC) + (6 x 5 DC), or 
>   (5 x 6 DC) + (3 x 5 DC) + (5 x 3 DC), and so on ad infinitum... 
> 
>2) RKA w/ Continuous (so that you can do other stuff after initiating the 
>spell), Area Effect radius (to allow for multiple targets), No Range 
>(Area Effect centered on caster's hex), Personal Immunity (duh), can 
>only draw from the END Reserve and not the caster's own END (however 
>much that's worth), and that funky Limitation that requires you to make a 
>separate Attack Roll for each target within the Area Effect. 
> 
>If you really want to nitpick, tweak the funky Limitation to say that you 
>can pick new targets within the Area Effect each Phase, but that you have 
>to make a new Attack Roll every time you do. I don't think this really 
>changes the benefits of Continuous since you're not reactivating the power 
>every time, but I leave that to your own house rules. 
> 
>Anywho, so long as there is END left in the Reserve, you can keep lobbing 
>fireballs at anyone and everyone within the Area Effect. Does that work 
>for you? 
 
Since the power will be used from a VPP already built with an END BATT, 
I'm leery of adding a second one for this representation.  I still think I'll 
go 
with summoning.  
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
"Hold it the greatest wrong to prefer life to honor 
and for the sake of life to lose the reason for living." 
        Juvenal, Satires 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Scott C. Nolan 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 20:17:49 -0500 
From: Scott Nolan <nolan@erols.com> 
Subject: Re: Multiple Actions 
 
At 06:56 PM 12/11/98 -0600, Michael (Damon) & Peni Griffin wrote: 
>At 03:49 PM 12/11/1998 -0500, Scott Nolan wrote: 
>>I'm still working on FH spells, and I've got an effect I'd like help in 
>>modelling. 
>> 
>>The spell creates several little floating fireballs, which the caster can  
>>send off all at once, or one at a time.  The balls will follow enemies 
>>around corners and so on.  The balls can be attacked independantly. 
>>That part's easy. 
>> 
>>What I -also- want to do is allow him to send off the fireballs on 
succeeding 
>>rounds with only a thought, without interfering with his ability to take 
>>actions on those succeeding rounds. 
>> 
>>Now, I've had some thoughts on how to do this.  One way would be to summon 
>>them as independant creatures, and have them act on their own.  This is good 
>>because it allows the independant actions and capacity to be attacked, but 
>>doesn't really model how they attack whom the caster desires. 
>> 
>>How would you model this effect?  I'm shooting for around 2d6 RKA and a 
total 
>>AP of 75 points.  
> 
>How weird or abusive is this? -- build the fireballs as Followers, then use 
>Summon to bring them to you at need. 
> 
>I'm thinking that your mage could have Fire Sprites or whatever as 
>Followers as a result of some pact or bargain made with an extradimensional 
>being.  Being minor fire elementals, they can't hang around with him all 
>the time; they have to be Summoned from their own dimension. 
> 
>As followers, they're automatically loyal to the character and will do what 
>he asks.  If you specify that after their single attack they aren't 
>destroyed, but just sent back to their own dimension, they aren't even 
>being suicidal. 
> 
>The full-blown Fire Elemental in the Hero Bestiary is a 269-point creature, 
>but let's suppose these Fire Sprites could be cut back to 125 points with a 
>little work, and still be effective as one-shot attack dogs.  A 125-point 
>Follower costs the PC 25 points, +5 points for 2x the number of identical 
>Followers.  To Summon a single 125-point creature requires 35 points in 
>Summoning, +5 points for 2x the number of Summoned creatures.  Four Fire 
>Sprites would thus add up to 35 (4 Followers) + 45 (Summon 4 creatures) = 
>80 Active Points.  
 
Interesting.  It does more than I was looking to allow with the first spell, 
but it  
is a very nice idea.  Now I have two spells...  
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
"Hold it the greatest wrong to prefer life to honor 
and for the sake of life to lose the reason for living." 
        Juvenal, Satires 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Scott C. Nolan 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 18:23:46 -0800 (PST) 
From: Michael Hayden <mhayden@tsoft.com> 
Subject: Re: Multiple Actions 
 
On Fri, 11 Dec 1998, Scott Nolan wrote: 
 
> Since the power will be used from a VPP already built with an END BATT, 
> I'm leery of adding a second one for this representation.  I still think I'll 
> go with summoning.  
 
Umm, okay, fine, whatever. I wish you had mentioned the VPP and END 
Reserve before, though; yes, of course, in such a framework, my idea 
wouldn't be appropriate. =P 
 
~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 
    Michael "Doc" Hayden -- mhayden@tsoft.com -- http://tsoft.com/~mhayden/ 
         Hey, I use Procmail (with Spam Bouncer), so spam away!  (^_^) 
 "What you are about to see is real. These are not actors; they're directors." 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 21:33:28 -0500 
From: Scott Nolan <nolan@erols.com> 
Subject: Re: Multiple Actions 
 
At 06:23 PM 12/11/98 -0800, Michael Hayden wrote: 
>On Fri, 11 Dec 1998, Scott Nolan wrote: 
> 
>> Since the power will be used from a VPP already built with an END BATT, 
>> I'm leery of adding a second one for this representation.  I still think 
I'll 
>> go with summoning.  
> 
>Umm, okay, fine, whatever. I wish you had mentioned the VPP and END 
>Reserve before, though; yes, of course, in such a framework, my idea 
>wouldn't be appropriate. =P 
 
I appreciate your time and effort.  Sometimes, too much information overloads 
the audience.  It never occurred to me.  Sorry.  
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
"Hold it the greatest wrong to prefer life to honor 
and for the sake of life to lose the reason for living." 
        Juvenal, Satires 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Scott C. Nolan 
 
------------------------------ 
 
Date: Sat, 12 Dec 1998 01:37:08 -0500 
From: Scott von Berg <scottobear@geocities.com> 
Subject: Re: Looking For Printable Hex Maps 
 
I hear, and obey, Scott 253. All references to the conspiracy have been removed 
from any credible person's files. Anyone still maintaining the information is 
considered harmless, or will be laughed out of any official investigation. 
 
Scott Nolan wrote: 
 
> At 01:54 PM 12/11/98 -0800, Dale Ward wrote: 
> >Greetings! 
> > 
> >---Scott von Berg  wrote: 
> >> 
> >> http://www.hut.fi/~vesanto/link.maps/maps.html 
> >> 
> >> has a link to hexmap 4.5 and *many* other mapping utilities. I hope this is 
> a 
> >> help to you. 
> > 
> >      Thanks, Scott... you just saved me some search time! 
> > 
> >      Is it just me, or does there seem to be a preponderance of Scotts 
> >involved in this thread? ;> 
> 
> Quick, Scott 457!  One of the humans has noticed our disguise! 
> 
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
> "Hold it the greatest wrong to prefer life to honor 
> and for the sake of life to lose the reason for living." 
>         Juvenal, Satires 
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
> Scott C. Nolan 
 
- -- 
... ... ... ... ... ... ... ... ... ... ... ... ... ... ... 
scottobear@geocities.com   "Insert witty comment here." 
http://www.scottobear.com 
... ... ... ... ... ... ... ... ... ... ... ... ... ... ... 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 23:24:02 -0800 
From: sbennie@dowco.com 
Subject: Rename The Dead Heroine Contest 
 
I'm working on a book for Hero Plus, and there's a minor problem I could use some 
help with. I originally had a superheroine named Paragon, but there's a prominent 
"hero" in San Angelo with the same name, and I'd rather not duplicate the same name 
for the character. 
 
Since this is my first post on this list, I thought I'd run it by you. Paragon was 
a Caucasian female, a minor league psionic, who was also a fairly good 
tinkerer/computer jockey. She was known for her physical beauty and confident 
manner. She was a member of Columbia, the world's preeminent superteam, based in 
Washington DC. 
 
[Eventually, she had a falling out with her team after she started publicly putting 
down the tobacco industry after both her parents died of lung cancer, teamed up 
with a time travelling super-soldier whom she encouraged to attack tobacco 
lobbyists and execs; in response, a tobacco industry executive hired their own 
assassin who eventually killed her.] 
 
So any names? 
 
Scott Bennie 
 
------------------------------ 
 
Date: Fri, 11 Dec 1998 18:21:06 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Rename The Dead Heroine Contest 
 
>I'm working on a book for Hero Plus, and there's a minor problem I could 
use some 
>help with. I originally had a superheroine named Paragon, but there's a 
prominent 
>"hero" in San Angelo with the same name, and I'd rather not duplicate the 
same name 
>for the character. 
 
Hmmm.  Well, on the meaning front, Epitomy comes to mind, and doesn't seem a 
bad name for a superheroine.  On the other hand, for a scientifically 
oriented heroine with psi powers, Quest would also seem to work. 
 
------------------------------ 
 
End of champ-l-digest V1 #88 
**************************** 


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