HDTenEightyP/NetNews huggingface dataset:
From: cm182s182@pdrome.UUCP (Clayton Miner)
Newsgroups: rec.games.frp.misc
Subject: Re: Newbie & Premade characters
Date: 11 Oct 92 12:30:53 GMT
Organization: The PowerDrome BBS [(716)825-3614 Excelsior]
X-BBS-Software: EXCELSIOR! v0.960

For what it is worth, I have never found a lot of satisfaction in pre-made 
charcaters.  Maybe it is just me, and as a result when we get new players 
(either new-new or just new to Star Wars) I don't let them use the templates 
(okay...there was that one time only but we were in a hury and the game was 
supposed to be a one-shot...some people are gonna get hurt over that one... 
;)]).  Granted it makes things a little difficult for the new gamers but then 
on the other side of the coin, having them sit down with a romm full of gmaers 
who are willing and able to help them create the character the new person 
wants has worked for me.  Kinda gives them a feeling of having a little more 
control of things, even at an early stage.  Besides, I have them sit and watch 
for awhile first to liek the game and my style of refereeing.
 Skeksis
From: mj173798@longs.LANCE.ColoState.Edu (Michael Emil Johnson)
Newsgroups: rec.games.frp.misc
Subject: AD&D to GURPS monster conversion
Date: 11 Oct 92 05:18:33 GMT
Organization: Colorado State U. Engineering College


	After playing AD&D for so many years, I've been spoiled by an almost
limitless supply of monsters to throw at players.  Now that I GM mostly GURPS
campaigns I've been working on a way to convert AD&D monsters to GURPS monsters
through some consolidated system, and make some use of those dusty books. Any
good ideas or systems out there ??

		-- mj
From: cm182s182@pdrome.UUCP (Clayton Miner)
Newsgroups: rec.games.frp.misc
Subject: Star Wars Skills
Date: 10 Oct 92 10:58:03 GMT
Organization: The PowerDrome BBS [(716)825-3614 Excelsior]
X-BBS-Software: EXCELSIOR! v0.960

Will the person who made the post about the Fighter Tactcis skill please 
repost the information.  The capture buffer accidentally placed the capture 
inside an archive of an animation I was planning to upload to another board 
and I lost the post entirely.  I am going to work on the idea on my end here 
but I forgot what stat you had connected the skill to.  As it stands now, I 
plan on expanding your skill a bit to allow fro a greater number of positions 
along the lines of the Dream Park skill of similar name, and am going to make 
it a craft specific skill in the process.
 
Skeksis
From: gt7219a@prism.gatech.EDU (the manatee)
Newsgroups: rec.games.frp.misc
Subject: Palladium questions
Keywords: Conversions from Heroes Unlimited to Rifts
Date: 10 Oct 92 04:52:12 GMT
Distribution: na
Organization: Georgia Institute of Technology

Can anyone out there give me a clue? The conversion of the power Weight
Manipulation is not listed.

-- 
the manatee                 "What we have here is a failure to 
gt7219a@prism.gatech.edu    communicate bilingually"  SNL
From: ez005523@othello.ucdavis.edu (David Lucey)
Newsgroups: rec.games.frp.misc
Subject: Hunters Hunted:  Please read!
Date: 13 Oct 92 18:04:02 GMT
X-Newsreader: Tin 1.1 PL3

Hello!

Thank you to all of you who answer my request for information!  I will
definitely look in the Bay Area to see if they have the Hunters Hunted.  I wouldask that you stop sending me mail, please, as my account is already quite low
(from the V:TM mailing list), and I'm not sure how much longer it can stand the
extra strain (I've already removed myself from the V:TM mail list, but I did it
a little too late...).

Again, thanks for all your help!

Sincerely,
Eric Lulie

Newsgroups: rec.games.frp.misc
From: dv52151@uxa.cso.uiuc.edu (SilverFang Ahroun)
Subject: Re: SRUN: Da Minotaur has *more* Questions!!!
Organization: University of Illinois at Urbana
Distribution: usa
Date: Sat, 10 Oct 1992 19:10:48 GMT
Keywords: shadowrun 

mancinis@mentor.cc.purdue.edu (steven mancini) writes:


>4. Physical Adept Killing Hands: Are you other GM's limited in the
>   'danger zone' this creates? Is it *only* their hands or could a
>   physical adept with this power deliver a lethal elbow smash?
>   Kick to the Groin? (yeah it is lethal enough I know)  Head Butt?

Hmm. I don't see a problem with letting the PA deliver other routines
besides hand oriented ones. 

Axly
From: markk@pongo.West.Sun.COM (Mark Allen Kampe)
Newsgroups: rec.games.frp.misc
Subject: Re: Newbie System?
Date: 8 Oct 1992 14:40:27 GMT
Organization: Sun Microsystems
Distribution: world
Reply-To: markk@pongo.West.Sun.COM
NNTP-Posting-Host: pongo.west.sun.com

I think that you don't get much simpler than TOON, and that
the setting of TOON encourages players to jump into character.

Newsgroups: rec.games.frp.misc
From: wljohnso@nyx.cs.du.edu (William "Wes" Johnson)
Subject: Re: Rolemaster-Portal spell
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Keywords: Portal
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Mon, 12 Oct 92 19:21:03 GMT


Well realistically when a PC gets caught in a closed portal (a REAL handy
spell) death would be realistic...but perhaps a high levels crit might be
appropriate so the character might not die.

Perhaps an E, F or G crit (if not multiple, like for each round the PC is
trapped...) in disruption, physical alteration, or maybe crush if you
don't have the corresponding RoCo's.

-------------------------------------------------
William "Wes" "Arrrr" "Man Thats a Loud Shirt"
"Gener Fox" "Mr. Kamikazi" "Mr DNA" "Boojie Boy" 
"Golden Earring" "Sentri Bastion" Johnson
-------------------------------------------------
Its Over, Close The Book. Its Over, Off The Hook

Newsgroups: rec.games.frp.misc
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Subject: Re: Werewolf & Hunters Hunted?
Originator: jmkaraka@c00016-118dan.eos.ncsu.edu
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Date: Wed, 14 Oct 1992 20:38:00 GMT


|>Greetings.
|>
|>For those who have played and/or are familier with _Hunters Hunted_
|>and _WereVamp_ I have a question.  We recently began a new Werewolf
|>game (sigh...zero rank) and someone wished to purchase Numinae from
|>_Hunters Hunted_.  One of our primary goals as 'wolves was to hunt out
|>the Wyrm in the city, especially in the form of vampires.
|>
	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!).  Besides, all storyteller game
systems are intended to simulate a slice of the horror genre.  I've
never seen a werewolf whip out a cross and hold off a pack of vampires.
	(As a side note, I think Werewolf has some MAJOR problems, but
they don't apply to what I've written here.)

	-john-
Newsgroups: rec.games.frp.misc
id <m0md7b2-0000e8C@crash.cts.com>; Thu, 8 Oct 92 16: 48 PDT
	id <j858878@pro-amber.cts.com>; Thu,  8 Oct 92 16: 21 PDT
From: rsopicki@pro-amber.cts.com (Randy Sopicki)
Subject: test
Organization: ProLine [pro-amber] -- Spring Valley, Ca
Date: Thu, 8 Oct 92 16:20:58 PDT

endaround
Newsgroups: rec.games.frp.misc
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Subject: Re: Post-Apocolyptic GURPS
Originator: jmkaraka@c00096-100lez.eos.ncsu.edu
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Date: Sat, 10 Oct 1992 21:33:33 GMT


|>I'm contemplating setting up a post-apocolyptic GURPS campaign. Anybody got
|>and PA rules? If so, please mail them to me if possible. If there are any
|>official supplements on this, please let me know...
|>
|>-- 

	There's none out that I know of.  Depending on HOW apocalyptic the
situation was I would suggest:  Ice Age, Bestiary, Aliens (for those strange
mutants, of course!), the new High Tech Weapons supplement, and (possibly)
Ultra-Tech.
	Basically, pick a general tech level (and culture level) for the
players, and mix in higher tech stuff as you see fit.  The players could
know or not know about 'the disaster'.  Tech could be seen as magic.  Real
magic could exist.  Mutants could be common and accepted or hunted, twisted
monsters.  Etc, etc.
	A neat idea is to let your players make Fantasy characters and not
let them know they're playing a PA campaign (this is tough with savvy players,
but it can be done.)

	(Oh yeah, possibly Psionics and Magic, but you probably wouldn't
need more than the basic set unless you got serious here.)

	-john 'uughhh!   Urghg, hkoooghh kkkruuuhhhk!' karakash-

(Translated:  Hmm, A ravenous horde of mutants.  Hand me my Vortex gun!)
From: fshaver@eng.auburn.edu (Theurge Whitetooth)
Newsgroups: rec.games.frp.misc
Subject: Werewolf & Hunters Hunted?
Date: 13 Oct 92 20:07:02 GMT
Reply-To: fshaver@eng.auburn.edu
Organization: Auburn University Engineering

Greetings.

For those who have played and/or are familier with _Hunters Hunted_ and _WereVamp_ I have a question.  We recently began a new Werewolf game (sigh...zero rank) and someone wished to purchase Numinae from _Hunters Hunted_.  One of our primary goals as 'wolves was to hunt out the Wyrm in the city, especially in the form of vampires.

Any thoughts on this?  I thought the idea of werewolves running around defending the wyld with several dots of True Faith a little scary and maybe incongruous.

The ST allowed the characters to choose numinae so I took advantage of his stupidity, er, um, generosity.  I took Clairvoyance.  Now all I have to do is spot an agent of the wyrm, follow him home using clairvoyance (taking care to note any traps/keycodes he might set to defend himself), then pay a surprise visit to the wyrm during the day.  Let's see, a kindred can use a maximum number of dice equal to his Willpower during the day, right?

Happy Hunting.  Maybe I'll see you some day...
From: d9bertil@dtek.chalmers.se (Bertil Jonell)
Newsgroups: rec.games.frp.misc
Subject: Re: We're gone?!?
Date: 12 Oct 92 11:21:29 GMT
Organization: Chalmers University of Technology

In article <92285.223232IK20001@MAINE.MAINE.EDU> IK20001@MAINE.MAINE.EDU (Society for Creative Solipsism) writes:
>Could someone who still *has* rec.games.frp on their system
>tell the people posting to it that it aliases them to .misc
>on lots of other systems?

  In some places it does and in some it don't, and in many places they put
a curfew on new non-comp groups in effect before the split was enacted. Those
using the latter type of systems are really SOL.

>Eric Alfred Burns, Lord Sabre            "Faith is a fine invention

-bertil-
--
"It can be shown that for any nutty theory, beyond-the-fringe political view or
 strange religion there exists a proponent on the Net. The proof is left as an
 exercise for your kill-file."
		"Revive the Swedish-Madagascan Brigand Pact!"
Newsgroups: rec.games.frp.misc
From: uplink@cwis.unomaha.edu (John M. Scheibeler)
Subject: Re: SHCHARS
Keywords: SHCHARS,MSH,MARVEL,Marvel
Organization: University of Nebraska at Omaha
Date: Thu, 15 Oct 1992 00:58:51 GMT

Neat character.  I'll just bring my versions of Mack the Knife and 
Golden Boy when we need to deal with him.  And yes, I have 500-point
CHAMPIONS versions of Mackie Messer (in our game called Slash) and
Golden Boy.

uplink
.s

Newsgroups: rec.games.frp.misc
From: mmcalees@cs16.UVic.CA (Michael McAleese)
Subject: Re: CHAMPS: Movement Question
Organization: Those Dudes
Distribution: usa
Date: Tue, 13 Oct 92 00:33:42 GMT

In article <18052@ucdavis.ucdavis.edu> good@turing (Joe Good) writes:
>
>	Our gaming group has recently hit upon a question that doesn't
>seem to be clearly answered in the Champions book.  When a character

  It's covered on page 55, where movement powers in general are discussed.
Every movement power has a combat mode and a noncombat mode, though the
noncombat mode for superleap is figured differently (as they point out).

-- 
*     mmcalees@csr.uvic.ca (Michael McAleese) : I speak only for me...       *
  "Man can believe the impossible, but never the improbable." - Oscar Wilde
  (For snooping governments: heroin, cocaine, FBI, CSIS, CIA, albatross...)
From: doug@abby.chem.ucla.edu
Newsgroups: rec.games.frp.misc
Subject: Re: GURPS: Race Creation Question
Date: 16 Oct 92 20:04:44 GMT
Reply-To: doug@abby.chem.ucla.edu
Organization: Department of Chemistry, UCLA

In article <Bw2IzK.13q@cck.coventry.ac.uk>, gdg019@cck.coventry.ac.uk (Ridley McIntyre) writes:

[stuff deleted]

>Example:
>
>I'm currently working on a Vargr-type race. The Race has:
>
>Alertness +3...... 15 points 
>Nightvision....... 10 points
>Claws............. 15 points
>Ultrasonic Hearing 5 points
>Impulsiveness..... -10 points
>
>The total cost is 35 points. Now does a new player with 100 points to spend
>on his character have to spend 35 points on being one of these Vargr-types,
>leaving them with only 65 points left to create a character with; or do they
>get to spend their 100 points on developing the above character anyway.

They must spend 35 points to be a Vargr, leaving them with 65.

>I understand it's unfair to other players who might choose to be human and
>then find the other characters more powerful than they are, but (like first
>edition Shadowrun) it means that other races are at a disadvantage simply
>for being other races, and that's even more unfair, IMO.

NO IT ISN'T!  They already get 45 points worth of advantages and -10 worth of
disadvantages.  How is it unfair to make them pay for those?  It would be much
more unfair to make the humans putter along being weaker...


-Doug Gibson
 doug@abby.chem.ucla.edu

Neither UCLA nor the National Science Foundation has a clue what I am doing.
They just pay me to do it.

"We have to tear you to shreds because we care." - EAC
Newsgroups: rec.games.frp.misc
From: mjung@math.TU-Berlin.DE (Michael Jung)
Subject: Re: Rolemaster-Portal spell
Organization: FB3, TU-Berlin, Germany.
Date: Tue, 13 Oct 1992 10:09:55 GMT

In article <1992Oct12.144916.13754@maths.tcd.ie> samik@maths.tcd.ie (Samik Sen) writes:
[Nice use of Portal spell deleted]

   2-Let the material materialise around the person so in my example the party
    member would be stuck in the wall half in and half out,with the floor around
    him(He could easily get out by tightening his stomach etc..) 

This is the version I prever, it lets you use the Portal spell in various ingenious,
non-destructive ways. Put a rope in the wall, what happens, if it is removed? If the 
destructive version were used, put an high-powered item into the wall. Will the wall 
crack after closing or will the item be destroyed? Anyways, thinmk of the opportunities 
this spell will yield to craftsmen, masons, etc. Think of all those secret compartments 
reached only by this spell. Effectively, this spell has changed the magic "behaviour" in 
my campaign.

	Michael
From: pmwg1641@uxa.cso.uiuc.edu (Peter M. White)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII: A Couple of Piddly Gripes
Keywords: SRUN Srun Shadowrun
Date: 15 Oct 92 18:37:43 GMT
Article-I.D.: news.Bw6EEv.A0A
Organization: University of Illinois at Urbana

The melee modifiers are *much* too harsh, and need serious toning
down.  Consider if an Unarmed Combat expert, say, skill 9, meets
a couple of jerks, skill 2, with baseball bats (reach +1). Mr.
Expert will have a target number of 6 and will only be able to
defend himself with an average of 1.5 successes.  The jerks will
both have a target number of 2 and will average 1.67 successes
when they attack.  Pretty embarassing, huh?  The Combat Pool
only makes things worse since any basic schmoo will have a pool
of 4, and any character is very fortunate to be able to have
a pool of 8.  In fact things get worse:  Expert avgs. 2
successes for counterattack; jerks each average 3.33 successes
in attack and still have pool left over to defend against
their prey's action.

I think the Melee needs a little work, or simply good, on the
spot, judgement calls by the GM.  I think the problem is that
SRII makes it standard for modifiers to affect BOTH the attacker
and defender, which multiplies their effect.  SRI simply had
the minor -1 advantage for reach.  And the multiple opponents
stuff make sit a whole different ballgame.  I think someone
*defending* should not be penalized for multiple opponents if they act
purely defensively, i.e. it counts as a succesive parry, not a
"counterattack".

--Peter


______________________________________________________________________________
						|
     "Guards!  Let me draw their fire!"		|	p-white@uiuc.edu
		   --Scapegoat,_Marshal Law_	|
______________________________________________________________________________
From: acct252@carroll1.cc.edu (Matt Sheahan)
Newsgroups: rec.games.frp.misc
Subject: Re: Star Wars Second Edition
Date: 16 Oct 92 22:58:59 GMT
Organization: Carroll College-Waukesha, WI

cm182s182@pdrome.UUCP (Clayton Miner) writes:

>Does anyone have any information on the changes between the first and second 
>edition?  Inquiring minds want to know....is it worth laying out the cash?  If 
>someone already has the first edition and three of the hardcovers, would it be 
>enough diffenert to merit looking into?  I am asking for a friend as I enjoy 
>the system as it is now and will stay with it.

If you're not a Star Wars fanatic and are satisfied with the current system,
stay the hell away from second edition.  Very few of their revisions solve more
problems than they create.  In fact, the wonderful job they did prompted a
friend of mine to say to one of West End's designers "Y'know, your haircut
covers the lobotomy scars well."  The revised aliens suck.  The revised vehicle
stuff sucks.  etc etc you get the picture.
--
===============================================================================
__   /| All that glitters has a high refractive index.
\~o.O'  The meek will inherit the earth; the rest of us will go to the stars.
=(___)= Don't open your eyes, take it from me; I have found you can find
   U    happiness in slavery...      Matt Sheahan, Jantz Raynor, Corwin, Mancer
 Ack!!  Rub her feet.       Question reality.           acct252@carroll1.cc.edu
===============================================================================
Newsgroups: rec.games.frp.misc,rec.games.frp.advocacy
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Falling Damage
Organization: University of Illinois at Urbana
Date: Tue, 13 Oct 1992 17:05:59 GMT
Keywords: SRII


Does anyone know where the rules for falling damage are in the
SRII rulebook, or if there are any? We've been looking for them,
and my friend swears they have them, but so far we ain't found
them. Help?

Axly

Newsgroups: rec.games.frp.misc
From: optimus@swix.ifi.unit.no (Per Henrik Johansen)
Subject: Re: RPG magazines
Organization: University of Trondheim, Norway
Date: Fri, 9 Oct 92 10:03:42 GMT

In article <1992Oct7.131044.19066@magnus.acs.ohio-state.edu> cwatters@magnus.acs.ohio-state.edu (Coyt D Watters) writes:
>In article <1992Oct7.095846.27343@dhhalden.no> optimus@swix.ifi.unit.no writes:
>>I am trying to make a list over all RPG magizines that exist, and would like
>>to ask you all to help me with this. If you could fill out the form which I
>>have included and mail it to me I would be grateful. 
>>I will of course send the finnished list to the ones that ask for it and to
>>rec.games.frp.archieves.
>>
>>Thanks!
>>
>>P. H . Johansen, optimus@swix.ifi.unit.no
>
>A partial list exists in the general Introduction postings on
>rec.games.frp.announce.  I would be very interested in getting the
>final compilation and adding it to the Intro Postings.
>-Coyt
>
>

Thats way I have been low on mail. If anyone know of a magazine which is
not on the list, send me a mail ASAP!

P. Johansen, optimus@swix.ifi.unit.no

-- 
Email: optimus@swix.ifi.unit.no                  | Mizar & FR-MUD: Celeb
Smail: Harald Bothnersv. 3, 7017 Tr.Heim, Norway | VikingMud:      Galvatron
----------------------------------------------------------------------------
              "We dig Optimus Prime and not Galvatron" - PWEI
Newsgroups: rec.games.frp.misc
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Subject: Re: Newbie System?
Reply-To: sos@oz.plymouth.edu (Steffan O'Sullivan)
Organization: Plymouth State College - Plymouth, N.H.
Date: Fri, 9 Oct 92 21:55:36 GMT

v124jw4y@ubvmsd.cc.buffalo.edu (Benjamin R Pierce) writes:
>I feel that GURPS . . . 
>is not a
>good choice as a first-time game; the rules strike me as too complex.  I feel
>that a more free-form game is generally much better suited to the purpose; the
>players are less likely to be driven off by movement rates, passive defense,
>impaling criticals, or what have you, and more likely to remember, "Hey, I had
>a really great time playing that wizard who could never remember what spell he
>wanted to cast!"

Your opinion is, of course, as valid as mine, but I have to disagree.
First, I have introduced many, many novices to RPGs - at least 75,
probably more.  I have tried more freeform games, and I have tried
GURPS, and in my experience, GURPS works better as an introduction to
roleplaying - provided, as I said before, that the GM is experienced.

People that have no clue what to expect in a roleplaying game *like*
the neat definitions that GURPS makes with skills, advantages and
disads.  I like freeform gaming myself, but it's a little too chaotic
and unstructured to start newcomers with.

Besides, it's very easy to play a mage in GURPS who can't remember what
spells he was going to cast . . .

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
From: silk@mcl.ucsb.edu (ken mencher)
Newsgroups: rec.games.frp.misc
Subject: net.fiction.story part 15
Date: 8 Oct 92 03:11:00 GMT


Author's note:

1>  I started this story, and it has gotten out of hand, at least in my
opinion.  My posting may seem drastic, and may be ignored by the next
poster.

2>  My definition of a good writer does not include working with a story
co-authored by almost 10 other people.

------------------------Begin Story-----------------------------

<Alarms scream...>

<What is it??  Quickly, Status report!!! (pause)  Son of a B*tch!!!  Open a
dimensional gate to Elish, Now!!! (pause) What??  Only Marshall made it
through?  Alright..send him to me..>

[Darkness...]

What...what hit me??  Kirsten??  Chris??  where am I??

[Darkness...]

[Pain...Darkness...]

[Time Passes...Light]

"What??  Not again!  Wait...it can't be Earth..."

"You're right, Scott...Welcome to the Dimensional Patrol HQ.  (aside)
Inform the Leader that Marshall is up"

"Dimensional Patrol??  Kirsten?  Where is she??  What am I doing here??"

"Stand up, Leader wants to see you, now."

[Endless corridors.  All the same...]


"No...you're dead!!"

"I never died, Scott...I 'warped out' before the crash.
From: acadams@afterlife.ncsc.mil (Arthur C. Adams)
Newsgroups: rec.games.frp.misc
Subject: Re: Dangerous Journeys...anyone?
Date: 11 Oct 92 23:41:08 GMT
Organization: The Great Beyond

In article <BvyuDp.F89@ais.org> chungkuo@ais.org (Shawn FitzGerald) writes:
>Ugh...the game (Dangerous Journeys) seems to be pretty cool. 

Well, "ugh" is right, but "pretty cool"? 

Geez, your entitled to your own opinion, but DJ stinks like three
day old fish.

Amongst its flaws:

Fifteen ability scores with non-sensical names.
A entirely new set of unnecessarily new terminology (i.e. there 
	are no Player Characters (PC's), there are Heroic Personas (HP's)
Obscene numbers of charts and tables.
A pseudo class-based system.
The lack of a setting in the start-up package.
Claims to be a "generic" system, when its really a fantasy system
	with new games based on the same system yet to come.
And the horrible Gygax prose style.

A know at least some of the flaws were part of an attempt to fight 
off a T$R lawsuit, but the game stinks.
-- 
What the gamemasters wilt shall be the whole of the law.
	- Motto of the Hellfire Club, live-action roleplaying GM's
We need not fear those who do evil in the name of evil, but Heaven
protect us from those who do evil in the name of good.
Newsgroups: rec.games.frp.misc