HDTenEightyP/NetNews huggingface dataset:
From: gdavis@ccwf.cc.utexas.edu (Grant R. Davis)
Newsgroups: alt.games.torg
Subject: Re: Induce Cyberpsychosis
Date: 23 Jul 92 16:05:16 GMT
Organization: The University of Texas at Austin, Austin TX

In article <2794644525@dwetzel.mis.stratus.com> Dave_Wetzel@vos.stratus.com writes:
>In article <76318@ut-emx.uucp> gdavis@ccwf.cc.utexas.edu (Grant R. Davis) 
>writes:
>
>> 1)Magic 12 is not high enough to sit down and design a spell. Talk to 
>your GM.
>
>Are you saying that you the caster's Magic Axiom must be higher than 12?

Yes. When I said 'talk to your GM', that was shortened from my explanation
that got eaten by the computer. I meant, tell him what effect you want the
spell to have and the approximate numbers. Then, the GM can work up the spell,
changing some numbers slightly, and set up an adventure or two for you to
put the spell together. See the Orrorsh Sourcebook for a more detailed
explanation.

>> 3)C-psycho checks don't happen all the time, so just casting a spell for 
>one
>> seems unfair. Make it an illusion (Conjuration) and the effect is a Test 
>of 
>> Will. If a Setback is gained, he has to make a regular check (unskilled 
>and
>> stymie results apply normally, and Player's call is automatic C-psycho).
>
>Being charmed doesn't happen all the time either (actually it's very 
>rare), but there's a spell to do it.  Isn't that what magic's for?  

Being charmed *could* happen anytime. Psychosis checks happen once at the
beginning of combat and possibly again if a Setback occurs. Even without a
spell, you could try an Approved action to induce it. But magic, as always,
makes it easier.

>And 
>the target still gets his regular spi + bonus to offset my effect + bonus. 

But the Cyber Value is added to the effect+bonus, and Cyber value is usually
rolled against all by iteslf.

The Grant Man
gdavis@ccwf.cc.utexas.edu

"This is good[beer]. Remind me to take this world."-Lost Destiny
Newsgroups: alt.games.torg
From: rose@acf9.nyu.edu (David Rose)
Subject: Re: Induce Cyberpsychosis
Organization: New York University
Date: Wed, 22 Jul 1992 11:38:35 GMT

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.

  More interesting is what happens to a mage who transforms?  I would
change the impressed spells into something mind-like which is appropriate
to the cosm.  Software, for instance, or (in the case of LL) entertaining
stories.  In Orrorsh, they could transform into occult rituals, already
prepared for execution.  But impressed spells NEVER turn into miracles.
(I follow the philosophy that miracles are granted by the deity and not
stored by the believer, except in those cosms whose Immortals think like
accountants.)


  
--
David Rose
Courant Institute of Mathematical Sciences
251 Mercer Street, New York, NY 10012
rose@math12.cims.nyu.edu
From: cpearce%nemesis@nemesis.acs.unt.edu (Chris Pearce)
Newsgroups: alt.games.torg
Subject: Re: Listing of books
Date: 21 Jul 92 19:56:08 GMT
Organization: University of North Texas
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
X-Gatemail-Version: 1.0b

> I'm trying to compile a listing of books for TORG. 

>    Modules 
Add Op:Hard Sell to this list and...

>    Adventure Books - books of adventures and adventure ideas
>    Operation: Hard Sell						($12)
..remove it from here.

>    Miscellaneous

     Kanawa Vehicles Guide (title?)
     Kanawa Heavy Weapons Catalog
     Storm Knights Guide to Poss Wars
     LA sourcebook

Also you did not mention the cosm books:
     Orrorsh
     Nippon Tech
     Tharkold
     Space Gods
     Living Land
     Nile Empire
     Cyberpapacy
     Aysle
     (I'd put Land Below here also)

> Kevin Hudson, Systems Manager		Xriva Uhqfba, Flfgrzf Znantre

-- 
Chris Pearce -- cpearce@nemesis.acs.unt.edu
From: r_ellison@hpfcso.FC.HP.COM (Bob Ellison)
Date: Wed, 22 Jul 1992 01:19:05 GMT
Subject: Re: One on Many/Pushes
Organization: Hewlett-Packard, Fort Collins, CO, USA
Newsgroups: alt.games.torg

> >Here's the difference - we've been subtracting the OOM difficulty from the
> >damage as well.  As you can see, this would make the strength push
> >not worthwhile.  (You'd loose 3pts of damage on the deal,  not to mention
> >the extra point of shock.)  I'm curious if that's definitely wrong or not -
> >it affects a lot more situations than just pushes.

> Oooh ouch.  Definitely wrong.
> 
> The OOM and MOO charts apply only to the action value, not the effect value.
> Since damage is an effect valu,e you do not apply the DN mods to the bonus
> number.
> 
> Note, however, that when you attack more than one target, the target's get
> a toughness bonus based on the number of targets you shot at (not the number
> of targets you hit.)

Hmmmm.  I've been giving targets a toughness bonus based on the number of
actions performed, not the number of targets attacked.  My logic from
reading the rules (from memory, ouch) is that the targets of the multi-actor
get the toughness bonus because the multi-actor is dividing her attention.
I didn't think it mattered how the attention was divided (whether among
several targets of an attack, or among several different actions).

Consider the two situations:
    A:  character attacks three people with a firearm
    B:  character swings, rolls, and fires her firearm at a single target

I'd say that the character would probably do more damage in situation A
(as she is concentrating on doing damage, regardless of the target) than
in situation B (where her concentration is really divided).  (But TORG
doesn't make this kind of distinction, thank goodness. :-)

Anyway - have I interpreted rules wrong?  (My players will be very happy
if I did...;-)

papillo the miscreant
Bob Ellison, HP Fort Collins
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 14:47:32 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.

Spartan in question was an Ord.

CJW

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>                                         wynne.c.j@p9955.wlu.edu  >>
==  Colin J. Wynne                                  - or -          ==
<<                                      wynne.c@fs.science.wlu.edu  <<
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Newsgroups: alt.games.torg
From: "Terence A. Wynne" <taw8h@uva.pcmail.Virginia.EDU>
Subject: Re: AI
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 19:25:31 GMT

The Renegade Infiltrator started as a member of the Race befoe the Tharkoldu
got him.  Ergo, he still has a mind and a soul.

I do not think he is just a robot.
 
There is never time to do it right, but there is always time to do it
over. -- Murphy

Terence Wynne
taw8h@uva.pcmail.Virginia.EDU 

Newsgroups: alt.games.torg
From: bpostow@occs.cs.oberlin.edu (Brian Postow)
Subject: Re: FTL flight spells
Organization: Oberlin College Computer Science
Date: Wed, 29 Jul 1992 18:42:50 GMT
X-Posted-From: occs.cs.oberlin.edu
X-Posted-Through: sol.ctr.columbia.edu

I see no reason that an Aylish mage couldn't mnake a FTL spell,
however, what would be the machanics of it? the ship [assuming the
spell is cast on a vehicle] would be going at a speed that WE know is
above C, however, the mage has no concept of C. SO, would it
experience the effects we would expect from something going
near/at/above C? I am assuming that the wierd Realtivistic ones that
are dangerous to the ocupants would not be presence [mass change etc]
however, would we see the ship a period of time after it had ACTUALLY
passed over head? the same question holds about a super sonic dwarf.
if he screams, do we hear it after he is passed? 

--
Brian Postow :: The Pasta Knight - that noodle head in shiny armour
reachable at:
bpostow@occs.oberlin.edu
sbp2530@ocvaxa.cc.oberlin.edu		this space left unintentionally blank.
sbp2530@oberlin.bitnet.edu

Yes, I KNOW that 6*9 is 42 in base 13.
Newsgroups: alt.games.torg
From: "Colin J. Wynne"  <WYNNE.C@fs.sciences.WLU.EDU>
Subject:      Re:  Honor/Corruption gains
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 17:17:13 GMT

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

> I don't have the books with me but I'm fairly certain that Brad's
> interpretation is correct; its how everyone around here
> interpreted the H/C rules when they read them.
>
> If they were negative modifiers to an opposite roll, why would the
> majority of people in Aysle have no adds in either Honor or
> Corruption, since once you started down one path the harder it
> would be to go the other direction?

Okay.  I can see it this way (I just convinced myself while browsing
my deleted mail).  Actually, I can justify applying the adds the way
you say without even considering the "average honour/corrupt of 0"
point of view.

If your paladin is at 16 honour (6 adds), then filching that apple
off of the fruit vendor's cart as he walks past (+0 or +1 corrupt
act) will be noticed a lot more than if it was done by John Doe, with
0 adds.

The further your skill goes in one direction (honour of corruption)
the more minor deeds to the contrary are magnified, while minor deeds
in favour of your current alignment are minimised (assuming Joe's
rule of requiring a bonus greater than your current adds).

But, in applying that same condition of Joe's, you still almost
guarantee another Honour/Corruption Add when you do quallify for one
(those same 6 adds require a +7 bonus, giving you 23 on DN 20 for a
SPI 10 character).

Oh, if using Joe's condition, I'd like to offer a refinement to my
suggestion of allowing multiple minor events to count for an add
check.  If you have n adds, then you can automatically make a check
when you achieve a single act worth n+1 bonus, or you may get several
smaller bonuses, and when they add up to n+1 or greater, you can make
a check WITHOUT ANY BONUS, using your current skill values.

This pretty much ensures that you do not become Sir Galahad the Pure
by helping old ladies across the street for a year and a day.

CJW

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>                                         wynne.c.j@p9955.wlu.edu  >>
==  Colin J. Wynne                                  - or -          ==
<<                                      wynne.c@fs.science.wlu.edu  <<
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Newsgroups: alt.games.torg
From: Jim Ogle (Ks. Jim) <jogle@aoc.nrao.edu>
Subject: Re:  Magic knowlege
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 15:05:50 GMT

Dave Wetzel writes:

> Anyone out there know if a mage needs to know all the magic knowleges use 
> in the spell he's designing?  Ie: I did a spell that went dark - liv force 
> - dark.  I really wanted to go dark - magic - dark, but my mage doesn't 
> have the knowlege "magic".  Can I use it for spell design or not?

I did not come across any such rule while I was doing my spell design
recently.  Of course, I may have missed it (very easy to miss things
in those rules).

I don't have the books with me, but from what I remember of the spell
design example in the Aysle SB they did not list any of the mage's AKs
except for Folk, which was the Pattern Knowledge (I think that is the
correct term).  Only the Pattern Knowledge plays a part in any of the
skill values you have to generate for the spell.

My guess is that officially you can get away with spell creation
without having all the AKs used in the State Path.  Whether or not it
should be run that way I'm not too sure on.  I'd have to do some close
reading on spell design (again!) before I decided (and since only NPCs
are going to be designing spells in my game for the foreseeable future
I'm not too worried about it).

Kansas Jim (jogle@nrao.edu)
From: usenet@transfer.stratus.com (Mr. Network News)
Newsgroups: alt.games.torg
Subject: Re: Approved actions, changed from Idea to be kicked around (expended)
Date: 24 Jul 92 14:18:44 GMT
Reply-To: Dave_Wetzel@vos.stratus.com
Organization: Stratus Computer, Inc., Marlboro, MA

In article <gatemail1.0b2055533811431@morticia> 
bchapman@spartan.ac.BrockU.CA (Bruce Patrick Chapman) writes:

> 	I have found that approved actions do not convince my players
> to do other things than attack. I had to bash them over the head with
> someone how could intmidate to make them take notice.
> 
> BTW-it would help if unskilled and stymied (esspecally styimed were a 
little
> 	more effective)

You need to talk to your players!  This is 99% of the reason I love torg!  
Even our worst players now have their characters talk and maneuver durring 
combat!  And the players who prefer brainy characters (like my wife's 
reporter) have things they can do in combat to help the group without 
having to have to pull a gun!

No insult intended, but do your NPC's do these things to them?  All it 
takes is a good "player's call" intimidate from an NPC to drive the point 
home!

--------------
Dave_Wetzel@vos.stratus.com
From: rose@acf9.nyu.edu (David Rose)
Newsgroups: alt.games.torg
Subject: Re: Atheism
Date: 23 Jul 92 22:30:57 GMT
Organization: New York University

"James H. Kiley" <jkiley@andy.bgsu.edu> writes:

>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.
>Such a religion would be almost of necessity short lived--the social axiom
>as discussed above would be too low to allow organized meetings of the
>church, and even if it weren't it's too low to allow the organized
>transmission of consistent information from one group or individual to 
>another for very long.

>I hereby retract my statement of an earlier post to the effect that the
>axioms should be independent of each other, as a result of the train of
>thought that led to the above... :)

  However LL is a good exception to your reasoning.  The nature of Lanala
is to prolong life and avoid death.  It would be possible for a personal
type religion to spread very slowly, even with only limited social
interactions.  Even if you saw the Shaman once in a while, you'd absorb
something, perhaps, after spending 6000 years living under the trees...

--
David Rose
Courant Institute of Mathematical Sciences
251 Mercer Street, New York, NY 10012
rose@math12.cims.nyu.edu
Newsgroups: alt.games.torg
From: malloy@nprdc.navy.mil (Sean Malloy)
Subject: Re: Serialized 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: Wed, 22 Jul 1992 13:36:42 GMT

> Hey Rick, 
> You said:
> 
> "It seems fitting with the genre of Torg to have concrete
> adventures.  There's no reason why it has to be like Star Trek, where
> you know Worf is going to survive because his shirt isn't red."
> 
> Isn't this a mixed metaphor?

It's not even correct, since the TNG uniform colors got redesigned
from the original series -- the command crew gets red shirts; the
grunts get yellow shirts (you will notice that, during the series,
Worf changes from a red shirt to a yellow shirt, just to be on the
safe side if he _should_ die).

-- 
random sig #73:
                                             | "Mach is the greatest
Sean Malloy                                  | intellectual fraud of the
Navy Personnel Research & Development Center | decade."
San Diego, CA 92152-6800                     | "What about X?"
malloy@nprdc.navy.mil                        | "I said _intellectual_."
Newsgroups: alt.games.torg
From: bchapman@spartan.ac.BrockU.CA (Bruce Patrick Chapman)
Subject: Approved actions, changed from Idea to be kicked around (expended)
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: Fri, 24 Jul 1992 10:50:42 GMT

> 
> no no no, the purpose of approved actions was NOT just to get players
> more cards, it is to get the players to do something in combat other
> than just attack. something that I really like [playing a not
> especially violent character]
> 
> --
	I have found that approved actions do not convince my players
to do other things than attack. I had to bash them over the head with
someone how could intmidate to make them take notice.

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

u


 

 



Newsgroups: alt.games.torg
From: dml@Athena.MIT.EDU
Subject: Re: Yet more high-tech stuff from Japan! 
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: Fri, 24 Jul 1992 23:18:34 GMT


>> Here's an idea. Make up a nasty biomechanical critter, drop it in the
>>Boruzai underground apartment complex in Venice (lots of airducts, crawl-
>>ways, etc.), get the SK's in there, have it kill some people, have Kanawa
>>and the LAPD quarantine the site with a large ring of heavily armed offi-
>>cers (nobody gets in, nobody gets out), have the SK's without many good
>>weapons, have the thingie start stalking the remaining people one by one.
>>Sit back, and watch the fun! :)
>>
>>-- Clint

There's a creature like this already called a Quon given in the Tharkold
sourcebook.  Kind of reminds me of a metallic Alien facehugger that can
regenerate....

--dave
From: oakes@jupiter.nmt.edu (David Oakes)
Newsgroups: alt.games.torg
Subject: Re: Multi-Actions
Date: 21 Jul 92 20:38:10 GMT
Organization: University of North Texas
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
X-Gatemail-Version: 1.0b

Colin J. Wynne(wynne.c.j@p9955.wlu.edu/wynne.c@fs.science.wlu.edu) asks:
 ! Anybody interested in seeing a post on the "Shadow Stalker", a Horror
 ! I designed?
sure. not all of us have a CoC campaign on the side...

 ! [i write]
 ! 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!)
 ! ---------------------------------------------------------------------
 ! Only for multiple actions (throw whiskey at Ord A, blow some air
 ! holes through Ord B sort of thing).

well, i am going to have to disagree with this one 
"multiple actions" are truly seperate, and require new rounds or hastes
"multi-actions" are a single activity (10s) with mutiple effects
(like one giant rube goldberg)

consider this:
multiple rolls require multiple poss, and multiple disco checks.
where do you draw the line of similarity? att/def? att/intim? intim/test?
what are the limits on how many die rolls you COULD make in ten seconds?

dave "answers with reasons prefered" oakes
Newsgroups: alt.games.torg
From: Rick Jones <albert@crick.ssctr.bcm.tmc.edu>
Subject: Re: LL miracles
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
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Date: Wed, 22 Jul 1992 18:58:19 GMT

>   All forms of healing should be miracles, including regeneration
> of any organ, the remission of any cancer and the curing of any
> ailment.  Why it shocks me that there aren't hundreds, if not thousands,
> of Americans and other Core Earthers streaming into the jungle in search of
> a cure to cancer.  
	
	Here's a few reasons why they don't go en masse:
	1> hungry Carnols and other unfriendly critters
	2> Delphi doesn't want Core Earthers going in and "getting subverted"
	3> those who are healed are somewhat likely to convert to
Lanalaism, and stay there hugging trees and licking bark, so they aren't
going to come back and tell their friends

	It does sound like a good idea for a LL game, escorting a terminally
ill (and very rich) person into the LL to find a healer.
-- 
Rick Jones				Systems Support Center
albert@bcm.tmc.edu			Baylor College of Medicine
Voice: 713-798-7352			standard disclaimers apply
"Hmmmm, this sounds like *another* job for Stupendous Man!" - Calvin
Newsgroups: alt.games.torg
From: oakes@jupiter.nmt.edu (David Oakes)
Subject: Re: Faith(Science)
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
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Date: Fri, 24 Jul 1992 19:43:04 GMT

[postow feels Faith(science) is really Reality in disguise]

yes, many of the effects are going to be similar 
(again, science is and should be more limited)
but this is also for the case of CE scientists,
who do not belive in "magic" or "psionics" either.

Psionics are possible at CE axiom levels,
so it is NOT possible for a CE scintist to invoke the Eo1.
but, many Psi's claim that they cannot do their powers
due to the number of unbelievers in the area
(notice the spirit requirement for Psi)
so there is obviously something happening on the part of the scientist.

for something without a belief requirement,
Lifter, Bullet, Change Self, Open Lock, and many other magics
are possible at axiom 7, CE magic axiom.
yet no one can perform these effects under controlled scientific conditions.

why?  in both cases, the scientist is actively denying the "impossiblity,"
and therefore eliminating the effect
(in the lesser,and more common, case, the scientist is able to find "evidence"
 that can be taken to prove the event was not real, or used trickery) 

dave "the big bang is just another creation MYTH" oakes
Newsgroups: alt.games.torg