HDTenEightyP/NetNews huggingface dataset:
From: hudson@dragon.cpe.ulowell.edu (Kevin Maurice Hudson)
Subject: Pulp Powers (etc)
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, 29 Jul 1992 20:46:24 GMT


Funny, I was just re-reading that section last night....

==> On Wed, 29 Jul 92 15:00:29 CDT, johnson@ebony.rtsg.mot.com (Brad Johnson) said:
  BJ> 1a) Can the PPs received for activating power flaws exceed the
  BJ> total adventure cost of the power(s), thus resulting in a net
  BJ> gain of PPs?

	Yes, it says so in the book.  It gives and example of someone
having one of each category of flaws, receiving 18 points for powers
that total 11 in adventure costs.


  BJ> For example, if I have a power flaw activated by being Heavily
  BJ> Wounded, it might be possible to heal back to Wounded and then
  BJ> become re-Heavily Wounded several times in one adventure (if it
  BJ> spans several days).

	If the hero can survive for the one-minute heavily wounded and
without his power(s) then I wouldn't mind.  The book says [page 75
first column, second paragraph] "Once invoked, a flaw is in effect for
an entire scene".  So the hero can't gain possibilities more than once
in a scene.

  BJ> Has anyone considered putting a cap on power flaw PP awards?

Actually there is, the GM determines if a flaw really comes into effect.

  BJ> with an award on the spot of 9 PPs, you could spend to reduce
  BJ> damage [from a deadly flaw] for quite a little while, even if
  BJ> nothing else happened to help you.

	Yeah, but spending will last for only 9 rounds.  In a dramatic
scene, things usually run for longer than 9 rounds.  On top of that
there should be more happening to the hero than just activation of his
power.  (there are a few exceptions)

  BJ> 1c) Does anyone else think that a setback power flaw where all
  BJ> that happens is you temporarily lose your power is a really
  BJ> bogus flaw for 6 PPs?

	Keep in mind that it lasts for the whole scene and it can be
invoked by an intimidation/test/etc.  Usually a setback only lasts for
a round.  If the power is the hero's main weapon, it can be important.
If the power is not important to the villan/scenario, then setbacks
won't come up that often.  The GM can determine the frequency of the
setbacks.

--
hudson@dragon.cpe.ulowell.edu		uhqfba@qentba.pcr.hybjryy.rqh
Kevin Hudson, Systems Manager		Xriva Uhqfba, Flfgrzf Znantre
Center for Productivity Enahncement	Pragre sbe Cebqhpgvivgl Ranuaprzrag
University of Massachusetts Lowell	Havirefvgl bs Znffnpuhfrggf Ybjryy
From: Jim Ogle (Ks. Jim) <jogle@aoc.nrao.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 15:09:23 GMT

Colin writes:

> johnson@ebony.rtsg.mot.com (Brad Johnson) writes:

> > I noticed this at first as well, but I think I have rationalized it
> > somewhat for myself.  Just remember that you always use your
> > honor/corruption skill value to check for gains EITHER WAY.  For
> > example, if I have Honor of +10, it won't be very difficult for me
> > to make a roll to gain an honor point, but it will be equally
> > simple for me to make the roll to gain a corruption point (that
> > is, lose an honor point) for even the most trivial transgressions.

> I'd like to see that checked in the Source Book.  I'm fairly certain
> that Honour Adds count as _negative modifiers_ onto your corruption
> roll, and vice versa.  In your example, the +1 Corrupt act, with 9
> honour adds, translates into a corruption check at +1-(+9) 0r -8.
> Assuming a SPI of 10, that means you are at base 2 with a DN of 20,
> or you need +18 (which is 1 roll of 76, I believe).

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?

Kansas Jim (jogle@nrao.edu)
Newsgroups: alt.games.torg
From: "James H. Kiley" <jkiley@andy.bgsu.edu>
Subject: Re: Email Corporate War Rules
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: Thu, 30 Jul 1992 04:57:53 GMT

Oh, dang, that'll teach me to reply to email without looking first...

JimBo
From: gdavis@ccwf.cc.utexas.edu (Grant R. Davis)
Newsgroups: alt.games.torg
Subject: Re: Ords & reality
Date: 21 Jul 92 19:34:36 GMT
Organization: The University of Texas at Austin, Austin TX

Yeah, the Gaunt Man getting PE from Gaea may just be applicable to his reality.
Also, you [Michael] raise an interesting question; how exactly do High Lords
conquer their home Cosm? Do they have to lay stelae? In High Lord of Earth,
the title implies that Kane would just instantly conquer the whole planet, but
instead he was just fronting for another invading cosm. I don't think Dr.
Mobius has conquered Terra, and 3327 shares power on Marketplace with 2 other 
people.

Grant Davis
gdavis@ccwf.cc.utexas.edu

"This is good[beer]. Remind me to take this world."-Lost Destiny


Newsgroups: alt.games.torg
From: bchapman@spartan.ac.BrockU.CA (Bruce Patrick Chapman)
Subject: Re: Idea to be kicked about. (expanded)
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 13:05:43 GMT

	For all of you who don't know this is in reply to a post saying
that Torg could be made a gritty game by making people play ords. The
idea was to get rid of possiblities, Hero and drama cards. I acctually
came up with a similar ideas so here are my variations

1) For the heroic game like D&D,: No poss hero or drama but use the
P-rated table for combat for heros and monsters (unimportant colour
NPC's are ords). This simulates the it is hard to die effect.

2) For the gritty game like Traveller, Morrow project, or Aftermath
(am I dating myself) No poss, hero or drama, not cards of any type
use alternate intiative system and everybody are ords. (Yes you die
fast in gun fights but no faster that in any of these games)

3) For games where not body is supposed to die like superheroic ones
everybody heros villans and extras are teated as P-rated.

Alternate initative system. All player generate a bonus which is added
to their DEX to determine order of action. the others (in these games
sometimes there "villans" see themselves as heros) the NPC fighting
them also generate bonuses. Thus you get a "some of us go then some of
them..." intiative. Hint: for large Gamemaster groups roll once and apply
bonus to all.

This should all work in theory, anyone see any holes.


Newsgroups: alt.games.torg
From: mly@sei.cmu.edu (Michael Yacht)
Subject: Possiblity Healing
Organization: The Software Engineering Institute
Date: Tue, 21 Jul 1992 13:12:22 GMT



Ok, here goes a Question for all you rules Guru's:

I am a new GM, so I need to clear something up.  When you use a possibility to 
hear a 'just inflicted' set of damage it says you can do 3 of the following:
1. heal 1 wound
2. remove 3 shock
3. remove a knockout condition
4. remove a knockdown

My question is can you do more than one of these...IE:

if I just took 3Wound KO 5, and I already had 2wound, my character is in fear 
of dying...forget the KO and the shock.  Can I use my 'remove damage' 
possibility to remove say...all 3 wounds, leaving a KO and 5 shock???

-Specter



-Mike Yacht
-Carnegie Mellon University -- School of Computer Science
====================================================================
Mike Yacht             || specter+@CMU.EDU
Newsgroups: alt.games.torg
From: Rick Pim <RICK@QUCDNEE.BITNET>
Subject: Re: Approved actions, changed from Idea to be kicked around
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: Mon, 27 Jul 1992 19:43:00 GMT


>If your party is being attacked by half a dozen ninja who each have
>DEX 12, Martial Arts 16 (effective 17 against you round-eyed
>barbarians), would you rather they not be able to attack you, or that
>they attack you unskilled at DEX 12 with that same DEX 12 to defend
>when you go?

  shrug. if they lose an action then your options also increase: you can
break off combat w/o problems or attack or shift position w/o fear of a
blindside attack or maybe move to blindside someone else or whatever.

  the value of "lose your skill adds" varies wildly with the class of
opponent you're up against. a ninja takes a big penalty. the draconis
aquatica from this past saturday night suffers not at all (hell, he was
taking the party apart even after being Blinded by the Lunatic, the only
real problem was that he couldn't one-on-many as well.).

rp
Newsgroups: alt.games.torg
From: Rick Jones <albert@crick.ssctr.bcm.tmc.edu>
Subject: Re: MORE GM Questions
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: Thu, 30 Jul 1992 15:59:38 GMT

> 2) Haste Spell.  2 versions.  Does EITHER of them effect Melee, Unarmed or
>    Martial arts?  I know they do not effect ranged combat, but I think that

	IMHO, they get the high DEX for defensive purposes only.  The
rationale being you proabably can duck/dodge faster and be less
likely to be hit. However, that doesn't make you any more accurate.  
I also say you have to have room to move for the defensive bonus to 
take affect.  In the middle of a crowd, your speed won't help that
much.  
-- 
Rick Jones				Systems Support Center
albert@bcm.tmc.edu			Baylor College of Medicine
Voice: 713-798-7352			standard disclaimers apply
"I've _got_ to start listening to those quiet, nagging doubts." - Calvin
From: rose@acf9.nyu.edu (David Rose)
Newsgroups: alt.games.torg
Subject: Re: Atheism as a defense
Date: 23 Jul 92 22:15:47 GMT
Organization: New York University

"Colin J. Wynne"  <WYNNE.C@fs.sciences.WLU.EDU> writes:

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

>> One problem would be in defining how far to take the power.  Take
>> it too far and you start impinging on the Reality skill.  For
>> example, disbelieving a dragon can fly is fine, but making a
>> mechanics attempt to prevent such an occurance is denying the
>> dragon its reality; a P- rated person with Faith (Science) could be
>> going around creating reality storms left and right if he were to
>> visit any of the invading realms except possibly Nippon Tech.

>Why limit it to that?  Why not a low-tech Atheist?  Hey, there are
>some people who don't think that science works either *-)

  His name is Murphy.
--
David Rose
Courant Institute of Mathematical Sciences
251 Mercer Street, New York, NY 10012
rose@math12.cims.nyu.edu
Newsgroups: alt.games.torg
From: Jim Ogle (Ks. Jim) <jogle@aoc.nrao.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 14:27:28 GMT

Brad writes:

> Kansas Jim says, re: snowballing honor/corruption:
> 
> 	The way the mechanics are
> 	currently set up it becomes incredibly easy to gain your
> 	Honor/Corruption adds once you get started because you use your
> 	increasing H/C value against a DV of 20 always and there is no
> 	restriction on having to be bigger and bigger honorable/corruptable
> 	actions to get to check for a new add.
> 
> 	It does make sense though; the better you get, the harder you have to
> 	work to get better.
> 
> I noticed this at first as well, but I think I have rationalized
> it somewhat for myself.  Just remember that you always use your
> honor/corruption skill value to check for gains EITHER WAY.  For
> example, if I have Honor of +10, it won't be very difficult for
> me to make a roll to gain an honor point, but it will be equally
> simple for me to make the roll to gain a corruption point (that is,
> lose an honor point) for even the most trivial transgressions.
> As a GM, I wouldn't find it unfair to make a paladin roll for corruption
> for, say, lying to his superiors.  Maybe that's only a +0 or +1 (tops)
> corrupt action, but with that +10 for his honor skill, chances are
> he'll be down to +9.  A higher honor/corruption skill definitely
> requires the character to be absolutely consistent in his actions,
> or else his adds will be up and down like a yo-yo.  That's why
> the average schmoe has his honor and corruption roughly balanced at zero.

That is a valid point, but unless a paladin goes on an evil binge he's
going to be able to make back any points lost to Corruption (even
minor things like lying) by escorting little old ladies across the
street every day (that would be a +0 bonus type of act, but with
enough adds in Honor he'll eventually get an add for it because the
roll is so easy).

The way I understand the rules for H/C checks is that at the end of an
adventure an H/C total is generated (with appropriate modifiers) to
determine if another add is gained in either skill.  Since a character
will usually do both honorable and corrupt acts over the course of an
adventure I break it up into two checks, one for Honor and one for
Corruption, each with the appropriate modifiers based on the acts
committed.  So unless a character has been leaning in one direction
for most of the adventure they usually have about the same bonus for
Honor as they do for Corruption and it tends to cancel out.

If a character has done something very honorable or very corrupt I'll
generally just give them the point and not bother with the die roll,
but I usually do roll the die just to be fair (by very H/C I mean
something that qualifies for at least a +10 bonus, which doesn't
happen very often with my players).

Kansas Jim (jogle@nrao.edu)
Newsgroups: alt.games.torg
From: johnson@ebony.rtsg.mot.com (Brad Johnson)
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 13:45:23 GMT

Kansas Jim says, re: snowballing honor/corruption:

	The way the mechanics are
	currently set up it becomes incredibly easy to gain your
	Honor/Corruption adds once you get started because you use your
	increasing H/C value against a DV of 20 always and there is no
	restriction on having to be bigger and bigger honorable/corruptable
	actions to get to check for a new add.

	It does make sense though; the better you get, the harder you have to
	work to get better.

I noticed this at first as well, but I think I have rationalized
it somewhat for myself.  Just remember that you always use your
honor/corruption skill value to check for gains EITHER WAY.  For
example, if I have Honor of +10, it won't be very difficult for
me to make a roll to gain an honor point, but it will be equally
simple for me to make the roll to gain a corruption point (that is,
lose an honor point) for even the most trivial transgressions.
As a GM, I wouldn't find it unfair to make a paladin roll for corruption
for, say, lying to his superiors.  Maybe that's only a +0 or +1 (tops)
corrupt action, but with that +10 for his honor skill, chances are
he'll be down to +9.  A higher honor/corruption skill definitely
requires the character to be absolutely consistent in his actions,
or else his adds will be up and down like a yo-yo.  That's why
the average schmoe has his honor and corruption roughly balanced at zero.

Brad Johnson (johnson@ebony.rtsg.mot.com)
Newsgroups: alt.games.torg
From: Deryni <RAGRIMES@VAX1.UMKC.EDU>
Subject: Re: MORE GM Questions
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, 31 Jul 1992 20:45:00 GMT

>IMHO, they get the high DEX for defensive purposes only.  The rationale
>being you probably can duck/dodge faster and be less likely to hit.
>However, that doesn't make you any more accurate.

Also, it just isn't within the "cinematic" drama of Torg to have a 
super-awesome spell like that going around.  Sure, there are cases in
movies (which, of course, seems to be the basis for "should we let it
happen in my Torg game or not") when someone does sixteen things 
before the other person can act, but, it's usually the bad guy.  ;)

Alavairthae!
  Deryni
    aka Alan Grimes
      Sadistically speaking...
Newsgroups: alt.games.torg
From: "Colin J. Wynne"  <WYNNE.C@fs.sciences.WLU.EDU>
Subject:      Re: 
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, 31 Jul 1992 00:44:56 GMT

"Joseph G. Louderback" <jgl2p@landau5.phys.Virginia.EDU> writes:

In a fit of utter idiocy I write
>>Bronis Bidugiris writes:

>>Given any specific target number N, let n = N/10 rounded down.

>I tried this, and I don't think it works, though it is likely I made
a >math error ;-(

Nope, just a conceptual one.


>There are 4 ways to roll a 21.

>20 + 1       with a 0.0025 probability
>10 + 11      with a 0.0025 probability
>10 + 10 +1   with a (0.05)^3 * 2 (for degeneracy) probability


But this does work... for sufficiently large values fo one or three,
and sufficiently small values of four |-)

Colin

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

Newsgroups: alt.games.torg
From: bhv@areaplg2.corp.mot.com (Bronis Vidugiris)
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 15:41:30 GMT

> 
> Okay, I decided to split this out of the Cychosis spell thread (yes I do 
> like the abbrev!).
> 
> Anyone out there know if a mage needs to know all the magic knowleges use 
> in the spell he's designing?

I'm not positive.  I don't think there's any offical requirement to have
all the knowledges in the state path, but it does make some sense.

Newsgroups: alt.games.torg
From: sds@occs.cs.oberlin.edu (Steven Salter)
Subject: Huh
Organization: Oberlin College Computer Science
Distribution: alt.games.torg
Date: Sun, 26 Jul 1992 21:58:30 GMT
X-Posted-From: occs.cs.oberlin.edu
X-Posted-Through: sol.ctr.columbia.edu

What exactly IS torg??
-Steve Salter
Newsgroups: alt.games.torg
From: Jim Ogle (Ks. Jim) <jogle@aoc.nrao.edu>
Subject: Tech 24 motorcycle
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 16:38:27 GMT

In the August '92 issue of Popular Science they have a picture of what
the Tech 24 motorcycles in Japan probably look like (it looks like a
lot of anime motorcycles too).  The wheels revolve around a
"stationary rim with no central hub" which improves handling (but no
mention made of gyro systems 8-) and reduces noise; it also uses
electronic synthesizers in the emissions system to cancel out the
exhaust noise.

No mention of price though, and they try to keep it from looking like
a Nippon Tech invention by giving an address in Ohio (the Living Land?
Sure, I believe that!) for more information.

Kansas Jim (jogle@nrao.edu)
Newsgroups: alt.games.torg
From: mly@sei.cmu.edu (Michael Yacht)
Subject: MORE GM Questions
Organization: The Software Engineering Institute
Date: Thu, 30 Jul 1992 13:42:17 GMT


Hiya Guys, doncha hate me for all these Questions?  I have 6 more to fire at
you! :)

1) In Pixauds Practical Grimoire several of the spells have A 'Result Point
   Modifier'...like a +6.  Now how do I apply this?  Do I find out the VALUE
   on the Power Push table, then add 6? (IE: a 14 is a +6.  Do I then add 6, 
   and make it +12?).  OR do I add 6 to the effect value, BEFORE I look it up
   on the table?

2) Haste Spell.  2 versions.  Does EITHER of them effect Melee, Unarmed or
   Martial arts?  I know they do not effect ranged combat, but I think that
   if you moved faster, you'd hit more often in close combat.  ALSO, there
   seems to be a discrepancy between the spell in the Main rules and the one
   in PPG.  PPG states that it is for SPEED ONLY, can someone please expand
   on that (Ie, is it for running only?)

3) If a player is riding on a vehicle (not driving, just passively riding)
   that is higher than the person's tech axiom, can they disco just for riding
   on it?

4) Can someone please clarify the modifiers for the Language skill.  The 
   Arguement was played when a Vittorian tried to learn Chinese.  He said that
   china and Chinese exists in Vittorian cosm, thus it should not have the 
   '22' difficulty because of 'Language is from another cosm'

5) How perminant are perminant spells.  Such as Casting HASTE perminantly on  
   a player, how long will it last?

6) The miracle in the main rulebook 'calm' states that it doesn't allow 
   'violent or extreme emotions' does that mean that a highered killer who 
   takes his job very calmly (Separates emotions..) can still kill someone?

-Mike 
[Torgmush!  Coming soon.]

PS - Be glad you are not in my gaming group...those 6 Q's are all in 1 nights
     session. 


-Mike Yacht
-Carnegie Mellon University -- School of Computer Science
====================================================================
Mike Yacht             || specter+@CMU.EDU
Newsgroups: alt.games.torg
From: "Colin J. Wynne"  <WYNNE.C@fs.sciences.WLU.EDU>
Subject:      Re: Shadow Stalker
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 23:32:22 GMT

Oh, yeah.  The animated shadows have claws +3 and fangs +5 also.  And
STR boosters on a target affect the shadow's strength as well (i.e.,
that adrenal booster raises your shadows DEX & STR by 3, also).

Colin

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

Newsgroups: alt.games.torg