HDTenEightyP/NetNews huggingface dataset:
From: tgt33358@uxa.cso.uiuc.edu (Deus Imperator)
Subject: Re: Werewolf & Hunters Hunted?
Organization: University of Illinois at Urbana
Date: Wed, 14 Oct 1992 08:06:45 GMT

In article <1992Oct13.200702.20034@news.duc.auburn.edu> fshaver@eng.auburn.edu writes:
>Greetings.
>
>
>Any thoughts on this?  I thought the idea of werewolves running around defending the wyld with several dots of True Faith a little scary and maybe incongruous.
Well, this is all IMHO, and will probably be ignored, since from your tone you
do not respect your ST, but the idea of a Garou having TF is kinda incongruous.
I mean, it's possible...their devotion to Gaea may be _that_ strong, to drive 
back the forces of darkness, but that's not their style.  They'd rather be 
going toe to toe with a leech, rather than driving them back temporarily.  Why?
Because they CAN.  Why not stamp out the evil where it stands? 

>
>The ST allowed the characters to choose numinae so I took advantage of his stupidity, er, um, generosity.  I took Clairvoyance.  Now all I have to do is spot an agent of the wyrm, follow him home using clairvoyance (taking care to note any traps/keycodes he might set to defend himself), then pay a surprise visit to the wyrm during the day.  Let's see, a kindred can use a maximum number of dice equal to his Willpower during the day, right?

_AND,_ according to V:TM, Garou can't transform during the day...You can't 
enjoy the best of both worlds (ie using bennies from Vampire, but ignoring the
downside the game presents).  Sure, you could put a shotgun to his lips in
homid form...but what's the fun in _that?_

I also think you MAJORLY misinterpreted the Clairvoyance rules.  Basically, 
clairvoyance affords you a "snapshot" of a far away location, NOT a moving
camera.  You have to lock onto a place, and stick with that spot.  Now, if 
you locked onto the front door of a vampire's Haven, that's another thing.
But allowing Clairvoyance to be used in this way greatly overbalances a 
power.   
-- 
I don't mind being the smartest	    / Thanatos, DeathUrge, Master of Unknown
man in the world...I just wish it   \ Time and Space tgt33358@uxa.cso.uiuc.edu 
wasn't this one...	       	    / "No, I don't know how much unknown is... 
	-Ozymandias 		    \	...THAT'S THE POINT!" 
Newsgroups: rec.games.frp.misc
From: winterh@emunix.emich.edu (Twist)
Subject: Re: Falling Damage
Keywords: SRII
Organization: Detroit Institute of Criminal Arts and Sciences
Date: Wed, 14 Oct 1992 18:01:15 GMT

In article <Bw2Ku3.32K@news.cso.uiuc.edu> dv52151@uxa.cso.uiuc.edu (RedSwordTarga) writes:
>
>Does anyone know where the rules for falling damage are in the
>SRII rulebook, or if there are any? We've been looking for them,
>and my friend swears they have them, but so far we ain't found
>them. Help?

The official rules for falling damage are in the ShadowTech book listed
under the Hydraulic Jack cyberwear.

-- 
===============================================================================
winterh@emunix.emich.edu    "Ours goes to eleven" - This Is Spinal Tap
          Twist             "Never trust a woman or a government" - Yellowbeard
                *Bill Of Rights  - Void where prohibited by law*
===============================================================================
From: baldwin@carina.unm.edu (Chris Baldwin)
Newsgroups: rec.games.frp.misc
Subject: Re: Rolemaster Rules Clarifications
Date: 10 Oct 92 13:15:29 GMT
Organization: Atheist for the Development of a Better God

In article <1992Oct9.133438.11895@cbnewsh.cb.att.com> acd@cbnewsh.cb.att.com (andrew.c.durston) writes:
>> 1) How do you use the various stun relief spells?  Under Concussion's Ways
>>    (Open Chan) stun relief gets rid of "1 round's worth of accumulated stun
>>    effects".  
>	Now, a GM I know in Connecticut ( Hi Chris! ) has a different and
>	perhaps unique interpretation (sp) of Stun Relief spells. He rules
>	that the spells cancel stun for the round that the spell is cast
>	rather than removing from the total. For example, in round 1 Kelly
>	is stunned for 2 rounds, 2 and 3. At the beginning of round 2 he
>	casts Stun Relief I, he is NOT stunned for round 2 but IS still
>	stunned for round 3. Chris rules that the spell temporarily counters
>	the stun effects rather than healing part of the entire effect.
	Ya know, this is the only way that I have ever seen Stun Relief
played. Until this thread, I had never even considered that it could be
ruled any other way. I like the way that it plays, but never having seen
it done any other way, I don't really have anything to compare it to.

-- 
"Hey, Guido! It's all so clear to me now. I'm the keeper of the cheese and
you're the lemon merchant. Getit? And he knows it! That's why he's gonna kill
us. So we gotta beat it. Yeah, before he lets loose the marmosets on us! - Ren
From: jacobus@mentor.cc.purdue.edu (Bryan J. Maloney)
Newsgroups: rec.games.frp.misc
Subject: Re: RFD: GURPS disad limits
Date: 13 Oct 92 16:54:57 GMT
Organization: Purdue University Computing Center

In article <cm182s182.05ia@pdrome.UUCP> cm182s182@pdrome.UUCP (Clayton Miner) writes:
>Using a term like disads is like using the term gravitationally challenged for 
>people who can't jump high!



Evidently, this clueless git is unable to put more than one line into a
message.  I'd not have responded except that this particular note seems
to be nothing more than sheer stupid vitriol.



Dear moron:  "disad" is an abbreviation for disadvantage.  I realize that
a word with so many syllables may be beyond your wont or parlance, but it
is, nevertheless extant and valid.  I admit that the chosen abbreviation is
inelegant and ungainly, but it is still an abbreviation, nonetheless.

Tell me, are you offended when the term "DA" is substituted for "District
Attorney", when "RSVP" is substituted for "respondez sest vous plais" (I 
know I misspelled that), when "prog" is substituted for "program", when
"piano" is substituted for "pianoforte" (the full name of the instrument),
when "cello" is substituted for "violincello" (again the full name of the
instrument" et cetera ad nauseum?
-- 
*******************************************************************
 "Darn these computers. They're all so naughty and so complicated.
  I could pinch them."
*******************************************************************
Newsgroups: rec.games.frp.misc
From: uk02700@mik.uky.edu (mitchell e french)
Subject: Re: Vampire
    <s903609.718601680@minyos.xx.rmit.OZ.AU> <1992Oct9.140227.3155@ncsu.edu>
Organization: University Of Kentucky, Dept. of Math Sciences
Date: Fri, 9 Oct 1992 18:44:30 GMT

In <1992Oct9.140227.3155@ncsu.edu> jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH) writes:

>|>>    c) a 'widget' system of powers
>|>>        almost every new discipline, power, psionic, faith powers and spells 
>|>>        (see Hunters and Hunted, Werewolf, Player's Guide...) has a new rule
>|>>        mechanic.  The 'system' seems to fracturing as bad as the 'basic
>|>>        role-playing system' that Chaosium claimed to be sticking to years ago.
>|>
>|>	SO ?? Variety is the spice of (un)LIFE !!
>|>
>	Different POWERS is fine, but a different RULE MECHANIC for each one!

     I've been trying to figure this one out.  Where do you get it?
     As far as I recall, there's one basic rule mechanic:  Roll an Attribute
plus another stat (skill, discipline, whathaveyou), and count successes.
The successes mean different things depending on what you're doing.
     Where's the problem?

Mushroom
     aka Mitch French
          aka Mitchell Luther Emerson, 7th gen Toreador turned Gangrel
Newsgroups: rec.games.frp.misc
From: Rannou@info.polymtl.ca (Patrick Rannou)
Subject: Re: Where is 'Net.Book.Riddles (2/7)' ????
Organization: Ecole Polytechnique de Montreal, Canada
	<1992Oct7.175815.13440@aio.jsc.nasa.gov>
Date: Fri, 9 Oct 1992 05:13:40 GMT

In article <1992Oct7.175815.13440@aio.jsc.nasa.gov> mark@cheers.jsc.nasa.gov (Mark Manning) writes:

   Book parts 1-7 were posted.  If, for some reason, you did not manage to get
   all of the parts, then send me some e-mail on it.  I'll e-mail them
   directly to you.  :)

   Am I the only one who now sees all of the Net.Book.Riddles postings?
   Let me know via e-mail.  Thanks!  :)

I didn't see in either.

--
/---------------------------\
| Patrick "Paradak" Rannou. |
| Rannou@info.polymtl.ca    |
\---------------------------/
From: ma91smg@cen.ex.ac.uk
Newsgroups: rec.games.frp.misc
Subject: Re: SRUN -- New Shaman Totems?
Date: 7 Oct 92 18:34:57 GMT
Organization: University of Exeter, UK.


Well....apart from the London sourcebook (which details a couple of druidic
totems - Wildcat, Wyrm,.....with Stag noticibly missing....) I can think of
no books that has more.

I doubt if there are are in the adventures, most of which I don't own.

PS:  Anyone know when SRII due out in the UK ?
Xref: sparky rec.games.frp.misc:6917 rec.games.frp.advocacy:2813
From: markl@dvorak.amd.com (Mark Luedtke)
Newsgroups: rec.games.frp.misc,rec.games.frp.advocacy
Subject: Re: Falling Damage
Keywords: SRII
Date: 13 Oct 92 22:52:42 GMT
Organization: Advanced Micro Devices, Inc.; Austin, Texas

In article <Bw2Ku3.32K@news.cso.uiuc.edu> dv52151@uxa.cso.uiuc.edu (RedSwordTarga) writes:
>
>Does anyone know where the rules for falling damage are in the
>SRII rulebook, or if there are any? We've been looking for them,
>and my friend swears they have them, but so far we ain't found
>them. Help?

I thought about this and came up with yet another Modification by Mark (TM).

Base falling damage for falling 1L.  Increase both the Power and the Wound
Catagory for each 10' (or 1 story) increment fallen.  Resist this damage with
athletics.  Reduce the remaining damage with body, taking into account impact
armor.  Add the successes to stage down the damage.

Example: Horn, with body 9, reaction 4(6), falls off a 4 story building
while wearing a lined coat.  Horn rolls 6 dice against 1+4+2=7, getting 1
success.  Since this does not reduce the damage to nothing, he rolls 9 dice,
against a target of 4, getting 5 successes.  This stages his Deadly damage to
light, and he brushes off his lined coat and heads back up the stairs.

Example 2: Wylie, with body 5 and reaction 5, gets knocked off a 3 story
building by a city spirit.  Wylie, unfortunately, was wearing his new leather
coat.  Wylie rolls 5 dice against a 1+3+2=6, getting 1 success, then rolls 5
more against 4, getting 3 more successes.  Wylie takes a moderate wound and
runs like crazy.

I don't have the skill web handy so I am assuming reaction is one dot from
athletics.

The flip side is jumping, of course.  For this, I allow the initial resistance
test to include reaction dice directly.

Example 3: After his fight on the scaffolding, Yiro sees Mr. Yamashida
crossing the construction site to his limo.  Yiro, three stories above the
site, decides to take the quick way down.  With his body 6, athletics 4, and
reaction 5(7), he leaps off the building.  The armor jacket has something to
do with his decision as well.  Yiro rolls 10 dice against a target of
1+3, getting 5 successes.  Additionally, he rolls 6 dice against 1+3-3,
getting 5 more successes.  Yiro's rolling landing isn't perfect, but it gets
the job done as he is off after Mr. Yamashida.
-- 

Mark Luedtke    markl@dvorak.amd.com

This was typed by an infinite number of monkeys.
Newsgroups: rec.games.frp.misc
From: jmb@oclc.org (James Blight)
Subject: Re: Bushido: How Many Books?
Organization: OCLC Online Computer Library Center, Inc.
Date: Fri, 9 Oct 1992 18:19:05 GMT

In article <70478@hydra.gatech.EDU> gt9405b@prism.gatech.EDU (Lord Goodgulf the Ma-a-a-agical Wizard) writes:
>In article <Bvrt8x.C91@usenet.ucs.indiana.edu> jsalter@silver.ucs.indiana.edu (joshua salter) writes:
>>
>>	How many books are there in the game Bushido? I possess only
>>1 & 2. (Rulesbook and Nippon Sourcebook.) If anyone has any info re           
>>regarding this, please mail me...
>
>       There are only two books.
>                              Lord Goodgulf the Wizard

   There is (was) also a small-sized campaign published called "Valley of Mists"
   designed by one or more of the authors of Bushido.  Look in the bargains
   section (next to the old D&D stuff)

        -Jim
From: cm182s182@pdrome.UUCP (Clayton Miner)
Newsgroups: rec.games.frp.misc
Subject: Re: Newbie System?
Date: 11 Oct 92 12:21:06 GMT
Organization: The PowerDrome BBS [(716)825-3614 Excelsior]
X-BBS-Software: EXCELSIOR! v0.960

I don't know about your definition of the GM's job.  I prefer to have my 
players at least learn what their skills will do for them so I don't have to 
stop and look it up all the time.  :)
 
Skeksis
Newsgroups: rec.games.frp.misc
From: eebonar@sn01.sncc.lsu.edu (Dave Bonar)
Subject: Re: Newbie System?
Followup-To: rec.games.frp.misc
News-Software: VAX/VMS VNEWS 1.3-4   
Nntp-Posting-Host-[nntpd-6589]: sn01.sncc.lsu.edu
Reply-To: eebonar@sn01.sncc.lsu.edu
Organization: News and Views from LSU
Date: Fri, 9 Oct 1992 17:00:21 GMT

In article <7136@blue.cis.pitt.edu.UUCP>, seawasp@vm2.cis.pitt.edu (Sea Wasp) writes...
>In article <1992Oct9.095059.18549@oz.plymouth.edu> sos@oz.plymouth.edu (Steffan O'Sullivan) writes:
>>If you have an experienced GM, I recommend GURPS.  With an experienced
>>GM, GURPS can be learned as quickly as the simplest system out there,
>>because, from the player's point of view, there are very few mechanics
> 
>	Huh?
> 
>	I guess I AM dense. I've played GURPS several times now, and I
>STILL haven't learned it -- nor do I expect to any time soon.
> 
>	Of course, I suppose that depends on what your definition of
>"learn" is. If you mean, "can roll the dice on command with a vague
>clue as to what might be going on", okay, I'd agree. But I think any
>system can be taught to THAT extent in 15 minutes. If you mean what
>I mean by "learn" -- know where everything you need is in the books,
>be able to create characters quickly and efficiently, know the pitfalls
>and advantages of the system -- then I doubt you can learn GURPS or
>any other MAJOR system in less than several months.

	Once you have premade characters (which is what was initially
mentioned) you really don't need to know all that much.  Most players 
would be able to get by very well by just knowing that skill usage
(including combat) is resolved by rolling 3d6 and seeing how the result
compares to the listed skill value.  This system abstracts combat by 
removing all the fancy moves (although you need to keep the concept of
active and passive defenses).  Maybe that isn't what we want (we being
a collection of knowledgable gamers) but it works beautifully with complete
novices.
	Some characters in some settings will need to know more (magic using
characters mainly).  However, if you give them brief descriptions of the 
spells they can cast it shouldn't be too much for anyone.  Fatigue is easy.
	Without premade characters it would be harder.  Not so much becuase
GURPS is a tough system but becuase it is duanting to look at a rulebook
and start playing.  But when I started role playing (without anyone else
around who had ever even thought of the idea of role playing) I just picked
up D&D and went at it.  If any of us found a rule we hadn't realized was there
we added it.  If we found we were doing something wrong we changed it.  The
main thing is to start thinking in role playing terms, to start firing 
imagination.  Learning a system perfectly is what you do after you are 
hooked on roleplaying

Dave
__________
Dave Bonar
eebonar@lsuvax.sncc.lsu.edu
__________

Newsgroups: rec.games.frp.misc
From: uplink@cwis.unomaha.edu (John M. Scheibeler)
Subject: Re: Champions Question
Organization: University of Nebraska at Omaha
Date: Thu, 15 Oct 1992 21:55:35 GMT

tsang@cs.washington.edu (Donald Tsang) writes:

>>	"Sticky" - this means that if someone crosses the line of fire 
>>(NPI), and gets burned, and a friend comes to help him, and touches him,
>>he will get burned as well.  Doesn't make sense here.

>Ever been on fire, REALLY on fire?  Funny thing about fire, it spreads.
>Since any "uncontrolled sticky" power must have an obvious way to turn
>it off, we can define it as "getting off the line", or "douse flames",
>or whatever.  Easy GM call.
	Okay, I can see this one, but I think it's too much for just
a simple power.

>>	"Damage Shield" - this advantage cannot be used at range unless you
>>buy it so, and then it gets really expensive.  I see what you're trying
>>to do --- and this is a really munchkin way of doing things.

>Since when is it at range?  You lay it down, it stays there...

	It's at range from your CHARACTER, you nob.  You activate a damage
shield, it stays around YOU, it doesn't get left behind.  Buy it usable
at range too.

>So maybe AE damage shields are munchkin... but this power will certainly
>cost more than the actual usefulness might dictate...

>(total advantage: 3.5; you can get 1d6K for 67 pts... wow, powerful!)

	Against a hero with limited or no resistant defense (yes, there are
heroes like that out there), this is a killer.

uplink
Xref: sparky rec.games.frp.misc:6748 news.admin:7939
From: d9bertil@dtek.chalmers.se (Bertil Jonell)
Newsgroups: rec.games.frp.misc,news.admin
Subject: Re: ATTENTION REC.GAMES.FRP.* FAQ-POSTER!!
Date: 10 Oct 92 10:59:19 GMT
Organization: Chalmers University of Technology

In article <1992Oct9.131025.395@magnus.acs.ohio-state.edu> cwatters@magnus.acs.ohio-state.edu (Coyt D Watters) writes:
>I am trying to get it fixed.  Stay Tuned.

  I got a batch now that I could read ok, so whatever you did it works!

-bertil-
--
"It can be shown that for any nutty theory, beyond-the-fringe political view or
 strange religion there exists a proponent on the Net. The proof is left as an
 exercise for your kill-file."
		"Revive the Swedish-Madagascan Brigand Pact!"
Newsgroups: rec.games.frp.misc
From: uplink@cwis.unomaha.edu (John M. Scheibeler)
Subject: Re: Champions Question
Organization: University of Nebraska at Omaha
Date: Thu, 15 Oct 1992 00:53:34 GMT

tsang@cs.washington.edu (Donald Tsang) writes:

>In article <> kdmiller@athena.mit.edu (Kenneth D Miller) writes:
>>The effect is that of a wall of fire trailing behind him, like the light-cycles
>>in the movie TRON.  Flamerunner can switch the wall on and off at will.

>Umm, I don't know about the turning on and off part, but this is probably
>best:

>  area effect: 1 hex, damage shield, continuous, uncontrolled, sticky, 0 End

>That way, wherever you run, the sticky damage shield will burn the
>ground... and then anyone who steps on it...

	"Sticky" - this means that if someone crosses the line of fire 
(NPI), and gets burned, and a friend comes to help him, and touches him,
he will get burned as well.  Doesn't make sense here.
	"Damage Shield" - this advantage cannot be used at range unless you
buy it so, and then it gets really expensive.  I see what you're trying
to do --- and this is a really munchkin way of doing things.

>BTW - the other obvious name for this character is "Roadrunner".


>-- 
>Donald Tsang                    "Ho!  Haha!  Guard!  Turn!  Parry!  Dodge!
>tsang@june.cs.washington.edu     Spin!  Ha!  Thrust!"
>..!uw-beaver!june!tsang                       -- Robin Hood Daffy

uplink
From: ghuber@gandalf.rutgers.edu (George Huber)
Newsgroups: rec.games.frp.misc
Subject: RM:herbs
Keywords: Rolemaster
Date: 16 Oct 92 15:47:36 GMT
Organization: Rutgers Univ., New Brunswick, N.J.

A recent session has raised a unique question.  It is generally assumed that
the users of herb are using them for the effects that they give, ie they are
willing targets.
The question is what happens when an herb is given to an unwilling target?

For example, suppose that someone wnated to capture the party - if he had the
chance to spike the parties food with one of the herbs that cause quick 
unconsciousness would the following apply:
1) should the party get saving throws vs. the affect to the herb, and if so
   what should the level of the herb be?

2) would detect poison/trap spells pick up the herb in the food?

Thanks in advance - George Huber
Newsgroups: rec.games.frp.misc
From: mason
Subject: Re: Shadowrun Psionics
Organization: Rice University  
Date: Sun, 11 Oct 1992 10:16:15 GMT

If you look at Katherine Kurtz's Deryni books, psionics start
to look a LOT like Shadowrun sorcery.  I don't think separate
rules for mental abilities are necessary.  A mana bolt is a
mana bolt, whether you sing for it, pray, incant, or just think
REAL HARD.  8)
 
-- mason
From: dm841861@longs.LANCE.ColoState.Edu (Devin Moss)
Newsgroups: rec.games.frp.misc
Subject: Re: CHAMPS: Movement Question
Date: 12 Oct 92 23:05:50 GMT
Distribution: usa
Organization: Colorado State U. Engineering College

In article <18052@ucdavis.ucdavis.edu>, good@turing (Joe Good) writes:
|> 
|> 	Our gaming group has recently hit upon a question that doesn't
|> seem to be clearly answered in the Champions book.  When a character
|> starts out, they automatically get x2 noncombat multiples on their
|> running and their swimming; if you buy teleportation, you can
|> teleport twice the distance without spending any extra points.
|> 	My question:  What about other forms of movement?  If I
|> buy 5" of Flight, do I automatically get a x2 multiple?  I would
|> guess that the answer was no, but I thought I'd leave it to the
|> wisened readers of this group to decide or clarify.
|> 

	I (as the GM, in collaboration with our group) ruled that any "normal"
movement automatically has the 2x multiplier.  "Normal" includes running,
swimming, jumping, flight/gliding.  The multiple does not apply to teleportation,
FTL travel, extra-dimensional travel, etc.
	The logic behind the decision is this- in combat, you're actively
looking out for attacks, dodging a little bit, etc.  Thus, you're movement is
halved.  If you don't have to dodge about, you are moving non-combat and thus
have 2x movement.
	This does not apply to teleportation, because you're not looking out for
attacks while you're moving, because you're not actually moving through the fire
zone.
	Clear?



-- 
===============================================================================
Devin D. Moss/ dm841861@longs.lance.colostate.edu
Dept. of Chemical Engineering,Colorado State U, Ft. Collins CO
USA, North America, Sol III, Sector 001

in memory of Issac Asimov (1920-1992)
From: gt7219a@prism.gatech.EDU (the manatee)
Newsgroups: rec.games.frp.misc
Subject: Re: WHy is this newsgroup supposed to be gone?
Date: 8 Oct 92 19:33:22 GMT
Organization: Georgia Institute of Technology

In article <s9242932.718499920@win4> s9242932@win4.vut.EDU.AU (WildStar) writes:
>Why the hell is this newsgroup supposed to be gone???
>Where are we supposed to post ShadowRun stuff?
>I wanna a alt.games.shadowrun
>or similar ...torg had one, why cant we, were bigger than that pathetic game
>

I will for the moment overlook your inciting choice of words above.  You 
can post Shadowrun, SRII or whatever else you want (besides dnd stuff)
right here in rec.games.frp.misc.  Just make sure that you clearly 
label it as such.  I do not know about the logistics of creating an
alt.SR type newsgroup; my site doesn't get them.  If you SR players really
wanted to be sophisticated you could create a mailing list.  My appologies
if one already exists, though if one does I fail to see the point of    
your post.   Subscribe!  It works just like a newsgroup but through e-mail
instead.

And as for Torg, the reason you are bigger is that most of our posts were
to *Our Own* mailing list.


>Skeeve, President. (drdoom@skaro.xx.rmit.oz.au)
>Tusra Inc.
>(The United ShadowRunners of Australia)
>P.O Box 120
>Highpoint City, 3032
>Victoria, Australia.
>Email Tusra@skaro.xx.rmit.oz.au



A *very* big Torg fan,   

the manatee


-- 
the manatee                 "What we have here is a failure to 
gt7219a@prism.gatech.edu    communicate bilingually"  SNL