HDTenEightyP/NetNews huggingface dataset:
From: gdavis@ccwf.cc.utexas.edu (Grant R. Davis)
Newsgroups: alt.games.torg
Subject: Re: Attribute minimums
Date: 13 Aug 92 18:24:54 GMT
Organization: The University of Texas at Austin, Austin TX

In article <1992Aug11.213624.23984@gbrmpa.gov.au> alix@gbrmpa.gov.au (Alix Walker ) writes:
>Hi,
>	I know the SKs guide lets you know what the cosm atrribute maxi
>are, but what are the minimums? At what DEX can you still walk, at what
>MIN can you still think?

I've had to take a hard line on this to prevent munchkinism. I don't allow
any attributes below 7.

The Grant Man
gdavis@ccwf.cc.utexas.edu

"This is good[beer]. Remind me to take this world."-Lost Destiny


Newsgroups: alt.games.torg
From: Rick Jones <albert@crick.ssctr.bcm.tmc.edu>
Subject: Re: Attribute minimums
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
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Organization: University of North Texas
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Date: Wed, 12 Aug 1992 14:20:37 GMT

	Actually, I've got two characters with attributes of 7 or lower.
The first is a LAPD cop transformed to Tharkhold axioms, "Sledge Hammer."
He's got (you guessed it) a mind of 7.   Ot-nay oo-tay ight-bray.  
The other is the Kanawa Corporate Weasel with a mind of 6.  I
must confess I didn't notice it until I was looking at his character
sheet after the first game.  Ordinarily, I wouldn't allow it, but the
guy's just playing for three weeks while he's in town, so I let it slide.
My own rationalle for the character is that he was kicked out of 
the Kanawa Corporation because he was an awesome salesman (huge
charm and persuade) but his books never balanced.

-- 
Rick Jones				Systems Support Center
albert@bcm.tmc.edu			Baylor College of Medicine
Voice: 713-798-7352			standard disclaimers apply
"Hard to say, Ma'am. I think my cerebellum just fused." - Calvin
From: oakes@jupiter.nmt.edu (David Oakes)
Newsgroups: alt.games.torg
Subject: Re: Attribute minimums
Date: 17 Aug 92 22:07:02 GMT
Organization: University of North Texas
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
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 ! alix@gbrmpa.gov.au (Alix Walker ) writes,
 ! >I know the SKs guide lets you know what the cosm atrribute maxi
 ! >are, but what are the minimums? At what DEX can you still walk, at
 ! >what MIN can you still think?
 ! 
 ! Myself, I think Core Earthers have a general minimum of 5 for attributes
 ! (excepting Strength and Toughness, which are often less for young
 ! children & midgets).  6 is a total klutz/idiot/wimp, and 5 is just
 ! barely human.  A character with a score of 4 is a total cripple; DEX 4
 ! cannot walk, MIN 4 controlled by instinct/emotions, CHA 4 cannot
 ! communicate.

actually, the mental-4 range is more animal than vegetable -
the werewolf has MIN 4, similar to the few other WEG animals

since it is a logarithmic scale, there is actually no 0 (except neg infinity)
but since other creatures at 0 mental are immune to mental effects
(zombies, robots, and other cheap shots)
i would say physical activity stops at 0 stat, and existance fails below that

 ! Storm Knights are a cut above the human population, While I'd generally
 ! forbid attributes below 8, I think I'd allow them if the character came
 ! up with a good character conception.  The one exception is Spirit, which
 ! I think should never be reduced below average (I think a character with
 ! a Spirit of 7 would never transcend).

well, i dont think that anyone should be stopped from shooting themselves 
in the foot if they want to, or from playing a "challenging character"
as long as they only get 66(base) points, let them play
(and if they dont fit any cosm max's, ask them to create the cosm they 
 DO come from, or make it for them...)

dave "fun, then balance, THEN control" oakes
From: alix@solwarra.gbrmpa.gov.au (Alix Walker )
Newsgroups: alt.games.torg
Subject: Re: BMW flashbacks
Date: 20 Aug 92 12:09:01 GMT
Organization: University of North Texas
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
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> 
> oakes@jupiter.nmt.edu (David Oakes) writes:
> 
> > is everybody else getting bulk repost blips,
> > or is it just my (shoddy) system (again).
> 
 Yup.
 
Winston (in a box)
Newsgroups: alt.games.torg
From: Jim Ogle (Ks. Jim) <jogle@aoc.nrao.edu>
Subject: Re:  Hints from Wu Han's Jounral
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
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Organization: University of North Texas
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Date: Tue, 18 Aug 1992 14:07:24 GMT

[original post on nuclear reality bomb deleted]

I was going to post this when the message originally showed up but didn't
get around to it and then Dave's reply reminded me...

Mobius is working on this himself (according to Infiniverse).

Kansas Jim (jogle@aoc.nrao.edu)
Newsgroups: alt.games.torg
From: "Colin J. Wynne"  <WYNNE.C@fs.sciences.WLU.EDU>
Subject:      Re: The Ultimate Reality Storm!
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
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Organization: University of North Texas
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Date: Fri, 14 Aug 1992 16:51:47 GMT

bpostow@occs.cs.oberlin.edu (Brian Postow) writes:

> well, as GM you could stop someone from being a prodigy in
> Reality. I mean, this is a problem that I have had with prodigies,
> it may have been mentioned, I have been disconnected, but there are
> some things that there just AREN'T prodigies of. for instance, no
> one is a prodigy at firearms. it just doesn't happen. stealth,
         ^^^^^^^^^^^^^^^^^^^^^
         Marine Sniper?  Circus sharpshooter?  It's quite possible.

> prestidigitation, any knowledge type skill, any art type thing,
> fine, maybe even Martial arts, I am not sure, but Firearms, and
> Reality, not!
  ^^^^^^^
  Why can't one person in every n-thousand be more 'in tune' than the
  rest?  If a person can explain to me thear prodigal background, I
  think I would allow a prodigy of just about anything.  The few
  skills of which I can think to disallow a prodigy (maybe), such as
  Climbing or the like, are probably of so little use that no one
  would suggest it anyway.  One problem I *can* imagine is somebody
  wanting to be a Dodge prodigy.  That would take some *really* good
  explanation on the player's part.

IMHO, YMMV, GVMADWU
            ^^^^^^^
          (Gefahr von maechtliche Abkuerzungen das Welt ueberzunehmen)


CJW  <-- Ee gads!  Another abbreviation!

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>                                         wynne.c.j@p9955.wlu.edu  >>
==  Colin J. Wynne                                  - or -          ==
<<                                      wynne.c@fs.science.wlu.edu  <<
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Newsgroups: alt.games.torg
From: "Colin J. Wynne"  <WYNNE.C@fs.sciences.WLU.EDU>
Subject:      Re: The Explosive Death of Selina 
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
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Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Wed, 19 Aug 1992 17:50:11 GMT

Rick Jones <albert@crick.ssctr.bcm.tmc.edu> writes:

> Selina pulled a natural Glory result casting a Low Spirits on on of
> the FBW's, who flew away muttering about a pain in his diodes. The
> other was doing a good job of almost killing PC's, so Selina traded
> McCoy for the Martyr card he had just gotten for an Approved
> Action, pulled her critical moment, and leaped up (using her
> Jumping boots) grabbing one of the FBW's.  She cast on the fly a
> spell that would reverse the polarity of the neutron flow on the
> two remaining battlesuits. This caused a massive explosion.
> distracting all the ninja in the dining car.  Dr Stane lept out
> from table she was hiding under, grabbed Hoy's Mac-10 SMG, and
> snuffed half of the distracted ninjas inside.  The explosion also
> woke up Vladimir (who was drugged to the gills, as the baddies knew
> about his powers).  Someone (I forget who, killed the rest of the
> ninja).

*Nice* use of a martyr.  Sounds like your players pulled this one off
really well.  Considering that casting on the fly probably would have
done more damage than the explosion, this worked out really nicely.
Was it all the player's idea, or did you help out some, Rick?

CJW

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
==  Colin J. Wynne                      wynne.c@fs.science.wlu.edu  ==
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
|                                                                    |
|  Lord Sandwich:  Sir, you will either die of the pox, or on the    |
|                  gallows!                                          |
|  John Wilkes:    That, my lord, depends on whether I embrace your  |
|                  mistress, or your principles.                     |
----------------------------------------------------------------------
Newsgroups: alt.games.torg
From: Williams Bartholomew Eston <lordbart@sol.acs.unt.edu>
Subject: Re: please reply if u see this
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
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Organization: University of North Texas
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Date: Wed, 12 Aug 1992 17:59:57 GMT

Got it.
-- 
The key to happiness is honesty and sincerity.
Once you can fake those two you have got it made.
                        -Unknown
lordbart@sol.acs.unt.edu
From: oakes@jupiter.nmt.edu (David Oakes)
Newsgroups: alt.games.torg
Subject: the martyr card
Date: 19 Aug 92 17:01:34 GMT
Organization: University of North Texas
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
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i dont know rick
the martyr card is ALWAYS the most dangerous one
(from a GMs standpoint as well as players)
its just that no player has the guts to use it
(and i never seem to get one)

at least the player went out with a bang (i presume)
our two martyrs have both been posthumous,
and were more "from the pits of hell i spit at thee"
than "i will save the day, even if it costs me my own life"

not a bad use for a martyr, but not a really good use either

dave "'romance subplot?' he's a neo-catharist!!!" oakes
From: jogle@aoc.nrao.edu (Ks. Jim)
Newsgroups: alt.games.torg
Subject: Re: Trading Subplots (was Re: Explosive death)
Date: 19 Aug 92 21:21:54 GMT
Organization: University of North Texas
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
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Alix wonders:

> > Well, sounds like things worked well enough I won't point out that you
> > can't trade Subplot cards, you either activate them or trade them in
> > for a PP when you draw them....
> > 
> > Kansas Jim (jogle@aoc.nrao.edu)
> > 
> why can't you trade them? I often have players pick up a subplot which
> I can't use in the story right now (ie before the end of the act where
> if they did play it now they would reap PP for now roleplaying) so I
> tell them 'you can trade it in now or keep it for late. Thus it
> sits in their hand and is tradeable later. Or is this just a rules
> update in an Infin which I didn't see. Please let me know.

Actually, I think you can hold onto them and activate them later in an
adventure (they don't count as a card in your hand though) but it does
say in the rules somewhere that you cannot trade Subplots (don't have
my books today).

Kansas Jim (jogle@aoc.nrao.edu)
Newsgroups: alt.games.torg
From: "Colin J. Wynne"  <WYNNE.C@fs.sciences.WLU.EDU>
Subject:      New Spell -- Alter Form
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
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Date: Wed, 12 Aug 1992 22:29:34 GMT

ALTER FORM
==========

Axiom:          11
Skill:          Alteration/Folk 22
Backlash:       20
Difficulty:     16
Effect Value:   25
Bonus to:       Duration
Range:          touch
Duration:       25 (One Day)
Cast Time:      9  (One Minute)
Manipulation:   Cast Time

If successfully cast, this spell will transform (as in polymorph) any
folk target into any form available under Living Forces, with no
change in the target's attributes.  As per other real transform
spells (this spell is *not* illusory, unlike disguise self), compare
the effect value to the target's greatest attribute, and the Push of
that result must exceed the greatest difference in attributes (in
this case, 0) The caster must possess a hair of the target, and a
likeness of the desired form (minimal or better success on artist
skill).

The target will have natural abilities of the result shape, but will
be unskilled in them.  Given time -- or p-points -- a character might
develop adds in these abilities.

Example:  Alain, an Elven Sorceress, alters her form to a great
          eagle.  She is unskilled at flying, and will not be able to
          fly very well.  However, after spending time in this form,
          the GM allows her to buy the first add in flying -- at 10
          p-points (cannot be used unskilled, no teacher).

Clothes and equipment will be a problem for significant transforms.
The caster has control of form (meaning, any shape can be the result,
as long as the caster has an image of it), and duration.  The speed
of the spell is 15.
             ------------------------------------------
             ------------------------------------------
             ||  This spell is:                      ||
             ||      Folk -> Life -> Living Forces   ||
             ||                                      ||
             ||  Theorems used:                      ||
             ||      Contagion                       ||
             ||          Specific Contagion          ||
             ||      Touch                           ||
             ||      Cast Time                       ||
             ------------------------------------------
             ------------------------------------------

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

So, what do you think?

CJW

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>                                         wynne.c.j@p9955.wlu.edu  >>
==  Colin J. Wynne                                  - or -          ==
<<                                      wynne.c@fs.science.wlu.edu  <<
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
From: WYNNE.C@fs.sciences.WLU.EDU (Colin J. Wynne)
Newsgroups: alt.games.torg
Subject: Re: The Ultimate Reality Storm!
Date: 14 Aug 92 16:51:47 GMT
Organization: University of North Texas
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
X-Gatemail-Version: 1.0b

bpostow@occs.cs.oberlin.edu (Brian Postow) writes:

> well, as GM you could stop someone from being a prodigy in
> Reality. I mean, this is a problem that I have had with prodigies,
> it may have been mentioned, I have been disconnected, but there are
> some things that there just AREN'T prodigies of. for instance, no
> one is a prodigy at firearms. it just doesn't happen. stealth,
         ^^^^^^^^^^^^^^^^^^^^^
         Marine Sniper?  Circus sharpshooter?  It's quite possible.

> prestidigitation, any knowledge type skill, any art type thing,
> fine, maybe even Martial arts, I am not sure, but Firearms, and
> Reality, not!
  ^^^^^^^
  Why can't one person in every n-thousand be more 'in tune' than the
  rest?  If a person can explain to me thear prodigal background, I
  think I would allow a prodigy of just about anything.  The few
  skills of which I can think to disallow a prodigy (maybe), such as
  Climbing or the like, are probably of so little use that no one
  would suggest it anyway.  One problem I *can* imagine is somebody
  wanting to be a Dodge prodigy.  That would take some *really* good
  explanation on the player's part.

IMHO, YMMV, GVMADWU
            ^^^^^^^
          (Gefahr von maechtliche Abkuerzungen das Welt ueberzunehmen)


CJW  <-- Ee gads!  Another abbreviation!

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>                                         wynne.c.j@p9955.wlu.edu  >>
==  Colin J. Wynne                                  - or -          ==
<<                                      wynne.c@fs.science.wlu.edu  <<
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
Newsgroups: alt.games.torg
From: "Colin J. Wynne"  <WYNNE.C@fs.sciences.WLU.EDU>
Subject:      Re: Infiniverse
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
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Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Wed, 19 Aug 1992 16:32:39 GMT

Rick Jones <albert@crick.ssctr.bcm.tmc.edu> writes:

> Quick Quiz:  when a player is moving to another state, and it's his
> last game, what one card is most dangerous in his hands?
>
>  That's right:  Martyr.  Strangely enough, he also whipped out a
> glory result a few rounds earlier.
>
> It's one for the history books. Or at least Infiniverse.

Well, don't keep us in suspense.  What happened??????

Colin

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
==  Colin J. Wynne                      wynne.c@fs.science.wlu.edu  ==
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
|                                                                    |
|  Lord Sandwich:  Sir, you will either die of the pox, or on the    |
|                  gallows!                                          |
|  John Wilkes:    That, my lord, depends on whether I embrace your  |
|                  mistress, or your principles.                     |
----------------------------------------------------------------------
From: ghosty@terapin.com (Noah Hanna)
Newsgroups: alt.games.sf2
Subject: Re: SNES SFII Joystick Interest Poll
Date: 20 Aug 92 23:59:27 PST
Organization: BBS

> mounted them in the arcade layout in a beefy wooden case with a solid 
> angled playfield like the real thing.  We designed our own version of


Well I don't know about anyone else, but for me the sloping gives me a a
hand.wrist cramp on my right hand while hovering over the buttons. Perhaps with
the hours of gaming time at home, it'd be better to have it level, or at less
of an angle...

  __     .  .     
 /_-host (/\)riter
read alt.folklore.ghost-stories!...
From: 9109214g@lux.latrobe.edu.au (Gyre)
Newsgroups: alt.games.sf2
Subject: Z help.
Date: 14 Aug 92 22:34:50 GMT
Organization: La Trobe University


Hey guys, I started playing the Z man a couple of days ago and
I've got some trouble with Honda.  How the hell do you stop his
Hippo Torpedo?  In classic, all he had to do was whip out the 
Lariat and that stops Hippo cold, but now it seems to work less
than half the time.  Jumping and kicking doesn't work either, cos 
he'll just head butt your foot as you kick.  Ta.



--------------------------------------------------
|  Derek Teoh  aKa  Gyre.                        |
|  Email    : 9109214g@lux.latrobe.edu.au        |
|  Internet : 9109214g%lure@lux.latrobe.edu.au   |
--------------------------------------------------
Newsgroups: alt.games.sf2
From: alex@crystal.ipac.caltech.edu (Alex Werner)
Subject: combination moves...
Organization: California Institute of Technology
Date: Thu, 13 Aug 1992 19:50:55 GMT

This is a general posting about combination moves...
There has been some discussion recently about triple dragon punches
and how to do them. They are just one of a class of moves which I call
combination moves. These are moves in which the first move of the
combination actually stops halfway through so the second move of the 
combination can happen quicker.

With Ken and Ryu, the first move of the combination can be any standing
punch _except_ the long-range fierce punch (as opposed to the uppercut
fierce punch). It can also be any crouching punch or kick.
The second move of the combo can be any fireball, any DP or the hurricane
kick (although there's no real point to that)

So in order to do the triple dragon punch, I just press fierce to do the
normal fierce uppercut, and then, while the fierce punch is still 
happening, do a quick jab DP. As long as I finish doing the DP while
my fist is still going upward in the uppercut, it will do a DP instead
of the fist going all the way back down. I also do triple DP's with
crouching forwards and fierces.

With guile, the first move can be a standing punch or a crouching
punch (excpet for a crouching fierce) and the second move can be a 
sonic boom or a flash kick. I don't think kicks can ever be the first
move of a combo, correct me if I'm wrong....
Newsgroups: alt.games.sf2
Subject: Re: Yet another special edition SF2CE machine.
From: adem1@cs.aukuni.ac.nz (Adam Edward         Demeter        )
Date: Mon, 17 Aug 1992 02:13:52 GMT
Organization: Computer Science Dept. University of Auckland

Is this for real? It seems more and more versions are coming out all the time.
I even heard of one that changes the character you are fighting all the time!
Adam
From: jew@Sunquest.COM (Ward... James Ward)
Newsgroups: alt.games.sf2
Subject: Guile strategy guide?
Date: 20 Aug 92 14:40:54 GMT
Distribution: na,local
Organization: Sunquest Information Systems

I'm ready to become a Guile expert.  Is there a Guile strategy guide?
Any hints?
--
jew@sunquest.com
From: alex@rigg.ipac.caltech.edu (Alex Werner)
Newsgroups: alt.games.sf2
Subject: Re: game logistics
Keywords: Dragon Punch, Zangief
Date: 17 Aug 92 17:17:50 GMT
Organization: California Institute of Technology

I've been playing sf2 since it came out, and still I have questions,
If anyone can help me on these dilemmas, thanks in advance...

Ok, what determines whether a dragon punch hits once or twice?
--->If you are close enough it will hit twice...

What determines whether Zangief performs a hold or a throw, since his holds
        are the same button, j/s configs as some of his throws?
--->I believe its the joystick direction, but its also random... the 
same thing goes for whether you punch or throw someone when you're close
and hit fierce with ken/ryu.... it's just RANDOM! it's ANNOYING

And of course the ever-asked question, How the hell do I do a spinning Pile
        Driver without having to jump? (SNES please, if it is diff.)
--->Speed speed speed... just do the circle with the joystick really 
really fast and hit punch....

When in a hold, what exactly gets you out faster, and when performing a hold,
        what prolongs or increases the speed of the hold. (on both situations,
        I usually go into a joystick spinning, button pressing rampage) I have
        seen people get out of holds amazingly fast, and  also seen Honda
        squeeze people double time (not to mention the damn computers
        turbo-squeeze)
--->As far as I know hitting the buttons doesn't help at all... just
wiggle the joystick as fast as you can (I don't know whether spinning it
or moving it back and forth works better...)

Thanks in advance..

Ozymandias...
From: George_Lin@mindlink.bc.ca (George Lin)
Newsgroups: alt.games.sf2
Subject: Re: SNES SFII Joystick Interest Poll
Date: 20 Aug 92 23:55:50 GMT
Organization: MIND LINK! - British Columbia, Canada
Distribution: world

> Jay Wilbur writes:
> 
> We imported two Apollo Pro Joysticks from Japan and love them.  You'll
> never really have control over your SFII characters with those gamepads.
> If you're a serious SFII player...get a joystick!
> 


I've tried the Apollo Pro Joysticks.  The one that I tried was made in Taiwan,
not Japan.  Anyways, I find that I can do the Dragon Punch much easier and
faster with the game pad.  However, the Zangief's SPD is easier with the
Joystick.

If you're a really serious SFII player, you'll learn to play with either.


--

 -------------------------------------------
| George Lin                  | 145.270 MHz |
| George_Lin@mindlink.bc.ca   |   VE7FKU    |
 -------------------------------------------
Newsgroups: alt.games.sf2