HDTenEightyP/NetNews huggingface dataset:
From: CSD108@psuvm.psu.edu
Newsgroups: rec.games.frp.misc
Subject: Re: Obscure Shadowrun Rules Questions (and my answers)
Date: 27 Jan 93 21:07:15 GMT
Organization: Penn State University


In article <C1Hx2w.63H@news2.cis.umn.edu>, esper@cs35b.cs.umn.edu (Dave
Sherohman) says:
>>Sigh. Here we go again. All those new abilities listed in the Grimoire 2 are
>>only available to PA initiates.
>
>I can't belive that nobody has corrected you on this yet...  Where'd you get
>that idea?  Points to note:  1) The new abilities are in The Arts right next
>to
>Elemental Adepts, not in The Higher Mysteries with the effects and benefits of
>Initiation.  2) The description for Enhanced Centering specifies that it
>allows
>abilities to be used by "the initiate physical adept"; all other powers
>specify
>either "the adept" or "the physical adept" with no mention of initiatory      .
>status
>

I got the "idea" from pg. 38 of the Grimoire II

"Once a magician reaches a certain level of initiation, he automatically gains
new abilities. Physical adepts, for example, gain access to additional phys-
ical adept abilities (see Additional Powers, p. 34) simply upon achieving
initiation."

--Presto

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From: at731@cleveland.Freenet.Edu (Troy L. Nothnagel)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII initiative
Date: 27 Jan 1993 09:33:29 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: at731@cleveland.Freenet.Edu (Troy L. Nothnagel)
NNTP-Posting-Host: hela.ins.cwru.edu


In a previous article, johnelbl@matt.ksu.ksu.edu () says:

>     In the Physical Adept debate, I posted that it was possible for a 
>Physical Adept(who WAS an npc) to have 9d6 initiative.  There have been
>several responses that this is not possible. 
>     First of all I stated that the character chose the adept ability of
>3d6 initiative.  If this does not add to the 1d6 then what is the purpose
>of the 1d6 increase initiative ability that costs 1 magic point?

You always get the 1 standard die in addition to anything else.

>     Second he had the Synaptic Accelerator.  Again, why get the one die 
>only.  Plus, the rules only state that this piece of Bioware does not
>work with cyber-ware.  No mention of Adept abilities or magic.

Since that's 1.6 points of bioware, and you're magically active, you
lose 1.6 points of essence.  That's 2 points of magic.  And since it's
drastic invasive surgery, you get to check to see if you lose an
additional point of magic on top of that.  (pps. 5&6, ShadowTech)  You
saying this guy has initiated at least three or four times?

>     Lastly I got the Increase Reaction Spell Lock (or anchored spell,  
>whichever you prefer).  This spell states that it does not work in 
>conjuction with CYBER-ware.  Does not mention anything about BIO-ware or
>adept abilities.

The reason there is no physical version of the spell is in the interests
of game balance.  With that in mind, I'd say it's a GM judgement call as
to whether or not 'cybernetic enhancements' includes bioware in this
case.  In any case, the target number for the spell is 2xReaction, which
combined with the Deadly drain, is nothing to sneeze at.  Considering
the first time anyone see's that spell lock in astral space, it's gone,
it could be hard (and expensive) to convince a mage to keep casting that
Deadly drain spell on you every week.  "Ah, but this guy has a low
reaction, that's why he needs all these dice!" you say?  Okay, consider
this:  When someone is wounded, you don't subtract the condition
modifiers from the total initiative, but from the base reaction.  If
that reaction goes to zero, that character gets NO actions. (p112, SRII)

>    So, for my initiative I have the following recorded:
>1d6 [initial] + 3d6 [adept] + 2d6 [Synaptic Accelerator] + 3d6 [spell when
>active] =9d6.
>    As for the Synaptic Accelerator, the NPC has 2 geasa; which pys.adepts 
>can have.
>
>resources:
>SR2, Shadowtech, Grimoire2, Bryan Potter(GM), David Blood(GM), & 
>Alex Savage(GM).

Sounds like these guys have no problem handing out goodies only the best
(or worst, depending on how you look at) corp. agents should have...
But that's their problem.

>
>please inform us if we made some horrible mistake. and cite page numbers&book
>
>

Newsgroups: rec.games.frp.misc
From: smurphy@unix1.tcd.ie (Mithrandir(S))
Subject: Re: Vamp / Ars Magica
Organization: Trinity College, Dublin
Date: Mon, 25 Jan 1993 11:41:02 GMT

In <1993Jan25.050449.17827@news.uiowa.edu> durrell@pinball.arcade.uiowa.edu (Bryant Durrell) writes:

>In article <1jv58bINNjl4@darkstar.UCSC.EDU> gorilla@cats.ucsc.edu (Christopher John Arnold) writes:
>>The story behind the existence of Tremere vampires is that
>>a member of house Tremere in ARS MAGICA decided that he
>>would invent a ritual that would turn him in effect into a vampire.
>>This person happened, I believe, to be the Primus of the House at
>>the time. He forced all Tremere mages to go through this ritual.
>>So we have 98% of a house of  The Order of Hermes that is now
>>Vampiric, and in the VAMPIRE world.

>Uh, that doesn't mesh with the info in the Players Guide and World of
>Darkness and other sources.  As I recall, some poor Kindred took the
>risk of Embracing a Tremere mage and was promptly Diablerized for his
>trouble.  I don't recall if the entire House ended up Kindred.  It 
>may not be specified.


   Big news for y'all.
  That Mage who was Embraced was Tremere. THE Tremere. House Founder
 Himself!
    He's now a third generation through Diablerie on Saulot. Kinky, huh?



>-- 
>Bryant Durrell					   durrell@chop.isca.uiowa.edu
>------------------------------------------------------------------------------
>                 I feed on the flesh of the living, and I vote.
--
  To those tryiong to get in touch with Mithrandir, do not email
to the Address in the header. It is borrowed, cause my newsfeed
has exploded.  
     Email:tkelly@unix2.tcd.ie  Thanks.
From: paul@sco.COM (Paul Jackson)
Subject: Re: Faerie Folk
Organization: SCO Canada, Inc.
Date: Sun, 24 Jan 1993 17:41:01 GMT

In article <1jkcelINNgdn@titan.ucs.umass.edu> dunkelza@titan.ucs.umass.edu (KEITH C MCCORMIC) writes:
>  Hmm.  I will agree with that.  I will say that the truth is often
>stranger than fiction, and that neither of us are probably right.  But
>I will agree that my radical theories are rather rough around the edges
>and would require extensive research to prove or disprove.

Sorry, I can't let this go. Are you saying that everything that you've
been posting has been your personal theory of the origins of European Fairy
mythology and that it is a theory that is neither complete nor accepted by
"the authorities"?

If this is true, I strongly urge you to learn to communicate more clearly.
This posting was the first one that I saw where it even occurred to me that
you were proposing your own radical theory as opposed to just being somebody
with a severe misunderstanding of history.

I'll leave Steffan to comment on the merits of your theory :-)
From: gharris@jade.tufts.edu (George W. Harris)
Newsgroups: rec.games.frp.misc
Subject: Re: RQ: More Summoning Questions
Date: 21 Jan 93 18:07:04 GMT
Organization: Tufts University - Medford, MA

In article <cluther.727573194@morticia> cluther@morticia.cnns.unt.edu (Clay Luther) writes:
>1) Does the summoner have to guess how many MP to spend when summoning, or does
>he know "this creature has a power of X, so I must spend X MP to summon it."

	He has to geuss.  To be safe, he could spend a number of points using
this reasoning: "Well, I could handle anything up to anout 15 magic points,
so I'll just use 15.  I might get something smaller, but I can throw it back
if I have to.

>2) Regarding Summon Skill; does the summoner need to make *both* a spell
>casting roll (POW x 5, 100%, or Spell Skill, depending on type of magic) *or*
>is the summoning based entirely on his summon skill roll *or* is it based
>on a roll that is the lowest of his magic roll or his summon skill roll.

	It is based entirely on the Summon skill, at least for now.  This can
of course be augmented by Ceremony.  There is a chance that in the future, for
Sorcery, it will depend only on the spell skill, but I think this is a very
bad move (sorcerors have it tough enough already).

>3) True or false:  The caster spends only 1 MP if the summons fails.

	Hmmm.  I would say false.  Of course, if (s)he used Ceremony, he would
have to spend at least one MP/hour anyway, even if you took true.

>Clay Luther
>cluther@morticia.cnns.unt.edu
--
gharris@jade.tufts.edu          
George W. Harris              	"He'd kill us if he had the chance."  
Dept. of Mathematics            
Tufts University              			The Conversation  
Newsgroups: rec.games.frp.misc
From: tsmith+@cs.cmu.edu (Tom Smith)
Subject: Re: Ethical Dilemna (GURPS Fantasy - LONG)
Organization: School of Computer Science, Carnegie Mellon
Date: Tue, 26 Jan 1993 04:51:47 GMT

The problem here is that the GM didn't properly inform the party about the
reality they were in.  The best way to handle this would have been, when the
Templar announced his charge, to inform the player that his character would
know that such an action is illegal in this area.  Then allow him to
reconsider the charge.  If he then makes the charge, he pays for it as he
should.  If he changes his mind, no harm done.  Unfortunately, the GM delayed
informing the party of the consequences of their actions, and now has a real
dilemma.

My advice is to reboot the campaign.  The fault lies with the GM for not fully
informing the players about the world they were in.  Therefore, the players
should not be punished.  Simply redo the scene with a better explanation of
what is and isn't tolerated by this game world and a full understanding of
what is and isn't expected of the characters based on their social caste.
This will avoid wrecking the campaign and avoid a lot of hard feelings.

				Tom the non hacker
				tsmith@seismo.soar.cs.cmu.edu
				Do not reply directly to this message for
				Personal responses, as the return address
				is set wrong.  Send personal responses to the
				above address.

				
Newsgroups: rec.games.frp.misc
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: Ethical Dilemna (GURPS Fantasy - LONG)
Organization: University of Illinois at Urbana
Date: Mon, 25 Jan 1993 23:14:59 GMT

CX6L@MUSICA.MCGILL.CA (CX6L) writes:

>     In conclusion, while by *our* standards, the PCs acted in a
>horribly ugly and despicable manner, they were acting in a way
>which would be acceptable in their society, and it would have been
>poor roleplaying on the part of the players to have done otherwise.
>They do not deserve penalties. If the GM feels that he cannot take
>this level of realism in roleplaying, then he should not run games
>where it is bound to come up.

I concur. This sort of thing happens all the time though. GM's 
scream and whine about a lack of roleplaying, but act like a knight
would really act and they run for the hills and hurl XP penalties.

Axly

********************************************************************************
*  Axly       *   "Just because its my gun doesn't mean I'm the one who fired  **             *    it."                                                        *
* Red Sword   *   "OK, I fired it, but I didn't think I'd hit any civilians."  *
*  Targa      *   "Well, yes, it did occur to me that I might hit one or two   *
*             *    civilians. But I really never thought I would hit all of    *
*             *    them. "                                                     *
*             *      - Axly                                                    *
********************************************************************************
From: jlperkin@eos.ncsu.edu (JERRY LEE PERKINSON)
Subject: Re: SRII PhysAds
Originator: jlperkin@c00806-247dan.eos.ncsu.edu
Keywords: Physical Adept Abilities
Reply-To: jlperkin@eos.ncsu.edu (JERRY LEE PERKINSON)
Organization: North Carolina State University, Project Eos
Date: Mon, 25 Jan 1993 21:11:02 GMT


In article <uplink.727775434@cwis>, uplink@cwis.unomaha.edu (uplink 2099) writes:
|>	Oh, come on.  Dicote is only so much per 100 square cm, right?
|>According to the illustration of the Wallacher Combat Axe in Street
|>Sam Catalog, the blade is thin, with the inside gone.  I thing one
|>application of Dicote will suffice for the axe.  And as for being the
|>leader of a "two-bit" street gang, I said that he was the leader of a
|>PhysAd circle.  (I think.)  This is NOT I repeat NOT just a "two-bit"
|>Street Gang.  If it's two-bit to you then you play at a much higher 
|>level than we do around here.

100 sq. cm is a 4 in x 4 in square.  For a combat Axe, I would assume a 12 in
by roughly 6 in blade, both sides, so about 9-10 applications.  
And don't forget that the street index is 10.  The price gets somewhat steep,
 but if you have the money and can make the availability rolls, there's really
 no problem.  Of course if that's a montly maintenence cost...

Killjoy, eater of small undomesticated varmints.
Newsgroups: rec.games.frp.misc
From: uplink@cwis.unomaha.edu (uplink 2099)
Subject: Re: SRII: Please help!
Organization: University of Nebraska at Omaha
Date: Thu, 28 Jan 1993 03:55:18 GMT

dv52151@uxa.cso.uiuc.edu (RedSwordTarga) writes:

>Yes, it's worth it. The people at FASA have done their best to make sure
>all those supplements we sunk so much cash into aren't worthless. The
>rules are much cleaner, combat with guns is much more deadly, and it
>just feels a lot neater.

	Listen to Axly, boy, he knows what he's talking about... at least,
MOST of the time. :)

>The burned out mage is now in the Contacts book that's included with the
>GM's screen (This one is actually worth buying). 

	I dunno.  There's a few things missing that we'd like to have handy
(like the grenade scatter diagram).

>Axly

>********************************************************************************
>*   Axly      *  "Is Axly tough? Yes. Talented? Yes. Brave? Oh, certainly.     *
>* Red Sword   *   He is also erratic, irresponsible, accident-prone, and a     *
>*   Targa     *   constant threat to public safety. The trick is to keep him   *
>*             *   pointed in the right direction. "                            *
>*             *         -Niki                                                  *
>********************************************************************************

"Look, I'll level with you.  I've been through half the galaxy and
 back.  I've seen combat on seven different worlds.  These Vissers don't
 scare me.  Almost nothing scares me.  I'll join you as long as you do
 one thing.  Keep Axly far, far away from me."
         -Kemper (a PC in a local Living Steel game)

uplink
End of line.

--
*           _    / _/       /     * "It's been surreal!" - Gogo Dodo, TTA  *
*     / /  / /  /    '_ |  /' _/  * Please send all flames to someone else *
*    / /  __/  /  /  /  /    <    * email to uplink@cwis.unomaha.edu  . .  *
*  ___/ _/   _/ _/ _/ _/ _/|_/    * Hey! I _LIKE_ my pompous .sig!    ---  *
Newsgroups: rec.games.frp.misc
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: SRII Physical Adepts
Organization: University of Illinois at Urbana
Date: Mon, 25 Jan 1993 18:19:27 GMT

burke@vxdesy.desy.de (Stephen Burke) writes:

>I think there would have to be a way ... I suggest a drug which is strong
>enough to break the mage's concentration (alcohol would do fine :-)

Well, maybe have airport security invent a spell that detects magical
manifestation of powers, and generates an electrical impulse when that
occurs. Cast this spell on a neat little ring of plastic explosives which
goes around mages/shamans necks while travelling. 

>  Incidentally, re all the comments about the effectiveness (or otherwise) of
>trolls: remember, average trolls are nine feet tall and three times as heavy as
>the average human. Just think about that for a while, and it becomes fairly
>obvious why they're so good in melee ... now think about a *large* troll ...

Well, I do agee that in open terrain, trolls would have a huge advantage.
However, FASA should come up with some rules dealing with how all that bulk
can be a disadvantage in some circumstances, i.e. fighting in hallway designed
for humans, a troll would be at a total disadvantage as he'd be stooped over
the whole time and unable to use his reach. Also, wouldn't a 9' target be
much easier to hit in ranged combat? The minor variation between humans
doesn't affect it substantially, but if you put a 9' foot target and a 
6' target, I can almost guarantee people are going to drop more rounds
into the larger target. 


Axly
 
********************************************************************************
*          Axly                  *   BLAM. BLAM.                               *
*      Red Sword Targa           *   "Stop."                                   *
*    "Sword's Path: Glory"       *   BLAM. BLAM.                               *
*                                *   "Police."                                 *
*                                *       -Officer Axly                         *
********************************************************************************

Newsgroups: rec.games.frp.misc
From: drac@uumeme.chi.il.us (Bruce Maynard)
Subject: Re: SRII Combat System: Bugs
Organization: UUMEME Public Access Xenix
Date: Thu, 21 Jan 93 10:49:25 GMT

No SMG miniguns? Quite true... howver, the 'minigun' used in SR is NOT an SMG!
Take a look at the stats for the weapon... it rather closely approximates
the US  M-240 5.56x45mm rotary-barrel beastie (uses M16 ammo).

Altho it'd take a VERY strong person who's VERY coordinated to use the thing
without it's tripod mount, I suspect it could be done... (ignore the Predator
movie... it's pretty obvious the guy with the minigun was firing blanks, as
the recoil shown was trivial...)

-- 
* The above are the meanderings of a demented soul. | drac@uumeme.chi.il.us
* Long live Dementia!  8-{)}                        | Bruce Maynard
*-----------------------------------------------------------------------------*
From: pat@chinet.chi.il.us (Patrick Louis Sugent)
Newsgroups: rec.games.frp.misc
Subject: Re: RQ: Chalana Array Cult (Possible River of Cradles spoilers)
Date: 26 Jan 93 13:06:38 GMT
Article-I.D.: chinet.C1Gpr3.7s4

bell@cs.unc.edu (Andrew Bell) writes:
><cpearce@nemesis.acs.unt.edu> (Chris Pearce) writes:
>>Also, in River of Cradles, our group killed a broo band out of hand.
>
>That's why Ca worshipers, when they go out in dangerous areas, should
>go out with Orlanthi and Storm Bullers.  The CA worshiper then Sleeps
>or Befuddles any broos he must, because they will otherwise kill him,
>but then the Storm Bullers won't leave until the broos wake up/come
>out of it anyway, even if they do listen to the Chalana Arroy
>worshiper regarding his "protection."  There's no specifically
>mentioned penalty for someone breaking it, so a less than solidly
>pious CA worshiper might be able to get away with just scolding someone
>who ignores his claim of protection.


  Hmm.  I thought that there was a specifically mentioned penalty
in that anyone breaking the CA worshiper's "protection" was cut
off from any healing from the cult.  In our(my) campaign this is a
very serious matter.  There isn't a tough guy on the battle field
that has yet been willing to give up the healing of the CA cult. :-)


  I suppose the question for what happens to a CA worshiper who
is simply less pious and "doesn't bother to tell anyone" about
the Orlanthi or Storm Buller indiscretion is open to question.  In
our campaign (although it hasn't come up), it would be considered
a rather severe violation of belief and (at a minimum) the CA worshiper
would lose their initiate status if found out.  

  There is also the very practical matter that the sleep spell is just too
viscous for a GM to allow to get out of hand in this manner. :-)

Pat


-- 
Patrick Sugent                       

pat@chinet.chi.il.us		     
Newsgroups: rec.games.frp.misc
From: smurphy@unix1.tcd.ie (Mithrandir(S))
Subject: Re: What Fantasy RPG to buy?
Organization: Trinity College, Dublin
Date: Thu, 28 Jan 1993 14:31:29 GMT

In <osiris.728200070@crash.cts.com> osiris@crash.cts.com (James Lanaghan) writes:

>In <1993Jan27.070344.26277@lth.se> d90ba@efd.lth.se (Bjoern Andersson) writes:

>>Hello World!

   Hello!


>>Our RPG-gang is thinking about investing in a new Fantasy-style RPG. We
>>would like to get some idead/input from all you out there with some
>>experience of (new) good RPG's.

>>The following games have been on our mind, but we know too little about them:


>>* Mythos (Gygax New)

>Can't say, haven't seen it yet.

  Don't waste your time with this. It's total rubbish. There's nearly as
many tables as Rolemaster, and the systme is less welll-designed to
boot.



>>* GURPS (with some modules)

>I have a copy of the original rules of GURPS, the only thing I use from GURPS
>are their AutoDuel rules, I mix it in with Car Wars.

>>We have/have played the following systems:
>>AD&D 2nd Ed.
>>MiddleEarth
>>RoleMaster
>>Palladium RPG
>>Warhammer Fantasy RPG
>>HarnMaster
>>+ a number of Swedish games...


  I would say that Ars Magica is a damn good buy. I recently got a copy,
and all I can really say is that I am most impressed with it.
  It's beautiful, elegant, and can very easily be adapted to other 
fantasy worlds if need be.




>>If you have/head of a system that might suit us, please drop me a note.
>>Input on the 3 mentioned games would be invaluable...

>The game I play every weekend is RuneQuest, which IMHOP is the best Fantasy
>RPG made.  It is distributed by Avalon Hill, and is set in the world of
>Glorantha, though there are some some extension sets that you can use to
>set the game on Earth.  For a RPG RuneQuest has one of best World histories
>and gives you more info to start with that will keep your world more
>constant than D&D, and AD&D ever did.
>--
> \       oo     //////////////////////////////////////////     oo      /
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>   // //\ \_\   // Internet Address:   //  San Diego,CA //   /_/ /\\ \\
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> -----------                                                  -----------
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  To those tryiong to get in touch with Mithrandir, do not email
to the Address in the header. It is borrowed, cause my newsfeed
has exploded.  
     Email:tkelly@unix2.tcd.ie  Thanks.  
Newsgroups: rec.games.frp.misc