HDTenEightyP/NetNews huggingface dataset:
From: Jim Ogle (Ks. Jim) <jogle@aoc.nrao.edu>
Subject: Re: Induce Cyberpsychosis
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Wed, 22 Jul 1992 14:12:03 GMT

David Rose writes:

> bhv@areaplg2.corp.mot.com (Bronis Vidugiris) writes:

>>Oh - this brings up an interesting question.  If an Aysle mage impresses some
>>spells into him/herself, then disconnects in any of the numerous realities
>>that don't allow impressed spells, do the impressed spells disappear?
> 
>   Well, not an official rule, but I think that they do not.  The reason
> is that the impressed spell exists regardless of whether or not the
> mage can use it.  So it is not a matter of forgetting or something like
> that.  But the discoed person cannot use the impressed spell without
> the usual penalties.

Well, I figured it was that way too, but while I was doing my spell
design recently I came across a sentence that said basically the
Everlaw of One will screw you whenever it can, so if a person
disconnects to a realm that doesn't support the impressing of magic
spells (and only Aysle does) then the spells are probably lost.

The sentence in question was talking about focused spells, but the
general theory would seem to carry over to impressed spells.

Kansas Jim (jogle@nrao.edu)
Newsgroups: alt.games.torg
From: "Colin J. Wynne"  <WYNNE.C@fs.sciences.WLU.EDU>
Subject:      Re: Shadow Stalker
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Date: Wed, 22 Jul 1992 14:10:57 GMT

jogle@dopey.vlba.nrao.edu (Jim Ogle (Ks. Jim)) writes:

> Colin writes:
>
> > Oh, yeah.  The animated shadows have claws +3 and fangs +5 also.
> > And
> > STR boosters on a target affect the shadow's strength as well
> > (i.e.,
> > that adrenal booster raises your shadows DEX & STR by 3, also).
>
> Hmmm...I'd limit the ability to duplicate the STR increases to
> ones that were in action before the shadow was animated; once the
> shadow becomes seperate from its source it shouldn't be able to
> duplicate effects on its source.

Sure.  Once it is animated, it is effectively not a part of the
target anymore.

CJW

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>>                                         wynne.c.j@p9955.wlu.edu  >>
==  Colin J. Wynne                                  - or -          ==
<<                                      wynne.c@fs.science.wlu.edu  <<
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Newsgroups: alt.games.torg
From: cpearce%nemesis@nemesis.acs.unt.edu (Chris Pearce)
Subject: Re: Honor/Corruption gains
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
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Date: Tue, 21 Jul 1992 21:30:41 GMT

> 	Of course, one player had to ask "So, which has more plusses?"
> Sigh.

You *did* reply, "Why, Corruption, of course," didn't you?

> Rick Jones				Systems Support Center

-- 
Chris Pearce -- cpearce@nemesis.acs.unt.edu
Newsgroups: alt.games.torg
From: "Colin J. Wynne"  <WYNNE.C@fs.sciences.WLU.EDU>
Subject:      Re: Approved actions, changed from Idea to be kicked around
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
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Date: Fri, 24 Jul 1992 13:12:51 GMT

bchapman@spartan.ac.BrockU.CA (Bruce Patrick Chapman) writes:

> BTW - it would help if unskilled and stymied (especally stymied)
> were a little more effective)

Stymied, yes.  But unskilled is one of the most effective interaction
results that there is!  Taunt that guy, THEN whop him upside the head
with a reality storm.  Hit that unskilled priest with your 'vs. SPI
or Faith' miracle.  Hey, that enemy mage can't cast spells while he's
unskilled.  Having trouble hitting that ninja?  Well, not if he's
unskilled.  Etc...

The problem is that unskilled is a better result than stymie.  I have
seen a proposed correction for this (I honestly can't remember if it
was on this net, or in I-verse, or even somewhere else) that had two
solutions:  either reverse the two outcomes on the interaction
charts, or make 'stymie' into 'stymied and unskilled'.

Both will work, but it would be up to each GM to determine which one
would better fit the campaign.  After all, the second choice favours
the Knights considerably more (unless, as Bruce suggests is his
problem, the players don't do interaction attacks, or your villains
do LOTS of interaction attacks).

CJW

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>                                         wynne.c.j@p9955.wlu.edu  >>
==  Colin J. Wynne                                  - or -          ==
<<                                      wynne.c@fs.science.wlu.edu  <<
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Newsgroups: alt.games.torg
From: Rick Jones <albert@crick.ssctr.bcm.tmc.edu>
Subject: Re: Was ist TORG?
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Thu, 30 Jul 1992 20:08:07 GMT

>      Does this mean Torg can only be played without contradiction in a cosm of
> Tech 23 or higher? :)

	No, but I think it requies a pretty high social axiom, since literature
depends on social, then RPGs would as well.  I wonder if it's mentioned in
the sourcebook.

-- 
Rick Jones				Systems Support Center
albert@bcm.tmc.edu			Baylor College of Medicine
Voice: 713-798-7352			standard disclaimers apply
"I've _got_ to start listening to those quiet, nagging doubts." - Calvin
Newsgroups: alt.games.torg
From: hudson@dragon.ulowell.edu (Kevin Maurice Hudson)
Subject: Induce Cyberpsychosis
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, 21 Jul 1992 20:16:36 GMT

==> On 21 Jul 92 19:24:32 GMT, gdavis@ccwf.cc.utexas.edu (Grant R. Davis) said:

  GRD> 1)Magic 12 is not high enough to sit down and design a spell.
  GRD> Talk to your GM.

Huh?  Magic 12???  If you mean a value of 12 in a magic skill.....
It's fine.  All you need is all four skills to be able to design a
spell.  They could all be at skill value of 2, and you still be able
to design a spell. (not very well, but you could none the less)

--
hudson@dragon.cpe.ulowell.edu		uhqfba@qentba.pcr.hybjryy.rqh
Kevin Hudson, Systems Manager		Xriva Uhqfba, Flfgrzf Znantre
Center for Productivity Enahncement	Pragre sbe Cebqhpgvivgl Ranuaprzrag
University of Massachusetts Lowell	Havirefvgl bs Znffnpuhfrggf Ybjryy
Newsgroups: alt.games.torg
From: "Colin J. Wynne"  <WYNNE.C@fs.sciences.WLU.EDU>
Subject:      Re: Cyberpsychosis spell
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, 22 Jul 1992 14:45:18 GMT

usenet@transfer.stratus.com (Mr. Network News) writes:

> But if you don't use an essence for the mechanism, then the spell
> is really an illusion.  So wouldn't the illusionary altered dark
> emotions, revert back to their true state at the end of the
> durration?  In effect, you've created the illusion that the target
> is under mental stress; when the spell ends, the illusion should
> too.

Even if the spell is only illusion as designed, illusions can cause
damage.  Maybe at the instant cast, the stress is illusory, but the
Cychotic episode it triggers is very, very real.

CJW

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>                                         wynne.c.j@p9955.wlu.edu  >>
==  Colin J. Wynne                                  - or -          ==
<<                                      wynne.c@fs.science.wlu.edu  <<
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From: WYNNE.C@fs.sciences.WLU.EDU (Colin J. Wynne)
Newsgroups: alt.games.torg
Subject: Re: Toughness/Armors
Date: 21 Jul 92 19:34:21 GMT
Organization: University of North Texas
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burt@ptltd.com (Burton Choinski) writes:

> Colin says:
> -------
> If you fired a pistol at the wall all day, would you ever get
> through? (DV = ~17)
> How 'bout a GodLight? (DV = 24)
> -------
> I was hoping for a little more accuracy.  But My Perceptions (tm)
> might not be correct.  I don't know enough physics/ballistics to
> guestimate what 1cm of steel will stop.  Now, if I have a hard
> number to play with (a .38 ACP round can penetrate x millimeters
> of steel), I can try to backtrack.

Well, Sean is working on the exact numbers for you it seems.
Still, as a GM, I wouldn't let a number like that bog me down.
Especially since, in the game, there just isn't that much
difference in damage among a general class of weapons.  OK, a .38
might not penetrate 1cm of steel, but a .44 magnum would.  BFHD.

I may yet run into a situation where such exact numbers will be
really important, but I hope not.  Keeping things too laden with
that kind of precision defeats the game.  I think that the way you
handled it in the first place sounds just fine to me.

Colin

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>                                         wynne.c.j@p9955.wlu.edu  >>
==  Colin J. Wynne                                  - or -          ==
<<                                      wynne.c@fs.science.wlu.edu  <<
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From: WYNNE.C@fs.sciences.WLU.EDU (Colin J. Wynne)
Newsgroups: alt.games.torg
Subject: SPOILERS
Date: 21 Jul 92 20:32:45 GMT
Organization: University of North Texas
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
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Steve, Joe, Terry:

I am going to post a shadow stalker with the subject: Shadow Stalker.

DON'T READ IT.

If you exhibit any unnatural knowledge about the beastie when you run
into it, you'll wish that your character had never even been a
twinkle in his'her father's eye.

'nuff said?


Colin

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>                                         wynne.c.j@p9955.wlu.edu  >>
==  Colin J. Wynne                                  - or -          ==
<<                                      wynne.c@fs.science.wlu.edu  <<
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Newsgroups: alt.games.torg
From: oakes@jupiter.nmt.edu (David Oakes)
Subject: Re: Atheism
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
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Date: Wed, 22 Jul 1992 19:48:22 GMT

Colin J. Wynne(wynne.c.j@p9955.wlu.edu/wynne.c@fs.science.wlu.edu) apostates:
 ! Actually, Atheism, as a belief, probably requires a fairly-high
 ! social axiom.  Low social axioms, I think, imply superstitious
 ! behaviour (i.e., belief in the supernatural), and usually one of the
 ! first big social organisations to develop is religious in origin.

again, social only covers what is allowed,
it does not force one equal concept over another
(Faith(god), Faith(magic), Faith(gasoline) are all the same at Social XX)

the reason that low social appears to us to be "religion"
is that a social of 10 is required to have "SCIENCE"
and it is our own Faith(SCIENCE) that tells us that anything
that cannot be proven using scientific principles is "religion"

a cosm with TECH 30, SOCIAL 9, and SPIRIT 0 may apear to be 
"worshipping" technology, but their faith is in their machines,
not some force (god) outside of them making them work,
even if they do not understand (as we do) how they work

dave "no, its not a plug, just a comment on 20th century American ideals" oakes
Newsgroups: alt.games.torg
From: "Colin J. Wynne"  <WYNNE.C@fs.sciences.WLU.EDU>
Subject:      Re: Multi-Actions
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Wed, 22 Jul 1992 14:52:04 GMT

Jim Ogle (Ks. Jim) <jogle@aoc.nrao.edu> writes:

> Were the Possibility and cards spent negating damage or to negate
> a Possibility the Spartan spent on his die roll?  I was only
> talking about negating Possibilities spent on actions that you
> are/aren't aware of; taking damage is certainly something you will
> be aware of, so spending P-Points on that is certainly all right.

If you allow that Storm Knights have control over p-energy, then it
is not impossible to assume that they will garner some affinity for
the stuff.  Perhaps a Knight can practically 'smell' the p-point of
that p-rated sniper being used against him, even though he doesn't
know where the sniper is, or, until even a split second ago, that
the sniper was even there.

Giving stormers a certain sixth sense (or seventh or eigth if you
have CyberSenses) for p-energy also fits in with the various
cinematic genres, as well.

CJW

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>                                         wynne.c.j@p9955.wlu.edu  >>
==  Colin J. Wynne                                  - or -          ==
<<                                      wynne.c@fs.science.wlu.edu  <<
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Newsgroups: alt.games.torg
From: wolf@cheshire.oxy.edu (Clinton Richard Wolf)
Subject: Re: Atheism
Organization: Occidental College, Los Angeles, CA 90041 USA.
Date: Thu, 23 Jul 1992 18:52:11 GMT

>
>
>On Wed, 22 Jul 1992, Andrew David Weiland wrote:
>
> 
> Though I still wonder what an anti-societal religion would look like.
>
>Hmm.
>Well, it would clearly have to be a very personal type religion, similar to
>the relationship jakatts have with Lanala, but even more so.  There would
>be no organization to the church, no meetings, no temples--almost like 
>Taoism, there would be no priesthood.  More of a philosophy than a
>religion, IMHO.
 
Ah, exactly! Or as it states in the Torg RB, it would be a 'pantheistic'
religion, like the Tao or The Force from Star Wars (and what a great way
for WEG to sneak in a plug for their SF game of the same name, eh? 8-)

Newsgroups: alt.games.torg
From: oakes@jupiter.nmt.edu (David Oakes)
Subject: Re: Multi-Actions
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Tue, 21 Jul 1992 19:22:34 GMT

Burton reminds:
 ! PS. Remember, not every realm is "Indianna Jones".  Core Earth "Rambo's" may
 ! shoot many people with a pistol, but it's unlikely it'd be with the same
 ! bullet.

yes, six people is a Nile exclusive
(though i wouldnt bother requiring a trick to line them up -
 if you hit all six in the Nile, you hit all six, so they either
 all lined up, or it ricocheted, by circumstances)
but even CE Rambo's can fire three bullets at a time (single-fire-as-multi)
so they could hit three targets with three bullets,
so why not just limit them to max targets of 1 clip
(or the 10s ROF of the weapon, if you somehow know it)
and apply the appropriate OoM (not MoO as i have been saying) penalties.

dave "in Orrorsh, dont bother, you'll just make it angry" oakes

Newsgroups: alt.games.torg
From: Rick Jones <albert@crick.ssctr.bcm.tmc.edu>
Subject: Re: FTL flight spells
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
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Date: Mon, 27 Jul 1992 19:17:26 GMT

> actualy, with the average mage template and a better than average roll,
> the flight spell as is makes dwarves go super-sonic!
> (and since it is magic, there is no wind shear or sonic boom...)

	Heck, the haste spell with a possibility spent on it can 
get folks up to the speed of sound.  (One time the witch cast it
on our cowboy's horse and rolled ungodly well.  Somebody figured
it was going around Mach 2.  
-- 
Rick Jones				Systems Support Center
albert@bcm.tmc.edu			Baylor College of Medicine
Voice: 713-798-7352			standard disclaimers apply
"I've _got_ to start listening to those quiet, nagging doubts." - Calvin
Newsgroups: alt.games.torg
From: oakes@jupiter.nmt.edu (David Oakes)
Subject: Honor/Corruption gains
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
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Date: Tue, 21 Jul 1992 20:57:58 GMT

joe louderback offers:
 !    1) Honor/Corruption adds do not count when generating the spirit
 !       total at the adventure's end.  While this may penalize low
 !       spirit characters more, it seems reasonable.
 !    2) In order to have a chance at gaining a new add, the GM assigned
 !       bonus must be at least equal to the character's current number
 !       of adds.  If you have +5 in Corruption, it takes more than a sim-
 !       ple backstab to get number 6.

1) is not neccessary, since 2) should be sufficient
(and i think, it is already in the rules in some form)

i would not base the act off the bonus per say,
but they are the best indication of the various levels
(ie - GMs call - did the player reach a new level of H/C)

also remember that both H and C will be gained from the same roll
(if you have base 18 Honor, you use it to gain Corruption too)
so people at the extremes are less likely to have a net gain
(Honorables are likely to commit some crime during the game,
 and will balance out, and possibly exceede, his gains)
(trust me on this one - i have a sneak thief who as not yet gained
 any C because the adventure usually means saving somebody's something.
 our dwarven tunnel fighter tried in vain to get rid of 1 H, but always
 ended up performing one heroic act for every mutilation of the enemy)

dave "remeber - most Ayslish are at 0 for a reason" oakes
From: aw1s+@andrew.cmu.edu (Andrew David Weiland)
Newsgroups: alt.games.torg
Subject: Re: Idea to be kicked about. (expanded)
Date: 23 Jul 92 03:00:33 GMT
Organization: Junior, Philosophy, Carnegie Mellon, Pittsburgh, PA

(grim 'n' gritty TORG rules deleted)

>This should all work in theory, anyone see any holes.

I like the alternative initiative system.  Now all we need is an
alternative way of giving out experience (since possibilities can't be
spent on rolls, under the old rules skills will go up really quickly. 
In fact, they go up a little too quickly now for a non-heroic game.
Newsgroups: alt.games.torg
From: burt@ptltd.com (Burton Choinski)
Subject: Re:  Spell Design example (very long!)
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, 21 Jul 1992 15:07:23 GMT

And we still need a Nile Spell design system.  *sigh*
(still haven't done any correlations yet, busy busy busy)
  -- Burton
Newsgroups: alt.games.torg
From: "Colin J. Wynne"  <WYNNE.C@fs.sciences.WLU.EDU>
Subject:      Re: A coupole simple questions...
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
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X-Gatemail-Version: 1.0b
Date: Tue, 28 Jul 1992 16:29:43 GMT

sabre@eskimo.celestial.com (Philip Rogers) writes:

> Hello all you torgers...well I have a couple of questions for you
> all...I run a small (8 players) torg club and I am wondering how
> many of you use group powers., and if so how large a part on play
> of the campaign do they play, what powers they hacve and other
> observations about them.

The P-Chalice, so far.  There was a place where the party picked up a
uscranta tree, and later bought the life thread power, but it's use
turned out not to be necessary.  But that is still a pretty useful
thing to have.

> Next I was wondering how do you all pronounce Stelae...
Singular:  STEHL-ah
Plural  :  STEHL-ay
It's a real word, and the declensions are Latin.

> Thirdly in you campaigns do you concentrate at all on the
> Nile-Empire magic of Mathamatics?

We have one character with mathematics.  It has been fairly useful.
The big thing is, the GM and player need to fudge a way of picking up
new spells until WEG gets off their collective butt and prints some
comprehensive rules on the matter.

CJW

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>                                         wynne.c.j@p9955.wlu.edu  >>
==  Colin J. Wynne                                  - or -          ==
<<                                      wynne.c@fs.science.wlu.edu  <<
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Newsgroups: alt.games.torg
From: oakes@jupiter.nmt.edu (David Oakes)
Subject: Re: Multi-Actions
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Tue, 21 Jul 1992 19:33:33 GMT

Colin J. Wynne(wynne.c.j@p9955.wlu.edu/wynne.c@fs.science.wlu.edu) admits:
 ! Honest, Dave, I had nobody specific in mind when I wrote this.  I
 ! hadn't even been following the insanity thread, or know who was on it.

que nada.  you didnt seem that agressive, 
i was just replying to other flames that day...
(what do you think about the insanity rules? - yes, they are not cinematic,
 but while they should never be used in the Nile, Orrorsh is different..)

 ! Again, for five guys (-2,-4,-6,-6,-8) is an average increase of a tad
 ! over 5.  The TOU increase is +4, which means that, in comparison to
 ! the first method, the leader is a little bit harder to intimidate,
 ! and the minions are a little bit easier to intimidate.  Which is as
 ! it should be to promote that (oh no, is he _really_ going to say it?)
 ! *cinematic* flair.

ok, i thought you were of the "multiple rolls" school of thought.
(i should read these posts one at a time - 104 a day, sheesh!)

i agree fully that the approprite modifier here is the resistance (TOU) one

using just the difficulty modifier is for cases where it is not being resisted,
such as climbing a cliff or swing a rope.  when there is a resistance involved,
be it physical (tou) or other (willpower, intimdate, etc), then the TOU bonus 
should be used for over all effect.

dave "just keeps agreeing and agreeing and agreeing ..." oakes
Newsgroups: alt.games.torg
From: Jim Ogle (Ks. Jim) <jogle@aoc.nrao.edu>
Subject: Re:  Perservance
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Tue, 21 Jul 1992 14:20:19 GMT

The way I did it when I ran an Orrorshan Horror in London (the
adventure I promised to write up for the list long ago...I haven't
forgotten, I just haven't gotten around to it yet) is that the players
would only have to make a Perseverance Check when the Horror wanted
them to - since the Horror had to make a Contradiction Check to
project the Power of Fear into the characters he was only doing it
when he was close to them and could take advantage of it.  

However, the adventure was primarily a mystery and until the
characters actually encountered the Horror they never encountered a
situation where they had to make a Perseverance Check, so I avoided
the problem of having to deal with P Checks when the Horror wasn't
anywhere nearby....

BTW, I dealt with the problem of the Horror disconnecting due to using
the PoF in the dramatic conclusion by having the adventure take place
within the effect range of an Orrorshan hardpoint the Horror had
brought with him and set up in his base of operations.



Kansas Jim (jogle@nrao.edu)
Newsgroups: alt.games.torg