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  1. Whaddya know - actually, 3rd edition DOES include the rule that Enhanced Senses don't cost any END, but they screwed up on the layout and the paragraph which says that appears AFTER the listings for Infrared Vision and Enhanced Vision (p.23), so it's easy to overlook. This is one of many epic layout fails that happened in the old Hero Games books - they just make me laugh now
  2. I can't say that I'd ever noticed that the 3rd edition rules don't explicitly mention that Enhanced Senses cost no END - this is probably because I started out with 2nd edition, where it DOES explicitly state that "Enhanced Senses do not cost END to use" (p.17). Some evidence that that statement was left out of 3rd edition as an oversight rather than an intentional change would include that the example characters in the book do not show any END costs for their Enhanced Senses (see Starburst, Bluejay, Howler, Mechanon, Dragonfly, Shrinker, Viper Leader), and neither do the writeups in subsequently released books such as Enemies III. Additionally, Adventurers Club #6 contained an overview of the rules changes and errata for 3rd edition ("Champions Plus" column), where it's stated in the preface that "The new edition is mainly a more user-friendly rewrite of the last edition - there are very few rules changes. But Champions co-author George MacDonald has written up those few"; the column says nothing about any change to Enhanced Senses, which I would have expected to have merited inclusion if it had been an intentional rules change. Regarding Elemental Controls, 3rd edition is slightly more permissive that 2nd edition in that 2nd edition merely states that "Generally, Powers that don't normally cost END to use should not be put into Elemental Controls" while - as has already been pointed out - 3rd edition adds the explicit allowance that "the GM can make an exception to this rule." (I won't go down the rabbit hole of talking about how back in the day GM exceptions and allowances were always assumed by us to be possible, etc., etc... uphill in the snow both ways, get off my lawn... )
  3. LOL - beyond the basic translation fail here, the almost self-fulfilling-prophecy aspect is pretty chuckle-inducing too 😄
  4. Hiya Duke. If you're referring to the "Privateer" advertised in the early issues of Adventurers Club (and elsewhere, if fuzzy memory serves), that was actually a boardgame which Hero Games ended up distributing for a while (I have no idea about how or why that happened...). I don't think I played it myself, but I know I at least saw it being played at a convention back in the mid-80s. According to boardgamegeek.com, it ended up being renamed at some point to "Pirateer": https://boardgamegeek.com/boardgame/386/pirateer.
  5. Taking crates of empty glass bottles back to The Pop Shoppe
  6. Unfortunately they're still around and knocking on doors. Not in the old Fuller Brush Man sense, but the parade of (usually) young folks with clipboards trying to interest you in things like solar power installations, home security systems, "your neighbors are having a big pest treatment done and thought you might want to join in" etc. keeps going, and going, and going... (And in these times of COVID, it seems like most of them aren't bothering to wear masks...)
  7. I appreciated that sketch even more after I picked up a DVD collection of The Adventures of Robin Hood show and heard the opening theme for the first time...
  8. I was really feeling nothing for hours afterward, and even joked to my wife that they probably just slipped me some saline solution, but about 13 hours after the vaccination a sleeper wave of body aches crashed down on me. A couple ibuprofen and a night's sleep later, and I'm about 85% better. Despite the inconvenience, I'm glad my immune system is doin' its thing!
  9. Got my J&J vaccination this morning. No protesters, thankfully, just a way-too-long line, but I got through it. No side effects so far, but it's still early yet...
  10. I think the first cassette that was my very own (given to me as a gift) was the first, eponymous, Asia album. I don't remember what the first one purchased with my own money was. Like others have also mentioned, my main use of cassettes ended up being making collage tapes - lots of 'em!
  11. Is that the sequel to the woman with the empty apartment behind her bathroom mirror?
  12. Sorry, it was clear in my own mind, but I seemed to have failed my Communications roll... My "eye-opener" comment was an attempt to simultaneously refer to and express agreement with something you wrote in the "VPP -1/4 limitation; All powers must be predesigned" thread - namely: On the bright side, at least I didn't inadvertently insult your ancestors back to the Nth generation or anything like that...
  13. I'll echo what Duke said in the other thread - the impact of Extra Time to change MP slots is a real eye-opener! I would strongly suggest that GMs apply the same halving of Limitation value that applies when taken on Constant/Persistent Powers that only require the Extra Time to activate (6E1 375), since time to change slots is not the same impact as needing Extra Time every time a particular slot is used. With Extra Time applied to the slots (at half value for only applying to reallocating the MP, -1/4), Slow Steve becomes 60 + 5 + 5 = 70 points. Doesn't seem so bad. Even better, Efficient Ernie's rebuild of Blasting Betty would no longer be efficient at all, with each MP being 62 points, or 124 points total - paying 4 more points than a character who just bought both powers outright.
  14. I'm hoping for the best! Hang in there.
  15. That would be for the DDOLRKR thread.
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