HDTenEightyP/NetNews huggingface dataset:
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Subject: Re: GURPS: Race Creation Question
Originator: jmkaraka@c00120-100lez.eos.ncsu.edu
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Date: Tue, 13 Oct 1992 22:17:41 GMT


|>Okay, so I'm sold. All those who remember me from the GURPS flamewar ages
|>ago can calm down, because I'm going to give the game a second chance.
|>
|>I'm running a GURPS Space game soon (when I can get a copy of the Near Star
|>Map from 2300AD - any offers?) and I'm a wee bit confused about the way in
|>which GURPS handles the creation of different races.
|>
|>The usual point cost business is for normal humans. Then you pay for extra
|>stats and ads and disads and skills and stuff. But, if you're playing a
|>non-human (one which has been created out of the rules with ads and disads
|>and stat bonuses, which all cost points) do you still get 100 points to
|>start off with and then have to *buy* the race (then using the remaining
|>points to purchase extra skills and stuff) or do you have the race and then
|>still have 100 points to spend on skills and stuff? 

	Every race has a cost.  Humans, the norm, have a 'cost' of 0.  Some
of the other races might have a positive cost, while other races are so wimpy
as to have a Negative cost!  The player spends to 'buy' the race or gets
points for races with negative costs.  Whether you count the negative-cost
race's points as disadvantages is up to you, but I don't (they have enough
problems as it is!)

	-john-
From: dhoberma@pearl.tufts.edu
Newsgroups: rec.games.frp.misc
Subject: Re: Magus and AI release Dates
Date: 13 Oct 92 00:57:58 GMT
Organization: Tufts University - Medford, MA

In article <Bvw017.LI5@news.cso.uiuc.edu>, irvine@uxh.cso.uiuc.edu (Brent Irvine) writes:
> 
> 	Hello, Does anyone know when the (new) proposed release date
> 	for _Magus_ from White Wolf?
> 
> 	How about _AI_ from Digest Groups Publications?
> 
What are these thing?

	Dobie

> 
> -- 
> +-------------------------+---------------------------------------------------+
> | Brent L. Irvine         |  "Reality is not the world, but the perception of |
> | irvine@uxh.cso.uiuc.edu |   the world."			-Sneakers     |
> +-------------------------+---------------------------------------------------+
From: CX6L@MUSICA.MCGILL.CA (CX6L)
Newsgroups: rec.games.frp.misc
Subject: RE: GURPS:  Headbutt??
Date: 9 Oct 92 23:55:16 GMT
Organization: McGill University

In article <Bvt4xt.2x7@visix.com> gray@visix.com (Gray Jones) writes:

>What kind of damage does a head butt do?
>What is the penalty to hit with it (if their is one at all)?

From Martial-Arts, p40:

Headbutt is an Average Maneuver, based on Brawling-6, or
Karate-6 in styles where it is taught. It is usable only
in Close-Combat. The target of a Head Butt Maneuver is
automatically the foe's Brain (ie-no additional Hit Location
mod: the -6 already takes care of this). You have +1 to hit
if you have Grappled the enemy with both hands. The target
may not Parry at all, and Dodges are at -1 due to close
quarters. A Block at -3 *is* allowed. The target takes
Thrust-1 damage to the Brain. A miss has no special effect,
but a Critical Miss results in the *attacker* taking
Thrust-1 to the brain! When attacking a foe with DR4+ on
the head (including the DR2 skull), the attacker must
roll HT or take 1d-3 to the brain.

I hope that helps.

PS: there's lots of dirty maneuvers like this, and a few
    new nasty hit locations favored by dirty fighters, in
    Martial Arts...why not pick up a copy?

PPS: as far as I know, Brawling and Karate damage bonuses
     do *not* add to Head Butt damage. Our group does,
     however, add +1 damage if the attacker is wearing
     a DR4+ helm, and allow the attacker +1 on the HT
     roll for attacking a high DR foe if such a helm is
     worn. This works quite well.

______________________________________________________________________
|      From the Most Holy Keyboard of:                               |
|      Dr Manfred Kromm, Reverend of the Temple of the Squid God,    |
|      Professor of Quantum Parapsychology.                          |
|____________________________________________________________________|
|           )                               "This won't hurt a bit.  |
|  |========|OOOOOOOOOOOOOOOOOOO>------      Afterwards . . . you'll |
|           )                                see things MY way!"     |
|____________________________________________________________________|
Newsgroups: rec.games.frp.misc
From: dvandom@magnus.acs.ohio-state.edu (David VanDomelen)
Subject: Re: CHAMPS: Movement Question
Organization: The Ohio State University
Distribution: usa
Date: Tue, 13 Oct 1992 03:33:13 GMT

Although note that Tunneling has no NCM, and FTL is inherently NC.  And NCM on 
Extra-Dimensional is just plain silly, unless you have a really involved 
dimensional system like in Coming of the Quantum Cats.
     Dave
From: kinnema@wkuvx1.bitnet (Mark Kinney, Attorney at Chaos)
Newsgroups: rec.games.frp.misc
Subject: Robotech/Rifts Mecha Strength Question
Date: 7 Oct 92 14:32:34 CDT
Organization: Western Kentucky University, Bowling Green, KY

Do any rules exist in the Palladium system for strength conversions
(or just strength attributes) for mecha and powered armor like in
Robotech and Rifts?  Several players in my group have wondered about 
this, and before I make up something I'd like to see any existing 
rules (or some ideas anyone out there may be using).

Thanks,
-- 
Mark Kinney [KINNEMA@WKUVX1.(BITNET)(WKU.EDU)] | Give me Slack OR KILL ME!
PhoneNet: (502) 745-4246   (Bowling Green, KY) | K A /\ /\ I E T I
Quote of the week: "You can't expect to wield supreme executive power just
	because some watery tart throws a sword at you."
			-- Dennis, "Monty Python and the Holy Grail"
Newsgroups: rec.games.frp.misc
From: wildcard@nevada.edu ( WildCard !!)
Subject: Re: Werewolf & Hunters Hunted?
Organization: Mistaktonic U, Arkham
Date: Thu, 15 Oct 1992 20:58:34 GMT

In article <Bw5Bxv.n15@rice.edu> tomscud@ruf.rice.edu (Thomas Reid Scudder) writes:
>In article <Bw54px.779@news.cso.uiuc.edu>, tgt33358@uxa.cso.uiuc.edu (Deus Imperator) writes:
>|> In article <1992Oct14.203800.3049@ncsu.edu> jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH) writes:
>|> >	Ix-nay bub!  Hunters Hunted (locally known as the Munchkin
>|> >Handbook II) has stuff to let 'normal' humans have a fighting chance
>|> >against the supernatural.  Giving a Garou this stuff is like the old
>|> >AD&D mega-classes that kept popping up (Paladin/Magic-User/Cleric/
>|> >Assassin/Plumber/Archer-Rangers!).  
>|> 
>|> How so?  I bought the Hunters Hunted, and was thoroughly impressed by 
>|> the product.  Are you implying that humans should not be allowed to 
>|> fight back?  I do not understand what the big hangup is.  Even with
>|> the bennies the Hunters Hunted provides, the average hunter is still 
>|> fighting an uphill battle. 
>|> 
>
>The objection, I believe, is that, instead of the humans getting the nice
>goods, munchkin-types will load up their vampires/werewolves/whatever with
>it and make hybrid god-destroyers...
>(DISCLAIMER:  I have never seen Hunters Hunted)

Well, it was the first suppliment I bought because I wanted the players to
play both sides of the battle eventually. Thomas here is correct; I believe
that is what the objection to the material is. But, unless there is heavy
rule-bending-munchkining going on, the numina and such from Hunters Hunted
is for use by human vampire-hunters only. Werewolf powers are to be gotten
from Werewolf, Vampire powers from Vampire, etc. (For now, each gm must come
up with a synthesis for Magi and Spirits and Faerie until the actual rules
are put forth.)

To the original poster asking about whether True Faith could be an option
for Werewolves. I would have to say no. Not because "Faith in Gaia isnt *real*
faith" or any such thing; its because of "balance."  Werewolves already have
huge abilities (from what I've heard from players) against vampires as it is.
ie Garou claws do aggrivated damage to Kindred, but most Kindred don't have
claws to fight back with (they have teeth but those are hard to use against
a physically stronger foe b/c you have to hold them down to bite ). 

My advice would be to leave True Faith to a select few Hunters (maybe the
Society of Leopold and maybe a few others) and let Garou do what they do
best: tear apart Kindred, rather than holding them at bay, etc.


                                      - WildCard !!

+-----------------------------------------------------------------------------+
+  "I will not presume to probe the recesses of the Eskimo psyche, gentlemen."+
+                                       - Cecil Adams, _the_Straight_Dope_    +
+----------------     wildcard@redrock.nevada.edu    -------------------------+
From: bbaydar@pcpc-next.UCIS.Dal.Ca (Baha Baydar)
Newsgroups: rec.games.frp.misc
Subject: Re: TW:2000 - some questions and comments...
Date: 13 Oct 92 20:01:44 GMT
Article-I.D.: nstn.1992Oct13.200144.17621
Reply-To: bbaydar@pcpc-next.ucis.dal.ca
Organization: NSTN Network Operations Centre, Nova Scotia, Canada

In article <1992Oct10.015302.7157@nstn.ns.ca> CS341A002@Husky1.StMarys.Ca  
(Loki) writes:

> Be warned - Inside a normal shotgun, they're dangerous. Inside a combat
> shotgun, they're ridiculous. Be prepared to roll lots and lots of
> fragmentation rolls the first time a player loads a CAW with 12ga explosive
> and dumps the clip...
> 
I think I remember that game... It was loads of fun...
-----------------------------------------------------------------------------
BBAYDAR@HUSKY1.STMARYS.CA        |   Never believe you have plumbed the depths
bbaydar@pcpc-next.ucis.dal.ca    |        of any place... or of any human. 
THE_FOO   on IRC                 | - Reverend Mother Superior Alma Mavis Taraza
-------------------------------------------------------------------------------
Newsgroups: rec.games.frp.misc
From: markl@dvorak.amd.com (Mark Luedtke)
Subject: Re: SR: Spider Totem
Organization: Advanced Micro Devices, Inc.; Austin, Texas
Date: Tue, 13 Oct 92 16:14:14 GMT

In article <1992Oct12.210023.26795@u.washington.edu> mkkuhner@phylo.genetics.washington.edu (Mary K. Kuhner) writes:
>
>I agree with you that the specific Totem is more important than the
>broad group it falls into; I'm just arguing for some range of variation
>within each Totem, to model the diversity of cultures and views of the
>creature that exist, and to keep PCs guessing.

I think you need to apply this to all totems, not just insect totems.
Certainly there are many different aspects to Dog as well: the proud guardian
of his home, the vicious stray hunting for scraps, as well as the lovable
pooch who curls up in your lap.  Just because you know someone's totem is
Dog, you don't know what aspect he will manifest.  IMHO, this should depend
on the attitude of the shaman, as well as his environment.

This applies to any totem.
-- 

Mark Luedtke    markl@dvorak.amd.com

This was typed by an infinite number of monkeys.
Newsgroups: rec.games.frp.misc
From: deadlock@apache.dtcc.edu (Mike Masten)
Subject: Re: TW:2000-2nd edition?
Organization: Delaware Technical & Community College
Date: Mon, 12 Oct 1992 23:48:30 GMT

In article <Bvzv5r.D7u@news.cso.uiuc.edu> bzb47596@uxa.cso.uiuc.edu (Phaedrus) writes:
>I am an old Twilight 2000 player and I just bought the 2nd edition, I am currently trying
>to work myself up to speed on the new rules and such.  I have the Small Arms Guide,
>Soviet and American Vehicle guides from the first 2000 editon.  Is the information
>in the new books sufficiently different that I need to buy them?  I'm not all that
>excited about spending all that extra money.
>
>
>-- 
>Phaedrus - Master of the Tao of Pooh             internet: phaedrus@uiuc.edu 
>----------------------------------------------------------------------------
>     "The intelligent man finds almost everything ridiculous,
>      the sensible man hardly anything."   --Goethe


Newsgroups: rec.games.frp.misc
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Subject: Re: Newbie System?
Originator: jmkaraka@c00040-100lez.eos.ncsu.edu
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Distribution:  world
Date: Thu, 8 Oct 1992 21:23:37 GMT


|>In article <1992Oct8.201425.11315@waikato.ac.nz>, rmarsh@waikato.ac.nz writes...
|>>I was just considering the Newbie-Impact of the many systems out there. I 
|>>would guess that D&D still gets the most new players because it is the best
|>>known to outsiders. D&D is not my system of choice, but I will say that it
|>>is a reasonable starting system due to its simplicity.
|>> 
|>Marvel Super Heroes also uses a well-known setting, is very simple to play
|>(although it can be a bit of a bitch to run) and way-out results are also
|>in keeping with superhero games.

	[not a flame, just a comment on Marvel SH]

   Your point about MSH being a bitch to run is a bit understated.  Without the
GM having a FIRM and very knowledgeable hand on how characters are created, you
can end up complete chaos.  Also the rules are a bit unclear in several key
areas of character generation, also necessitating an experience GM.

        -john 'hey, I got Residual Absorption & 
               Hyper-intellegence.  Is that good?' karakash-
From: rmarsh@waikato.ac.nz
Newsgroups: rec.games.frp.misc
Subject: Newbie System?
Date: 8 Oct 92 20:14:25 +1300
Organization: University of Waikato, Hamilton, New Zealand

I was just considering the Newbie-Impact of the many systems out there. I 
would guess that D&D still gets the most new players because it is the best
known to outsiders. D&D is not my system of choice, but I will say that it
is a reasonable starting system due to its simplicity.

Which system would you recommend to someone who had decided they wanted to
try Role-Playing? The game should be suitable for whole groups of Newbies
to learn on their own without the guidance of Role-Playing Gurus. What do
you see as the dominant criteria for a Newbie RPG?

I believe simplicity would have to be among the prime concerns. D6 as the
only die-type would be an advantage as would a familiar setting. And of
course it should be fun!

My nomination goes to Star Wars. It uses d6, is simple, has a setting known
to just about everyone, is easy to have fun with (droids are built in comic
relief) and has the added advantage that any way-out results the are often 
in keeping with the heroic setting anyway.

-- 
Robert 'Stumpy' Marsh | 95 Fairfield Rd | I can't reply to E-Mail, but 
rmarsh@waikato.ac.nz  | Hamilton        | don't let that stop you sending.
+64 7 855 4406        | New Zealand     |
Newsgroups: rec.games.frp.misc
From: jrbell@lindblat.cc.monash.edu.au (Mr JR Bell)
Subject: Re: Champions Question
Organization: Monash University
X-Newsreader: TIN [version 1.1 PL6]
Date: Wed, 14 Oct 1992 04:25:36 GMT


Strange....

I had a character that is almost exactly the same.

He was called Hellraiser.

It's interesting the way duplicate characters turn up. B)


[my power description was the same except I used EB instead of RKA]


Mat.
From: Nick_Janow@mindlink.bc.ca (Nick Janow)
Newsgroups: rec.games.frp.misc
Subject: Re: The Primal Order - Is it worth it?
Date: 7 Oct 92 07:56:42 GMT
Organization: MIND LINK! - British Columbia, Canada
Distribution: world

seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:

> There is no better way to handle gods.

Hmmm, a pretty strong statement.  The problem I noticed while skimming
through TPO was that it seemed limited to one very specific framework.  "This
is what gods are, and what powers and restrictions are available to them, and
they interact in these ways with each other and with mortals."  It seemed
useless if you wanted a different setup for gods.  You can change the names
and faces of gods, but have to have primal energy, or whatever.

If the PCs aren't super-high level characters who are going to beat try to up
gods, but are just ordinary people in a world where gods do exist, then
fantasy novels or just plain imagination seem just as useful as TPO.

It looked to me like a product for a very specific style of gaming (although
it would fit most game systems that supported that style).  It did however,
look like a very useful product for that style of gaming.

Of course, I only skimmed through TPO; so I may have missed sections that
help design gods without primal energy, or require worshippers, or whatever.

--

Nick_Janow@mindlink.bc.ca
Newsgroups: rec.games.frp.misc
From: seurer@rchland.vnet.ibm.com (Bill Seurer)
Subject: GURPS B&B (was Re: New From SJ Games!)
Date: Tue, 13 Oct 1992 13:33:46 GMT
Reply-To: BillSeurer@vnet.ibm.com
Disclaimer: This posting represents the poster's views, not necessarily those of IBM
Organization: IBM Rochester

I have a copy of GURPS Bunnies and Burrows and it is great!  The humorous
illustrations of the bunnies are almost worth the price alone.

Now, if I only had time to run a real B&B campaign instead of just
occasional scenarios.  Right after my Space campaign and Modern Day 
campaign and ...  So many fun genres, so little time.  :-(

In my fantasy campaign the players may not be so quick to hunt rabbits now
if they notice me paging through B&B and chortling evilly.  :-)
-- 

- Bill Seurer     Language and Compiler Development      IBM Rochester, MN
  Internet: BillSeurer@vnet.ibm.com    America On-Line: BillSeurer@aol.com
From: jgostin@eternal.chi.il.us (Jeff Gostin)
Newsgroups: rec.games.frp.misc
Subject: Re: test
Date: 12 Oct 92 01:06:37 GMT
Organization: The little node that could...

rsopicki@pro-amber.cts.com (Randy Sopicki) writes:

> endaround

     This is a just a quick note to tell you that this message has
reached eternal.chi.il.us. Eternal is a small node, running Waffle 1.65 on
a home-built 80386/16sx, and is located in Carol Stream, Illinois, about
30 miles west of Chicago. I like to acknowledge any "TEST" message-- how
else will you know if your message got out the "real.world"? :-)

                                   Jeff

...From a tiny little node called Eternal!
--
    /|Email  to:   jgostin@eternal.chi.il.us, offline@infopls.chi.il.us
   / |Smail  to:   Jeff Gostin, 917 High Ridge Pass, Carol Stream IL 60188
   \ |Vmail  to:   708-293-5526
    \|Flames to:   trashcan@eternal.chi.il.us
Newsgroups: rec.games.frp.misc
From: mavra@cpac.washington.edu (Peter D. Adkison)
Subject: Re: The Primal Order - Is it worth it?
Organization: Wizards of the Coast, Inc.
Date: Sat, 17 Oct 1992 00:26:01 GMT

I missed the first part of this thread (sorry), but I think I can
infer that the original question had something to do with whether or
not The Primal Order(TPO) would be of value for a monotheistic
universe.

The answer is a reserved yes.  The book was written primarily for the
traditional pantheon or multi-pantheon orientation, but many of the
concepts would work fine for a monotheistic universe.  As Bryan
suggested, I'd highly recommend reading the Ars Magica integration
notes since they address this issue.

The idea of a capsystem is to provide ideas and break new ground in an
area.  I think we managed this with TPO in that it will be helpful in
bringing to light issues involved with artifacts, priests, planes,
spheres of influence, and even a definition of what a deity is in the
first place.  I think all these would be useful to a monotheisticly
oriented universe.

On the other hand, you might be more interested in purchasing Bishops:
The Eternal Crusade when it comes out (by Loren Miller, btw), or the
book on ecstatic religions that Bryan has proposed--provided he can
ever get some time away from his real job so that he can slave away
for us instead. :-)  These books will focus less on the deities, and
more on religions, something that some feel is a weakpoint in TPO.
Okay, it *is* a weakpoint in TPO--TPO focuses mostly on deities and
things deities can do or make and where they live and how to become
one and such, and not much on the supporting organizations.  There's a
chapter on religion, but it just begs for more.  :-)

				--Mavra!
				  Peter D. Adkison
				  Janitor, Wizards of the Coast
				  mavra@wizards.com

The above internet address should be used for e-mail if it is
different from the e-mail address in the header.
From: barnett@mummy.agsm.unsw.OZ.AU (Glen Barnett)
Newsgroups: rec.games.frp.misc
Subject: Re: GURPS - Bunnies in Aussieland
Date: 16 Oct 92 03:35:10 GMT
Organization: The Australian Graduate School of Management

In article <3841@bcstec.ca.boeing.com> hall@bcstec.ca.boeing.com (Robert J. Hall) writes:
>Just a curious question about SJG B&B: does it include an Aussie Apocalypse 
>scenario? :-) (Sorry, I'm in a warped frame of mind today.)
>
>-- 
> Bob Hall,                 | "If at first you don't succeed, try, try again.
> Workstation Peripheral    | Then give up. No use being a damn fool about it."
> Boeing Computer Services  |                                     -Groucho Marx


I assume you are referring to "The year of the rabbit" as a
setting for a B&B type game. An interesting idea. The book is worth
a look for FRP'ers. Glen
From: sl9b4@cc.usu.edu (Deep Six)
Newsgroups: rec.games.frp.misc
Subject: Re: Post-Apocolyptic GURPS
Date: 11 Oct 92 00:47:37 MDT
Organization: Utah State University

In article <70732@hydra.gatech.EDU>, (Sub Zero) writes:
> I'm contemplating setting up a post-apocolyptic GURPS campaign. Anybody got
> and PA rules?

I use a lot of conceptual stuff from Twiltight:2000. In fact, I wanted to 
play T2k, but I was introduced to GURPS by a friend who was running a 
fantasy campaign. I won a GURPS Basic Set 3rd Ed. at a convention here at 
my school, and that got me thinking. I just adapted everything possible 
from T2k, added some of my own ideas and made up my own world.

One thing that I haven't really made rules for is radiation. My apocolypse
was not a nuclear one, but I plan on making up or adapting some kind of 
rules for radiation some time in the future.

Other than that, I think setting up a world which isn't covered under
a certain supplement is time consuming, but not all that hard. It's more
a matter of concepts and ideas, not hard and fast rules (unless there's
something REALLY unusual about the world, I guess).

Okay,
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Chadd VanZanten SL9B4@CC.USU.EDU + ``Charlie don't surf!'' --Big Duke in
Francis Coppala's Apocolypse Now
Newsgroups: rec.games.frp.misc
From: ins769v@lindblat.cc.monash.edu.au (Veltyen)
Subject: Re: SRII: Attributes
Organization: Monash University
X-Newsreader: TIN [version 1.1 PL6]
Date: Tue, 13 Oct 1992 02:52:21 GMT



On Attributes an Idea that I threw around (while not_doing a failed exam)
was to allow unlimited raising but with exponential costing

level for first
level^2 for second raise
level^3 for third raise
level^4 for forth raise
etc

This was before SRII came out though.

Basically it allows people who start with _REALLY_ low stats to get up
around 4 before karma costs go through the roof.

Example
start at 1
->2   = 1 karma
->3   = 4 karma
->4   = 27 karma
->5   = 256 karma

start at 2
->3	= 2 karma
->4	= 9 karma
->5	= 64 karma
->6     = 625 karma

start at 3
->4	=3 karma
->5	=16 karma
->6	=125 karma

start at 4
->5	=4 karma
->6	=25 karma
->7	=216 karma

start at 5
->6	=5 karma
->7	=36 karma
->8	=343 karma

From this it can be seen that this system allows 
a: first raise at cheap
b: second raise at cost(for very low stats)
    	        or ~initiation cost
c: a third rise for ~initiation costs if you start at one or two 

Rem: This did come before SRII

" All thoughts|flames|ideas graciously accepted.
Often ignored but always accepted."

-Veltyen
Newsgroups: rec.games.frp.misc