HDTenEightyP/NetNews huggingface dataset:
From: sasso@flounder.phy.anl.gov (John F. Sasso)
Subject: CHAMPIONS: Endurance Batteries
Organization: Argonne National Laboratory
Date: Wed, 15 Apr 1992 14:49:22 GMT

In article <1992Apr14.203052.14462@eng.ufl.edu> jason@pawnee.ugrad.ee.ufl.edu (Jason Griggs) writes:
>
about var adv:

>   I've already posted about the hi-tech adjustable assault rifle, but I
>thought I'd also mention possibilities for energy projectors.  Say a guy absorbs
>any type of energy (energy absorption) and releases it again in any form he
>wants (EB +1  1/2 var advantages; and maybe END reserve to power it).
>
>--Jason

This brings up another point.
In my campaign I do not allow characters to buy End reserve batteries for
inate powers.  That is what his normal End is for.  I would only allow
an End btty for a focus, or completely disconnected power.  (And I
severely limit foci!)

How do other people handle this?  An End btty is just too damn cheap,
and if allowed, every hero would give every one of his powers end
batteries.  Comments?


							John F Sasso




-- 
"The only way to true inspiration is the study of TedDo.  And lots
of MauMau, of course."  The Elvis Lectures
"I am not the False Bob, I am a free man."  The Book of FalseBobs
"Since the introduction of MauMau, HP sales have skyrocketed." Book of MauMau
From: jacobus@symphony.cc.purdue.edu (Bryan J. Maloney)
Newsgroups: rec.games.frp
Subject: Re: Why not a NET.RPG?
Keywords: NET.RPG
Date: 7 Apr 92 19:14:35 GMT
Reply-To: jacobus@symphony.cc.purdue.edu (Bryan J. Maloney)
Organization: Purdue University

Once again, it will be stated:

There is a net.rpg project going on over in the rec.games.design
newsgroup, and it has been for a while.  Take a look over there
some time.
Organization: Penn State University
Date: Friday, 10 Apr 1992 10:39:39 EDT
From: Brian Panulla <BJP108@psuvm.psu.edu>
Newsgroups: rec.games.frp
Subject: Re: Star Trek RPG
Distribution: world
 <loydb.2813@fnordbox.UUCP>

Ok. Misinterpretation on my part. I guess I spent too much time listening to Ja
and his ilk on rec.arts.startrek during this period.

I still think the combat system was lousy, though... $-)~

___
Brian Panulla BJP108 @ psuvm.psu.edu
"A chimpanzee, and two trainees could run it sir!"
                  -- Montogmery Scott, on Star Trek RPG campaigns
Newsgroups: rec.games.frp
From: nigel@rs733.GSFC.NASA.Gov
Subject: Re: Shadowrun: Controlling magicians
Organization: Goddard Space Flight Center, Greenbelt, Md, USA
	<RATINOX.92Apr13214022@splinter.coe.northeastern.edu>
	<NIGEL.92Apr14124946@rs733.GSFC.NASA.Gov>
	<1992Apr14.201111.6482@ulowell.ulowell.edu>
Date: Tue, 14 Apr 1992 23:51:17 GMT

In article <1992Apr14.201111.6482@ulowell.ulowell.edu> rcashman@cs.ulowell.edu (The Jester) writes:

[stuff about matrix and how it might work deleted]

>   Uh, guys?  Could I insert just a SHRED of reality here?

>   IT'S A GAME!!

Ohhhhh....why thank you for telling us...why not run over to
rec.arts.startrek (or whatever it is these days ;-) and tell them it's
only a TV show.

>   The matrix works the way it does because it fits the genre.  There's no
>   NEED to speculate on how it does this or that.  It just DOES!

Game designs and game concepts that are totally bogus are a royal pain
in the ass to keep consistant.  A working model that you can explain
to players gives them the flexibility to go beyond what the rules
say...and for at least the more competent players this improves game
play beyond black box decking...

As GM a working model gives you the ability to say "it don't work that
way" and not sound totally arbitrary (totally bogus perhaps but it is
his or her world - at least the GM is trying ;-).  That kinda
increases the players enjoyment factor a lot.

>   Brett Cashman (The Jester)			    	rcashman@cs.ulowell.edu

--
Nigel Tzeng
.sig under construction
From: nexus@karnak.cgd.ucar.edu (Jeff Berry)
Newsgroups: rec.games.frp
Subject: Re: CHAMPS: question on turn sequencing
Date: 17 Apr 92 17:07:45 GMT
Organization: Climate and Global Dynamics Division/NCAR, Boulder, CO

In article <smuvoINNd7s@conquest.ksu.ksu.edu> khise@conquest.ksu.ksu.edu (Martin Andrew Shobe) writes:
>
>In article <1992Apr16.182258.16534@mcs.anl.gov>, sasso@flounder.phy.anl.gov (John F. Sasso) writes:
>>Champs and dodging:
>>
>>I am more confused than ever by this discussion.  I know the way that
>>I interpret the rules, but I've seen several variations.  The questions
>>are:

I know I am going to regret this, but----
I think I am in disagreement with the majority of the posters, but what the
heck, here is my interpretation, supported  by rules where I can.

Jeff's Law
"When one dodges, for whatever reason, one stays in the dodge until one
does something else."


There, that's my take.  Easy, quick, and simple.  Now, explanation and
defense.

RULE  Champions V4, pg 152, left column
"Combat maneuvers can modify the characters OCV, DCV, damage done, or other
qualities.  Any modifiers...are in effect when the character performs the
action until the beginning of the character's next phase."

Aha!  The crucial point then is this - what is a "character's next phase."


RULE ibid. pg 139
"a Speed 5 character has 5 Action Phases; each Phase the character gets to 
perform an action."......
	Each time a character's Segment comes up, he MAY execute a phase 
(perform an action)"  The emphasis on MAY is mine.

and
RULE ibid. pg 140
HOLDING AN ACTION
  This is also called Delaying a Phase.

So, if your "segment" is 3 (as for the hypothetical SP4 character), then
on 3 you may take a phase, or delay.  If you do not, then your
next phase has not begun, and whatever modifiers from the last manuever you
did are still in effect.

Aborting to a dodge means you forfiet your next phase.  It is gone, therefore
it cannot begin, it is already gone.  So if our speed 4 character aborts on
segment 4, he loses the opportunity to take a phase on segment 6.  He
remains dodging. Segment 9 rolls around (he's still dodging), and now he
MAY take an action he does not, he saves phase, holds action, delays phase
or whatever you want to call it.  Segment 10 rolls around (still dodging
mind you), and he punches someone - his dodge goes away.


This may or may not agree with what anyone else thinks, but, hey, this
is what we do, and it appears to be a least arguably a correct interpretation.


badger                                      Don Alexandre Lerot d'Avigne
Jeff Berry                                  Seneschal of Caer Galen, Outlands
               nexus@ncar.ucar.edu
NCAR doesn't tell me what to think, and I return the favor.
"You're a notch and I'm a legend"-------Alice Cooper
"You're still doing the things that I gave up years ago.."-----Lou Reed
From: Loball@cup.portal.com (Bill - Vitro)
Newsgroups: rec.games.frp
Subject: Re: cranking the old rumor mill
Date: 9 Apr 92 16:31:39 GMT
Organization: The Portal System (TM)

I thought I read that the Great E.G.G. had been killed by mysterious
strangers while passing on the 3rd edition of the munchkins handbook.....
;)
			B.

.sig follows:
Newsgroups: rec.games.frp
From: mab@wdl39.wdl.loral.com (Mark A Biggar)
Subject: Re: Sex and RPG's - Why Oh Why ?
Organization: Loral Western Development Labs
Date: Tue, 7 Apr 1992 18:28:21 GMT

I have found that the best way to get female friends involved in RPG's
requires choosing the right game to start them on.  I have had good success
with the game "Lace and Steel" which can easily be played like a bad historical
romance if you want, and then migrating them into other games when they 
have got the feel for role playing.

--
Mark Biggar
mab@wdl1.wdl.loral.com

Newsgroups: rec.games.frp
From: apearlma@magnus.acs.ohio-state.edu (Andrew Pearlman)
Subject: Re: Why have street samauri? WAS: SRUN magicalness
Organization: The Ohio State University
Date: Wed, 8 Apr 1992 03:23:33 GMT

In article <NIGEL.92Apr7181931@rs733.GSFC.NASA.Gov> nigel@rs733.GSFC.NASA.Gov writes:
>I have not allowed spell locks (for PCs) and rarely used them with
>NPCs (mostly as a balance since the PC mages are a tad more
>experienced.  I suppose I can simply go with initiate NPCs but I
>really haven't deceided how many of THOSE are out there.  What is the
>proportion between normal mages and initiates?  I figure initiates are
>the top 10% of the magic community.

I think 1-5% is more online.

>Hmmm...I thought they could be set as guards (and considered as a
>spirit doing a remote service) so the controlling mage may not be in LOS.
>Am I doing something wrong?  Gotta re-read that section again...

Odds are that an elemental doing a remote service is going to have to stay
reasonably still.

>The deal is that if mages are so rare it can be assumed that the
>majority of the teams (say the bottom 60%) have no magical cover.  PCs
>are "above average" runners even as newly created characters...with
>more resources than average.  I figure that virgin runners suffer
>something like 50% casualties before being "blooded"...something I
>prefer not to do to PCs.

No actually it is slightly more complex than that.  You need a magician to
become a viable shadowrun team.  Read you won't get hired unless you or
your fixer can field a mage.

>The point is that vs mundanes those +4 reaction locks are just ass
>deadly and "cheaper".  If you have magical cover (in the form of a
>couple of mages) the locks can be protected from the hostile mages...

This implies several things that are not true.  You generally will run
into a mage.  If the mage is competent, he'll assense you astrally.  
Realizing you have a spell-lock, he'll try to take it out as fast as possible.
It is hell trying to protect spelllocks.  It takes virtually no effort
to blow one up.
>>Trying to kill a Sammi with a 6 willpower means with a Force 4 spell and 6
>>sorcery, you get about 1 success on the average.  A light wound.  Not all
>>that impressive.
>
>Hmmm...but the mage gets 10+ dice right?  And you ignore
>armor...remember he's not doing any more damage with a H&K 227 (what
>5M3? vs Long Coat which I can't remember the stats for...I do recall
>bouncing lots of rounds off the players though).

Smartgun link, Firearms 6, every 3rd time will stage up to 5D3.  Take 4 off
for the longcoat which drops it to 5S3.  You're taking a medium wound, maybe
serious.  When your targets start raising, you'll take a serious next time.

10+ dice doesn't mean a thing when 1 out of every 6 is a success.

Andy Pearlman
From: velmeran@milton.u.washington.edu (Jack Brown)
Newsgroups: rec.games.frp
Subject: Re: The Undead and level loss
Date: 13 Apr 92 22:09:29 GMT
Organization: University of Washington, Seattle


>1)  Characters recover lost levels at the rate of one per week, unless
>      they are reduced to less than zero.
>2)  Characters may save against Death Magic to avoid level loss.
>3)  The Priest spell Restoration is level four or five, rather than
>      level seven.

I go with the idea of the undead reducing STR and CON.  You can vary the
number of points and the recovery time to adjust for varying types of undead.
If any of the stats goes below 3 => they zonk out.  Draining to 0 will bring 
the victim back as undead...


===========================================================================
Jack Brown				Those on the moral high-ground,
aka velmeran@u.washington.edu		beware of low-flying aircraft

"Our opinion of the gods and our knowledge of men leads us to conclude that
it is a general and necessary law of nature to rule whatever one can."

===========================================================================
Newsgroups: rec.games.frp
From: osickey@fe614.cc.purdue.edu (Matthew J. O'Sickey)
Newsgroups: rec.games.frp
Subject: Re: AD+D2 VALHERU STATS
Date: 17 Apr 92 02:01:42 GMT
Article-I.D.: mentor.45848
Organization: Purdue University Computing Center

In article <seqthINNau4@matt.ksu.ksu.edu> ohoward@matt.ksu.ksu.edu (Todd Howard) writes:
>rob@wsinpa02.win.tue.nl (rob van Rief) writes:
>
 could someone fill me in, what is a  Valheru ?  Or better yet, who writes
  the work they came from.

                                azrael



-- 
"You should have listened to what Christ had to say"--Savatage

any savatage lyrics are always appreciated at osickey@fegate.cc.purdue.edu
Newsgroups: rec.games.frp
From: laurence@cco.caltech.edu (Dustin Lee Laurence)
Subject: Re: CHAMPIONS: Variable Advantage
Organization: California Institute of Technology, Pasadena
Date: Fri, 17 Apr 1992 00:04:48 GMT

cleggp@aix.rpi.edu (Paul Jason Clegg) writes:

>In article <1992Apr14.211049.25445@cco.caltech.edu> I wrote:

>>Actually, as I recall it, +1/2 variable advantage requires a +1 1/2
>>advantage.  The rule for variable disadvantage is to double the disad,
>>which you might be thinking of.

>Actually, I believe you're both wrong.  The limitation for Variable Limitation
>is to make the limitation value 1/2 less than normal.  So for a variable
>limitation worth -1 on the power, the limitation is only worth -1/2.  A var-
>iable limitation worth -1 1/2 on the power is really only worth -1.

Nope.  It's double.  For -1 worth of limitations, you can only reduce
the power cost by -1/2, and for -1 1/2 of limitations you apply a
modifier of -3/4 to the power.

>For
>a variable Advantage, it's +1 more than the maximum advantage the player may
>place on the power.  To get a variable advantage worth +1/2 would actually
>require the player to buy the power with a +1 1/2 advantage.

This is what I said, and it is correct.

-- 
Dustin Laurence            "Someone please stop me, before I net again."

laurence@alice.wonderland.caltech.edu
From: apearlma@magnus.acs.ohio-state.edu (Andrew Pearlman)
Subject: Re: Shadowrun: Controlling magicians
Organization: The Ohio State University
Date: Sat, 11 Apr 1992 18:08:55 GMT

In article <54237@hydra.gatech.EDU> gt9405b@prism.gatech.EDU (Lord Goodgulf the Ma-a-a-agical Wizard) writes:
>In article <ward1.702926354@husc8> ward1@husc8.harvard.edu (Lester Ward) writes:
>>mkkuhner@milton.u.washington.edu (Mary K. Kuhner) writes:
>>>Otherwise all the SR scenarios which have top-secret corporate data on
>>>on-line computers get a little hard to swallow.  I know people do it
>>>today, but they are under increasing pressure to stop, and with rampant
>>>decking it just wouldn't make any sense.
>>For the first time, I find myself in complete disagreement with Mary.
>    [Arguement about sensitive data being on-line deleted]
>    True, but a LOT of the stuff that's supposed to be on-line doesn't seem
>to make sense.  Confidential files about specific people for instance.  Or
>the security system.  Basically, anything which the average corp travelling
>type would not need at his fingertips.

The problem is many of the corps themselves are global.  i.e. Renraku is in
Japan, North America, etc...  If I'm in charge of Renraku, it is very nice
to be able to call up confidential files of specific people that Renraku
NA has accumulated.

I think 'rampant' decking is slightly overrated.  Shadowrunners are a
constant irritant.  But only an irritant.  If company x makes 10 billion
nuyen a year and pays 10 million nuyen for ICE and losses to sufficiently
skilled deckers, it just isn't a problem.  It *is* a problem when Renraku
Japan has up-to-date information on Feather's family, and Feather is 
participating in an extraction attempt on a researcher at Renraku NA.

Isolated, it takes at least several minutes to call this up.  With the matrix,
touch a button, show security clearance, then announce over the loudspeakers
that unless Feather surrenders herself *right* now, Renraku takes out her
family.

Andy Pearlman
From: dsimkins@yang.earlham.edu
Newsgroups: rec.games.frp
Subject: Re: CHAMPS:  European Enemies Questionsdir
Date: 14 Apr 92 00:07:40 GMT
Organization: Earlham College, Richmond, Indiana

In article <332RiB6w164w@cybernet.cse.fau.edu>, sasha.bbs@cybernet.cse.fau.edu writes:
> 
> 3.  Finally, there is a blank page with a stamp saying:  "Especially 
>     secret.  The curious should write to: PO Box 1605  Charlottesville, 
>     VA  22902  USA."  Anyone actually write and find out?  Possibly again
>     the Red October BBS may be of help.
> 
> Thanx in advance.
> 
> 
>                                      - Sasha

The address is Hero Games/ICE's PO box.  If you write to them, they will 
probably tell you what is up.

David Simkins
Newsgroups: rec.games.frp
From: cbergstr@magnus.acs.ohio-state.edu (Chris N Bergstresser)
Subject: Re: STEVE JACKSON NOT GONE!!!!
Organization: The Ohio State University
Date: Tue, 7 Apr 1992 23:44:52 GMT

     It turns out this is true.  I think it's just a sad statement of economic 
affairs when a company like SJG can leverage enough stock to stage a takeover 
of TSR.  That's the whole problem with Bush and the recession.

     And now I'll have to dump all my AD&D stuff and switch to Gurps.  Such is 
life.
From: vanor@vax1.mankato.msus.edu
Newsgroups: rec.games.frp
Subject: SR: waiting for the falmes :-)
Date: 10 Apr 92 19:12:40 GMT
Organization: Mankato State University

Hoi chumers,  I was woundering if any one has ever thought of rateing the 
various Shadowrun books (i.e. how necscery they are or how much they improve
the game) if not E-MAIL me your thoughts and I'll post the results 

Also has any one ever thoght about posting stuf about Shadowrun tricks
like when you have both a smartgun link and vission mag. that you can shot
at any rage and still have a target number of 2 
(I'm shure that I'll get some nasty comments about this but I am a gulten
for pusnishment and I get off on your sinde little comments)

VANOR "realtly is for those who lack IMAGINATON"
Newsgroups: rec.games.frp
From: cks@hawkwind.utcs.toronto.edu (Chris Siebenmann)
Subject: Re: Shadowrun: Controlling magicians
Organization: Ziebmef home away from home
Date: 15 Apr 92 17:54:33 GMT

gt9405b@prism.gatech.EDU (Lynn Richard Akers) writes:
| P.S.  And that still doesn't explain security systems.  I don't remeber the
|       last time I've wanted to log in remote and shut down the alarm system
|       where I work.

 Some computer has to run the security systems. Some computer has to
be loaded with information from the corporate employee database, has
to swap information with the payroll system for the clock punchers.
You can either sneakernet it or put good ice in. Good ice is cheaper
in the long run; there are not all that many good deckers around that
are going to harass you.

 And the security systems of 2050 aren't just security systems; they're
a lot more. Be ingenious and see current research on things like people
locators. Information is money, and security systems are a prime source
of it. Corps don't pass up things like that.

--
"The Law of Software Development and Envelopment at MIT:

 Every program in development at MIT expands until it can read mail."
		- greg@math.berkeley.edu
cks@hawkwind.utcs.toronto.edu	           ...!{utgpu,utzoo,watmath}!utgpu!cks
Newsgroups: rec.games.frp
Subject: Re: GURPS combat time.
From: hzhao@eagle.wesleyan.edu
Date: 13 Apr 92 12:05:27 EDT
 <1992Apr9.172109.4094@cunixf.cc.columbia.edu> <1992Apr10.180658.18872@cs.cmu.edu>
Organization: Wesleyan University

> |> 
> |> 	I feel a bit like an armchair critic - but aren't these blows 
> |> with wooden padded weapons which do very little damage? 
> |> 	Do you think this actually reflects swinging a real steel sword 
> |> which sinks into the flesh of the enemy and pulling it out again? 

   To be pedantic, the swords are rattan. Usually wrapped in fibertape and duct
tape. Not much more.
   An 'average' sword of the period 900ad-1450ad weighed slightly over 2 lbs
and was 31" long. The balance point is about where that of most SCA swords is. 
So, if the real sword in question is actually made for combat, a properly-made
SCA weapon is a reasonable facsimile for performance.

> However, I think the 1 blow/second rate for weapons (SCA or otherwise) is
> probably realistic. I don't think any SCA fighter could land 3-4 blows/second.
> The fastest fighter I ever knew or heard of was Sir Francois of the Kingdom
> of Meridies, and high-speed film showed him striking 3 times in 2 seconds
> (that's total blows with two swords). I think Francois is the reason that
> SJ put the one blow/second rule in based on that experience.
> Recognize that 4 blows a second is one blow every 250 millisecond---basically
> reflex speed for the human body. Aimed blows for damage---I don't think so.

     It is possible, depending on the blow used. A strike to one side of the
head can be followed up virtually instantaneously by a strike to the other side
(provided, as you say, the weapon isn't stuck) by rolling the forearm bones and 
redirecting the force of the rebounding blow. Works perfectly for maces, which
tend not to get stuck.  In general, with a full swing, such speeds are indeed
difficult, and if attainable, tend not to go on for very long before the
assailaint either wins or gets tired.

        Perhaps a better measure of skill could be implemented with "gets X
blows for every N of yours". Thusly, a highly skilled fighter could throw a
barrage into a lesser opponent without time being much of a factor. Unless the
defendant's buddy is sneaking up behind him.....
From: os361065@wvnvms.wvnet.edu (Shadowcat)
Newsgroups: rec.games.frp
Subject: Re: SRUN: IC and Deckers
Date: 10 Apr 92 18:28:10 GMT
Organization: West Virginia Network for Educational Telecomputing

In article <oldham_r.702704453@kultarr>, oldham_r@cs.uwa.oz.au (rob oldham) writes:
> Hoi Chummers,
> 
> A couple of questions about Decking 
 
> When you are in a node and want to get out of it
> (evading ICe, running away etc) can you move into
> nodes you haven't been into yet ?

   Sure, the only problem is if there is IC on this new node
   you're not going to have an action to run a Masking Utility.
   The net result is you've got the potential to piss off another 
   piece of IC and set off an active alert.
  
   Additionally, running to a new node could make matters more 
   difficult if you don't know its rating. When you have to run,
   a good strategy is to get to a node with a low enough security
   rating to allow you to whomp on the IC (that Black-6 is real
   nasty on a Red-7 node, let's see how it fares on a Green-4).

> 
> Does Barrier IC act as barriers to movement, and
> does this apply to other white ICe ?

   Barrier is most certainly just that, a barrier. You don't
   flash the code, you don't pass the node, chummer. Although
   IC and deckers indigenous to the system don't have this
   problem.

   All other white IC you can blow past without an ID of any 
   sort, though you'll trip a passive alert and set of dormant
   gray of black IC in that node (ouch!!).

> 
> When the white IC asks for verification of the 
> users identity, is this considered an "action" ?
> If not, how the drek is it supposed to work ?
> (even after reading VR for the 3rd time I can't
> quite work it out.)

   Yes, ID verification is an action for white IC.

-- 
_____________________________________________________________
    Dave Shemenski
    Wheeling Jesuit College
    World's Worst Chem Major          
    os361065@wvnvms.wvnet.edu

    "Everything is destined to
     reappear as simulation"
                      -Jean Baudrillard, America
_____________________________________________________________
Newsgroups: rec.games.frp