HDTenEightyP/NetNews huggingface dataset:
From: rivers@mdnite.enet.dec.com (Kim Rivers)
Subject: CHAMPS:: Illusionary attacks
Reply-To: rivers@mdnite.enet.dec.com
Organization: Digital Equipment Corporation
Date: Thu, 21 Jan 1993 16:58:38 GMT


According to rules in the book, one can create a sufficient level of mental
illusion against a character (EGO+30) that can cause the character to 'no
longer interact with his surroundings'.

The books states that in this event, the affected character only thinks he's
walking foward, only thinks he's striking an enemy, etc.  In layman's terms, it
would appear that this person totally disassociates with reality and basically
zones out, aka they are in a stupor.

However the book goes on to say that characters in this state are usually at
1/2 DCV, unless they are in a combat situation (in the illusion, I guess).

Therein lies my mild puzzlement.  If a character is totally removed from
interacting with reality, then it would seem to me that they receive no
sensory input from their surroundings.  That would imply that a character hit
with an EGO+30 Mental Illusion would just stand there no matter what was going
on around him or her, no matter if he was 'in his head' or happening in real
time.  And THAT would suggest a 0 DCV.

Has anyone else mulled over this seeming inconsistency?  What's the rationale?
I know I could simply just say, "Hey, you're at 0 DCV if this happens to you in
my campaign," but I'm wondering if I'm missing a logical argument why the 1/2
or better DCV would apply.

Ideas?
--
Dr. Midnight
alias Kim Rivers (rivers@mdnite.enet.dec.com)

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+    The opinions expressed above are mine and should not be taken to      +
+     represent those of my employer, Digital Equipment Corporation        +
+ -------------------------------------------------------------------------+
+ "The secret of the universe is a nectarine?"                             +
+ "Sublime, isn't it?"    -- from the book, "Q in-law" by Peter David      + 
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Newsgroups: rec.games.frp.misc
From: jacobus@symphony.cc.purdue.edu (Bryan J. Maloney)
Subject: Zorak Zorani fire powers
Organization: Purdue University
Date: Sun, 24 Jan 1993 04:44:57 GMT




A little thought regarding Zorak Zorani and their fire powers in light
of the "Greg Stafford Bombshell" on America Online:

Stafford says that the "same god" can have radically different manifestations
and myths.  By this premise, it is rather easy to to handle any Zorak Zorani
fire powers:


1.  Zorak Zorani in lands where Elmal is still worshipped have no fire powers.
    "Their" Zorak Zoran simply never attained them to give to his worshippers.

2.  Zorak Zorani in lands where Elmal is still worshipped have fire powers.
    "Their" Zorak Zoran attained them through a different means.

Alternatively, EITHER could be true, depending on location.  The neat thing
is that a Zorak Zorani from "Yelmalio Country" could obtain the fire powers
through ANY temples of Zorak Zoran, regardless of the local manifestation.


I think this leads to an interesting point:

One might not be required to Heroquest to change the gods in Glorantha!!!

Perhaps completely altering the myths might be sufficient to change a god?
I would say that this would be extremely difficult (although the Jrusteli
seemed to do it rather well for a while--look at Lodril and what's-her-name,
I don't think that they were associated via Heroquest so much as by
systematically going through and changing ALL the myths about them--which
probably included lopping off quite a few heads.  Come to think of it, THAT
is what might have gotten the gods most seriously cheesed off at the
Godlearners, more than their heroquesting.  After all, heroquesting at least
"plays by the rules" and gives the gods a chance to fight back directly.)

(The above idea I originaly heard from Lyle Youngblood, by the way.)

Newsgroups: rec.games.frp.misc
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Subject: Re: Burn, GURPS, BURN!
Originator: jmkaraka@c00175-100lez.eos.ncsu.edu
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Date: Sat, 23 Jan 1993 07:16:27 GMT


|>  Actually, it's quite alot of fun when the other PCs are more powerful,
|>stronger, etc. than my character.  
|>
|>Dunkelzahn
|>
	There's no rule saying you HAVE to spend the points!  :)

	-john-
Newsgroups: rec.games.frp.misc
From: arp2@ellis.uchicago.edu (andrew robert polis)
Subject: Re: Vampire Help Needed
Reply-To: arp2@midway.uchicago.edu
Organization: University of Chicago
Date: Sat, 23 Jan 1993 06:50:32 GMT

In article <C19wxq.CGp.2@cs.cmu.edu> mfp+@CS.CMU.EDU (Michael Polis) writes:
>In article <C18LA0.9JG@news.cso.uiuc.edu>, domnatr@uxa.cso.uiuc.edu (Kane) writes:
>|> and is really pretty fun to roleplay.  (Conrad always slashes his
>|> wrist and offers the Prince whose city he visits a good portion of
>|> his own blood in a goblet... It's an honor thing)
>
>Has he ever visited a city three times? :-)


Hey, good idea!  I'd try it too if I could find any lobotomized princes.

-Andrew Polis
From: cook@shaman.nexagen.com
Newsgroups: rec.games.frp.misc
Subject: Re: Rolemaster
Date: 25 Jan 1993 01:20:27 -0700
Organization: NeXagen.com
NNTP-Posting-Host: shaman.nexagen.com

Petri.Wessman@hut.fi (Petri Wessman) writes:


>Aren't you the author of Dark Space, BTW?  I really liked it, and ran
>a small campaign around it. I was a bit disappointed when ICE didn't
>publish any additional stuff for it...  the whole idea behind it was
>so screwy it was fun. I mean, Undead Nullspace pirates, intelligent
>organic weapons, and Dark Beings Who Want To Destroy Humanity (tm)? :-)
>Great stuff.



>//Petri

Thanks. Dark Space was always intended to be a "one-shot" product, but I 
must admit that I have a soft spot in my heart for it, and I'd actually love
to write more dealing with that setting, or at least with the mixture of 
Rolemaster and Space Master.

If there are any other product suggestions that anyone has, I'd lke to hear 
about them--dealing with Rolemaster or any other ICE product line. What
do you want to see in the future, what have/haven't you liked that we have
put out so far, etc. Speaking of which, any Rolemaster players out there
get a copy of the Oriental Companion yet? What did you think? 

I actually only had some initial imput on that product, as I was busy writing
the Champions Universe at the time (busy is actually far too meager a word...)
that it was being edited, but since I am now devoting all of my energies
towards Rolemaster again, I'd like to know what you think about that product,
Rolemaster Companion VI (or any of them, actually), the Spell Users Companion,
etc. for future reference. Whew. Major run-on sentence.

Monte Cook
Rolemaster/Space Master Series Editor
cook@shaman.nexagen.com
Newsgroups: rec.games.frp.misc
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: SR II PA'S SAMS the works!!!!!
Organization: University of Illinois at Urbana
Date: Thu, 28 Jan 1993 18:41:44 GMT

davis@cwis.unomaha.edu (James J Davis) writes:

>Try it you'll like it! writes:

>Also, note it was a PA fighting a sammi.  Just a point to the poster
>that said PAs and sammis shouldn't fight.  They are huge archaetypes,
>and will regularly find enemies of one sort or another.  Just as the
>story reads, it's feasable for PAs and sammis to come to blows.

Well, HTH combat isn't what the other poster was talking about. He was
talking about gun combat. Yes, you can get into one of those ninja-high-
kick-punchem-innna-face duels and it's fairly equal, with favor on
the PA side.  Of course, don't forget that you can, of course, cheat.
Use your pistol to shoot the other guy if he tries to melee you. You'll
fire more often, your targets are lower, and guns are more effective.

Axly

********************************************************************************
*  Axly            * "Well, yes, I did it... but it's not my fault. "          *
*  Red Sword Targa * "Alright, it is my fault... but I'm not responsible."     *
*                  * "Well, maybe I am responsible..but I'm not to blame."     *
*                  * "Yes, I am to blame... but they made me do it."           *
*                  *   -Axly                                                   *
********************************************************************************
From: maillet@tls-cs.cert.fr (Luc Maillet)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII: Physical Adepts
Date: 26 Jan 93 08:42:20 GMT
Distribution: world
Organization: CERT, CS Dpt. Toulouse, France

In article <C1Fvnz.K0F@news.cso.uiuc.edu>, dv52151@uxa.cso.uiuc.edu (RedSwordTarga) writes:
|> uplink@cwis.unomaha.edu (uplink 2099) writes:
|> 
|> >	How much Karma does your GM hand out during adventures, anyway?  In
|> >our games, we tend around 5-6 per scenario, and then individual Karma
|> >awards to individual players (we each tend to pick up a couple here.)  Major
|> >adventures add a couple (we just earned 21 for finishing _One_Stage_Beyond_,
|> >but that was over a few game sessions).  So in a few weeks of playing,
|> >our group could possibly have that many Karma.
|> 
|> My god, 21 karma for one run? *collapses in shock*

  You can, Axly. We never got past 10 I believe, for a complete scenario (2 to 4
sessions long ).
|> 
|> >	As to the argument that a dicoted combat axe would cost x number of
|> >nuyen, well, we also got 150,000 Y each for that adventure (and the decker
|> >and my street sam got a few bonuses --- mine amounted to another 50,000 Y).
|> >So what?  It's only nuyen.  Besides, I need 3.5 MILLION Y to get Betaware
|> >Wired 3 so I can get more cyberware out of Shadowtech (I currently have
|> >regular Wired 3, and an essence of 0.04.  Lowest in my group.  HAH!)
|> 
|> 200,000 Nuyen for a run? *falls back on the floor*

  Except for the first run ( our GM didn't have a good measure of what he gave ),
we're getting between 1/20 and 1/10 of that, with bonuses for stealth. Well, if
I got 200K for 1 run, I would soon retire to south australia...:-)

								Redwing.
From: maillet@tls-cs.cert.fr (Luc Maillet)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII: Physical Adepts
Date: 21 Jan 93 08:22:40 GMT
Distribution: world
Organization: CERT, CS Dpt. Toulouse, France

In article <C12oyw.BA6@news.cso.uiuc.edu>, dv52151@uxa.cso.uiuc.edu (RedSwordTarga) writes:
|> babshade@sage.cc.purdue.edu (Try it you'll like it!) writes:
|> 
|> 
|> >hoi chummer,
|> >you stupid STUPID (fill in the blank)
|> >God what is the matter with you.  A little stuck up on the Sam's are we.  
|> >Sams are fun.  But ah they do get boring.  Every time a Sam walks in an 
|> >airport BEEP.  Boy gets slapped with the cyber restraints.  We will see
|> >what Sam can do then.  
|> 
|> Gee, we walked right through airport security. They didn't stop us.
|> Oh, I forgot. We work for Ares - Think that affected the Knight Errant
|> guards?

  IMHO Security in an airport is not assured by private sec. agencies, but by
federal ( UCAS, since Seattle is part of it ) cops/agents. Who all have good
reasons to enforce law on cybers - especially if smart-ass corp-sold scum want
to impress them...
|> 
|> Don't forget, contacts are everything and the corps has cyberboys that'll
|> make your hair curl.

  I would have said it in another way : without contacts, you're nothing. That
doesn't imply that contacts know all - quite the contrary, in fact. 
|> 
|> Axly

								Redwing
Organization: Penn State University
Date: Mon, 25 Jan 1993 10:41:56 EST
From: <CSD108@psuvm.psu.edu>
Newsgroups: rec.games.frp.misc
Subject: Re: SRII: Physical Adepts
 <1838@rwja.umdnj.edu> <1jtbtbINN88g@matt.ksu.ksu.edu>

In article <1jtbtbINN88g@matt.ksu.ksu.edu>, johnelbl@matt.ksu.ksu.edu says:
>Katana
>(my personal favorite) Skill at rating 10, & Centering at 10, and Weapon Focus
>at rating 10 = 30 dice to hit mr. cyberguy (lots of blood).  Annnnnd...
>since Adept's can preceive too, there goes mr. mage.
>     Trying not to get too sarcastic on my first postage, i shall end here,
>but you get the idea.  (initiate 4 = 10 magic points:)
>

Hell's bells! First you need 50 karma to bond that katana, then you need
at least 46 more (according to my imprecise calculations) to inititate to
level 4. You must have had some amazing runs to accumulate that much, or
been around a long time.

Also, I'm not completely sure if this is accurate  (don't have my Grimoire 2
handy), but doesn't Centering only help reduce penalties?

--Presto

_______________________________________________________________________
|  Trubble with speling? Trie  |  Internet: CSD108@psuvm.psu.edu      |
|       - N E R P S ! -        |  Bitnet  : CSD108@psuvm              |
|        Fore speling          |         "Monday's Bite"              |
-----------------------------------------------------------------------
Newsgroups: rec.games.frp.misc
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Subject: Re: Burn, (fill in blank), BURN!
Originator: jmkaraka@c00174-100lez.eos.ncsu.edu
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Date: Thu, 21 Jan 1993 19:02:21 GMT


|>				Sea Wasp
|>

	Can you take it somewhere else, huh?  I'm tired of your
ranting.

	-john-
From: un107041@wvnvms.wvnet.edu
Newsgroups: rec.games.frp.misc
Subject: Re: SRII: Reactive trigger missing?
Date: 25 Jan 93 20:43:15 EST
Organization: West Virginia Network for Educational Telecomputing

In article <C1FGEs.HH2@jabba.ess.harris.com>, jcarl@jabba.ess.harris.com (Joe Carl Jr.) writes:
> I recently bought the Street Samuri Sourcebook for SRII.  Some of the material
> was banned from SRII like FirePower ammo.  They took that aspect away from
> the text on the Predator II.  They also changed the decker script at the
> bottom that used to talked about installing a reactive trigger on your
> pistol that would allow 2 shots per round with a +1 recoil.  This was also
> eliminated from the Ultra Power pistol.
> 
> Does this mean a reative trigger no longer exists in SRII?
> --

No, not at all, any weapon that is capable of firing in Semi-automatic mode,
designated by a SA in the new sourcebooks, fires one shot as a simple action.
So, if you check the new combat section, you are allowed 2 simple actions per
combat phase, turn, or whatever you call it.


Scott
e-mail: williams@cs.wvu.wvnet.edu
From: mikepb@lupus.dell.com (Michael P. Brininstool)
Newsgroups: rec.games.frp.misc
Subject: Re: -----PLEASE PUT ALWAYS CODE AS PREFIX---
Date: 25 Jan 93 16:29:26 GMT
Article-I.D.: raid.1993Jan25.162926.22042
Reply-To: mikepb@lupus.dell.com
Organization: Dell UNIX Support

In article <1993Jan25.142905.25351@ghost.dsi.unimi.it>, merig@ghost.dsi.unimi.it (giorgio merigo) writes:
>> Dear frp friends why aren't we making some order here around?
>> Let's put alway a beginning code before subject as someone is doing.
>> 
>> for example:
>> 
>> AD&D:..........etc......
>> RQ:.........etc.....
>> GURPS:......etc.....
>> 
>> etc.....
>> 
>> so that one who looks for a particular argument can select it without scanning

No kidding!  I would prefer my favorite games be set off in their own
newsgroup, but people keep trying to kill any motion to split.  I can live
with that if EVERYONE would use a standard desc lead-in for each game.
That would make for easy KILL files.  The majority of these articles, I
would prefer not read.  I, also, am interested only in certain subjects.

------------------------------++----------------------------------------------|
| #include "std/disclaimer.h" || MICHAEL P. BRININSTOOL mikepb@lupus.dell.com |
|-----------------------------++--------++------------------------------------|
| IF LIBERALS INTERPRETED THE 2ND       || "An armed society is a polite      |
| AMENDMENT, THE WAY THEY DO THE FIRST, ||  society!"  -- Heinlein            |
| CARRYING A GUN WOULD BE MANDATORY!    ||                                    |
|---------------------------------------++-------------------------------------
From: cg533@cleveland.Freenet.Edu (James Eugene Alloway)
Newsgroups: rec.games.frp.misc
Subject: Primal Order Creations
Date: 22 Jan 1993 16:23:37 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: hela.ins.cwru.edu


If anyone out the in the Net has made a god using the Primal Order from
Wizarsds of the Coast, please post.  I am in the middle of making one and
am interested in what others have done.
  Gene
Newsgroups: rec.games.frp.misc
From: tara@uxa.cso.uiuc.edu (Lady Johanna Constantine)
Subject: Re: English as a Celtic language? - HaHaHaHaHa
Organization: University of Illinois at Urbana
Date: Mon, 25 Jan 1993 23:26:16 GMT

Two english words that come from irish:

Iron
Whiskey


LJC :)
-- 
Lady Johanna Constantine* Tales and dreams are the shadow-truths that will
tara@uxa.cso.uiuc.edu   * endure when mere facts are dust, and ashes, and
Disclaimer - huh?       * forgot.      -Dream of the Endless (and Neil G.)
LJC of the Net.Trenchcoat.brigade (Hi Elmo ;)
From: loydb@fnordbox.UUCP (Loyd Blankenship)
Newsgroups: rec.games.frp.misc
Subject: Re: GURPS worldbook: Space 1889 ?
Distribution: na
X-NewsSoftware: GRn 1.16e (7/4/92) by Mike Schwartz & Michael B. Smith
Date: 21 Jan 93 20:59:41 CST
Organization: Texas Net Illuminati

> >	Perhaps "GURPS Steampunk" would be a better title.
>
> I agree. I'm still somewhat annoyed by the title of the novel. It makes
> sense from an artistic point of view, but is historically misleading.
>

I agree too, but when I broached the idea to Sterling, he made wretching
sounds and spat. He doesn't like the word "steampunk" . . .

Loyd


***************************************************************************
* loydb@fnordbox.UUCP	     Once you pull the pin,  *	Loyd Blankenship  *
* GEnie: SJGAMES	    Mr. Grenade is no longer *	PO Box 18957	  *
* Compu$erve: [73407,515]	 your friend!	     *	Austin, TX 78760  *
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***************************************************************************
Newsgroups: rec.games.frp.misc
From: jwolf@nyx.cs.du.edu (The WolF)
Subject: Re: GDW in trouble...
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Sat, 23 Jan 93 01:32:46 GMT

My local hobby dealers all say DJ is selling FAR better than they expected.
MUCH better than, say, WarHammer.

Still, I play AD&D-2, so it doesn't bother me one way or the other! :)

Jon WolF

Newsgroups: rec.games.frp.misc
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: SRII: Physical Adepts
Organization: University of Illinois at Urbana
Date: Tue, 26 Jan 1993 02:16:47 GMT

uplink@cwis.unomaha.edu (uplink 2099) writes:

>	How much Karma does your GM hand out during adventures, anyway?  In
>our games, we tend around 5-6 per scenario, and then individual Karma
>awards to individual players (we each tend to pick up a couple here.)  Major
>adventures add a couple (we just earned 21 for finishing _One_Stage_Beyond_,
>but that was over a few game sessions).  So in a few weeks of playing,
>our group could possibly have that many Karma.

My god, 21 karma for one run? *collapses in shock*

>	As to the argument that a dicoted combat axe would cost x number of
>nuyen, well, we also got 150,000 Y each for that adventure (and the decker
>and my street sam got a few bonuses --- mine amounted to another 50,000 Y).
>So what?  It's only nuyen.  Besides, I need 3.5 MILLION Y to get Betaware
>Wired 3 so I can get more cyberware out of Shadowtech (I currently have
>regular Wired 3, and an essence of 0.04.  Lowest in my group.  HAH!)

200,000 Nuyen for a run? *falls back on the floor*

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                                                    *
********************************************************************************
 
Newsgroups: rec.games.frp.misc
From: domnatr@uxa.cso.uiuc.edu (Kane)
Subject: Re: Vamp / Ars Magica
Organization: University of Illinois at Urbana
Date: Tue, 26 Jan 1993 01:50:22 GMT

If the inklings of White Wolf's Vampire game had been around at the time of
Anne Rice's first publishings, I would (and do still) categorize Magnus as
a bona fide Tremere archetype.  His claim to immortality (no spoilers here)
seemed to me to have great merit and uniqueness... certainly a very hard
way to go and requiring much planning, but was definitely two thumbs up
in my book.

It goes some length towards describing the Tremere's conversion into vampirism
as well... although I'm sure Rice didn't intend that as an end.

See ya on the Vampire Mailing List...

_______________

Kane
domnatr@uxa.cso.uiuc.edu

_______________
From: jester@sage.cc.purdue.edu (Jester)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII: Reactive trigger missing?
Date: 25 Jan 93 21:45:40 GMT
Article-I.D.: mentor.C1FJ45.DsC
Organization: Purdue University Computing Center

jcarl@jabba.ess.harris.com (Joe Carl Jr.) writes:
>Does this mean a reative trigger no longer exists in SRII?

I know its written somewhere in the SRII playbook, but
The reactive trigger is now STANDARD in all handguns, i.e. pistols.

Jester
-- 
Join the Omnipotent Overlords of the Omniverse today. Add to intelligent    	
political, environmental, and social discussions. Buck the growing trend of 
apathy in the world today, and most importantly have some well earned fun.  
Read all about us on alt.overlords or e-mail : jester@sage.cc.purdue.edu    
Xref: sparky rec.games.frp.misc:11886 rec.games.board:13691
From: hopcraft@spock.ecs.umass.edu (Geoffrey S Hopcraft)
Newsgroups: rec.games.frp.misc,rec.games.board
Subject: Re: Anybody play Mertwig's Maze?
Date: 26 Jan 93 22:41:07 GMT
Followup-To: rec.games.board
Organization: University of Massachusetts, Amherst

(Dakin Burdick) writes:
>Anybody else play "Mertwig's Maze", a boardgame from TSR?  It's
>designed by Tom Wham (of "Snit's Revenge" and "Awful Green Things" 
>fame) and is a lot of fun (although it may be out of print now).

Out of print, perhaps, but still regularly available in back places
like Waldenbooks game sections.

>It seems to be based on the "Search for the Emperor's Treasure"
>game in the back issues of the Dragon (#40 or so?)

Loosly, although each player controls a party rather than an
individual. Note that Search for the Emporer's Treasure has been
re-released in Best of Dragon Games, although without the map by
Darlene :(

>Anyway, it's good stuff and I've created a number of extra cards for
>it, as well as additional dungeons.  Anybody want to trade?

I'd be interested in hearing about them, though I have little to
trade. I do have one notice, though - I find the game is much more
interesting and tense at the end if you allow multiple people into the
maze at once (although none of them can bring their npcs). The mystic
musk ox should be controlled by someone who is not in the maze, and
the second player often has to choose whether to try to make an end
run around the bull and player or to go after the first player with
intent to destroy (a player has a chance to move and then to attack;
spells and ranged attacks can go down a corridor, but you must be
adjacent to attack hand-to-hand).

Anyway, having most of the players running around the maze trying to
dodge each other while also keeping clear of the ox is always _most_
entertaining.

lilac,
Geoff
hopcraft@ecs.umass.edu

note - followups to rec.games.board