HDTenEightyP/NetNews huggingface dataset:
From: allens@yang.earlham.edu (Allen Smith)
Newsgroups: rec.games.frp
Subject: CHAMPS: GURPS Skill system
Date: 4 Apr 92 21:18:46 GMT
Organization: Earlham College, Richmond, Indiana


	I've been asked to give again my system for using GURPS skills 
with CHAMPS. We've been using this system in several different campaigns 
for a bit now, and it's working out pretty well.
	Each point in Champions gives 2.5 GURPS points (a different ratio 
could be used; this one simply seems to work out well). With these points, 
skills and (to a limited degree) characteristics may be bought. For 
initial conversion of characteristics, take the CHAMPS characteristic, 
subtract 10, and multiply by 5. This gives the number of GURPS points for 
that characteristic that one already has. More points, if it isn't a 
number that is already on one of the GURPS characteristic values, may be 
used to up it (normally, it's better to simply up the CHAMPS 
characteristic except for DEX) to the next higher GURPS characteristic; 
otherwise, round down. The correspondences are as follows: INT=IQ; 
(BODY+CON)/2=HT; STR=ST; DEX=DX; PRE=PRE (see below); EGO=Will.
	Some skills in GURPS (generally those increased/decreased by 
reaction modifiers, or those whose CHAMPS equivalents are PRE-based) are
changed from a IQ base to a PRE or (PRE+IQ)/2 base. Intimidation is replaced
with a simple PRE attack. Sex appeal is modified by COM: +1 per 4 points 
above 10, -1 per 2 points above 10; it is generally initially based upon 
PRE (Individual GM's ruling).
	This system has the advantage of using CHAMPS for powers 
(superhero/cyber games), most characteristics, and most game mechanics. It 
uses GURPS where GURPS is most strong in comparison to Champions: Skills.
	Combat and a few other (such as Breath Control) skills are done 
using CHAMPS, as are skill bases for powers (Takes a Skill roll).
	-Allen
From: bkoike@sdcc13.ucsd.edu (Bryce Koike)
Newsgroups: rec.games.frp
Subject: Re: GURPS: Spontaneous NPCs
Date: 14 Apr 92 18:17:54 GMT
Organization: University of California, San Diego


	It's not that hard.  Honest!  What I normally do is that I
look at the basic power level of the party.  Based on that I
normally write up some basic stats for "generic enemies."  Fighters
and the like get some X strength, etc.  I don't normally do it by
point totals or anything.  I write up a brief list of different
armors for different fighters along with weapons, etc.  I
pre-calculate damages and the such.
	(Ok, so maybe that's a bit of work, but once you've done it
once you don't need to do it again...)

	Thieves and th elike are equally simple, simpler sometimes.
I don't normally deal with disadvantages or advantages, but
occasionally give the NPC's some (repeating NPC's obviously are more
fleshed out).  Normally it's unnecessary simply because they're
going to get killed anyway...
	Mages ARE more difficult to deal with, but I often stick to
a sort of generic Mage template...ST 9 to 10, IQ from 13 to 15
(depending on how tough you want them), DX 10 to 12, HT from 9 to
11.  I usually give them 1 point in spells I don't plan on them
using much and anywhere from 4 to 8+ points in spells that they do
use alot.  Obviously I don't want to go overboard...I usually just
try to use common sense.
	In the case that a totally unexpected combat comes up (rare
in my games for some reason...), I normally just roll the dice and
compare them to some made-up number I use (ack!  Cheating, I know).
The players never know the difference and I'm responsible enough to
play combats to the point where the give the appropriate amount of
conflict without over or underdoing things.

	Truthfully I do most of my work before the game and plan out
certain encounters which will happen sometime and so I've got
certain specific NPC's already written up.  From there I pull out a
box that I've saved old NPC's (Generic Fighter, Generic Archer
Kobold, etc)and pull out the ones that may come in handy.  And it's
easy enough to alter stats on the fly, so if you need some kobolds
and you only have stats for humans, just fudge your rolls in the
correct directions to show that.
	It's a little more work, perhaps, but I don't find it that
difficult.  (A little combat hint:  if the NPC(s) is getting his
butt kicked by Joe and his trusty Bastard Sword, have him whip out a
dagger and move in to close combat.  Joe's sword becomes useless and
it puts him in a much different position combat-wise...)
Newsgroups: rec.games.frp
From: impster@ais.org (Charles Budensiek)
Subject: Re: Character Names
Organization: UMCC
Date: Fri, 17 Apr 92 05:34:54 GMT

In article <1992Apr17.045720.27075@julian.uwo.ca> markg@engrg.uwo.ca (Mark Gagnon) writes:
>I distinctly remember someone saying that they had written a names 
>generator... If whoever it was would consider posting it or its
>ftp-site location, I for one would be HAPPY! HAPPY! HAPPY!
>
>-- 
>Mark Gagnon                         University of Western Ontario
>=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
>"My path through life is strewn with cowpats from the Devil's own
>Satanic herd!" - E. Blackadder

The name generator can be located at:

potemkin.cs.pdx.edu  (131.252.20.145)
in the directory  /pub/frp/src/name3

Have fun.

impster@ais.org
From: jdugger@gluttony.reed.edu (Jay Dugger)
Newsgroups: rec.games.frp
Subject: Re: Playing yourself in GURPS
Date: 10 Apr 92 19:55:13 GMT
Article-I.D.: reed.1992Apr10.195513.15417
Organization: Reed College, Portland, OR

In article <1992Apr10.180354.27900@acsu.buffalo.edu>  
ztsindi@ubvmsc.cc.buffalo.edu (The Independents - SUNY Buffalo) writes:
> 
> 	One neat-o thing we've done with GURPS is to make up a 
> character based as closely as possible on ourselves. Then we play 
> those characters through one night games against villians we already
> have made up as NPC's. It was interesting to see that since I was in
> the Army Reserve I could choose a proficiency with the M-16. One of
> our players is a Black Belt in Karate so he got a proficiency in that.
> Of course when we went up against the Super with Psionics it got hairy
> real fast. Anyone else ever try this?
> 							-Joe

	We did something similar in Champions.  It was a supers game set  
in the GURPS IST world in 1994.  The players got to write themselves up as  
they'd like to be four years.  Realism was stretched in some cases, but  
who cared? It was a comic book, after all.
	After they'd written themselves up, I had superpowered versions of  
the PCs ready for them.  They disocvered their powers in game play.  One  
character / player was very upset, because he was "just a brick".  He  
didn't know that he exuded a chemical in his sweat that made people around  
him _very_ suggestible.  The other players actually figured it out before  
he did.
	The players had a lot of fun playing superhero in our home town.

Jay Dugger
jdugger@reed.edu
From: v131p9t3@ubvmsb.cc.buffalo.edu (Ninstar Cybermage - Back Again from the Mists!)
Newsgroups: rec.games.frp
Subject: Re: Lich Killing Advice Needed
Date: 11 Apr 92 18:42:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

Gee.  I ran into a necromancer once.  Killed him too, thing is before he died
he fell through a portal to another cave.  And of course he came back as a 
lich, I mean what could I have been thinking?  My asassing(Rolemaster
Nightblade actually) couldn't possibly get away with doing his JOB.  NOOO!
Of COURSE the guy's gonna come back.  I've encountered him twice since then
already, and entirely too many of the guys he's hired to kill me.

How did I deal with him?  I'll let you know when I find out.  If ever.


James Shank           	#		v131p9t3@ubvms.cc.buffalo.edu
AKA: Ninstar Cybermage  #	or	shank@acsu.buffalo.edu
###############################################################################
"Ten thousand years old...He could be trouble." -Vampire Hunter D
"Every night I say a prayer, in the hope that there's a heaven..."-Styx
"How do you make ammends for a god's sins?"-Forgotten Realms
##############################################################################
Sneaky Types,Inc.:Clandestine operations for the common man.
	"Don't call us.  We'll just bill you when it's done."
From: Neal.Feldman@f605.n105.z1.therose.fidonet.org (Neal Feldman)
Newsgroups: rec.games.frp
Subject: Gurps: Ultra Tech ?= Ultr
Date: 8 Apr 92 09:11:00 GMT
Article-I.D.: therose.702913047.F00001

LA>I was playing inan extensive GURPS Supers/Ulta Tech game and we came accross
LA>an interesting problem with Ultra Tech, and to a lesser extent Supers.  With
LA>the amazingly HUGE numbers of dice involved in damage (20D6 dino-lasers) and
LA>the huge DR's of the super high tech armor, for us a hit was either bounced
LA>by armor, or fried the character.  The shot either didn't penetrate the
armor
LA>or it penetrated with 10+ hitd and toasted the PC.  What ever happened to
LA>injury's??  Have other people had this problem?

LA> -=- Matthew L. Seidl

LA>ps. This came up first in a test combat, where the characters decked out
LA>in tech 8-9 weapons were sneeking arround a wood/stone building and the
LA>bad guy inside (wearing power armor) just walked through the wall, hosed
LA>the group with a gatling laser and took off at 40+ miles an hour.

Well, in Supers we only charge a reasonable 1/2 point per extra HP... this
helps.

But with the weapons talked of, this is how things go.

However remember those are generally for weapons intended to go against
200+ DR armored military suits and vehicles.  Antipersonnel weapons in the
higher techs, for us, tend to be stunners, tanglers and flechette needlers
and such large weapons are strictly controlled in non-warzone areas.


 * SLMR 2.1a * Smiling would break his concentration. - Geordi
From: kurtg@yang.earlham.edu (Son of Scribbler)
Newsgroups: rec.games.frp
Subject: Re: Shadowrun: New Totems?
Date: 8 Apr 92 15:22:41 GMT
Article-I.D.: yang.1992Apr8.102242.16813
Distribution: usa
Organization: Earlham College, Richmond, Indiana

In article <43790@mentor.cc.purdue.edu>, mancinis@mentor.cc.purdue.edu (Gargoyle's Access to Matrix!!!) writes:
> 
>  
>>>>>>[ Greetings all. I have heard this nasty rumor that White Dwarf magazine
>     has recently posted some new, *very* interesting totems. Any kind souls
>     out there willing to post 'em for those of us who missed this issue?
>     Thanks in advance. Hey while we are at it, what about others who
>     have developed their own totems? I have Vulture in the sidelines, not
>     too tested yet, but beginning to develop a following. Let's see
>     where those shamanic creative juices are flowing to...]<<<<<
> 						-Gargoyle(14:50:12/4-3-92)

Well, I've been kinda munching on a Dragon totem.

-- 
KurtG@earlham.bitnet
KurtG@yang.earlham.edu


				EAT MOOSE
					-5000 wolves can't be wrong.
From: ins769v@lindblat.cc.monash.edu.au (Veltyen)
Newsgroups: rec.games.frp
Subject: Re: SR: Cyberware without Essence-loss
Date: 8 Apr 92 23:55:19 GMT
Organization: Monash University


    It comes down from the mount covered in glowing light....

  <<<<  Well hello friends, Dr Death here with my own personal explanation
       of why people with exsesive(sp?) cybernetic implantations go 
       depressed, and how mages of all sort lose their magicalness.>>>>

    The icon turns around and holds up a power cable..
  <<<< This is why. You see it has nothing to do with replacement and
      all to do with noise (in the purely electrical sense of the word.) 
      A standard electro-nervous conection is quite noisy, what with 
      wires spliced into the optic nerve and so on. But I digress.
      The basis of why this happens is that magic casting requires a 
      great deal of concentration and control, down to the micro-volt
      control of flowing nervous circuitry; and the implanted signals
      cannot be controlled by the mages mana-self as such their 
      spell-casting ability is detrimented by their inability to 
      control their own electro-chemical impulsivenes (sorry a 
      bio-electricians joke there.). As to why "Normals" become 
      depressed has to do with the elctrical noise imbalancing the
      electrical components of the emotion centres of the brain.>>>>

  <<<< Of course this is my opinion ; backed by my research ,
       and therefore may be a load of bullshit ....   >>>>


    Shoot first shoot fast shoot straight and the day will be yours.

            Veltyen (Who still can't do much without the manual)
            ins769v@lindblat.cc.monash.edu.au
            Snail : 4 <<<< Not for your eyes only. >>>>
From: esper@cs35b.cs.umn.edu (Dave Sherohman)
Newsgroups: rec.games.frp
Subject: Re: "Rules of the Shadow" in Amber RPG
Date: 15 Apr 92 18:12:49 GMT
Article-I.D.: news2.1992Apr15.181249.2050
Organization: University of Minnesota

In article <15APR199212113920@utkvx4.utk.edu> ian@utkvx4.utk.edu (Maurer, John Joseph) writes:
>
>	I was wondering about how various shadow specific rules affected
>Amberites. I know that Amberites will adjust to varied time streams. (I.E. If
>Arthur, prince of Amber, goes to a world where the time is 1/2 that of Amber,
>he slows to their time rather than seeing everyone walk arround slowly. Magic
>and Tech also work on various levels in various shadows.
>
>	Some worlds have more esoteric "rules" that are followed in their
>shadow. For those that play the TORG RPG, they are best expressed as World
>Rules. Would a rule that "Everyone in the Shadow Speaks Backwards" affect an
>Amberite. Or "Everyone in the Shadow acts in a Theatrical Manner." I believe
>that they would. What are other opinions?

Hmm....  I think this is apples and oranges, actually.  Differences in time flow
are fundamental physical laws, and the Amberites adjust for it.  Funky patterns
of speech and action are psychological/social laws, and I would think that they
would not affect Amberites, though the local would think the Amberites to be
insane and, possibly, vice versa.

In the final analysis, there would have to be some limitations on how things
take place - an Amberite going to a new Shadow where chemical laws are such that
combustion works differently (note that Shadow Earth <-> Amber is a case of
this), either a) the Amberite continues to operate on their native chemical laws,s
b) the chemical composition of the Amberite changes, thus allowing combustion to
continue under the new laws, ot c) the Amberite instantly dies because his cells
are no longer able to burn glucose.  Obviously, either a or b is the correct
case...

esper@ima.umn.edu
Lochinvar of Amber, Prince and Heir of Terolon
From: laurence@cco.caltech.edu (Dustin Lee Laurence)
Newsgroups: rec.games.frp
Subject: Re: Dealing with "you're sick" syndrome...
Date: 10 Apr 92 00:45:42 GMT
Distribution: usa
Organization: California Institute of Technology, Pasadena

Folks, the fact is that inventing conspiracy theories is one of
America's great indoor sports.  Perhaps it has to do with the Free
Lunch attitude that has grown up over the last generation or two,
since if some sinister cabal is behind my problems, then they can't
be my fault.

Or maybe not.  But it's no particular surprise that we are accused
of being part of one.  And as long as conspiracy theories remain as
popular as they are, there is no avoiding it.

-- 
Dustin Laurence            "Someone please stop me, before I net again."

laurence@alice.wonderland.caltech.edu
From: boelter3945@iscsvax.uni.edu
Newsgroups: rec.games.frp
Subject: Re: Ad&d and D&D - a question about level restrictions
Date: 8 Apr 92 14:01:01 -0500
Organization: University of Northern Iowa

In article <1992Apr3.114228.377@whscdp.whs.edu>, stdnt154@whscdp.whs.edu writes:
> Ad&d and D&D players,
> There is another possible way to think about this idea.
> 
> Remember that character creation tables in the middle of the 
> book.  If you take that into effect, you can just take the 
> class that the character wants to be in, and modify it
> according to those rules.  Therefore, you have the direct
> intent for the demi-human to be unlimited in level.

   Another solution, and the one that I tend to use for my campaigns, is to use
the Slow Advancement (Optional Rule) that is presented in the DMD, 2nd Ed, p.14
in the third column.  I use the last paragragh's method of advancement, which
is normal progression to their level limit, then requiring them to earn double,
triple, or even quadruple experience to advance beyond that point.

                                        John "Nightwind" Boelter

--
*******************************************************************************
* John Boelter        a.k.a. Nightwind            boelter3945@iscsvax.uni.edu *
* Organizational Manager and contact person for everything and then some.     *
*******************************************************************************
* I don't know, I don't care, I don't want * They're fleeing the wrong way!!  *
* to know, and I don't want to care.       *        -confused adventurer-     *
*        -Martian Manhunter-               ************************************
*        -Justice League International-    * Why is the DM smiling like that? *
*******************************************************************************
Xref: sparky rec.games.frp:18148 news.answers:1058
From: mikec@jpl-devvax.jpl.nasa.gov (Mike Civita)
Newsgroups: rec.games.frp
Subject: Re: 100-DICE: they don't work.
Date: 17 Apr 92 17:30:37 GMT
Organization: Jet Propulsion Laboratory (NASA)

In article <1992Apr16.203528.27128@ux1.cso.uiuc.edu> sjs28257@uxa.cso.uiuc.edu (Steve Stelter) writes:
>allan@cad12.gfx.engga.uwo.ca (Allan Flanagan) writes:
>
>
>>I can't believe you people are arguing about DICE.  Get a life.
>
>Hey, people with lives have no business being on rec.games.frp in the
>first place!  :)
>
>
Hi, my name is Mike, and I'm a game-aholic. I gamed 4 night last week.


Mike
From: sl7sg@cc.usu.edu
Newsgroups: rec.games.frp
Subject: The Challenge... (was AD&D2: AL-Qadim Fucked Up Everywhere...
Date: 16 Apr 92 02:49:50 GMT
Article-I.D.: cc.1992Apr15.204950.54518
Organization: Utah State University


	The Challenge card game... Loved it, I have played it quite a few
times!  Just one hint, never play it with a friend that you wish to keep as a
friend...

			Shade Pendragon
From: murphy@npri6.npri.com (David P. Murphy)
Newsgroups: rec.games.frp
Subject: Re: Mages and Armor Question ( AD&D )
Keywords: mage, armor, ad&d
Date: 13 Apr 92 21:39:03 GMT
Distribution: world
Organization: NPRI, Alexandria VA


>If armor so completely interferes with magic, why aren't fighters
>immune to magic?
>
>seawasp+@pitt.edu (Ryk E Spoor)

even funnier, how could a suit of armor or even a sword become enchanted?
ha ha ha ha.

this is such a load of BS which exists purely to supplicate Mr. Game Balance;
while a worthy goal, it's got to be the lamest, most logicless path ever.

ok
dpm
-- 
murphy@npri6.npri.com 602 Cameron St. Alexandria, VA 22314 (703) 683-9090

              When every one is dead the Great Game is finished.  Not before.
                              --- Hurree Babu, "Kim"
Newsgroups: rec.games.frp
From: ads3@po.CWRU.Edu (Andrew D. Shults)
Subject: Re: AD&D:  So what happens when ...
Reply-To: ads3@po.CWRU.Edu (Andrew D. Shults)
Organization: Case Western Reserve University, Cleveland, OH (USA)
Date: Tue, 7 Apr 92 18:07:46 GMT


In a previous article, alongley@cape.UWaterloo.ca (Allan Longley) says:

>What happens when you:
>	(a) Turn a Bag of Holding inside-out?
>	(b) Cast Chainlightning in a Rope Trick?
>	(c) Cast Rope Trick inside a Rope Trick and the first one ends?
>	(d) Eat the horse summoned by Mount?
>	(e) Feed people Troll pieces?
>	(f) Are an elf polymorphed into a Fire Giant and are about to have
>	    children with your new Fire Giant wife?

The DM gives you a strange looks and says "You're gonna do WHAT?!?!?!"

   ---Andrew

-- 
Andrew Shults    : The opinions expressed here are mine, all mine.  Where did
ads3@po.cwru.edu : I get them?  Well, ok... maybe I _borrowed_ a few of them.

Newsgroups: rec.games.frp
From: wilsom3@jec304.its.rpi.edu (Michael Lane Wilson)
Subject: Re: AD+D VALHERU
Reply-To: wilsom3@rpi.edu
Organization: Rennselaer Polytechnic Institute.
Date: Wed, 15 Apr 1992 16:42:11 GMT

In article <167C8D31F.MHART00@ricevm1.rice.edu>, MHART00@ricevm1.rice.edu (mason hart) writes:
|> In article <tkelly.703162836@unix2.tcd.ie>
|> tkelly@unix2.tcd.ie (Rincewind) writes:
|> 
|> > Combat:Valheru almost always appear to do battle on their favourite
|> >dragon.This dragon is the same colour as the Valheru's Dominant Armor
|> >Colour,and it is totally subservient to the Valheru.Regardless of
|> >colour,the Dragon has the stats of a Great Wyrm Adamantite Dragon.These
|> >creatures were banished with their masters,but were the sires of the
|> >dragons of today.Todays Dragons are much weaker than their predecessors.
|> 
|> Not to hear Ryath (? -- the dragon summoned by Tomas) tell it.  I don't
|> recall the actual quote, but I believe she made it perfectly clear that
|> the dragons of later generations were more powerful than their predecessors.
|> Yes, the Valheru could defeat them in battle, but they could never again be
|> made to submit.  In short: Ryath flew Tomas and Pug not because Tomas
|> commanded her to, but because he asked nicely.
|> 
|> 
|> "If you're not having fun, you're doing something wrong."
|> 
|> -- mason

	I remember that from the books quite clearly as well.  I also remember
that when I read it, I made a mental note that if I ever created the Valheru
for any gaming systems, I'd switch that around.  It would seem to work far
better for an actual game if the mount of a demi-god were stronger than something
that any mortal capable of subduing a dragon could get.  Besides, to throw
your quote back at you, "If you're not having fun, you're doing something wrong."
And should, by extension of that, change something to make it more fun if you
need to.
					Mike.
-- 
___________________________    |
|                         |    |        Mike Wilson, the Hierarch:
|  No Sig is a Good Sig.  |    |        Wilsom3@rpi.edu
|_________________________|    |        Hierarch@acm.rpi.edu
Newsgroups: rec.games.frp
From: foxx@foxxjac.Berkeley.EDU (Andrew "AJ" Foxx)
Subject: Re: ADND2: Suggestions on Warrior
Reply-To: foxx@foxxjac.b17a.ingr.com
Organization: Intergraph Corporation, Huntsville, AL.
Date: Mon, 6 Apr 1992 14:47:09 GMT

In article <unixwiz.702449310@mcl>,
unixwiz@mcl.mcl.ucsb.edu (Silk) writes:
|> In <1992Apr3.212652.13113@jhunix.hcf.jhu.edu>
|> praxis@jhunix.hcf.jhu.edu (Laura L Perkinson) writes:
|> >	The kits in the CFH basically require you to use your judgement. It's
|> >tough to see a noble warrior ranger or berserker paladin, but make up your
|> >mind in specific cases based on the character in question.
|> >		Praxis
|> 
|> speaking of noble warrior rangers, a friend and I created a noble warrior
|> ranger for a spell-jammer campaign...
|> 
|> It actually worked out fairly well, until we realized that rangers usually
|> wear green...(forest camouflage)  Think about it...noble warriors have to
|> buy the most expensive, and best stuff...therefore...a elf in green field
|> plate, with a green ermin robe (dyed), green acoutrements (all in different
|> shades) and his horse in green dragon scale barding....
|> 
|> His charisma ended up being about 6...he couldn't figure out why people
|> either laughed at him or puked....  ;)
|> 
|> needless to say, he hasn't been used, but we're waiting for a fun campaign
|> to put him in....
|> 
|> k.mencher
|> unixwiz@mcl.mcl.ucsb.edu 


You should watch the "Green Knight" movie with Sean Connery (?)
as the Green Knight.  All in green and definitely not a snicker
was heard.
-- 
   ] Andrew "AJ" Foxx           ] Software Analyst - Mapping Sciences Division
   ] foxx@foxxjac.b17a.ingr.com ] Intergraph Corporation
   ] voice (205) 730-1921       ] M/S IW17A4  Huntsville AL U.S.A.  35894-0001