Digest Archive vol 1 Issue 275
From: owner-champ-l-digest@sysabend.org 
Sent: Tuesday, April 13, 1999 10:21 AM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #275 
 
 
champ-l-digest         Tuesday, April 13 1999         Volume 01 : Number 275 
 
 
 
In this issue: 
 
    Re: CHAR: The Shaggy Beast 
    CHAR: Tarasque 
    Advantage: Increased STUN multiplier 
    Re: CHAR: Tarasque 
    Power Construct: SPD; Costs END 
    Re: Advantage: Increased STUN multiplier 
    Re: Power Construct: SPD; Costs END 
    Re: Power Construct: SPD; Costs END 
    Re: Power Construct: SPD; Costs END 
    Re: Power Construct: SPD; Costs END 
    Re: Power Construct: SPD; Costs END 
    Re: Power Construct: SPD; Costs END 
    I am very disappointed with Creation Workshop 
    Re: Power Construct: SPD; Costs END 
    Re: Power Construct: SPD; Costs END 
    Re: Power Construct: SPD; Costs END 
    Re: Power Construct: SPD; Costs END 
    Re: Power Construct: SPD; Costs END 
    Power Construct: Seeing in the Dark (fwd) 
    Re: fire extinguisher 
    Re: Power Construct: SPD; Costs END 
    Power Help: Final Strike 
    Re: I am very disappointed with Creation Workshop 
    Re: Power Construct: Seeing in the Dark (fwd) 
    RE: I am very disappointed with Creation Workshop 
    RE: Power Help: Final Strike 
    (off-topic) Digest question 
 
---------------------------------------------------------------------- 
 
Date: Mon, 12 Apr 1999 21:59:33 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: CHAR: The Shaggy Beast 
 
On 12 Apr 1999, Stainless Steel Rat wrote: 
 
> | THE SHAGGY BEAST OF LA FERTE-BERNARD 
>  
> Now you need to do Shaggy of Scooby-Doo fame. 
 
I should have known... 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
     "I don't do .INI, .BAT, or .SYS files.  I don't assign apps to files. 
     I don't configure peripherals or networks before using them.  I have 
         a computer to do all that.  I have a Macintosh, not a hobby." 
                              Fritz Anderson 
 
------------------------------ 
 
Date: Mon, 12 Apr 1999 23:29:31 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: CHAR: Tarasque 
 
[One of the more famous French dragons] 
 
TARASQUE 
(France) 
 
Val	CHA	Cost	Roll	Notes 
50*	STR	10	19-	25 tons; 10d6 
14/18	DEX	20	13-	OCV: 6 / DCV: 6 
30	CON	40	15-	 
26*	BODY	20	14-	 
5	INT	-5	10-	PER Roll 10- 
10	EGO	0	11-	ECV: 3 
25	PRE	15	14-	PRE Attack: 5d6 
0	COM	-5	9-	 
10	PD	0		Total: 18 PD / 8 PDr 
6	ED	0		Total: 14 ED / 8 EDr 
3/4	SPD	9		Phases: 3, 6, 9, 12 
10	REC	0		 
60	END	0		Valus after slash are Only in Water (-1/2) 
50*	STUN	-1		* Modifiers for Growth included 
Total Characteristics Cost: 103 
 
Movement:	Running: 3" / 6" 
		Swimming: 7" / 14" 
 
Cost	Powers & Skills 
Combat Training: 
20	Combat Skill Levels: +4 with HTH 
 
Tarasque Powers: 
40	Great Size: Growth: 6 Levels, 0 END (+1/2), Persistant (+1/2), 
	Always On (-1/2) 
	+30 STR, +6 BODY / STUN, -6" KB, +2" Reach, +4 PER, -4 DCV 
14	Tail: HA: +4d6, 0 END (+1/2), Rear 180 degrees only (-1/4) 
28	Bite: HKA: 2d6+1, (4 1/2d6 with STR) Reduced Penetration (-1/4) 
54	Flame Breath: RKA: 3d6, AoE: One Hex (+1/2), Reduced by  
	Range (-1/4), END 7 
24	Scaled Hide: Armor: 8 DEF 
5	Breathe Water: Life Support: Breathe in unusual environment 
	(water) 
- -6	Running: -3" (3" total), END 1 
5	Swimming: +5" (7" Total), END 1 
5	Tail: Extra Limb: Tail 
 
Optional Powers: 
40	Tusks: HKA: 1d6+1, (2 1/2d6 with STR) Armor Piercing (+1/2),  
	0 END (+1/2) 
26	The Devil's Warnings: Danger Sense, Any Attack 14- 
 
Background Skills: 
5	Concealment 11- 
3	Stealth 13- 
7	Tracking 12- 
184	Total Powers & Skills Cost 
287	Total Character Cost 
 
75+	Disadvantages 
25	Distinctive Features: Enormous water dragon 
	Physical Limitation: 
10	Cannot leap 
15	No fine manipulation 
	Psychological Limitation: 
15	Always hungry, goes out of its way to find food (C, S) 
15	Protective of it territory (C, S) 
10	Reputation: Monster of the Rhone 11- 
122	Experience 
287	Total Disadvantage Points 
 
Appearance: 
The Tarasque (pronounced tar-ask) is a huge water dragon.  The appearance 
of the dragon varies depending on the exact story, but all agree that the 
Tarasque is of great size.  Combing the various legends, we get a large 
water-dwelling dragon, half-mammal, half-fish.  It is covered in thick 
scales, has a lionish head, bear-like paws, a long tail, and many sharp 
teeth.  One description gives it great forward-pointing tusks.  One 
version of the stay says the Tarasque is a male, while the other describes 
it as a female (and the daughter of Leviathan). 
 
Ecology: 
The Tarasque lives in the river Rhone, where it preys on travelers of all 
sorts.  The creature will gladly devours humans, horses, cattle and game 
of all sorts.  It will ravage the countryside, destroying buildings and 
bridges and eating all those that it can catch.  The Tarasque cannot be 
reasoned with, and unlike many other dragons, cannot readily be appeased 
with offers of fair maidens and the like.   
 
Motivations:  
Normal animal motivations.  Unlike many other dragons, the Tarasque does 
not collect or guard treasure and seems to be driven more by hunger than 
anything else.  It guards its territory jealously and will destroy and 
devour any intruders.  
 
Combat Techniques: 
The Tarasque's usual method of combat lay in wait in  a river, thicket or 
lake and then spring upon an unsuspecting victim.  It's great jaws and 
sharp teeth are usually more than sufficient to eliminate any foe, but if 
confronted with a large number of targets (or if heavily outnumbered) it 
won't hesitate to use it fiery breathe or its tail to reduce the number of 
opponents quickly.  If sorely pressed or wounded, it will retreat back to 
its river. 
 
Other Names: None 
 
Rumors:  
Some say that Tarasque has two huge forward pointing tusks it uses to 
impale opponents.  Others say theTarasque is a creature of the devil and 
that the devil will warn the Tarasque of traps and ambushes. 
 
Designer's Notes: 
I initially discovered the Tarasque in the GURPS Fantasy Bestiary.  A 
little research later, and I'd uncovered references to the Tarasque as 
well as many different variations on the story and the dragon's 
appearance.  The basic story behind this beast is that is inhabited the 
river Rhone in France, devastating the surrounding country side and 
slaying all that tried to kill it.  Finally, St. Martha, armed with 
nothing more than a jar of holy water, pacified the beast and lead it back 
to a local village.  There, the villagers set upon the now docile creature 
and killed it. 
 
This story is very similar to the tale of the Gargouille, a water dragon 
that inhabited the river Seine.  In this case, St. Romain confronts the 
dragon, makes the sign of the cross, tames the creature and leads it back 
to town where it is killed. 
 
Game Master may or may not want to utilize the ability for holy objects 
and characters to utterly pacify the Tarasque.  If this is true, the GM 
needs to decide what constitutes a true 'holy' object or character.  In 
general, the character should be truly saintly, most player characters 
will *not* fall under this category. 
 
It should be pointed out that TSR dreamed up a Tarasque for AD&D. This 
creature bears only a passing resemblance to the original Tarasque and is 
grossly overpowered. 
 
 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
                            "Collect all five." 
            Steve Jobs, on the new range of colors of the iMac 266 
 
------------------------------ 
 
Date: Mon, 12 Apr 1999 23:56:26 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Advantage: Increased STUN multiplier 
 
	I was wondering if it would be possible to construct the following 
Advantage on a power: 
	xd6 Attack, Increased STUN Multiplier, where the STUN Multiplier 
increases +1 for every 2 points the Attack roll was made by. 
 
	Would this be Increased STUN multiplier with a Limitation, or 
Increased STUN multiplier with an Advantage (like Trigger), or something I 
haven't thought of yet. 
 
------------------------------ 
 
Date: Mon, 12 Apr 1999 21:05:01 -0700 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: Re: CHAR: Tarasque 
 
>Designer's Notes: 
>I initially discovered the Tarasque in the GURPS Fantasy Bestiary.  A 
>little research later, and I'd uncovered references to the Tarasque as 
>well as many different variations on the story and the dragon's 
>appearance.  The basic story behind this beast is that is inhabited the 
>river Rhone in France, devastating the surrounding country side and 
>slaying all that tried to kill it.  Finally, St. Martha, armed with 
>nothing more than a jar of holy water, pacified the beast and lead it back 
>to a local village.  There, the villagers set upon the now docile creature 
>and killed it. 
> 
>This story is very similar to the tale of the Gargouille, a water dragon 
>that inhabited the river Seine.  In this case, St. Romain confronts the 
>dragon, makes the sign of the cross, tames the creature and leads it back 
>to town where it is killed. 
> 
>Game Master may or may not want to utilize the ability for holy objects 
>and characters to utterly pacify the Tarasque.  If this is true, the GM 
>needs to decide what constitutes a true 'holy' object or character.  In 
>general, the character should be truly saintly, most player characters 
>will *not* fall under this category. 
 
I would make the holy water and cross effects campaign rather than 
disadvantage rules.  In the mythos (using the word widely here, read CS 
Lewis for an excelleng discourse on myth vs legend) of saints and medieval 
Roman Catholocism, a holy enough person could withstand any beast or horror 
with faith.  Thus vampires, werewolves, etc were affected by holy signs, 
etc.  It is sort of the opposite of now where NO holy stuff works, and 
especially in modern horror movies (post Omen) holiness is absolutely 
useless and weak. 
 
- -------------------------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo    	Solus Christus		Corum Deo 
- -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: Tue, 13 Apr 1999 00:31:28 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Power Construct: SPD; Costs END 
 
	This came up on this list previously. 
 
	Here is the construct: 
	X amount of +SPD; Costs END (draws from an END pool) 
 
	How would END expenditure work for this power? 
	When could you activate it?  How long would each "expenditure" 
	cost? 
 
	Also, when you're using your total enhanced SPD, do you pay END 
for the +SPD or the entire SPD? 
 
------------------------------ 
 
Date: Mon, 12 Apr 1999 23:39:07 -0500 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Advantage: Increased STUN multiplier 
 
At 11:56 PM 4/12/1999 -0400, Jason Sullivan wrote: 
> 
>	I was wondering if it would be possible to construct the following 
>Advantage on a power: 
>	xd6 Attack, Increased STUN Multiplier, where the STUN Multiplier 
>increases +1 for every 2 points the Attack roll was made by. 
> 
>	Would this be Increased STUN multiplier with a Limitation, or 
>Increased STUN multiplier with an Advantage (like Trigger), or something I 
>haven't thought of yet. 
 
Sounds more like Activation, but wouldn't it be simpler to leave the ISM at 
a fixed level and buy extra d6 of attack power (with Activation or just 
Limited Power "Only when attack roll is exceeded by x")?  If this is an EB 
attack, just specify that the extra dice do no BODY.    
 
Damon 
 
------------------------------ 
 
Date: Mon, 12 Apr 1999 21:36:01 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Power Construct: SPD; Costs END 
 
> 
>	This came up on this list previously. 
> 
>	Here is the construct: 
>	X amount of +SPD; Costs END (draws from an END pool) 
> 
>	How would END expenditure work for this power? 
>	When could you activate it?  How long would each "expenditure" 
>	cost? 
> 
>	Also, when you're using your total enhanced SPD, do you pay END 
>for the +SPD or the entire SPD? 
 
Each SPD point would cost 1 END (since it's a 10 active point power) and 
would cost that Endurance every phase in rounds it was active.  So if you 
had a normal SPD of 4, with +2 SPD that cost END, it'd cost you 2 extra END 
every Phase, for a total of 12 in the round. 
 
------------------------------ 
 
Date: Tue, 13 Apr 1999 00:17:46 -0500 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Power Construct: SPD; Costs END 
 
At 12:31 AM 4/13/1999 -0400, Jason Sullivan wrote: 
> 
>	Here is the construct: 
>	X amount of +SPD; Costs END (draws from an END pool) 
> 
>	How would END expenditure work for this power? 
>	When could you activate it?  How long would each "expenditure" 
>	cost? 
 
You don't have to "activate" it.  When you buy Characteristics as Powers, 
they are assumed to be Persistent; the extra SPD is always available to 
you, whether or not you choose to do something with it every Turn. 
 
Conveniently, 1 point of SPD costs 10 points.  You should pay 1 END (on 
Segment 12, *before* the post-12 recovery) for every 10 AP of the Power you 
use.  That is, 1 END for every additional Phase you take during that Turn. 
If your normal SPD is 4, and you take six Phases, you pay 2 END. 
 
The END pool for the extra SPD needs its own REC, or course; you can't 
boost your SPD by tapping that pool, then use one of the bonus Phases to 
take an extra recovery and replenish the pool. 
 
I don't understand the question "How long would each 'expenditure' cost?" 
You wouldn't be using the extra SPD like Charges, so the extra SPD will 
last as long as you want to use it and can pay the END for it. 
 
>	Also, when you're using your total enhanced SPD, do you pay END 
>for the +SPD or the entire SPD? 
 
Only the added SPD is bought as a Power, so you should only pay END for that. 
 
Damon  
 
------------------------------ 
 
Date: Tue, 13 Apr 1999 00:24:32 -0500 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Power Construct: SPD; Costs END 
 
At 09:36 PM 4/12/1999 -0700, Wayne Shaw wrote: 
>> 
>>	X amount of +SPD; Costs END (draws from an END pool) 
>> 
>>	How would END expenditure work for this power? 
>> 
>>	Also, when you're using your total enhanced SPD, do you pay END 
>>for the +SPD or the entire SPD? 
> 
>Each SPD point would cost 1 END (since it's a 10 active point power) and 
>would cost that Endurance every phase in rounds it was active.  So if you 
>had a normal SPD of 4, with +2 SPD that cost END, it'd cost you 2 extra END 
>every Phase, for a total of 12 in the round. 
 
Huh?  I was with you until "...for a total of 12 in the round." 
 
Assuming by "round" you mean Turn (12 segments), he should pay a total of 2 
END per Turn, not 12, to boost his SPD by +2.  Where does 12 come from -- 
what am I missing? 
 
Damon 
 
------------------------------ 
 
Date: Mon, 12 Apr 1999 22:12:38 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Power Construct: SPD; Costs END 
 
>At 09:36 PM 4/12/1999 -0700, Wayne Shaw wrote: 
>>> 
>>>	X amount of +SPD; Costs END (draws from an END pool) 
>>> 
>>>	How would END expenditure work for this power? 
>>> 
>>>	Also, when you're using your total enhanced SPD, do you pay END 
>>>for the +SPD or the entire SPD? 
>> 
>>Each SPD point would cost 1 END (since it's a 10 active point power) and 
>>would cost that Endurance every phase in rounds it was active.  So if you 
>>had a normal SPD of 4, with +2 SPD that cost END, it'd cost you 2 extra END 
>>every Phase, for a total of 12 in the round. 
> 
>Huh?  I was with you until "...for a total of 12 in the round." 
> 
>Assuming by "round" you mean Turn (12 segments), he should pay a total of 2 
>END per Turn, not 12, to boost his SPD by +2.  Where does 12 come from -- 
>what am I missing? 
 
I'm assuming since the extra SPD has effects even on those phases it doesn't 
directly give him...pushing his first phase from seg 3 to seg 2, for 
example...that he has to pay for the END on _every_ phase in the round, not 
just those new ones he got from the extra SPD.  After all, that's the way it 
works with any other Continuous or Constant power. 
 
------------------------------ 
 
Date: Tue, 13 Apr 1999 01:42:43 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: Power Construct: SPD; Costs END 
 
On Mon, 12 Apr 1999, Wayne Shaw wrote: 
> >At 09:36 PM 4/12/1999 -0700, Wayne Shaw wrote: 
 
> I'm assuming since the extra SPD has effects even on those phases it doesn't 
> directly give him...pushing his first phase from seg 3 to seg 2, for 
> example...that he has to pay for the END on _every_ phase in the round, not 
> just those new ones he got from the extra SPD.  After all, that's the way it 
> works with any other Continuous or Constant power. 
 
	Wouldn't this mean that it would cost the same ammount of END to 
fuel +1 SPD (Costs END) and +9 SPD (Costs END)?  Isn't that a bit 
lopsided? 
	Also, if the power worked on (non continous) charges, would it 
cost +1 SPD for 12 Charges, or +1 SPD for one charge? 
 
------------------------------ 
 
Date: Mon, 12 Apr 1999 22:27:55 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Power Construct: SPD; Costs END 
 
>On Mon, 12 Apr 1999, Wayne Shaw wrote: 
>> >At 09:36 PM 4/12/1999 -0700, Wayne Shaw wrote: 
> 
>> I'm assuming since the extra SPD has effects even on those phases it doesn't 
>> directly give him...pushing his first phase from seg 3 to seg 2, for 
>> example...that he has to pay for the END on _every_ phase in the round, not 
>> just those new ones he got from the extra SPD.  After all, that's the way it 
>> works with any other Continuous or Constant power. 
> 
>	Wouldn't this mean that it would cost the same ammount of END to 
>fuel +1 SPD (Costs END) and +9 SPD (Costs END)?  Isn't that a bit 
>lopsided? 
 
Uh, no: 1 END per SPD point per phase.  So the +9 SPD would cost 9 END 
_every phase_./ 
 
>	Also, if the power worked on (non continous) charges, would it 
>cost +1 SPD for 12 Charges, or +1 SPD for one charge? 
 
Since Charges don't care, per se, how big a power is, it'd cost one charge 
per each phase you had while the SPD was on.    In the case of the example I 
used, it'd be 6 charges a round. 
 
------------------------------ 
 
Date: Mon, 12 Apr 1999 23:04:14 -0700 
From: Lizard <lizard@mrlizard.com> 
Subject: I am very disappointed with Creation Workshop 
 
Well, I finally got around to using CW. I am very disappointed. After 
struggling through three characters (which took me an hour), the system 
just crashed. I'm going back to CW.  
 
I find the interface confusing and ugly (too many windows, too many of the 
lists have a random blend of folders and 'naked' items). And, as I noted, 
it crashed for no readily apparent reason.  
 
Lots of people seem to like this product, though. How is it superior to HM? 
What am I missing? 
 
------------------------------ 
 
Date: Tue, 13 Apr 1999 01:12:39 -0500 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Power Construct: SPD; Costs END 
 
At 10:27 PM 4/12/1999 -0700, Wayne Shaw wrote: 
>Uh, no: 1 END per SPD point per phase.  So the +9 SPD would cost 9 END 
>_every phase_./ 
 
Whatever the perceived "extra benefits", 1 point of SPD only grants 1 extra 
Phase during a Turn; that 1 point of SPD -- at 10 Active Points -- should 
have a net END cost of 1 during that Turn.  This is true whether the END 
cost is paid during each "bonus" Phase (@ 1 END per extra Phase) or at the 
beginning of Segment 12. 
 
Pushing this example to the extreme, a SPD 2 character has +10 SPD 
available to him as a Power; this is "only" 100 AP woth of power, no matter 
how long he uses it.  You want to charge the character 100 END every Turn 
for this.  No other 100 AP Power costs this much to use, no matter what the 
benefits. 
 
Damon 
 
------------------------------ 
 
Date: Mon, 12 Apr 1999 22:58:03 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Power Construct: SPD; Costs END 
 
>At 10:27 PM 4/12/1999 -0700, Wayne Shaw wrote: 
>>Uh, no: 1 END per SPD point per phase.  So the +9 SPD would cost 9 END 
>>_every phase_./ 
> 
>Whatever the perceived "extra benefits", 1 point of SPD only grants 1 extra 
>Phase during a Turn; that 1 point of SPD -- at 10 Active Points -- should 
>have a net END cost of 1 during that Turn.  This is true whether the END 
>cost is paid during each "bonus" Phase (@ 1 END per extra Phase) or at the 
>beginning of Segment 12. 
> 
 
I disagree, obviously. 
 
>Pushing this example to the extreme, a SPD 2 character has +10 SPD 
>available to him as a Power; this is "only" 100 AP woth of power, no matter 
>how long he uses it.  You want to charge the character 100 END every Turn 
>for this.  No other 100 AP Power costs this much to use, no matter what the 
>benefits. 
 
Really?  Tried running 100 AP force field all turn lately?  If you had ten 
phases, that would cost you 100 END too.  Any constant power costs every 
phase; I don't see why SPD should get to be an exception. 
 
------------------------------ 
 
Date: Mon, 12 Apr 1999 22:59:10 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Power Construct: SPD; Costs END 
 
>On Mon, 12 Apr 1999, Wayne Shaw wrote: 
>> Uh, no: 1 END per SPD point per phase.  So the +9 SPD would cost 9 END 
>> _every phase_./ 
>	Example: 
>	Captain Zoom normally has a SPD of 2.  Captain Zoom has +6 SPD, 
>Costs END. 
> 
>	It costs him 6 points of END... 
>		a) Every phase the "additional" +6 SPD is added on 
>		   for 36 END 
>		b) Every phase Captain Zoom goes on (total of 8) 
>		   for 48 END 
>		c) All twelve phases 
>		   for 72 END 
 
Case 'b.'  Just like any other constant power. 
 
------------------------------ 
 
Date: Tue, 13 Apr 1999 02:37:18 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: Power Construct: SPD; Costs END 
 
On Mon, 12 Apr 1999, Wayne Shaw wrote: 
> >	Example: 
> >	Captain Zoom normally has a SPD of 2.  Captain Zoom has +6 SPD, 
> >Costs END. 
> >	It costs him 6 points of END... 
> >		b) Every phase Captain Zoom goes on (total of 8) 
> >		   for 48 END 
> Case 'b.'  Just like any other constant power. 
 
	This is a very interesting construct.  A power that makes itself  
(and all other constant powers) cost more by it's own use, which is why I 
think it's a bit buggy.  Also, the higher the "base SPD", the more the 
powers costs to use.  Compare two characters, one with a natural SPD of 2 
and a SPD, Costs END of +3, and another character with a natural SPD of 10 
and a SPD, Costs END of +2.  The former costs 15, the latter costs 24, and  
the total SPD of the first is less than the second. 
	Perhaps this is counterbalanced by the fact that Constant AoE 
powers would also be effected by the increase of SPD (but would still cost 
more per phase, anyhow). 
	Very odd.  Very odd, indeed.  Makes you wonder if it's even worth 
it... 
 
	Perhaps we could get an "offical" ruling on this? 
 
------------------------------ 
 
Date: Mon, 12 Apr 1999 23:28:40 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
 
Subject: Re: Power Construct: SPD; Costs END 
 
>On Mon, 12 Apr 1999, Wayne Shaw wrote: 
>> >	Example: 
>> >	Captain Zoom normally has a SPD of 2.  Captain Zoom has +6 SPD, 
>> >Costs END. 
>> >	It costs him 6 points of END... 
>> >		b) Every phase Captain Zoom goes on (total of 8) 
>> >		   for 48 END 
>> Case 'b.'  Just like any other constant power. 
> 
>	This is a very interesting construct.  A power that makes itself  
>(and all other constant powers) cost more by it's own use, which is why I 
>think it's a bit buggy.  Also, the higher the "base SPD", the more the 
 
Of course it is.  Any stat that costs END to operate is buggy.  I still 
think if you're going to do that, this is how it should be operated though. 
 
Switchable Speed is a buggy, odd power game mechanically.  There's no real 
way around that.  It's one reason many people won't let you Drain or Aid 
Speed at all. 
 
------------------------------ 
 
Date: Tue, 13 Apr 1999 02:58:43 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Power Construct: Seeing in the Dark (fwd) 
 
	I need a power that will allow a character to see as well at night 
as during the day. 
	This is not infravision, where one may see things in heat 
patterns. 
	Rather, it is a "mystical" sight, in which there is no darkness. 
It does not require any from of ambient radiation.  It functions similar 
to normal sight, the only drawback (perhaps) being the sight "in the 
dark" is ever so slighty dimmed towards monochrome color shifts. 
	 
	It is not Spatial Awareness, because it can sense fine details. 
N-Ray vision and Detect/Sense also can't be used to simulate this power, 
nor can a bonus to PER only for the purposes of seeing in the dark. 
	It is a directional, targeting, ranged, discriminatory sense, 
based on the Sight sense group. 
 
------------------------------ 
 
Date: Tue, 13 Apr 1999 18:19:19 -0700 
From: Rick Holding <rholding@actonline.com.au> 
Subject: Re: fire extinguisher 
 
geoff heald wrote: 
 
> Well, I'd call it TK.  The idea is to push down on the fire.  Admittedly, 
> the thing you're pushing down is very like a force wall, but since it isn't 
> stationary, I thought it would be TK. 
> Just like stamping out the fire, but using telekinetic "feet". 
 
	I don't know where you got the idea that they were pushing down on the 
fire to put it out.  It would make more sense that they use the force 
field to smother the fire by starving it of oxygen.  After all, the 
force fields they have are airtight.  They use them for windows and 
hatches in the hanger bays.  Hell, they even use them as emergency hull 
plates when they have a breach. 
 
	Forcewall can be used to simulate all of these so easily. 
- --  
Rick Holding 
 
If only "common sense" was just a bit more common... 
   or if you prefer...  You call this logic ? 
 
------------------------------ 
 
Date: Tue, 13 Apr 1999 06:58:50 -0500 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Power Construct: SPD; Costs END 
 
At 10:58 PM 4/12/1999 -0700, Wayne Shaw wrote: 
>>Pushing this example to the extreme, a SPD 2 character has +10 SPD 
>>available to him as a Power; this is "only" 100 AP woth of power, no matter 
>>how long he uses it.  You want to charge the character 100 END every Turn 
>>for this.  No other 100 AP Power costs this much to use, no matter what the 
>>benefits. 
> 
>Really?  Tried running 100 AP force field all turn lately?  If you had ten 
>phases, that would cost you 100 END too.  Any constant power costs every 
>phase; I don't see why SPD should get to be an exception. 
 
I will concede that a 100 AP force field, used over the space of 10 Phases, 
does and should cost 100 END over the course of the Turn.  However, in this 
case you get the full benefit of the 100 AP field on every Phase. 
 
Captain Zoom buys a 60 AP "extra SPD" Power, which gives him the chance to 
take six extra actions.  Can he take six extra actions per Phase?  No. 
Then why make him pay END as if he could?  It only acts as a 60 AP Power 
over the course of a full Turn; on each of the bonus Phases, it's 
effectively a 10 AP Power that lasts for one Phase.  This may seem an odd 
way of thinking of it, but it beats billing a character full END cost for 
something every Phase that they only get full benefit from every Turn.  
 
Damon 
 
------------------------------ 
 
Date: Tue, 13 Apr 1999 07:50:23 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Power Help: Final Strike 
 
The Spell: 
	By channelling the caster's life force into magical energy, this 
spell can greatly increase the power of any spell cast immediately after 
it.  The catch?  You have to channel /all/ of your remaining life energy, 
so as soon as you're done casting that other spell, your body falls 
lifeless to the floor. 
 
The Power: 
	xd6 Aid (5x) to any one spell (+1/4) or possibly to all spells 
(+2), gestures (-1/4), incantations (-1/4), requires magic skill roll 
(-1/2) 
 
The Problem: 
	What value should be given to 'caster dies when all Aided points 
are gone'?  I'm pondering using 'one charge never recovers (-4)' (possibly 
along with 'costs end (-1/2)'), but even that isn't really enough, because 
then one could happily cast the spell and still go on with their lives. 
Side Effects might be usable (they ought to do several dice of killing 
damage with no defenses), but what limitation do you get for 'Side Effects 
always occur'? 
 
	As a lesser version, how would one do 'caster loses all magical 
power when Aided points are gone'?  I guess one could use Side Effects and 
make a nice Drain with the recovery rate bought way down, or maybe a 
Transform. 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Tue, 13 Apr 1999 06:39:29 -0700 
From: Darrin Kelley <backflash@mindspring.com> 
Subject: Re: I am very disappointed with Creation Workshop 
 
    As a quite sometime fan of CW, I can tell you what I like about it, but 
also what I dislike. 
 
    I like the end product it produces, when the updates to it actually work to 
100%! The interface was actually worth picking up to me, for Hero to Fuzion 
conversions. And I also am using some of the output to convert my characters 
and certain book characters to Marvel SAGA. After you pick up the general feel 
of how the program works, it becomes pretty easy to use. But yes, it is not a 
program that is easy for someone new to use. 
 
    Also, the manual that comes with it just plain sucks. The helpfiles 
included. I found out more about the program by blind experimentation than I 
did reading the documentation. I also have the advantage of time. I am not 
gainfully employed. So I have the time to fight with programs and find bugs in 
them pretty fast. But given the huge library of characters I have transfered 
over into CW format, I am bound to hit the major bugs almost immediately. 
 
    The program is superior to Heromaker in capabilities and potential of what 
is can be used to do. it had POTENTIAL multiple game system support. But does 
not lend itself to allowing individuals to author them outside of the company, 
because of the lack of intimate knowledge the original programmer has. 
 
    I consider CW to be a great idea with poor execution. It has a great 
potential to be everything Hero claims, but does not truly meet it. Fuzion is 
much the same. However, with Fuzion, fans can actually give it gigantic support 
and individual development, because all of the basic theories are spelled out. 
With CW, the opposite is true. It needed a real and definative manual from the 
outset to achieve that. 
 
    I know for a fact that people would be lining up around the block and 
singing CW's praises if it truly delivered on the promises that were made. 
 
    And Bruce, if you are reading this. You are overburdened. The amount of new 
templates You have to program does not allow you the time to dedicate to 
finding the bugs in the new updates. I found two immediately after the install 
of the new update.. One in the Hero template that causes a conflict with older 
level 2 files, and there is no conversion script to update them. And the 
HeroFuzion has an error that causes it to abort because COM is not recognized 
in conversion. So I ripped out CW completely and reinstalled it completely to 
the state I had it before the update. 
 
Lizard wrote: 
 
> Well, I finally got around to using CW. I am very disappointed. After 
> struggling through three characters (which took me an hour), the system 
> just crashed. I'm going back to CW. 
> 
> I find the interface confusing and ugly (too many windows, too many of the 
> lists have a random blend of folders and 'naked' items). And, as I noted, 
> it crashed for no readily apparent reason. 
> 
> Lots of people seem to like this product, though. How is it superior to HM? 
> What am I missing? 
 
------------------------------ 
 
Date: Tue, 13 Apr 1999 08:44:54 -0400 
From: Kim Foster <nexus@uky.campuscwix.net> 
Subject: Re: Power Construct: Seeing in the Dark (fwd) 
 
At 02:58 AM 4/13/99 -0400, Jason Sullivan wrote: 
>	I need a power that will allow a character to see as well at night 
>as during the day. 
>	This is not infravision, where one may see things in heat 
>patterns. 
>	Rather, it is a "mystical" sight, in which there is no darkness. 
>It does not require any from of ambient radiation.  It functions similar 
>to normal sight, the only drawback (perhaps) being the sight "in the 
>dark" is ever so slighty dimmed towards monochrome color shifts. 
>	 
>	It is not Spatial Awareness, because it can sense fine details. 
>N-Ray vision and Detect/Sense also can't be used to simulate this power, 
>nor can a bonus to PER only for the purposes of seeing in the dark. 
>	It is a directional, targeting, ranged, discriminatory sense, 
>based on the Sight sense group. 
> 
> 
> 
 
 
I have seen this power built as N-Ray Vision Only through Transperant 
Substances (air/water/etc). Though you may wish to go the new power route 
and take Fuzion's See in the Dark power which comes out to costing 5 points 
in Hero and functions exactly like you describe with the addition of 
negating the power Darkness to some extent (varies by SFX).  
 
 
 
Email Address change:Please update to the following: 
nexus@uky.campuscwix.net 
 
------------------------------ 
 
Date: Tue, 13 Apr 1999 10:06:36 -0400 
From: "Johnson, Adam" <AJohnson@clariion.com> 
Subject: RE: I am very disappointed with Creation Workshop 
 
Comments below... apologies, but this is the way Outlook does this, I have no control over it. 
 
 
- ---------------------------------------------------------- 
Adam Johnson 
Product Support -- Head Lab Resident Area Tech (RAT) 
ajohnson@clariion.com 
	Life's a long song... but the tune ends too soon for us all 
Jethro Tull, "Life's a Long Song," Living in the Past 
- ---------------------------------------------------------- 
 
> -----Original Message----- 
> From:	Darrin Kelley [SMTP:backflash@mindspring.com] 
> Sent:	Tuesday, 13 April, 1999 9:39 
> To:	Lizard 
> Cc:	champ-l@sysabend.org 
> Subject:	Re: I am very disappointed with Creation Workshop 
>  
>     As a quite sometime fan of CW, I can tell you what I like about it, but 
> also what I dislike. 
>  
>     I like the end product it produces, when the updates to it actually work to 
> 100%! The interface was actually worth picking up to me, for Hero to Fuzion 
> conversions. And I also am using some of the output to convert my characters 
> and certain book characters to Marvel SAGA. After you pick up the general feel 
> of how the program works, it becomes pretty easy to use. But yes, it is not a 
> program that is easy for someone new to use. 
>  
	[Adam says:]   
 
	The output is great, and I have never had a problem with it. Of course, I'm using the latest commercial version of it, and have yet to install the latest update that was announced last week. I disagree with your statement on it not being an easy program for someone new to use. The help files, at least in my opinion, are well done and will serve the new user well, should the new user take the time to read them. Therein lies a problem, albeit a minor one. 
 
 
 
>     Also, the manual that comes with it just plain sucks. The helpfiles 
> included. I found out more about the program by blind experimentation than I 
> did reading the documentation. I also have the advantage of time. I am not 
> gainfully employed. So I have the time to fight with programs and find bugs in 
> them pretty fast. But given the huge library of characters I have transfered 
> over into CW format, I am bound to hit the major bugs almost immediately. 
>  
	[Adam says:]   
 
	Granted, I don't read the help files much. I tinker with a program (especially MS Office) and learn from there. That's kind of how I'm learning Visual Basic. 
	What are the bugs that you're hitting? 
 
 
 
>     The program is superior to Heromaker in capabilities and potential of what 
 
> is can be used to do. it had POTENTIAL multiple game system support. But does 
> not lend itself to allowing individuals to author them outside of the company, 
> because of the lack of intimate knowledge the original programmer has. 
>  
	[Adam says:]   
 
	Have you read the tutorial on how to create your own game system? It's very straightforward and rather easy to follow along. Again, you'll have to tinker around, and you won't really be able to get a 100% working product overnight, but then again, I don't think Bruce and anyone else he has working for/with him on this can spend 24/7 on working on new packages for CW. 
 
 
>     I consider CW to be a great idea with poor execution. It has a great 
> potential to be everything Hero claims, but does not truly meet it. Fuzion is 
> much the same. However, with Fuzion, fans can actually give it gigantic support 
> and individual development, because all of the basic theories are spelled out. 
> With CW, the opposite is true. It needed a real and definative manual from the 
> outset to achieve that. 
>  
>  
	[Adam says:]   
 
	Your point is taken and noted, but I still disagree with it. For my own purposes, it works fine. I might try to work on a package or two myself, for some games that aren't supported as yet, but for now, I'll stick with what I've got with it.  
 
 
>     I know for a fact that people would be lining up around the block and>  
> singing CW's praises if it truly delivered on the promises that were made. 
>  
>     And Bruce, if you are reading this. You are overburdened. The amount of new 
> templates You have to program does not allow you the time to dedicate to 
> finding the bugs in the new updates. I found two immediately after the install 
> of the new update.. One in the Hero template that causes a conflict with older 
> level 2 files, and there is no conversion script to update them. And the 
> HeroFuzion has an error that causes it to abort because COM is not recognized 
> in conversion. So I ripped out CW completely and reinstalled it completely to 
> the state I had it before the update. 
>  
	[Adam says:]   
 
 
	By the way, there is a CW mailing list out there. If you're not subscribed to it, I would suggest it. A lot of the material on there may help, and you can certainly voice your opinions and questions to a more qualified audience. I'm not sure how many people on the Champions/Hero list use CW. I can pretty much say that not everyone does. I don't think a lot of people use Heromaker as well. (I could be wrong... I've been wrong before. Hopefully not today though.) 
 
	Just my two coppers... 
 
------------------------------ 
 
Date: Tue, 13 Apr 1999 10:09:10 -0400 
From: "Johnson, Adam" <AJohnson@clariion.com> 
Subject: RE: Power Help: Final Strike 
 
I would say, Side Effects, the full boat, BODY Drain, Recovers 1/Day or even 
Week 
 
- ---------------------------------------------------------- 
Adam Johnson 
Product Support -- Head Lab Resident Area Tech (RAT) 
ajohnson@clariion.com 
	Life's a long song... but the tune ends too soon for us all 
Jethro Tull, "Life's a Long Song," Living in the Past 
- ---------------------------------------------------------- 
 
> -----Original Message----- 
> From:	Dr. Nuncheon [SMTP:jeffj@io.com] 
> Sent:	Tuesday, 13 April, 1999 8:50 
> To:	HERO System Mailing List 
> Subject:	Power Help: Final Strike 
>  
> The Spell: 
> 	By channelling the caster's life force into magical energy, this 
> spell can greatly increase the power of any spell cast immediately after 
> it.  The catch?  You have to channel /all/ of your remaining life energy, 
> so as soon as you're done casting that other spell, your body falls 
> lifeless to the floor. 
>  
> The Power: 
> 	xd6 Aid (5x) to any one spell (+1/4) or possibly to all spells 
> (+2), gestures (-1/4), incantations (-1/4), requires magic skill roll 
> (-1/2) 
>  
> The Problem: 
> 	What value should be given to 'caster dies when all Aided points 
> are gone'?  I'm pondering using 'one charge never recovers (-4)' (possibly 
> along with 'costs end (-1/2)'), but even that isn't really enough, because 
> then one could happily cast the spell and still go on with their lives. 
> Side Effects might be usable (they ought to do several dice of killing 
> damage with no defenses), but what limitation do you get for 'Side Effects 
> always occur'? 
>  
> 	As a lesser version, how would one do 'caster loses all magical 
> power when Aided points are gone'?  I guess one could use Side Effects and 
> make a nice Drain with the recovery rate bought way down, or maybe a 
> Transform. 
>  
> J 
>  
> Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
> Qui annus est?                                   http://www.io.com/~jeffj 
>  
 
------------------------------ 
 
Date: Tue, 13 Apr 1999 10:19:43 EDT 
From: Leah L Watts <llwatts@juno.com> 
Subject: (off-topic) Digest question 
 
Would someone getting the digest version of this list please e-mail me 
privately?  I have a couple questions about it. 
 
Leah 
 
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------------------------------ 
 
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Date: Tuesday, June 29, 1999 10:12 AM