HDTenEightyP/NetNews huggingface dataset:
From: wolf@cheshire.oxy.edu (Clinton Richard Wolf)
Subject: Re:  My Tharkpost
Organization: Occidental College, Los Angeles, CA 90041 USA.
Date: Fri, 20 Nov 1992 18:33:44 GMT

In article <gatemail1.0b3241152401798@morticia> Jim Ogle (Ks. Jim) <jogle@aoc.nrao.edu> writes:
>Clinton writes:
>
>
>[...]
>
>(Second example sounds like you've been watching Aliens too much. 8-)

 Well, exactly! Aliens is THE example of techno-horror, IMO, so steal from
it heavily when desinging Tharkoldu adventures. And, as in Clay's game, the
Road Warrior / Escape From New York (except it's LA, now ;)) also works well,
in dealing with the gangslaves, which are of course going to be encountered
far more often than Techno-Demons. But I believe Aliens was one of the heavy
influences on those writing the Tharkold SB, even though it never got fleshed
out. I mean, why else have Kanawa in the city also, if not to provide a good
twin of the Company in the Alien movies? I can see it now... 

Player: So, you want us to go in and kill this thing, right?

Kanawa rep: Yes. And you shall be well paid.

Player: ok (leaves)

Kanawa rep: (turns to his assistant) Contact our man we've planted in their
            team. Tell him he is to prevent any harm coming to the creature.
            We need it for our Bio-weapons division. Tell him the others are
            expendable. 


>
>> Your players still won't want to go to Tharkold, but now it will be for the
>> right reasons... they're afraid to. :)
>
>They already felt that way before I had Thratchen show up in the last
>two sessions (he's determining if they're a good enough group of SKs
>to use for my version of the "City of Demons" module.)

 Well, good. Ideally, the very mention of the word Techno-Demon should have
your SK's doing the #2 in their jammies. That way, they will sure be showin'
Thratch some respect, and when they learn they have to raid into ANOTHER de-
mon's lair, they should be straight, stark terrified! But they have to go try
anyway, right? Because Thratchen WANTS them to... and it has such a nice,
toothy smile.



Newsgroups: alt.games.torg
From: smooge@jupiter.nmt.edu (the Smooge)
Subject: Re:  Death Star-2nd edition
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, 23 Nov 1992 22:31:34 GMT

Is this a torg damage or a star wars damage (sorry missed the beginning
of the thread). If this a torg damage, then this would seem more accurate
than 1350...

The Earth has a mass of <1e+25 kg (approx torg mass 125). Give the earth
a toughness of 130. Make it possibility rated (it is the center of
the torg universe :) :)). To destroy it (ie give it 10 wounds KO 5 since
I would have the earth try to buy off damage anyway...), we need
a torg damage of at least 29 result points... or that the damage
of the Death Star is at least 159.

If we say that the Death Star can live up to its name and kill stars
then we have to boost the damage a lot. The mass of the sun (a slightly
typical star) is about 1e30kg (or is it 33?). Anyway give it a toughness
of 190. If the star is an ord then it will take 27 result points to
kill or a damage of 217 to kill a star.

the Smooge
Newsgroups: alt.games.torg
From: Jim Ogle (Ks. Jim) <jogle@aoc.nrao.edu>
Subject: Re: Tharkholdu Princes versus the Gaunt Man
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: Sat, 21 Nov 1992 16:28:24 GMT


> right now.....  I think somebody previously mentioned Gaunt Man storming
> Sterret but if I remember right Gaunt Man cannot storm(Hey I am at work you
>don't bring torg sourcebooks to work most of the time) something about that he
> is getting close to being made up of the same stuff the Nameless One is made
> up of.

That is why eternity shards are dangerous to him.  It has no effect on
his ability to invoke reality storms.

Kansas Jim (jogle@aoc.nrao.edu)
Newsgroups: alt.games.torg
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Subject: Re: Weapon Intimidation
Originator: jmkaraka@c00058-100lez.eos.ncsu.edu
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Date: Wed, 18 Nov 1992 04:41:55 GMT


|>> A *GodLight* pistol as +9 to intimidation?  I certainly hope not!
|>
|>No! No!. It would be KEWL! And you could also say that carrying a big gun
|>helps you RESIST Intimidation, becuase, if you like had a big gun, you'd know
|>you could like totally obliterate your enemies, so like why even be afraid
|>of them, dude?
|>
|>So you could apply the bonus to your Intimidate skill ANY time you
|>have the gun out, for Intimidating or resisting Intimidation! How KEWL!
|>
|>> CJW
|>
|>-- 
|>Chris Pearce -- cpearce@nemesis.acs.unt.edu
|>

	Weeelllll, Actualllly, this might not be a bad idea!
You'd have to work out the fiddlin' details.  A small, but dangerous,
gun would not have a high bonus, especially when the target has no
idea the gun is dangerous!  An impressive dangerous gun might get a
slightly higher bonus (Kill-o-zap guns from Hitchhicker's comes to 
mind.)  But the bonus to resist intimidation would only work until
the lead (plasma/electric bolts/weasels) started flying!  (Some 
people talk a good game, but change their mind when you get down
to brass tacks!)
	No bonuses to intimidation above +3 though (EXCEPT in the
Nile Empire!  Because things are so much more INTENSE there and
through the EXCESSIVE use of EXCLAMATION MARKS and CAPITALS!!!!!!!)
For the NE I'd let you go one higher to emphasize the drama of
the situation.  Also NO bonus if both people have guns (unless one
really outclasses the other.  "Hmmm.  You have a .22?  Well I'll see
your .22 and raise you .30-06!)  The max bonus there would be +1.

	-john 'so what d'ya think?' karakash-
From: remo@mala.proteus.qc.ca (Remo)
Newsgroups: alt.games.torg
Subject: Re: Living Land stuff...
Date: 14 Nov 92 20:36:38 GMT
Organization: Mala's Refuge, Montreal, Canada

SHERIS@EARLHAM.BITNET writes:

> I recall correctly.
>         The LL can be fun, but it has died due to lack of good explanation
> and/or exploitation.  I won't miss it too much.  If only WEG had their
> act together on this one...BTW, am I the only one who is bothered by the
> fact that the LL has no World Laws in the proper sense?  And no, the Deep
> Mist and the Compass Curse do not count.
> 
> 
>                                 Glory Card, Glory Card, Hallejuah!
>                                         Isaac Sher
>                                         High-Lord of Earlham College
> 

 No, You're not the only one dissapointed that the Living Land's 
potential wasn't fully used.
From: aodn307@bongo.cc.utexas.edu (Joshua Henry Geurink)
Newsgroups: alt.games.torg
Subject: Most Dangerous Highlord
Date: 17 Nov 92 19:38:34 GMT
Reply-To: aodn307@bongo.cc.utexas.edu (Joshua Henry Geurink)
Organization: The University of Texas at Austin, Austin TX
Originator: aodn307@bongo.cc.utexas.edu


Pardon me, Telestro, for not quoting directly from your article (it hasn't
reached Texas over the boards yet), but I beleive I recognize that psychopath
in your party...

...the one who started his gaming carreer as a Jack-the-Ripper type Asylish
street thief seeking MORE adds in corruption who ended up on the wrong
end of Pierre DeVris' invoked reality storm, got transformed, only to later
later discover his TRUE IDENTITY as Kanzar the Contemptable, right-hand man
to Dr. Mobius unitl Wu-Han arranged to have the psycho "disposed of" in
the Asyle realm...

He wouldn't cut the hearts out of every opponet he kills, would he?  And pack
those hearts in a little pouch hanging at his belt until he gets HUNGRY, would
he...?

He wouldn't be the reason your GM is scared to run Highlord of Earth, for
fear that Kanzar will welcome the coming of the bloody Aztec Empire with
open arms... would he?

Nah.  Must be someone else.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
King Rat                       | "You got the power (Ha ha ha ha ha ha ha!)"
Josh Geurink, C.V.E.           | "You got the might (No way!)"
_C_etrified _V_ampire _E_xpert | "Get ready for battle (Give me your money!)"
aodn307@bongo.cc.utexas.edu    | "Defeat the Black Knight!"
`:'`:'`:'`:'`:'`:'`:'`:'`:'`:'`:'`:'`:'`:'`:'`:'`:'`:'`:'`:'`:'`:'`:'`:'`:'`:'

Newsgroups: alt.games.torg
From: Jim Ogle (Ks. Jim) <jogle@aoc.nrao.edu>
Subject: Re:  My Tharkpost
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, 20 Nov 1992 17:50:02 GMT

Clinton writes:

[...]

>Cold. Alien. Brutal. Impersonal. Filthy. Scummy. Despairing. Post-apocalyptic.
> People who think they are in control, losing control. Gruesome death, usually
> involving mutilation to a degree, and invasion of the body and soul. Destruc-
> tion of the individual. The idea of Rape, taken to its all-encompassing ex-
> treme. Humans living like animals once again, acting like beasts to defeat an
> enemy which is incomprehensible, emotionless, and unstoppable. A breakdown of
> order. Chaos. Infighting within the humans' ranks, as the outside pressure
>builds. The Creature...always just out of sight. Powerful. Fast. Stalking you,
> even when you think you are stalking it. Surprising you. Striking and disap-
> pearing before you have a chance to act. Isolating you. Tricking you. Your
> technology won't save you. Your cyberware won't save you. Your BIG GUN won't
> save you. The only thing that can save you, is to play its game. Be the fox
> to its hound. Concentrate your fear, your rage, into a drive to see it des-
> troyed. Commit yourself to the blasted wasteland of your surroundings, and
> the blasted wasteland of your heart and mind. Put your life on the line. Give
> no quarter. Show no mercy. Kill it, before it kills you, and goes on to kill
> again...
> 
> Great summary, eh? Shit, I'm glad I didn't flesh that out :)

Real good - amazing that you could do in one long paragraph what two
writers couldn't do in an entire sourcebook.  8-)

This sounds a lot like what the guy who wrote the Tharkold entry in
the Orrorsh sourcebook was trying to get at - too bad it was ignored
when they wrote up Tharkold. 8-(

[...]

(Second example sounds like you've been watching Aliens too much. 8-)

> Your players still won't want to go to Tharkold, but now it will be for the
> right reasons... they're afraid to. :)

They already felt that way before I had Thratchen show up in the last
two sessions (he's determining if they're a good enough group of SKs
to use for my version of the "City of Demons" module.)

> BTW, disregard any modules (especially CoD) that have hordes of TD's running
> around. It even says in the Tharkold module that the average person in LA
> should never have even seen a Tharkoldu... which is exactly right. In techno-

No kidding; if we accept the numbers of tharkoldu that are in LA from
the Thark SB, the demon pride in CoD is practically every demon in the
LA area!  I don't think so....

Heck, LA is large and populous enough that if you stay in the "right
areas" you probably won't even see cybergangers or synthcyclers but
every so very rarely.  Of course, SKs never stay in the good parts of
town.... 8-)

Kansas Jim (jogle@aoc.nrao.edu)
Newsgroups: alt.games.torg
From: oakes@jupiter.nmt.edu (David Oakes)
Subject: Re:  My Tharkpost
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, 20 Nov 1992 21:51:55 GMT

['james bond-like' resolution deleted]

and not only does this not fit techno-horror (maybe, MAYBE, horror of war)
but it seriously against the grain of NT, a cosm BASED on stealth!

i think that while yes, they might have flying cars, and somewhat bigger
guns, NT is not james bond, but more S.H.I.E.L.D. [*] in nature -
they might have 2000 agents in flight packs and laser pistols,
but NEVER 2000 (heck, even 20, in CE) armored suits!
(remember - the rijato  is cutting edge, and should be unique,
 and not just the "remote control" thingee)

even in Marketplace there isnt a cop in power-armor on every corner!

dave "* - stands for: look it up yourself, im at work" oakes
Newsgroups: alt.games.torg
From: "James H. Kiley" <jkiley@andy.bgsu.edu>
Subject: Re: Archive and GodNet...Good News
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, 19 Nov 1992 18:58:28 GMT



On Thu, 19 Nov 1992, Telestro ip Wandrun wrote:

> Speaking of the GodNet and TorgMUSH, what is the difference?  I know MUD is 
> Multi-User Dungeon, but what is MUSH?

	It's a 'softer' MUD.  Roleplaying intensive--anyone can build,
anyone can code.  There's no Quest To Become A Wizard, no XP's, etc, etc...
For some stuff about it, read 'rec.games.mud.tiny', or email me for some
addresses of some worthwhile MUSHes...


jk


Newsgroups: alt.games.torg
From: wolf@cheshire.oxy.edu (Clinton Richard Wolf)
Subject: Re: NEWS FLASH
Organization: Occidental College, Los Angeles, CA 90041 USA.
Date: Fri, 20 Nov 1992 17:19:51 GMT

In article <1992Nov19.224826.8270@jupiter.sun.csd.unb.ca> agreene@mta.ca writes:
>The Smooge writes:
>>
>>Los Angelos bombed!!! War declared on the invading Tharkholdu!!!
>>
>Yes!  Yes!  Yes!  Thank you!  I've been waiting a LONG time to hear that.
>So, when are you going to send your results to Infiniverse?
>

 Grr. *gnash*. growl.

 Hey, here's an idea!

 Since we don't particularly like Core Earth as a cosm, let's nuke that, too!

 Solve that whole problem REAL quick...


-- Clint, still just pretty darn bitter about the whole nuke thang.

Newsgroups: alt.games.torg
From: Jim Ogle (Ks. Jim) <jogle@aoc.nrao.edu>
Subject: Re:  Tharkholdu Princes versus the Gaunt Man
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, 20 Nov 1992 19:02:32 GMT

Smooge writes:

> Well the Gaunt Man marked Sterret for death, and stymied him for the scene,
> and then hit him with a setback. Sterret survived the cyberpsychosis, used
> his demon luck to cancel the stymie, and hit the Gaunt Man for a couple
> of shock... (but luck of the draw sterret had initiative, the GM used a 
> simple action for his stuff.) the Gaunt Man used an occult boiling blood
> spell on Sterret, and gave him 3WKO5 (sterret bought off most of this).

Pardon me, but you said he was Marked For Death - he can't buy any of
it off.  Sterret passes out from the KO.  The Gaunt Man then has his
way with Sterret, never letting him die, never letting him recover
enough to be a menance....

> Next round, GM gets initiative and an up.. he uses his up from the power
> of fear to get 3 dice...He boffs Sterret for 7 wounds KO5. Sterret is dead...
> Game over no. Sterret uses demon prince power to gain life back (nice roll
> too he has 5 days to kill the Gaunt Man before he is irrevecobly dead).
> Sterret starts going on a full out attack to the gaunt man... 

He should still be suffering from the Power of Fear though.  And don't
forget that since he's probably attacking the Gaunt Man in Orrorsh,
its a contradiction check for him to come back to life.  If he's in a
Pure Zone he's automatically screwed.  Reality Bubble?  Went away when
he died, no way for his demon prince power to work now.  Oh well....

> After 20 rounds... the Gaunt Man finally takes more wounds than him and
> Heketon can buy off (7 wounds x 4 will kill a high lord eventually).
> End of story. Now if Sterret hadnt of had the nifty Demon Prince Powers
> then he would of been mincemeat very early on... But the you killed me
> so I only get stronger power is too much.

Option 2: the Gaunt Man uses the Occult to imprison the reanimated
Sterret until he runs out of time.

Option 3: reality storm?  Let's see how tough Sterret feels after
transforming.

Kansas Jim (jogle@aoc.nrao.edu)
Newsgroups: alt.games.torg
From: smooge@jupiter.nmt.edu (the Smooge)
Subject: Re: NEWS FLASH
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, 23 Nov 1992 18:51:44 GMT

]wasn't Smooge one of the original Followers of Ks. Jim?

]do we have an apostate on our hands? B-)

]Now THIS is Torg religion B-)

While I am an avatar of Smooge in your cosm of Core Earth from the
Spiritual Axiom 33 cosm, I still have faith in the cult of Kansas
Jim... Just consider him a greater diety in the Pantheon of Gurudom,
and me a lower diety....

the Smooge
From: cwynne@liberty.uc.wlu.edu (Colin J. Wynne)
Newsgroups: alt.games.torg
Subject: Re: Campaign, characters, etc.
Date: 16 Nov 92 13:06:32 GMT
Organization: University of North Texas
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
X-Gatemail-Version: 1.0b

On Mon, 16 Nov 1992, Kevin Maurice Hudson wrote:

> It would still require a long time researching, and a long drawn out
> ritual, since it is indeed Occult and not simple magic.  I would also
> not allow it to be 'reliable' simply because of his high skill;  The
> reliability is dependant upon the Magic Axiom (as modified by Occult).

Not really...  The thing about spending time on the occult is that it
makes the event easier -- i.e., it raises effective Occult skill.  When
your skill is about 40 or whatever, you don't care about that, and you can
do 'on the fly' events with little worry.

CJW

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
  =====  Colin J. Wynne                     Washington & Lee University  =====
  =====  cwynne@liberty.uc.wlu.edu              Lexington, Virginia      =====
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
Newsgroups: alt.games.torg
From: cpearce@nemesis.acs.unt.edu (Chris Pearce)
Subject: Re: Most Dangerous Highlord
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, 17 Nov 1992 20:34:34 GMT

> Rick Jones				Systems Support Center
> albert@bcm.tmc.edu			Baylor College of Medicine
> Voice: 713-798-7352			standard disclaimers apply
> 		Don't flame me because I'm beautiful.

I was going to flame you, but somehow I just ... can't.
-- 
Chris Pearce -- cpearce@nemesis.acs.unt.edu
Newsgroups: alt.games.torg
From: WILLIAMS005@WCSUB.CTSTATEU.EDU (Ian Williams, Esq.)
Subject: Need help with Nautilus
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, 17 Nov 1992 20:43:50 GMT

I'm putting together an adventure where a small group of SK are racing to
prevent Mobius from getting his hands on the Nautlius (Jules Verne's not USA'S)
and while I have a set of deck plans and the basic performance levels down i
need some halp evaluating the exact Toughness of the hull and how much damage
it does when it hits something. Here is what I know about the how well it
performed in the book can you tell me Toughness and Ram damage?
1. In the book the Nautlius was hit several times by Tech 19 cannon fire which
   bounced harmlessly off the hull and was refered to as "Useless shot"
2. Nautlius went down to further in the sea then even the Trieste did (over 7
   miles down) with no trouble
3. The Nautlius weighs 1500 tons submerged and has a top submerged speed of 50
   mph
4. In the two instances where the nautlius rammed a warship the nautlius only
   suffered a bare minimum of damage (one busted engine lever that was fixed
   within hours) but sank two armored warships (although it did hit them in
   their unarmored hull and was not impeeded in it's passage even during the
   collision (it went all the way through the warships and came out on the
   other side)
5. Nautlius was DESIGNED as a submarine ram and should do more damage than just
   collison damage 
6. Nautlius did end up surviving the Malestrom at the end of the book. 

Any ideas,suggestions or comments would be appreciated.
Thanks in advance.

Ian Williams
Newsgroups: alt.games.torg
From: smooge@jupiter.nmt.edu (the Smooge)
Subject: Technodemons...
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, 24 Nov 1992 05:31:24 GMT


Ack. I forgot about combat dominance... If Sterret got initiative (yeah
right...) used demon luck+roll again from pain (3 dice) he could make
the Gaunt Man take damage as an ord... Looking back on things, this
is the only way the GM could get really dicked by a Demon Prince (I reran
the combats with your suggestions this weekend... the GM won most of the
time except for the once where due to the shuffle of the cards, a GM
fiat could not get him to have initiative...)

Ok technodemon princes could not kill the GM however, they can wipe
most other highlords butts (Jezrael even with her high stats was
getting wiped by using all the powers.)

My biggest problem at the moment is if reality is usually not increased
except if dealing with other cosms... why do Demon Princes have a 30+
reality? It doesn't make sense... I could see maybe 4 adds (so a reality
of 26) but not 8+ adds.

I reworked the technodemon stats this weekend using the power-push table
(I also reworked the world and world laws... the world is more in line with
the original books... and the Orrorsh sourcebook... thew technodemons are
from their own reality (ie they are subject to the law of dominance but not
the race...)

the Smooge
Newsgroups: alt.games.torg
From: cpearce@nemesis.acs.unt.edu (Chris Pearce)
Subject: Re: Tharkoldu Prince vs. The Gaunt Man
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: Sat, 21 Nov 1992 21:36:57 GMT

> > Step three': Multi-action (interaction #1), (interaction #2)
> > 	     The expected result becomes 7-9 for #1; how-
> > 	     ever, 7-9=unskilled, lose all adds.  Now GM uses
> > 	     his own skill for the second, but as Sterret has
> >  	     no adds, the expected bonus of +4 to the GM's
> > 	     skill should put Sterret out of action.

> Um, I don't think so.  For one thing, it just sounds like a munchkin
> rules rape.

It is against the rules, period. You can't perform two attack actions
on one person using a Multi-action. For example, you could shoot the
shcoktrooper and Intimidate the Nile official, but you couldn't both shoot
the shocktrooper and Intimidate the shocktrooper in the same OoM
action.

> Kansas Jim (jogle@aoc.nrao.edu)


-- 
Chris Pearce -- cpearce@nemesis.acs.unt.edu
Newsgroups: alt.games.torg
From: Jim Ogle (Ks. Jim) <jogle@aoc.nrao.edu>
Subject: Re:  GM vs Demon
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: Sat, 21 Nov 1992 18:42:35 GMT

Robert writes:

>   I can't help noticing that every response to the Gaunt Man losing to this
> Demon runs along the lines of "Well, the Gaunt Man just needs to pile on more
>BS, and then he can win easily."  What it all amounts to is that the Gaunt Man
> devolves from a character to a mere plot device (God, Chris, I sound like 
> Dave Collins, don't I?).  

You mean the High Lords aren't Plot Devices? 8-)

>  Anyhow, if that is the role you want the Gaunt Man to play in your campaign,
> then cut to the chase and just declare him undefeatable except by gamemaster

I never said he was undefeatable - just that one demon prince isn't
going to be able to walk up to him and beat the snot out of him (which
was the original premise of the thread).

Kansas Jim (jogle@aoc.nrao.edu)