twilight2000-digest Thursday, January 15 1998 Volume 1996 : Number 069 The following topics are covered in this digest: A message from our Host Re: PBEM Re: PBEM Mail server outage Re: Test... Re: German Industry Re: German Industry Rules on Disk Re: Getting back in the game. Re: Getting back in the game. Re: Getting back in the game. Re: Rules on Disk Re: A message from our Host RE: Rules on Disk Re: Getting back in the game. Re: German Industry Re: German Industry Carry Capacity/Encumbrance Re: Two part question on floorplans Rules on Disk Lost Aircraft Supplements Mail not received, again. This time: Backbone change at ISP. Re: Getting back in the game. Re: German Industry Re: German Industry Mailing List Problems (yet again) Is the list up or down? =?iso-8859-1?Q?i=B4m?= here Re: =?iso-8859-1?Q?i=B4m?= here Re: PBEM Changing My e-mail addy Re: PBEM Re: Test Deadliness Re: Deadliness Re: PBEM Re: Changing My e-mail addy Re: Test Re: Deadliness European Forces Request New Martial Arts Rules ---------------------------------------------------------------------- Date: Wed, 07 Jan 1998 17:19:42 -0500 From: Rob Miracle Subject: A message from our Host Our most gracious host has asked that I post a message to you about MPG-Net Services. MPG-Net would like to announce the availability of a Free version of the Award winning Online Role Playing game, the Kingdom of Drakkar. Wanted to try MPG-Net but didn't want to use your credit card? Now you can, MPG-Net has created a special web browser plug in that you can download and install and play in a limited version of the game. The full game has many more areas to explore and you get all the other MPG-Net games and services. To check out that completely FREE and no obligation, go to the page: http://www.mpgn.com/webdrakkar/ And download the plug in. You will need IE or Netscape versions 3.0 or later to use this plug in. All you need to do after installing the plugin to play, is to return to the page and put in an email address for us to email you your account number and password and within minutes you will be playing the most successful online, massive multi-player, persistent world game on the Internet. Admin note: The list is still somewhat backed up. I am getting a lot of deferred sites and it is backing things up. I am trying to get more resources to fix the problem. Rob ------------------------------ Date: Thu, 8 Jan 1998 15:08:56 +1030 (CST) From: John Rowe Subject: Re: PBEM > In regards to the interest for PBEM. I am definetly interested. Being in > Europe I am cut off from my gaming friends in Cincinnati Ohio. Thanks for your interest. I presently have two of the three players I'm looking for. I now trying to finalise the third. I like to maintain a daily response schedule for my campaign. If you post from work or college and can't post on weekends, I can accept that. I log on at least twice a day, every day to respond to email and keep the action going. If you can maintain such a hectic schedule let me know. The campaign background is based LOOSELY on that outlined in the 2nd edition save that history up to today is as has been and that the limited strategic nuclear strikes on the US begin one year after that outlined in the book, being on Thanksgiving Day 1998 rather than on Thanksgiving 1997. The campaign will begin at Fort Sill, Oklahoma, in March 2001. The campaign will be based principally in Texas and Oklahoma in the short term. Characters can be military or civilian. They can be drawn up using any edition. I like understated characters. Rambo-esque, Soldier-of-Fortune types cut no mustard with me. Special Forces / Rangers / Marine Recon characters will probably be rejected. After all, they are so valuable to the military that they will remain firmly under higher command control and will therefore be unavailable for the rambling adventuring that I tend to favour. Same with super-stat characters. No Olympic pentathletes here thanks. If you have military experience or REALLY know what goes on in the military, then you can play a military character if you wish. If you THINK you know what goes on in the military (because you've watched `Navy SEALs' 16 times :] ) you should play a wannabe like a militiaman or something similar. If you're brave enough to admit that you don't know so much about the real military, then you should play an ordinary, heavily armed, civilian. Good personal stories, plausible backgrounds and realistic equipment lists REALLY impress a jaded GM. I like lots of detail. I want to know EVERYTHING your character has on him. And I want to know where it is (pockets, webbing, pack, vehicle etc.). If you can cope with all of that you stand a good chance! Cheers John Rowe jtr@adelaide.dialix.oz.au ------------------------------ Date: Thu, 8 Jan 1998 16:16:57 +1030 (CST) From: John Rowe Subject: Re: PBEM Oops. I sent a personal reply to the list. Please disregard. Humble apologies... John Rowe jtr@adelaide.dialix.oz.au ------------------------------ Date: Fri, 09 Jan 1998 15:41:23 +0000 From: Roger Stenning Subject: Mail server outage Hi. If you've tried to e-mail me in the last day or so, the mail might've bounced back to you - the Abel Internet e-mail server crashed for reasons not yet known. It's back up again now, so if you sent me any mail, please re-send it again. Thanks. Sorry for any inconvenience! _________________________________________________ Cheers, Roger. MURPHY was a bloody optimist. It Always goes wrong. ESPECIALLY if it's mission critical! e-mail: roger@isg.abel.co.uk URL: http://www.abel.net.uk/~isg/index.html _________________________________________________ ------------------------------ Date: Sun, 04 Jan 1998 09:48:35 -0800 From: Hale Subject: Re: Test... Jeffrey P. Cherpeski wrote: > This is a test to see if anyone is even out there... We're here. TTFN Ron Hale ------------------------------ Date: Sun, 04 Jan 1998 09:52:05 -0800 From: Hale Subject: Re: German Industry Saul Basgen wrote: > Does anyone know the name of the German company that manufactured war > materials in WWI, was broken up, then brought back, and again began > producing war materials for WWII. It was 'deconstructed' by the Allies > again, but is still around and very powerful today. I believe the name is > Kaupass, but may have the spelling wrong. The only company I can think of that manufactured before WWII and is still producing is the Rheinmental(spl) company. TTFN Ron Hale ------------------------------ Date: Fri, 9 Jan 1998 18:01:46 -0800 From: Saul Basgen Subject: Re: German Industry >The only company I can think of that manufactured before WWII and is >still producing is the Rheinmental(spl) company. >TTFN >Ron Hale Am I the only one who got this mail five days late (today)? ... Thanks Ron, but I was looking for Krupp. Saul - ---- http://www.seattleu.edu/~musides/Soviet.html http://www.seattleu.edu/~musides/Twilight.html ------------------------------ Date: Sun, 21 Dec 1997 13:11:10 -0800 From: Hale Subject: Rules on Disk Does anyone have the 2nd ed T2K and/or TNE rules on disk? If so would you send me a copy in one of the following formats; MSWord4, ASCI text, plain text, or WP6. After x-mas I'm going to be scanning them, if I don't get lucky now. Please someone save me from the tedium(spl?) of this. Thankz in advance TTFN Ron Hale ------------------------------ Date: Mon, 5 Jan 1998 01:12:44 EST From: KAPPAABZ Subject: Re: Getting back in the game. Peter wrote: > -- > Peter Vieth > Fitek@ix.netcom.com > IGZ Handle: Fitek > ICQ UIN: 3660410 > Web page: http://www.netcom.com/~Fitek/index.html > Apocalypse Software E-mail: Apocalypsesw@rocketmail.com > Apocalypse Software web page: http://www.keast.com/apocalypse That's a wealth of information there, unfortunately it doesn't tell us what city in which you may reside. ------------------------------ Date: Sun, 4 Jan 1998 22:31:02 -0800 (PST) From: Christopher Callahan Subject: Re: Getting back in the game. Greetings All: On Sun, 4 Jan 1998, Alan Eaton wrote: > Sounds good to me. Perhaps one of the listers who has webspace can copy > them down and post it? Done. The temporary URL is: http://www.techrefuge.com/hector/players.html (I am in the process of completely rebuilding all of my websites, both professional and personal, so this will eventually change slightly). So far, there are a whopping three of us (woo-hoo!); it is easy enough to add others (hint, hint, hint). From scenic Davis, CA, - -C #*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*# Chris Callahan: hector@techrefuge.com Arclight: http://www.techrefuge.com/hector/ #*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*# "Americans are so enamoured of equality that they would rather be equal in slavery than unequal in freedom." --Alexis de Tocqueville ------------------------------ Date: Tue, 6 Jan 1998 00:11:20 EST From: KAPPAABZ Subject: Re: Getting back in the game. Monkey Boy wrote: > I was on here saying soemthing like "Ge look at that silly > negro, he hangs out with those other uneducated wet backs, I bet they are > all > drunk as the irish folks! I bet they got all their money from some wallet > huggin' jews house, because all minorites are stupid so they have to steal > since they are so uneducated and dumb. I bet they take it in the rear too!" Point made, Monkey Boy, now knock it off. ------------------------------ Date: Sat, 10 Jan 1998 05:38:32 PST From: "Teemu Niemi" Subject: Re: Rules on Disk Me too.. please. I could use T2K rules on disk especially rules for aviation and nautical??? (I haven't found Nautical/Aviation handbook anywhere here in Finland, so I don't have any rules for those... and I am GMing rather good campaign, where we NEED those rules), any help??? Teemu Niemi >Date: Sun, 21 Dec 1997 13:11:10 -0800 >From: Hale >To: twilight2000@MPGN.COM >Subject: Rules on Disk >Reply-To: twilight2000@MPGN.COM > >Does anyone have the 2nd ed T2K and/or TNE rules on disk? >If so would you send me a copy in one of the following formats; >MSWord4, ASCI text, plain text, or WP6. >After x-mas I'm going to be scanning them, if I don't get lucky now. >Please someone save me from the tedium(spl?) of this. >Thankz in advance >TTFN >Ron Hale > ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com ------------------------------ Date: Thu, 8 Jan 1998 23:24:58 EST From: KAPPAABZ Subject: Re: A message from our Host That's really neat Rob, Now can you let us know what has been discussed about twilight 2000? I have been on this mailing list for over a year, and I'd like a little more than your (tantalus') standard, "We have something in the works, but we can't say what" answer. It's a lie, and I think the most of us know it. Now, don't get me wrong, I do appreciate the fact that Tantalus maintains the official mailing list for twilight, and the Official Twilight 2000 web page looks wonderful (Oh wait a minute.........a web page'd be too dificult to put together). How about this.........I'll stop my jabbing at you and tantalus, and you can give me the name of the person heading up the Twilight 2000 project (remember there is something in the works, so there must be a project head), and tantalus' snail mail address, and we'll call it even. Still frustrated, Chris ------------------------------ Date: Sat, 10 Jan 1998 07:13:17 -0500 From: mark h walker Subject: RE: Rules on Disk If you get a copy, could you forward them to me? Thanks, Mark P.s. on the other hand I'd be glad to help you scan them in. - -----Original Message----- From: Hale [SMTP:rrrj@c-zone.net] Sent: Sunday, December 21, 1997 4:11 PM To: twilight2000@MPGN.COM Subject: Rules on Disk Does anyone have the 2nd ed T2K and/or TNE rules on disk? If so would you send me a copy in one of the following formats; MSWord4, ASCI text, plain text, or WP6. After x-mas I'm going to be scanning them, if I don't get lucky now. Please someone save me from the tedium(spl?) of this. Thankz in advance TTFN Ron Hale begin 600 WINMAIL.DAT M>)\^(C@"`0:0" `$```````!``$``0>0!@`(````Y 0```````#H``$(@ <` M& ```$E032Y-:6-R;W-O9G0@36%I;"Y.;W1E`#$(`0V ! `"`````@`"``$$ MD 8`L $```$````0`````P``, (````+``\.``````(!_P\!````20`````` M``"!*Q^DOJ,0&9UN`-T!#U0"`````'1W:6QI9VAT,C P,$!-4$=.+D-/30!3 M3510`'1W:6QI9VAT,C P,$!-4$=.+D-/30`````>``(P`0````4```!33510 M`````!X``S !````%@```'1W:6QI9VAT,C P,$!-4$=.+D-/30````,`%0P! 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"" &``````# ````````1@`````XA0```0````$````` A````'@`]``$````%````4D4Z( `````#``TT_3<``(%% ` end ------------------------------ Date: Tue, 06 Jan 1998 02:05:09 +0000 From: Roger Stenning Subject: Re: Getting back in the game. At 16:24 05/01/97 -0800, Peter wrote: [SNIP] I believe my last message should halt this off-topic to-and-fro match. My apologies to members of the list. _________________________________________________ Cheers, Roger. MURPHY was a bloody optimist. It Always goes wrong. ESPECIALLY if it's mission critical! e-mail: roger@isg.abel.co.uk URL: http://www.abel.net.uk/~isg/index.html _________________________________________________ ------------------------------ Date: Sat, 10 Jan 1998 21:30:04 -0800 (PST) From: Christopher Callahan Subject: Re: German Industry Greetings: On Fri, 9 Jan 1998, Saul Basgen wrote: > Am I the only one who got this mail five days late (today)? ... Thanks > Ron, but I was looking for Krupp. I still haven't received it yet (Saturday at 9:30). Just this morning I received the post I sent to the list back on Tuesday; On Wednesday I received the post I had sent Sunday. - -C #*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*# Chris Callahan: hector@techrefuge.com Arclight: http://www.techrefuge.com/hector/ #*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*# "Americans are so enamoured of equality that they would rather be equal in slavery than unequal in freedom." --Alexis de Tocqueville ------------------------------ Date: Sun, 11 Jan 1998 01:27:44 -0500 From: Matt Aistrich Subject: Re: German Industry Saul Basgen wrote: > Am I the only one who got this mail five days late (today)? ... Thanks > Ron, but I was looking for Krupp. Nope, they've been dropping in in ones and twos from a week ago or so today. Matt ------------------------------ Date: Sun, 11 Jan 1998 10:52:26 -0800 From: Hale Subject: Carry Capacity/Encumbrance Awhile back someone suggested an equipment guide but I haven't heard anything else about it, does anyone have anything? I've done some stuff, but not much. I'm still working on it, but don't have much time. TTFN Ron Hale ------------------------------ Date: Sun, 11 Jan 1998 10:13:30 -0800 From: Hale Subject: Re: Two part question on floorplans Ok I sent this once before and got no replies at all so here it is again. Part 1 Does anyone out there have maps done in the 1 or 2 meter tactical grid format. Of course I'm refering to maps other than those from the different modules & sourcebooks. Part 2 Does anyone know of a program that would overlay a picture with the 1 or 2 meter grid. Please if you do, let me know. TTFN Ron Hale ------------------------------ Date: Sun, 11 Jan 1998 10:16:53 -0800 From: Hale Subject: Rules on Disk This is another one that I sent once before, but this one I don't remember seeing ever appear in my mail so it may not have gotten through. So here it is again. Does anyone have the 2nd ed T2K and/or TNE rules on disk? If so would you send me a copy in one of the following formats; MSWord4, ASCI text, plain text, or WP6. Soon I'm going to be scanning them, if I don't get lucky now. Please someone save me from the tedium(spl?) of this. Thankz in advance TTFN Ron Hale ------------------------------ Date: Sun, 11 Jan 1998 10:41:49 -0800 From: Hale Subject: Lost Aircraft Supplements This message is primarily for Chris Brody, but anyone with the info please contact me. Chris, Awhile back you posted several aircraft supplements and asked if anyone needed any other aircraft, at least I think it was you. Anyway, I lost the folders containing your supplements, would you send them to me as attached files in any of the following formats, MSWord4, WP6, ACSII Text, or Plain Text. Next you asked if anyone needed any other aircraft for there campaign. I responded that I needed any and all WWI & WWII aircraft that you had or could get, but never heard back from you, does this mean you don't have the stats, or just been to busy to get them together and posted. Thankz in advance. TTFN Ron Hale ------------------------------ Date: Sun, 11 Jan 1998 21:05:47 +0000 From: Roger Stenning Subject: Mail not received, again. This time: Backbone change at ISP. Hi. My ISP has just changed backbone supplier from BT to Racal. Naturally, they screwed it up, and I've not received ANY email over the weekend. If you've sent me any, please send it again. Thanks, and sorry for the inconvenience, which is totally out of my control. Again. With the accessibility and technical trouble Able have caused themselves, and made, Im looking for a new ISP. The change will be painless, I hope. More later. Sorry for the inconvenience, again; as usual, it was out of my control. _________________________________________________ Cheers, Roger. MURPHY was a bloody optimist. It Always goes wrong. ESPECIALLY if it's mission critical! e-mail: roger@isg.abel.co.uk URL: http://www.abel.net.uk/~isg/index.html _________________________________________________ ------------------------------ Date: Sun, 11 Jan 1998 23:39:57 -0800 From: Peter Vieth Subject: Re: Getting back in the game. KAPPAABZ wrote: > > Peter wrote: > > > -- > > Peter Vieth > > Fitek@ix.netcom.com > > IGZ Handle: Fitek > > ICQ UIN: 3660410 > > Web page: http://www.netcom.com/~Fitek/index.html > > Apocalypse Software E-mail: Apocalypsesw@rocketmail.com > > Apocalypse Software web page: http://www.keast.com/apocalypse > > That's a wealth of information there, unfortunately it doesn't tell us what > city in which you may reside. I live in Redwood City, California. Apocalypse Software is a company I made up when I started programming several years ago. www.apocalypse.com is registered to a Maryland based company, and it would seem prudent to remove my apocalypse software because of legal considerations. then again, what the hell. - -- Peter Vieth Fitek@ix.netcom.com IGZ Handle: Fitek ICQ UIN: 3660410 Web page: http://www.netcom.com/~Fitek/index.html Apocalypse Software E-mail: Apocalypsesw@rocketmail.com Apocalypse Software web page: http://www.keast.com/apocalypse ------------------------------ Date: Sun, 11 Jan 1998 23:41:01 -0800 From: Peter Vieth Subject: Re: German Industry Saul Basgen wrote: > > >The only company I can think of that manufactured before WWII and is > >still producing is the Rheinmental(spl) company. > >TTFN > >Ron Hale > > Am I the only one who got this mail five days late (today)? ... Thanks > Ron, but I was looking for Krupp. > > Saul > > ---- > http://www.seattleu.edu/~musides/Soviet.html > http://www.seattleu.edu/~musides/Twilight.html I've been getting mails from this list very late (like a week later for one). - -- Peter Vieth Fitek@ix.netcom.com IGZ Handle: Fitek ICQ UIN: 3660410 Web page: http://www.netcom.com/~Fitek/index.html Apocalypse Software E-mail: Apocalypsesw@rocketmail.com Apocalypse Software web page: http://www.keast.com/apocalypse ------------------------------ Date: Mon, 12 Jan 1998 10:00:54 -0800 From: Hale Subject: Re: German Industry Saul Basgen wrote: > Am I the only one who got this mail five days late (today)? ... Thanks > Ron, but I was looking for Krupp. Your welcome and sorry about the late mail I have no clue what happened. TTFN Ron Hale ------------------------------ Date: Mon, 12 Jan 1998 15:48:31 -0500 From: Rob Miracle Subject: Mailing List Problems (yet again) We think we have the list working again. Things seem to be operating a lot smoother now. Give it a spin. Rob - -- Rob Miracle Play WebDrakkar (http://www.mpgn.com/web-drakkar.html) ------------------------------ Date: Tue, 13 Jan 1998 04:54:11 +0000 From: Roger Stenning Subject: Is the list up or down? I've not seen anything from the mailing list for over a week - the last I saw was from Ron Hale on the 4th of January. If anything's still coming through, I'm not getting it. If the list IS up, could somone e-mail me directly, and let me know, please? If it's down, or in a period of inactivity, pleasse ignore this e-mail! And in case you're wondering, yeah, I've has ISP troubles - the just screwed the pooch in changing Backbone supplier, and the e-mail forwarding is well chopped up. I've experienced delays of over 48 hours on some mail! _________________________________________________ Cheers, Roger. MURPHY was a bloody optimist. It Always goes wrong. ESPECIALLY if it's mission critical! e-mail: roger@isg.abel.co.uk URL: http://www.abel.net.uk/~isg/index.html _________________________________________________ ------------------------------ Date: Tue, 13 Jan 1998 12:17:09 +0200 From: Pietu Subject: =?iso-8859-1?Q?i=B4m?= here I´m still here. I have some new Martial Arts-rules to TW:2000 v.2.2/TNE, so if you are interested I cant sent it here ( About 8 pages ). Mr. Pietu ------------------------------ Date: Tue, 13 Jan 1998 04:04:17 PST From: "Teemu Niemi" Subject: Re: =?iso-8859-1?Q?i=B4m?= here Please, share your new rules with us, be so kind.... Niemi >Date: Tue, 13 Jan 1998 12:17:09 +0200 >To: twilight2000@MPGN.COM >From: Pietu >Subject: =?iso-8859-1?Q?i=B4m?= here >Reply-To: twilight2000@MPGN.COM > >I=B4m still here.=20 > >I have some new Martial Arts-rules to TW:2000 v.2.2/TNE, so if you are >interested I cant sent it here ( About 8 pages ). > >Mr. Pietu ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com ------------------------------ Date: Tue, 13 Jan 1998 17:20:21 +0100 From: johnson@hrem.mpi-stuttgart.mpg.de Subject: Re: PBEM John, I have a question. I looking at my character and noticed that I forgot maybe two important skills. This depends on style of refering. Do you expect Forage and Scrounging skills to be important? This depends if we are going to be adventuring independent of the military or not. Given the vast distances seen in the Great Plains Area, I'm not sure. What is your suggestion? Andy ------------------------------ Date: Tue, 13 Jan 1998 13:18:16 -0500 From: Alan Eaton Subject: Changing My e-mail addy How would one get the list to be sent to a new address instead of the one I have now? The only way I can think of is resubcribing, but I don't remember how. :( Alan Eaton ------------------------------ Date: Tue, 13 Jan 1998 15:44:45 -0800 From: Peter Vieth Subject: Re: PBEM johnson@hrem.mpi-stuttgart.mpg.de wrote: > > John, > I have a question. I looking at my character and noticed that I forgot > maybe two important skills. This depends on style of refering. Do you expect > Forage and Scrounging skills to be important? This depends if we are going to > be adventuring independent of the military or not. Given the vast distances > seen in the Great Plains Area, I'm not sure. What is your suggestion? > > Andy I think it depends on your GM for foraging. I personally ignore food for the most part-- I'm not interested in roleplaying that usually. Scrounging is a bit different... There are quite a few uses for it in the Return to Warsaw campaign, which I plan to start soon... I haven't used it much lately though (then again I've only played 3 times in 2 years and all three sessions were really long firefights). - -- Peter Vieth Fitek@ix.netcom.com IGZ Handle: Fitek ICQ UIN: 3660410 Web page: http://www.netcom.com/~Fitek/index.html Apocalypse Software E-mail: Apocalypsesw@rocketmail.com Apocalypse Software web page: http://www.keast.com/apocalypse ------------------------------ Date: Tue, 13 Jan 1998 19:48:42 EST From: Orrin Ladd Subject: Re: Test In a message dated 97-12-30 09:41:26 EST, rrrj@c-zone.net writes: << Didn't know that you were a MP fan. You wouldn't by any chance have converted the MARS & SCI 1 vehicles to T2K stats? TTFN Ron Hale >> Sorry Ron, I dont have Stats for the Mars or Science vehicles. I think someone on the MP list converted those two vehicles to another game, but not TW2k. I was an MP fan before I was a TW2k fan, but I enjoy TW2k more. Orrin ------------------------------ Date: Wed, 14 Jan 1998 14:43:39 +0000 From: Daniel Cooper Subject: Deadliness Hi, I havn't played T2000 for a fair while, or any other RPG for that matter. This is a question for all the GMs out there. Do you find that your players get killed a lot. Twilight seems to have fairly deadly rules (ie, a good shot can kill someone) which is fine with me, I like a game even if there is no shooting. However a lot of my players are from the AD&D school and think that they are invincible. To the other GMs- how many NPCs do your PCs kill in proportion to NPCkills of PCs? Thanks in advance Daniel Cooper - -- [[[[[[[[[ elite@yoyo.cc.monash.edu.au ]]]]]]]]] [[[[[[[[[[[[[[ Daniel Cooper ]]]]]]]]]]]]]]]]]] [[[[[[[[[[[ finger for PGP key ]]]]]]]]]]]]]]]] ------------------------------ Date: Tue, 13 Jan 1998 21:40:21 -0800 From: Saul Basgen Subject: Re: Deadliness >Hi, > >I havn't played T2000 for a fair while, or any other RPG for that >matter. This is a question for all the GMs out there. Do you find that >your players get killed a lot. Heh. Yeah, at first. There are basically three things that protect players: the rules and how you want to make them (increasing hit capacity, ect.), thier brains, and body armour. Although it's fairly new, body armour like we saw in L.A. would be an option for the referee to use, especially with new players. Use caution though, because it could get out of hand pretty easily. Twilight seems to have fairly deadly >rules (ie, a good shot can kill someone) which is fine with me, I like a >game even if there is no shooting. However a lot of my players are from >the AD&D school and think that they are invincible. That's one of the great things about Twilight, a bullet that can kill the enemy, can kill you just as good. No dellusions of grandeur there. Character's will need to rely on thier thought and cunning, instead of the piece of paper in front of them. No matter how experienced player's become, however, I never make the game realistic in terms of hit capacities. I think that if one bullet can kill, no player would live very long. It's simply not possible. Or the one way to live long would be to avoid everything. When I started refereeing the game, my friend Nate lost his first two character's very quickly. On his third character, he had a simple hummer with a .50 cal on top (He stayed away from armour, after learning about Infantry Anti-Tank Weapons). Whenever he saw anything or anyone, he'd shoot it right away. No matter what. It got to be pretty difficult to tell any story if he was killing off everyone that came within 300 meters of him. We ended the game, and together came up with a hit capacity system that is unrealistic, but allows the character's to survive a little longer. http://www.seattleu.edu/~musides/Twilight/Rules/HitCapacity.html I plan on revising this page, and my other rules pages pretty soon, so forgive whatever incoherance you may encounter. >To the other GMs- how many NPCs do your PCs kill in proportion to >NPCkills of PCs? Tough question. For my veteran player's... our campaigns probably average to about 200 to 300 NPC's for every PC. When weapon's of mass destruction are concerned though.... that number can escalate a whole lot. :) Saul - ---- http://www.seattleu.edu/~musides/Soviet.html http://www.seattleu.edu/~musides/Twilight.html ------------------------------ Date: Tue, 13 Jan 1998 21:44:34 -0800 From: Saul Basgen Subject: Re: PBEM >johnson@hrem.mpi-stuttgart.mpg.de wrote: >> >> John, >> I have a question. I looking at my character and noticed that I >>forgot >> maybe two important skills. This depends on style of refering. Do you >>expect >> Forage and Scrounging skills to be important? This depends if we are >>going to >> be adventuring independent of the military or not. Given the vast distances >> seen in the Great Plains Area, I'm not sure. What is your suggestion? >> >> Andy > >I think it depends on your GM for foraging. I personally ignore food for >the most part-- I'm not interested in roleplaying that usually. >Scrounging is a bit different... There are quite a few uses for it in >the Return to Warsaw campaign, which I plan to start soon... I haven't >used it much lately though (then again I've only played 3 times in 2 >years and all three sessions were really long firefights). I think Foraging and Scrounging are two very important skills. I enjoy paying some attention to food, not meal by meal, but day by day. This one definately depends on you're referee. On Scrounging, I think it'd be tough to make this one not usefull. 2000 is a pretty decrepid world, and there is anything but an abudance of supplies. Scrounging for parts/goods can always be usefull, if not out of necessity, then for creative thinking.... Saul - ---- http://www.seattleu.edu/~musides/Soviet.html http://www.seattleu.edu/~musides/Twilight.html ------------------------------ Date: Tue, 13 Jan 1998 21:47:05 -0800 From: Saul Basgen Subject: Re: Changing My e-mail addy >How would one get the list to be sent to a new address instead of the >one I have now? The only way I can think of is resubcribing, but I >don't remember how. :( > >Alan Eaton Send mail to: Majordomo@lists.MPGN.COM In the body of the message type: subscribe twilight2000 Saul - ---- http://www.seattleu.edu/~musides/Soviet.html http://www.seattleu.edu/~musides/Twilight.html ------------------------------ Date: Wed, 14 Jan 1998 10:47:19 -0800 From: Hale Subject: Re: Test Orrin Ladd wrote: > Sorry Ron, I dont have Stats for the Mars or Science vehicles. I think > someone on the MP list converted those two vehicles to another game, but not > TW2k. Bummer > I was an MP fan before I was a TW2k fan, but I enjoy TW2k more. I like the rules much better in T2K, but I like the story lines about the same. TTFN Ron Hale ------------------------------ Date: Wed, 14 Jan 1998 16:45:23 -0800 From: Peter Vieth Subject: Re: Deadliness Daniel Cooper wrote: > > Hi, > > I havn't played T2000 for a fair while, or any other RPG for that > matter. This is a question for all the GMs out there. Do you find that > your players get killed a lot. Twilight seems to have fairly deadly > rules (ie, a good shot can kill someone) which is fine with me, I like a > game even if there is no shooting. However a lot of my players are from > the AD&D school and think that they are invincible. > To the other GMs- how many NPCs do your PCs kill in proportion to > NPCkills of PCs? > > Thanks in advance > > Daniel Cooper > > -- > [[[[[[[[[ elite@yoyo.cc.monash.edu.au ]]]]]]]]] > [[[[[[[[[[[[[[ Daniel Cooper ]]]]]]]]]]]]]]]]]] > [[[[[[[[[[[ finger for PGP key ]]]]]]]]]]]]]]]] I had a real problem with that. I started in RPGs playing AD&D, and the rules weren't that deadly. Ok, the first campaign my GM and I were in was completely unrealistic, but it was our first and we were 12 at the time. Anyway, only myself and my AD&D GM had lost our "delusions of grandeur" and I found it very hard to referee Twilight: 2000 campaigns. In my first campaign I didn't have the heart to kill off the characters. I remember that at the end of that campaign the characters had like 4 tanks, 3 APCS, and about 8 other vehicles. They got together with a Romanian unit and "liberated" the Ploesti oil fields. They were able to capture 8 T-62s and then I decided to end the campaign. With Twilight: 2000 you have to be prepared to kill a PC. I can understand letting them live if they've been shot and should bleed to death or something, but once my friend (who had 13th level mage/bard in AD&D) got mad and shot a member of a Russian patrol, and I let him live. I'm really sorry that I did because it ruins the gameplay. In my current campaign the PC's band was 20 people, 12 of them "were" Marine NPCs, 4 were other NPCs. When the group was escaping an area they had attacked, their truck got hosed down by machine gun fire and was hit by an RPG. 8 NPCs died, the rest were wounded and 1 PC was heavily wounded. I can tell you that it made the game a lot better to have them die than to let them off. Anyway the kill count is like 4 or 5 for each character, which I think is a bit more realistic. - -- Peter Vieth Fitek@ix.netcom.com IGZ Handle: Fitek ICQ UIN: 3660410 Web page: http://www.netcom.com/~Fitek/index.html Apocalypse Software E-mail: Apocalypsesw@rocketmail.com Apocalypse Software web page: http://www.keast.com/apocalypse ------------------------------ Date: Wed, 14 Jan 1998 19:30:03 -0500 From: LoneWolf Subject: European Forces Request As a lurker here, I have come to notice that alot of useful game info can be accessed. So, I would like to request some of that information. What I would like to have is: A. The Table of Organization of German Forces in the European Theater as of July 2000. What I'm looking for is the same stuff as in the American Equipment Guide, the breakdowns of each unit, how many units attached to each division, locations, and designations. B. The Table of Organization of Soviet and Polish Forces. The info I'm looking for here is an expansion of what's in Poland, in terms of breakdowns of units attached to each division, for both Soviet and Polish units. C. Stats on any new equipment. If there is equipment in the above that is not covered in the T2k 2nd edition, I'd like updates. Mostly I'm concerned about German stuff. I believe I heard that one of the modules has a surviving Soviet missle launcher vehicle, capable of throwing NBC warheads? I know this is a large order to fill, but any help in my request sure would be appreciated. I'm planning a campaign that assumes the Pact forces followed through more fully in the counteroffensive, and are trying to gain territory in Germany proper, thus the request for German information. My players are going to be assigned as Special Forces personnel that are going to operating behind enemy lines, so I need to be prepared for some interesting options. Thanx in advance for the assistance. ------------------------------ Date: Thu, 15 Jan 1998 10:02:50 +0200 From: Pietu Subject: New Martial Arts Rules You may need do some edits to text and add Martial Arts-term to TW:2000 ( include in TNE, but I can sent TW:2000 version about that soon. ) MARTIAL ARTS Optional rules for Twilight2000, TNE and similar games by Pasi Parviainen ( my brother ) Based on rules from Challenge 74 - Martial Arts for Cyperpunk 2.0.2.0. Now on these sets of rules are referenced as CMAR (Cha74 Martial Arts Rules). Fact 1:Hand-to-hand combat between well-trained combatants does not last long. The techniques imployed are designed to do serious, often crippling damage to an opponent and are applied to the weaker areas of the body. Fact 2:Opponents kicked in the throat, knees or groin do not stay on their feet or stage comebacks. Fact 3:Martial arts are not easily mastered. They take many years of practice, and require a skilled instructor, not a book, to learn properly. Many false ideals have developed as the result of a largely uninformed public being exposed to the movie version of martial arts. Conversion table for terms used in CMAR and TNE (and maybe in Twilight2000): CMAR TNE Hand - Hand Strike Kick - Kick Block - Block Dodge - Special kind of Block, see below Throw - Combat Throw Hold - Another kind of Grapple, see below Escape - Grapple Escape Choke - Another kind of Grapple, see below Sweep - Another kind of Throw, see below Grap - Grapple Fall - An Agility roll to avoid worst effects of falling Brief Description In this version of CMAR, we have several different kinds of Attack Techniques, divided between three listings; Hand/Arm Attacks, Foot/Leg Attacks and Special Attacks. These Attack Techniques are also divided among three styles; Internal(passive-oriented or soft), External(aggressive or hard) and Weapon Styles. In Martial Arts combatant is practitioner in one of the 'schools' i.e. Martial Art Style, such as Aikido or Karate. In Martial Arts combatant is (usually) specialist only one Martial Arts Style, which educates several different Attack Techniques. If character hasn't been in Martial Arts career he uses only Brawl style with he's UMA. If any style doesn't teach using specific skill, i.e. Kick, Sweep or Fall (the bonus table has minus '-' on it), the combatant cannot use this skill with UMA skill. He uses instead of it his Agility Attribute only. If the bonus table shows negative number (i.e. -1), the combatant can use the skill, but with negative bonus with it. You may have noticed that the only real difference between old and this new version of Martial Arts are that now we have several different kind of Hand Strikes and Kicks. All other Melee combat is resolved (mainly) as before. Attack Techniques Listings If attack is unique or it isn't self-explaining, a brief description is given. Number in parenthesis is reference number in tables below. Numbers in brackets are: Initiative modifier, Attack bonus and Damage. Hand/Arm Attacks: Back Hand (1) : A fast strike using the back of the hand. [0, 0, UMACD] Elbow Strike (2) : [-2, -1, UMACD*1.5] Finger Strike (3) : Mainly with only one digit. [0, -1, UMACD/2] Knife Hand (4) : An arcing strike using the edge of the hand. [-1, 0, UMACD] Palm Strike (5) : [0, -1, UMACD+3] Spinning Hand Strike (Specify One) (6): (Backhand) [-1, -1, UMACD*1.5-3] (Palm Strike or Spear Hand) [-1, -1, UMACD*1.5] Spear Hand (7) : A thrust using the fingertips. [-1, -1, UMACD+3] Straight Punch (8): A basic Karate punch. [0,0, UMACD] Tiger Claw (9) : A raking attack using fingertips. [0,0, UMACD] Haymaker (x) : A brawling normal punch [-2, -3, UMACD*1.5] Foot/Leg Attacks: Axe Kick (10) : A devasting kick in which the foot is brought down in a stomping motion. The strike is delivered with the back of the heel. [-2, - -1, UMACD*1.5+12]* Back Kick (11) : [-1, -1, UMACD*1.5+12] Crescent Kick (Inside or Outside) (12): A kick thrown in a looping action to strike with either the inside or outer edge of the foot. [-1, 0, UMACD*1.5+3]* Front Kick (13) : [-1, 0, UMACD*1.5+6]* Hook Kick (14) : A kick similar to a crescent kick in which the foot is brought up and behind the target to strike with the heel. [-1, -1, UMACD*1.5+9]* Jump Kick (15) : This is performed by launching yourself at your target and hitting him with a kick while in midair. [-3, -2, +6] Knee Strike (16) : [-1, -1, UMACD*1.5] Roundhouse (17) : A circular kick in which the foot is brought up in the rear and swung around the body at a slight angle. Contact is made either with the instep or ball of the foot. [ ] Side Kick (18) : [-1, 0, UMACD*1.5+6]* Spinning Kick (Specify Type) (19): A rotation action of the hips and torso gives extra power to a Crescent, Side, Back or Jump Kick. (Back Kick) [-2, -1, UMACD*1.5+18]* (Side Kick) [-2, 0, UMACD*1.5+12]* Wheel Kick (19) : A rotating kick in which the leg is extended and spun horizontally to strike with the side of the foot and ankle. [-2, 0, UMACD*1.5] Brawl Kick (x) : A normal brawling kick. [-2, -1, UMACD*1.5] Special Attacks: Armbar (21) : Locking an opponent's limb and applying pain until submission or the limb is broken (this is a legal practice in Judo tournaments). [-1, -1, UMACD*1.5] Choke (22) : Using your opponent's clothing or your forearm to cut off his blood supply, breathing or both. [-2, -1, UMACD cumulative ] Head Strike (23) : Striking your opponent using your forehead or the back of your head. [-2, -3, UMACD] Feint (24) : Is a 'false' attack with a following real attack. Grapple (25) : [0, 0, 0] Jam (26) : Striking an incoming punch or kick to stop it. This is an alternative to blocking. Kiai (27) : A loud shout used to frighten an opponent and add power to an attack. [0, 0, Stun] Overrun (28) : Knocking your opponent off his feet using momentum and mass. [Knockdown] Throw (29) : Any body motion which takes your opponent off balance and sends him to the floor. Most styles employing throws can toss an opponent toward "any point on the compass." [-1, -2, UMACD*1.5] Sweep (30) : Taking your opponent off balance and knocking his feet out from under him. [0, 0, UMACD/2] UMACD = Unarmed Martial Arts Combat Damage. * = Denotes possible usage as a jump kick. Combine Initiative, modifier to hit and damage bonus Special notes Differences between Unarmed and Armed Martial Arts. If character chooses to learn UMA he chooses one of the 'schools' which teaches only Hand/Arm and/or Foot/Leg Techniques. If he chooses AMA, he can choose one of the 'schools' which teaches weapon Techniques, or use AMA as normally. Anyway AMA is used as normally. Actions in Martial Arts combat round 1) Determined initiative for all combatants in MA combat. Add Agility and bonus from Technique Listing table, according which Technique combatant is using. Martial Artists gain +1 bonus due their reflexive training. 2) Once initiatives are determined, highest initiative combatant always strikes first unless he loses initiative later. 3) Roll attack normally, adding any bonuses from MA Bonus table as well as from Technique Listing table. Notice that hand attacks are used as Hand Strikes, foot attacks as Kicks, etc... 4) Apply any damage or special effects (stunned by blow, knockback, etc.). Apply any damage bonuses from Technique Listing table. If your 'school' doesn't teach Technique you chose to use, use Agility attribute instead of UMA. Combination Attacks A combination can include kicks, hand strikes, blocks and throws at the referee's discretion. Each attack in a combination is subjected to a -2 modifier to hit with the maximum number of attacks being equal to half of the attacker's Agility. Multiple Targets The combatant can divide his attacks for multiple targets equal to half of the combatant's Agility attribute and all attacks are subjected to a -2 modifier to hit. Also the combatant can engage only angle of 90° separation between targets on his field of vision at UMA rank 3+. At rank 6+ of UMA the combatant can engage targets of angle of 180° separation on his field of vision, thus enabling him to engage any target. Feints and the Kiai In throwing feint, make a preliminary attack roll at -2 (the feint) and a second attack at +2 (the real thing), rolling any damage and effects for both. If Kiai is used, the defender must roll Willpower roll at Difficult level, or be stunned for 2 rounds (-4 for all actions) and attacker gains Initiative. Blocking Attacks and Defences When attack is made, defender must decide what defence to use. Usually, a dodge is not an effective defence unless combined with some sort of block (ducking a head shot is not an exception). If you cannot avoid the attack or move to a better position, guard your vital areas and prepare to be hit. Dodges are only effective when you don't wish to contact the incoming limb and the attack is directed to your head or feet. When facing an armed attacker your options are to dodge (as above), block or hit him first (if you have Initiative). Two blocking techniques collectively known as "jamming an attack" are often employed in these situations when a normal block would get you killed. Jamming occurs when you either make a declared strike against the incoming limb, or attempt to intercept the incoming limb, avoiding any weapon. There is not a big difference between the two forms of jamming, but the first option is a more aggressive defence in which you may render the opponent's limb useless or less effective. Styles such as Tae Kwon Do, various Karates and Jujitsu employ the first and are trained to defend using either hands or feet (no jamming of punches using the feet, though). Roll as a normal attack with a -3 against your opponent and apply damage if successful. The second jamming option is a more nonviolent technique used by those who are trying do as little damage as possible to the attacker. In general, this defense is applied using the hands, but some jams using legs can occur if the style is trained in kicking. Styles such as Tai Chi, Aikido and Isshin Ryu employ this sort of defence: Subtract 3 from your defence roll and proceed with an attack of your own if you succeed (this is known as trapping and results in an automatic grapple or sweep). Any failed attempt to jam results in the strike hitting the arm or leg you defended with. Throws Throws are used as in basic rules on page 270 TNE, with that difference as combatant being thrown may attempt to land without ANY damage by using a breakfall (assume he knows how only if he has a Fall bonus, see table). Grappling If a character decides that a person needs to be restrained without excessive damage, a grapple attack is the best option. Several techniques are open to the would-be wrestler, including holds, armbars and chokes. In a hold, the attacker pins the defender to the GROUND using strength and mass to apply pain on the neck, spine or shoulders. A number of effective holds exist, including the Full and Half Nelson, but they require a considerable bit of grappling to accomplish. Judo, Chi-Na and Wrestling apply holds frequently. The armbar or joint lock is separated from holds because it NEVER requires the attacker to go to the ground with the target. Pressure is applied directly to the joint of the wrist, elbow, shoulder or knee and can be maintained upon a prone target from a standing position. Damage is 1d6 and is applied as the attacker wills once per round. Aikido, Tai Chi and Jujitsu are well trained in this technique. Choking techniques exist in two practical forms: the blood choke and the full throat or basic choke. Of the two, the blood choke is the most dangerous since it can be applied without the defender's notice. For every two rounds that a blood choke is in place, reduce the victim's INT by 1 and all skills by2; after 10 rounds have passed, the victim must make Formidable Constitution roll or become unconscious. In contrast, the full throat choke is obvious to the defender since both breathing and blood are cut off. Frequently this results in panic (normal Panic roll every round choked) and can force him into unconsciousness usually after one minute (12 rounds). The defender must roll Difficult Constitution roll every four rounds to remain conscious, lowering CON and INT by 1 very four-round period. Damage is 1d6 per four-round period and cannot be controlled. Upper or Lower Body Attacks In any unarmed attack, the attacker knows where the strike should hit and its probable effects. Therefore, separate hit charts for upper body and lower body attacks are included. In general upper body shots will affect breathing, while lower strikes will interfere with balance and maneuvering. When making an attack, allow kicks to target either area (-1 to the dive roll when striking the upper body except for jump kicks) and allow hand attacks to only strike the upper body. Special Target Areas Since certain areas on the human body are better targets than others due to inherent physiological weaknesses, martial arts have developed to take advantage of them. These areas are divided among two groups. Strikes to the knees, elbows, wrists, ankles, backs of the hands, tops of the feet, collarbones, inner thighs and inner arms may render a limb useless. Strikes to the throat, ears, eyes, kidneys, solar plexus, spine, temples, bridge of the nose and groin also have powerful results that need to be considered. Attacks upon first group are made one difficult level higher than normal attack and attacks upon second group are two levels higher. When a strike succeeds use the following guidelines: For the first group, add +1 to damage and -1 to stun rolls; for the second group, add +2 to damage and -3 to stun rolls. Any damage that places a character into the serious wound category may result in a permanent disability (roll 3 or less with 1d10). Power Versus Speed Any attack can be made optionally either with power or with speed. Power attacks result in a slightly slower delivery (-2 to Initiative) but effectively add 2 points of damage to a hit; any blocking attempts result in 1d6/2 points of damage to the blocking limb. The speed attack option gives a +2 to the attack roll, but a -2 to damage. Knockback Same as Knockdown on page 288 TNE. "SCHOOLS" - MA Styles In this list are described briefly different "schools" of Martial Arts. In parenthesis is number of Melee ranks attendant gets if training in this "school" per term instead of Melee ranks as in TNE normal Martial Artist career. I.e. Aikido has number 1, so Aikidoist gets only one Melee rank per term. Also in list are Attack Techniques trained, referred as number to the list above. Notice that, usually practitioner with UMA asset at 4+ have a Black Belt. But because different Styles teach in different methods, this is not always so straight. This is only thumb rule to use. Internal ("soft") styles Style (Melee Ranks) (Attack Techniques) Aikido (1) :(21, 22, 24-30). Capeiora (3) : (1, 2, 5, 6, 8, 10, 12, 14, 19, 20, 24-26, 30). Chi'ina (3) : The Chinese art of Grappling employs a wide variety of painful joint locks, chokes and holds (21, 22, 24-26, 29, 30). Isshin Ryu (2) : A powerful style that encompasses many power techniques but is still considered a soft style. Weapon training is usually includes (1, 2, 4-8, 11-13, 15, 16, 19, 20, 24, 26, 27, 30). Kung Fu, Crane (2) : An animal form based upon the movement of a crane (1, 3, 4, 7, 8, 12, 13, 15, 18, 24, 26, 27). Kung Fu, Drunken (2) : A deceptively dangerous style whose sweeping movements mimic the careless stumbling of a drunk (1, 2, 5, 6, 8, 10, 12, 16, 19, 20, 23- 26, 28-30). Kung Fu, Mantis (2) : An animal form based upon the lunging movement of the Praying Mantis (1, 3, 4, 6-8, 11-15, 18, 24-27) Ninjitsu (1) : One of the most misrepresented styles that exists. Ninjitsu is a highly specialized internal style that is aimed at the survival of the practitioner. Techniques vary greatly but are designed to defeat the attacks of other styles. Weapon training is also taught (1, 2, 4, 5, 8, 11, 13-18, 21, 22, 24-27, 29). Tai Chi (1) : An ancient Chinese style that stresses the development of inner strength (1, 5, 6, 8, 10-13, 21, 22, 25-27, 29, 30). Wing Chun (2) : A powerful style that is only open to women and stresses the finest aspects of Telephone Booth Karate (1-5, 7, 8, 12, 13, 16-18, 21, 22, 24, 25-27). External ("hard") styles Style (Melee Ranks) (Attack Techniques) Boxing (4) : (8, 24, 26). Choi Li Fut (1) : (4-8, 10-19, 24, 26, 27, 30). Judo (4) : Currently taught as the national sport of Japan, this Wrestling style offers no striking techniques until black belt level, +4 or better ( 21, 22, 24-30). Jujitsu (3) : The Japanese art from which Judo is derived. It offers a number of deadly strikes and throwing techniques (1, 2, 4, 5, 7, 8, 10, 11, 13, 15, 16, 18, 21-30). Karate (3) : Any number of nationalities have developed martial arts included under this heading (1, 2, 4-8, 11-18, 23, 24, 26, 27, 30). Kempo (2) : A dynamic style that employs many powerful circular attacks (1, 2, 4-14, 16, 18-27, 30). Kung Fu, Dog (2) : An animal form built upon the begging and crying actions of a dog. Attacks usually come at a moment of surprise (5, 7, 8, 11, 13, 16, 18, 24-27). Kung Fu, Dragon (2) : A powerful offense-oriented from based upon a dragon's movement (1-6, 8-15, 17-21, 24, 26, 27, 29, 30). Kung Fu, Monkey (2) : An animal form built upon the jumping and rolling techniques of a monkey. Attacks appear comical but are effective (1-3, 5, 8-17, 22-27, 29, 30). Kung Fu, Panther (2) : An aggressive but cautious animal form (3, 4, 6- 9, 11-16, 19, 20, 24, 26, 27). Kung Fu, Tiger (2) : An aggressive animal form that places ferocity before caution ( 3-6, 8-10, 12-16, 19, 20, 24-28, 30). Thai Kick Boxing (1) : (2, 5, 6, 8, 10, 11, 13, 15-18, 23-27). Sankukai (2) : A powerful art that stresses patience and precise strikes to defeat an opponent (1, 2, 7, 8, 11, 13-18, 24, 26, 27, 30). Sambo (2) : A commando fighting form used by the Soviet Army (2, 5, 8, 13, 21, 22, 24-26, 29). Shaolin Do (2) : Considered the root form of most martial arts, this style employs many circular attacks and a high degree of internal development (1, 2, 4-16, 18-20, 24-27, 30). Style (Melee Ranks) (Attack Techniques) Sumo (3) : A Japanese Wrestling style in which the mass of the attacker is of primary importance. Only characters over 120 kg will be trained in this style (5, 21, 22, 25, 28, 29). Tae Kwon Do (1) : A Korean style that employs a high number of kicks and jump kicks attacks (1, 2, 4-8, 10-19, 24-27, 30). T'ang-su (3) : A variation of Tae Kwon Do known for its aggressiveness(1, 2, 4, 5, 8, 10-15, 17-19, 24, 26, 27, 30). Te (2) : Translated as "hand" in Japanese, this style forms the backbone of many hard Japanese styles ( 2, 4, 5, 7, 8, 11, 13, 15-18, 24, 26, 27, 30). Weapon Styles Style (Melee Ranks) (Attack Techniques) Balisong (3) : The art of the butterfly knife. A very graceful and dangerous style. Escrima (2) : Filipino stick fighting. Practitioners use combinations of strikes whenever possible. Kendo (1) : The Japanese art of the sword, primarily the katana. New Hit Location Tables Upper Body Strike Lower Body Strike Roll Location Roll Location 1 Head 1 Chest 2-4 Chest 2 Abdomen 5 Abdomen 3-4 Right Leg, upper 6-7 Left Arm 5-6 Left Leg, upper 8-9 Right Arm 7-8 Right Leg, lower 10 Weapon or attacker's choice 9-10 Left Leg, lower MARTIAL ARTS BONUS TABLE Internal ("soft") styles Style Hand Kick Block Dodge Throw Hold Escape Choke Sweep Grap Fall Aikido - - 4 3 3 3 3 1 3 2 2 Capeiora 1 2 2 2 - - - - 3 - - Chi'ina - - 2 1 2 3 3 3 2 3 2 Isshin Ryu 2 2 3 2 1 - - - 2 - - Kung Fu 2 2 2 - - - - - - - - Crane Kung Fu 2 2 2 1 2 - - 1 2 1 2 Drunken Kung Fu 3 2 2 - - 2 1 1 1 - - Mantis Ninjitsu 1 1 2 3 2 2 2 2 2 1 2 Tai Chi 2 2 3 2 3 1 1 - 1 1 - Wing Chun 2 2 2 1 2 1 1 - 2 - 1 External ("hard") styles Style Hand Kick Block Dodge Throw Hold Escape Choke Sweep Grap Fall Boxing 3 - 2 - - - - - - - - Brawl - -1 -1 - -1 - - -1 - 1 -1 Choi Li Fut 2 2 2 1 1 - - - - 2 - Judo - - - 1 3 2 2 2 2 2 4 Jujitsu 2 2 2 1 2 2 2 1 1 2 3 Karate 2 2 - - - - - - - - - Kempo 2 2 3 2 1 1 1 1 1 1 1 Kung Fu 2 2 2 - - - - - - - - Dog Kung Fu 3 2 2 2 2 - - - 2 - 1 Dragon Kung Fu 2 2 1 3 1 1 3 2 2 2 3 Monkey Kung Fu 2 2 2 - - - - - 2 - 2 Panther Kung Fu 3 2 1 - - - - - 1 1 2 Tiger Thai Kick 3 4 2 1 - - - - - - - Boxing Sankukai 3 3 2 - - 1 - - 2 - - Sambo 2 2 - - 3 2 2 - 2 2 - Shaolin Do 2 3 2 1 1 1 - - 3 - 1 Sumo 2 - 1 - 2 2 2 1 - 3 2 Tae Kwon Do 2 3 2 1 - - - - 2 - - T'ang-su 2 3 2 1 - - - - 2 - - Te 3 2 - - - - - - 2 - - Weapon styles Style Hand Kick Block Dodge Throw Hold Escape Choke Sweep Grap Fall Balisong 3 - 2 1 - - - - - - - Escrima 2 - 3 1 1 - - - - - - Kendo 4 - 4 1 - - - - - - - Comments, questions..etc. ? Mr. Pietu ------------------------------ End of twilight2000-digest V1996 #69 ************************************ To subscribe to Twilight2000-Digest, send the command: subscribe twilight2000-digest in the body of a message to "Majordomo@MPGN.COM". If you want to subscribe something other than the account the mail is coming from, such as a local redistribution list, then append that address to the "subscribe" command; for example, to subscribe "local-twlight2000": subscribe twlight2000-digest local-twilight2000@your.domain.net A non-digest (direct mail) version of this list is also available; to subscribe to that instead, replace all instances of "twilight2000-digest" in the commands above with "twilight2000".