HDTenEightyP/NetNews huggingface dataset:
From: adelekta@kentvm.kent.edu
Subject: Vampire clans question
Organization: Kent State Univ.
Date: Thu, 19 Nov 1992 17:33:44 GMT

 I was wondering if anyone had experiences with the non-Camarillan clans (in
the Player's Guide) that they would care to relate? (either playing or GM-ing)
 
 I recently started running a Setite (finally! My last GM wouldn't let anyone
play the Player's Guide clans, since they are all pretty universally loathed.)
*I* think the possibilities for play are great (though I realize all the clans
would provoke different reactions in Camarillan kindred) and I've got some
definite ideas (unfortunately, it's my GM's ideas that count) so I thought
I'd inquire about other people's experiences.
Thanks.
 
-anne
(adelekta@kentvm.kent.edu)
Newsgroups: rec.games.frp.misc
From: kieran@cmatter.physics.indiana.edu (kieran)
Subject: Double Attacks in the Hero System (was Re: Hero Question: focii)
Organization: Indiana University
Distribution: usa
Date: Sun, 15 Nov 1992 19:29:02 GMT

   I've freely edited the original message and a reply.  Apologies to
those authors if I misrepresent their positions...

In article <uplink.721798513@cwis> uplink@cwis.unomaha.edu (uplink) writes:
>hague@cat20.cs.wisc.edu (Vince Hague) writes:
>
>>  B) Double strike: this attack does two very fast hits to an opponent
>>       in the same phase. ...
>>       What this says is that the warrior trys to hit his opponent with
>>       the first strike and hopefully drawing blood (ego roll) and then
>>       trying to come down hard on the second hit. The hope is that the
>>       opponent trys to block the first hit instead of the second.
>>       I don't want the Linked limitation. If the first hit does not
>>       land, I want the second strike to still come.
>	
>	This is impossible within the system.  If you miss with your first
>shot, kiss it goodbye.  This isn't AD&D, you know.

    Boo... Cheap shot!  But just about anything should be possible in the
Hero System.

>	That not interesting?  Try Autofire 2 shots, a special power advantage
>James Davis came up with that he gives a +1/4 cost multiplier to.  It still
>costs the same number of END per shot as Autofire, and the second shot is
>at -2.  Still no?  Try a linked attack where both attacks require a skill
>roll.  It's a -1/2 limitation on the attack that's linked, and means you
>have to roll twice to hit twice.

      This is a very good solution!  May I borrow it?  :-)
 
>	Sure, try Spreading Your Energy Blast, or Sweeping.  Both very nice
>maneuvers that are listed in pages 151 and 157 in the Hero System Rulesbook.
>

     I think that there is also a maneuver in Justice Inc. where you would
squeeze off two quick shots in a round, with a substantial penalty to your
OCV and DCV.  I would use the model of the Sweep attack.  How about -2OCV
for the first attack and -4OCV for the second with a -2 DCV for the whole
maneuver.  The player could buy skill levels in this maneuver, then 
effectively paying for the privilege of two normal attacks in one phase.

     And then there once was the player who wanted a dragon to attack
twice in a round without simply using GM fiat.  (A fine answer in my 
opinion, but this player wanted a mechanism within the rules.)  The most
interesting solution was to buy the dragons tail as a Fanatical Follower,
with independent armor and BODY, or to buy it via Duplication.  It works,
in an odd way...

                       Kieran Mullen

Newsgroups: rec.games.frp.misc
From: flindholm@mta.ca
Subject: Re: Srun 2: Questions
Reply-To: flindholm@mta.ca
Organization: Mount Allison U, Sackville, N.B. Canada 
Date: Sat, 21 Nov 1992 03:53:29 GMT

In article <168A414DE0.MHART00@RICEVM1.RICE.EDU>, mason writes:
>Some questions for the board:
> 
>1) Can a spell be grounded from the astral plane through a
>     quickening?
 Yes. If the quickened spell is linked to the physical world then it acts
the same as a focus. 
>2) Can quickenings be masked?
No they are obvius for what they are .
>3) Can a physical spell be grounded through to the body of an
>     astrally projecting mage (as opposed to a percieving one)?
Yes
>4) Can foci be masked?
 NO
>5) Can an active focus be carried physically through an astral
>     ward?
No it would have to be off.
>6) What is the point of a "grade 0" initiate?
This level allows you to use metamagic even though you get no bonuses

                  Cyrus

> 
> 
>-- mason
From: lward@husc8.harvard.edu (Lester Ward)
Newsgroups: rec.games.frp.misc
Subject: Re: SR many magic questions (semi-long)
Date: 23 Nov 92 12:14:47 GMT
 <1992Nov21.225404.16435@jupiter.sun.csd.unb.ca> <lward.722401427@husc8> <1992Nov22.161906.20993@news2.cis.umn.edu>
Distribution: usa

esper@cs35b.cs.umn.edu (Dave Sherohman) writes:
>I was just saying that you should return automatically, but then it struck me -
>if your body was moved and you couldn't find it, just KO yourself and you're
>safe at home...  This is not acceptable!  On that consideration, I think you'd
>have to hope that you wake up before your Essence runs out.  Of course, since
>your physical body mirrors astral wounds, anyone standing watch over it would
>likely know you're out ("Geez, a second ago the wizboy was holding a perfect
>lotus, but now he just slumped.  Wonder why...") and could, if things got tight,
>slap a stimpatch on your body.  And hope you don't fry 'em if you lose Magic
>from it.

I see your point, but I never bought the idea that you had to look for your
body if it were moved.  If a spell can find its way down the astral link to
your body, you can do it to.

Also, it would be non-trvial to discover that the magician was unconcious.
He or should would .not. be able to hold a lotus; their physical body is not
even that aware.  They would be slumped over regardless.

Hell, and even if they could figure it out, the party that I run with would
do something brillinat like slap a stim patch on him.

Wordman
Newsgroups: rec.games.frp.misc
From: uplink@cwis.unomaha.edu (uplink)
Subject: Re: Brain Games and the Intellectually Challenged
Organization: University of Nebraska at Omaha
Date: Sat, 21 Nov 1992 05:40:58 GMT

>Looks like someone left his account open and somebody else took
>advantage of it to post the most surreal posting I've seen in a long
>time. Pretty funny.

	Strange to say, it wasn't meant to be funny.  It was really my
post.  


--
*           _    / _/       /     * "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!   ~/|\~ *
From: gharris@jade.tufts.edu (George W. Harris)
Newsgroups: rec.games.frp.misc
Subject: Re: RQ: Divine intervention
Date: 20 Nov 92 19:31:39 GMT
Organization: Tufts University - Medford, MA

In article <By10M4.33E@acsu.buffalo.edu> v124pz9t@ubvmsb.cc.buffalo.edu (David Cheng, using Mark S Cheng's acct) writes:
>In article <1992Nov19.193421.12794@news.tufts.edu>, gharris@jade.tufts.edu (George W. Harris) writes...
>>strike your enemies down won't do you any good.  The gods are sworn to uphold
>>this pact (called the Great Compromise), and will not violate it, so even in
>>the case of an earth deity opening up a hole to swallow your enemies, well,
>>don't count on it.
>> 
>>	You could probably get your god to duplicate the effects of any
>>of hir non-offensive divine magic with a DI as well.  Other effects should
>>be judged with comparisons to these above.
>> 
>
>Finally a decent RQ thread!
>
>While I agree with much of what has already been posted, I'll toss in 
>my own 2 cents:
>
>I think that _sometimes_ a DI could be offensive.  George Harris (cited 
>above)thinks that an earth god would not open a hole under some 
>enemies.  What is the "Shake Earth" spell of Maran Gor (is that the right
>spell name?)?  How about the Tarshite Earthshakers of the Dragon Pass
>boardgame?  Their earthquake is one of the most powerful, destructive
>magical effects available.
>
>I think a god could make you a better fighter, for instance.  Humakt
>could give you Shield, Truesword, Bladesharp, etc.
>
>I don't think a god should be able to act outside his/her sphere of
>influence. or runic association.  Only Orlanth and Mastakos can teleport
>worshippers!  (Many will disagree with me on this one...)

	Yes, but...would you allow a death cultist to DI to have Sever Spirit
thrown at an enemy?  You're getting into dangerous territory.  If a cultist
casts this spell, the god is not doing it directly.  However, with a DI, the
god *is* the one acting, so it is a direct violation of the Compromise.  I
would think long and hard before letting a DI affect anyone unwillingly.

>drcheng@sales.stern.nyu.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: phi@sage.cc.purdue.edu (Aeleck)
Subject: Re: Srun 2: Sequels?
Organization: Purdue University Computing Center
Date: Fri, 20 Nov 1992 21:44:41 GMT

In article <168A415142.MHART00@RICEVM1.RICE.EDU> mason writes:
>Does anyone know when (or even if) we can expect sequels to
>Harlequin and/or the Universal Brotherhood?  I'm all for a
>good dangling plot thread, but this is getting ridiculous.

WHAT?  ARE YOU INSANE?????  Sequels to the two most killer modules FASA has 
put out to date????  Why don't you ask for the sequel to Total Eclispe
while you're at it and make it the top three!

Point one:  After these modules your characters were meant to run for their 
lives, IF they survived.  
Point two:  (Universal Brotherhood)  Your chacters weren't meant to survive.
This was supposed to be the 'no-win' run.
Point three: (Harlequin) Your characters were supposed to be scared by the 
power these two Entities were throwing around.
Point four: (If you survived AND succeeded in UB, and Now have Harlequin
and Ehron as common contacts, etc.) You are playing in a munchkin game,
and your GM should run you against the world of Dungeon and Dragons,
introduce Spelljammers as a way to explore outer space, and decide you
need to fight a couple of gods, that he'll call astral contacts!

Nough Said!

Aeleck                 /                  /  
                      /                  /        
     __      __      /   __      __     /         
    /  \    /  \    /   /  \    /  \   / \        "If you're not having
   /   /   /\__/   /   /\__/   /      /\_/         fun, you're doing some-
   \__/\__/\___/__/\__/\___/__/\___/ /   \__/      thing wrong." -Patrick

             Hate is not a family value.  Boycott Colorado
Newsgroups: rec.games.frp.misc
From: arakins@iastate.edu (Brother Andrek of the Violet Orchid Brotherhood)
Subject: Science Fiction Role Playing
Organization: Iowa State University, Ames, IA
Date: Tue, 17 Nov 1992 21:53:12 GMT

  I have a simple question...I'm NOT rying to start a thread, so
please e-mail your replies.

  I am interested in a science fiction role playing game. I
am primarily interested in mechanics: I already have a campaign
world in mind.
  I require the following rules:
    Combat: HTH, Ranged, Vehicle.
    Psionics.
    Non-combat interaction.

  The campaign world is VERY high-tech. Lasers, fusion guns,
power armour, robots, etcetera.
  For those of you who play Warhammer 40,000 -- I'm trying to
play an RPG in that Universe.

  Please recomend any RPG system that you believe would work
for me. Please list reasons as to why your system is better/best.
And PLEASE do not post...I don't want t flame war started...

  Thanks...

-- Andy Akins
   aka Brother Andrek
   Iowa State University
   arakins@iastate.edu

Newsgroups: rec.games.frp.misc
From: phi@sage.cc.purdue.edu (Aeleck)
Subject: Re: SR many magic questions (semi-long)
Organization: Purdue University Computing Center
Date: Tue, 24 Nov 1992 00:25:45 GMT

In article <1992Nov23.222229.9011@news2.cis.umn.edu> esper@cs35b.cs.umn.edu (Dave Sherohman) writes:
>In article <168A81EB9.MHART00@RICEVM1.RICE.EDU> mason writes:
>>>    -Can you ground a spell down a spirit/elemental if you are projecting
>>>          and it is manifested?
>> 
>>A manifested spirit is present on both the astral and physical planes,
>>so area-effect spells cast at the astral form may effect those around
>>the spririt on the physical plane.  Tip for the shaman: summon a force
>>one spirit, command it to manifest, then throw a manaball at it.  Yes,
>>it's brutal, but it works.
>
>I think I'd wait for the eggheads at MIT&M to tell us whether the spirit exists
>before it's summoned or after it gets manaballed...  I don't think I'd like to
>get a rep for abusing my spirits...  (And, as GM, I _would_ penalize a shaman
>for treating spirits like that.  Especially if they're of types the shaman gets
>a totem bonus for.)
>
>esper@ima.umn.edu

Ok, I personally agree with your point of view on conjuring a spirit having it
manifest then mana/power balling it.  However my mage once got kinda lucky.

I was projecting over this shaman whom I didn't like and wanted to seriously
f*** over.  However, the little dipsh*t wouldn't go astral because he knew I 
was there.  After waiting a couple minutes, a spirit that he had doing a 
search came back to report its findings.  Because he(the rat shaman) wouldn't
percieve astal, it(the spirit) manifested and I took them both out with
a power blast.  I was a very happy camper.

Ah, the taste of victory,
Aeleck                 /                  /  
                      /                  /        
     __      __      /   __      __     /         
    /  \    /  \    /   /  \    /  \   / \        "If you're not having
   /   /   /\__/   /   /\__/   /      /\_/         fun, you're doing some-
   \__/\__/\___/__/\__/\___/__/\___/ /   \__/      thing wrong." -Patrick

             Hate is not a family value.  Boycott Colorado
Organization: Penn State University
Date: Fri, 20 Nov 1992 22:52:25 EST
From: <BEA104@psuvm.psu.edu>
Newsgroups: rec.games.frp.misc
Subject: Re: SR: The Tir

     As far as I know, FASA will be coming out with a Tir sourcebook.  It makes
sense to me that it will be in the form of NAN1and NAN2, ie a sourcebook and an
adventure in one book.  In the new Neo-Anarchist's Guide to Real Life, it has a
little blip on page 5 where it says "Tir Tairngire Data Dump(Under Decryption!
Watch for it!)"  I fugure that it will be out sometime in the next year or two.

                                    Brian(Slash)
From: jlperkin@eos.ncsu.edu (JERRY LEE PERKINSON)
Newsgroups: rec.games.frp.misc
Subject: Re: Backstab in Shadowrun?
Date: 17 Nov 92 22:06:57 GMT
Reply-To: jlperkin@eos.ncsu.edu (JERRY LEE PERKINSON)
Organization: North Carolina State University, Project Eos
Originator: jlperkin@c00389-346dan.eos.ncsu.edu


|>>   We can not find a good way to deal with backstab situations in the
|>>SR2 book. This may very well be due to incompetence on our part, but
|>>here is the question anyway.
|>>
|>>   I'm thinking of situations like when a character sneaks up to somebody
|>>without being noticed, and cuts his throat with a knife. I want him *dead*,
|>>not subject to a wimpy knife attack with the strength (STR)L.
|>>
|>
|>It's real easy....if you sneak up on a person, he's automatically dead.
|>If you're shooting at an unconcious victim, he's automatically dead.
|>
|>Use common sense, don't try to find a crutch in a game mechanic....
|>

Remember, this is a game, and a fantasy game (not based perfectly on reality).
Even in reality, people get stabbed, and do not die.  Even when they are 
stabbed from behind and unaware.  Instant death is difficult, the human
body is a marvelous device, capable of surviving many things and being
killed by simple things.  For example, some bullet proof vests (now, in real
life), have metal plates in them.  If you were to try to stab someone wearing
one (instead of slashing their throat), you could hit the plate and do nothing.
In shadowrun, most people have some sort of armor.  Even so, you might not
hit a vital area.  
As far as slashing at the throat, unprotected area, no armor, roll down a
deadly just with body, against an attacker with skill and combat pool. 
Should cause a nasty would as the numbers for the attacker would be low,
and for the defender anywhere from med to high.
Besides, these are shadowrunners, they will have bigger pools to attack,
and an instant death for a PC, with NO chance to even roll dice pretty much
sucks.  With just body though, and karma.  Isn't that what karma is for anyway?
Newsgroups: rec.games.frp.misc
From: swaim@owlnet.rice.edu (Michael Parks Swaim)
Subject: Re: Shapeshifting trap/item ideas needed
Organization: Rice University
Date: Fri, 20 Nov 1992 23:29:25 GMT

In article <1992Nov20.071424.14550@nwnexus.WA.COM> phaedrus@halcyon.com (Mark Phaedrus) writes:
>
>     I posted this about a year ago, but I may have a chance to use this same
>scenario again soon, so I'm hoping for more ideas (last time, I got about
>five suggestions and fifteen requests for copies of whatever I received :) ).
>     I'm plotting out an adventure where the PCs are going up against an
>extremely powerful nature wizard who's particularly good at shapeshifting and
>transformation magic of all sorts.  (Assume that if he wants to turn something
>or someone into something or someone else, he can. :) )  He also has a good 
>command of mental magic (telepathy, mind control, etc.), and of druidic spells
>of all sorts.  I'm looking for ideas for appropriate traps and items to liven
>up the wizard's house and store a bit.  I'm using GURPS, but traps based on
>another system (or no system at all) are fine.

  Here's one from a wizard who went into Twilight in our Ars Magica campaign.
We had to run his guantlet to clean out his lab so others could use it.
  The door to the wizard's sanctum fit into a groove, so it normally couldn't
be opened. What he did was shrink it slightly, so it was no longer in the
groove, and could be opened normally. If someone tried to force the door,
it would turn him into a dog, and say "Begone, Cur!" Inside the lab were
random bricks in the floor that would grow hands and grab characters ankles
if they stepped near them.

Hope that helps.

-- 
Mike Swaim            | Canada will become the next world power
swaim@owlnet.rice.edu | and they will work to ENSLAVE all the nations
Disclamer: I lie      | of your planet. -Ricardo
Hastur Hastur Hastur Hastur Hastur Hastur Hastur Hasdtr yy['u [{}_+
Newsgroups: rec.games.frp.misc
From: gdg019@cch.coventry.ac.uk (Ridley McIntyre)
Subject: Re: Stars
Organization: Pig Heaven, Coventry, UK
Date: Wed, 18 Nov 1992 13:43:40 GMT

In article <1992Nov18.014803.4916@sol.ctr.columbia.edu> slb22@cunixb.cc.columbia.edu (Seth L. Blumberg) writes:
>gdg019@cch.coventry.ac.uk (Ridley McIntyre) writes:
>>
>>The best one I have seen (I asked a similar question here and on sci.space)
>>is a map and catalogue that comes with the 2300AD RPG. It gives you a map
>>of stars near and around Sol and the catalogue lists their types and
>>locations.
>
>Unfortunately, several (about ten, if I recall correctly) of the stars were
>renamed by GDW to fit their game world.  There is no way to determine the real
>names of these stars from anything published by GDW, not even the "Colonial
>Atlas."
>
>I also rather doubt that anyone is going to shell out $20-$30 just for a star
>catalogue.  And I *really* doubt that anyone is going to type in all those
>damned numbers themselves.  (I know--I tried it.  Once.)

Yes, but if someone offers to lend you a copy (which is what happened to me)
then it's at least worth taking a look.
-- 
                  Ridley McIntyre - Ronin Ironpig
*On a Flowery	     gdg019@cck.coventry.ac.uk          Space Trip!*
		 ---------------------------------
        "Ahoy and avast, political analysts!" - Capt. Fishy
From: picl17@fsphy1.physics.fsu.edu (Jeffrey Johnson)
Newsgroups: rec.games.frp.misc
Subject: SR II:  astral/physical gateways
Date: 22 Nov 92 18:28:29 GMT
Reply-To: picl17@fsphy1.physics.fsu.edu
Organization: F.S.U. Dept of Physics
News-Software: VAX/VMS VNEWS 1.3-4

A question one of my players recently came up with, and I'd like to
try out on the net:

Since a physical spell can be "grounded" from the astral plane onto the
physical through an active focus, is it possible to do the reverse?  That
is, to "ground" a mana spell into astral space through an active focus?

The answer I came up with was yes.  That is, it is possible, but rarely
useful, because ranges do not work the same on the Astral Plane, and thus,
an area-affect spell sent into astral space will only affect those who are
astrally "touching" the focus.

Travis
picl17@fsphy1.physics.fsu.edu
"He-who-has-no-.sig" 
Newsgroups: rec.games.frp.misc
From: drew@snow.geology.wisc.edu (Drew Novick)
Subject: Re: SJ Games Licenses White Wolf's Vampire
Organization: Dept. of Geology & Geophysics, University of Wisconsin - Madison
Date: Mon, 16 Nov 92 00:46:35 GMT

In article <1992Nov15.010346.9667@news.uiowa.edu> durrell@pinball.arcade.uiowa.edu (Bryant Durrell) writes:
>
>Returning this to the original topic of discussion, I don't think 
>GURPS Vampire is going to provide you with more flexibility than the
>original system.  It'll change the feel of the mechanics a lot, but
>remember, SJG is buying the background.  There are still going to be
>clans and all.  It's possible that you'll feel more comfortable 
>scrapping the clan rules in GURPS, for whatever reason, and it will
>certainly make it easier to do cross-genre work.
>
The point to remember is SJG _is_ buying the background.  The positive in
this is that more people will be exposed to the Vampire source material
than if it stayed solely with White Wolf.

I see no difficulty in putting the clan work in GURPS.  Flexible systems
are usually quite good at this sort of stuff.

And GURPS can provide more flexibility than Vampire.  Multi-genre systems
are designed to be flexible.

And somewhat off the topic, it appears that many of these Vampire lovers
dislike SJG publishing GURPS:Vampires.  Why?  One the the primary points of
the Storyteller concept (and any good GM does anyway) is to deemphasize the
rules.  Why would the system make any difference in a well run game?

Drew Novick (drew@ice.geology.wisc.edu)