Traveller-digest       Sunday, August 8 1999       Volume 1999 : Number 927



(R)1996. Traveller is a registered trademark of FarFuture Enterprises.
All rights reserved.

The following topics are covered in this digest:

Re: Planetology on the Web?
Re: Dispatch From Crescent City Con
Re: Hi!
Re: Dispatch From Crescent City Con
Re: Don't Panic.  Remain Calm.
Re:First in subsector listing
re: Program Output
Re Skill Limits and CGen
Re: Re Skill Limits and CGen 
Re: Hi!
Re: How many lists?
Re: Re Skill Limits and CGen
Re: Planetology 102 Part 6
Re: Help needed (Slightly OT)
Re: Re Skill Limits and CGen 
Re: Help needed (Slightly OT)
Re: Re Skill Limits and CGen 
FW: Collapsed Aslan Governments
Re: Traveller Symbols
Traveller Diplomacy Notes
TML Codes?
Re: Re Skill Limits and CGen 
Re: TML Codes?
Re: First Imperium settlement patterns 

----------------------------------------------------------------------

Date: Sat, 7 Aug 1999 16:47:30 EDT
From: JFZeigler@aol.com
Subject: Re: Planetology on the Web?

In a message dated 8/7/99 11:28:41 AM US Eastern Standard Time, 
Sapience@compuserve.com writes:

> I'd be interested in putting my Planetology 101 and 102 posts and
>  other stuff on the web, but I don't have a site of my own. 
>  Would anyone be interested in hosting this?

Yes.

I'm building a First In site which will (hopefully) include a whole slew of 
world-
building material.  I'd be happy to give your material a prominent place.

- ----------
Jon F. Zeigler: Mathematician, computer geek, amateur historian, freelance
writer, occasional scribbler of bad poetry
"For any statement, no matter how innocuous, there exists a nonempty
set of people who will take offense at it."

------------------------------

Date: Sat, 07 Aug 99 15:12:36 -0500
From: "Eris Reddoch" <eris@pcola.gulf.net>
Subject: Re: Dispatch From Crescent City Con

On 08/07/99 at 08:35 AM,  "Douglas E. Berry" <dberry@hooked.net> said:

>At 10:03 AM 8/7/99 EDT, you wrote:

>>Yeah, what are the most profound differences!!! What is prompting this 2nd 
>>edition so early in the shelf-life of G:T? 

>They sold out of the first edition that fast.  The Second printing is
>just a bug fix.

That's the thing to find out. Is it a second *printing* or a second *edition*.  A second printing is usually the same as first, sometimes with with errata fixes added. A second edition usually has rewritten sections and adds or drops sections.

I'm guessing this is really a second printing with just the known errata added.

Eris
- -- 
- -----------------------------------------------------------
"Eris Reddoch" <eris@pcola.gulf.net>    using MR/2 ICE #245
- -----------------------------------------------------------

------------------------------

Date: Sat, 07 Aug 99 16:29:30 -0500
From: "Eris Reddoch" <eris@pcola.gulf.net>
Subject: Re: Hi!

On 08/07/99 at 10:00 AM,  "Benyamene' ZeAbe' Akella" <xrp@sierratel.com> said:

>> I ignored it, just like I ignored the "death during generation" rule and
>> probably quite a few others too.

>I like using the death during generation as a forced mustering out
>inspired by the rule in Twilight 2000. Of course theirs is the
>beginning of WWW3, but any event could be used from as personal as an
>accident to your person, to the start of whichever Frontier War is
>coming up in YTU.

All this CT talk prompted me to pull out my old black box again last
night.  The books have twenty year old folded sheets of paper with
notes and all kinds of notes scribbled in them on the nice wide
margins.  I've got a binder *somewhere* with systems, maps, ships,
deckplans, NPC's and notes for the TU I ran my games in..<sigh>.

Let's see, I know I had some notes about the "death roll"...ah, yes!
Here's how I handled it...

The player had three options:

(1) the character had been seriously injured and immediately takes
1d6 points spread, at their option, across their physical/mental
attributes, and then continues with character generation.  Example:
Lt Cmdr Joe Generio (777777, rank 3) takes 4 points of injury, and
ends up at (656777, rank 3).

(2) the character had committed a major faux pas, regulation
violation, or been caught in a crime, and takes 1d6 points spread,
at their option, across Soc and their rank, and then continues with
generation.  Example:  Lt Cmdr Joe Generio (777777, rank 3) takes 4
points of faux pas, and ends up as CPO Joe Generio (777776, rank 0).

(3) the character is forced out of his service immediately and
begins play at this point.  It's almost the same as failing the
Reenlist roll, except it comes *before* you get a chance at rolls
for Commission, Promotion or Skill that term, and you *don't* get a
Mustering Out benefit for that term.  You do have to make an aging
roll, if required, for that term.

Dang!  I *like* that. ;-> 

>> I've always wondered why it wasn't Dex+Int+Edu? There are a lot of physical
>> skills that rely on Dex.

>If you are going to bother with that, it may be a good idea to divide
>up the skills into physical, mental or other catagories, and limit
>them according to type.

That makes sense if you are tying a characteristic to a skill, but
that wasn't really done much in CT.  In fact, in CT the
characteristic wasn't used very much at all, outside of combat and
injury resolution.  Looking over the books now, I'm surprised how
few characteristic DM's there were, I didn't *like* that very much,
and as per the rules, added DM's left and right. ;->


Eris 

- -- 
- -----------------------------------------------------------
"Eris Reddoch" <eris@pcola.gulf.net>    using MR/2 ICE #245
- -----------------------------------------------------------

------------------------------

Date: Sat, 7 Aug 1999 18:13:36 -0400
From: "Thomas Schoene" <TomSchoene@worldnet.att.net>
Subject: Re: Dispatch From Crescent City Con

- ----------
> From: Eris Reddoch <eris@pcola.gulf.net>
> To: traveller@lists.imagiconline.com
> Subject: Re: Dispatch From Crescent City Con
> Date: Saturday, 07 August, 1999 4:12 PM
> 
> On 08/07/99 at 08:35 AM,  "Douglas E. Berry" <dberry@hooked.net> said:
> 
> >At 10:03 AM 8/7/99 EDT, you wrote:
> That's the thing to find out. Is it a second *printing* or a second
*edition*.  A second printing is usually the same as first, sometimes with
with errata fixes added. A second edition usually has rewritten sections
and adds or drops sections.
> 
> I'm guessing this is really a second printing with just the known errata
added.

They are calling it a second edition, presumably because the rules on trade
and travel and ship construction system are being slightly reworked as
Chris Thrash mentioned to fix some problems that have shown up.  However,
it is basically an errata fix.  My sense is that it is much closer to a
reprinting than to a new edition.  Personally, I'd call it 1st Edition,
Revised.  

Tom Schoene

------------------------------

Date: Sat, 7 Aug 1999 17:21:51 -0600 (MDT)
From: Merrick Burkhardt <merrick@shell.rt66.com>
Subject: Re: Don't Panic.  Remain Calm.

Hmmm, I guess it's not a good time to see if I can get a free WB
account, eh?

:-)

Merrick
WB tater-

------------------------------

Date: Sat, 07 Aug 1999 09:34:13 +0100
From: John Buston <John.Buston@tesco.net>
Subject: Re:First in subsector listing

>Even though I use GT I generally start with UWP/UPP data, but I never
>present it to my players. 

Yes but it all takes time that I could be spending on something more creative.

So when we are talking about a new program that could possibly generate player
handouts with negligible effort on my part, I ask for it.

I also find that reading textual descriptions suggests adventure possibilities,
whereas my mind seems to go into a different mode when converting codes to
english.

------------------------------

Date: Sat, 7 Aug 1999 20:37:06 -0400 (EDT)
From: "William F. Hostman" <aramis@gci.net>
Subject: re: Program Output

>A fair number of people had been requestion additions and or changes to
>the listing I
>designed. The problem is, I've run out of space...
>
>So, do I:
>
>  a. Leave as is...
>  b. Take something out and add new stuff...
>  c. Develop a coding scheme (which I am against, while it is very
>Traveller, it is
>also un-GURPS).
>  d. Stop limiting myself to 80 columns.
>
>Which of these do people think is the most useful (or another one)?
>
>Andy

Do a little bit of B, C and D:
have options for the save as command: An 80 column CT/MT/TNE, an 80 Collumn
GT Specific stuff, and a 120 or 160 column "Combined"; the average
laserprinter can do 2 columns in 7-8 pt at 80 Chars wide in a monospaced PS
or TT font Small, but readable; If all the data is available in separate
80-col output files, it can be printed as two larger pages...

William F. Hostman
Mailto:aramis@gci.net http://home.gci.net/~aramis http://www.alaska.net/~mhaa
ICQ:14640742          AIM:AKAramis	ARM 1.0: 3 R H++ P+
IMTU 1.0: tc tm++ tn t4- tt+ to- ?tg ru+ ge 3i+ jt-() au+ st+ ls ls- kk+
as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge- pi+
"Smith & Wesson: THe original Point and Click interface!"

------------------------------

Date: Sat, 7 Aug 1999 21:07:32 -0400 (EDT)
From: "William F. Hostman" <aramis@gci.net>
Subject: Re Skill Limits and CGen

>> I still remember when we were all shocked by the
>>oft-ignored rule that you couldn't have more skills than your Int.
>
>I ignored it, just like I ignored the "death during generation" rule and
>probably quite a few others too.
>
I enforce the Int+Edu limits when I run MT, but in MT, death is the
optional rule, and short term the standard rule... Straight from the MT
Player's Manual.

William F. Hostman
Mailto:aramis@gci.net http://home.gci.net/~aramis http://www.alaska.net/~mhaa
ICQ:14640742          AIM:AKAramis	ARM 1.0: 3 R H++ P+
IMTU 1.0: tc tm++ tn t4- tt+ to- ?tg ru+ ge 3i+ jt-() au+ st+ ls ls- kk+
as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge- pi+
"Smith & Wesson: THe original Point and Click interface!"

------------------------------

Date: Sat, 07 Aug 1999 21:10:33 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: Re Skill Limits and CGen 

> >> I still remember when we were all shocked by the
> >>oft-ignored rule that you couldn't have more skills than your Int.
> >
> >I ignored it, just like I ignored the "death during generation" rule and
> >probably quite a few others too.
> >
> I enforce the Int+Edu limits when I run MT, but in MT, death is the
> optional rule, and short term the standard rule... Straight from the MT
> Player's Manual.

I always did do the 'short term' thing, even with CT.  If they were using LBB1 or Supplement 4 to make a character, they got out 2 years into the term.  If they were using Mercenary, Merchant Prince, High Guard, or Scouts, they get out at the end of the year they blew the roll in.  If they rolled snake eyes, they also got to roll on my 'major oops' table.

Keven

- -- 
tc++ tm+ tn t4- to ru++ ge+ 3i c+ jt au st- ls pi+ ta+ he+ so- vi zh sy
- ------------------------------------------------------------------------------
                                                     Science-Fiction Adventure
                                                     In Reavers' Deep

------------------------------

Date: Sat, 07 Aug 1999 21:06:05 -0500
From: "William Barnett-Lewis" <wlewis@mailbag.com>
Subject: Re: Hi!

Ok, I'm jealous now... Up in Northern Wisconsin we could always find the GDW
LBB easy (for some funny location related reason... :) but I _never_ found
any of this third party stuff when it was actually In Print.

Anyone out there want to let me pay them for a photocopy of Scouts and
Assassins? Just so I can see why all the fuss so long after?

Thanks,

William

(""First In"? Are you kidding? We were there before the first ones...")
Old Scout, current campaign.


- --
Live without fear; your Creator loves you     | William Barnett-Lewis
as a mother. Go in peace to follow the good   | mailto://wlewis@mailbag.com
road and may God's blessing be with           |
you always.                                   |
St. Claire                                    |

------------------------------

Date: Sun, 08 Aug 1999 02:47:16 GMT
From: jzeitlin@cyburban.com (Jeff Zeitlin)
Subject: Re: How many lists?

On Sat, 7 Aug 1999 16:16:48 -0400 (EDT), Thomas Jones-Low
<tjoneslo@softstart.com> wrote:

>Date: Sat, 07 Aug 1999 00:37:34 +0100
>From: John Buston <John.Buston@tesco.net>
>Subject: Re: How many lists???/Vilani law

>><snip>Right now, there's the 'mainstream' list <snip>, 
>>the 'Gearhead' list where they talk Traveller technology, <snip>

>Where do I subscrbe to the Gearhead list?

>The resources at
>http://www.cyburban.com/~jzeitlin/infocenter/travnet.html
>says to use:  trav-tech-request@qrc.com

>	However, I just tried it, and the mail program returned a "Mailbox no
>longer exists" error. Perhaps if there is an updated link?

Don't use the resources at cyburban; I haven't been updating that
site.  Use http://come.to/FreelanceTraveller instead, or
http://www.downport.com/freelancetraveller/Default.htm. If, for
whatever reason, both of those are inaccessible (Downport's
moving as I write this), I _think_ there's still a current copy
at http://w3.execnet.com/jeffz/.

As far as the TravTech info, I probably need to update that, and
I don't have current info. Write to owner-trav-tech@qrc.com; that
should get you a human being with correct info.
- --
Jeff Zeitlin
jzeitlin@cyburban.com

------------------------------

Date: Sat, 07 Aug 99 23:36:24 -0500
From: "Eris Reddoch" <eris@pcola.gulf.net>
Subject: Re: Re Skill Limits and CGen

On 08/07/99 at 09:07 PM,  "William F. Hostman" <aramis@gci.net> said:

>>> I still remember when we were all shocked by the
>>>oft-ignored rule that you couldn't have more skills than your Int.
>>
>>I ignored it, just like I ignored the "death during generation" rule and
>>probably quite a few others too.
>>
>I enforce the Int+Edu limits when I run MT, but in MT, death is the
>optional rule, and short term the standard rule... Straight from the
>MT Player's Manual.

MT, sure! But we were talking about CT. ;-J  However, I don't think the Int+Edu limit is actually *in* CT...at least, I really don't remember it being in my LBB's. There was a seven term limit, though, IIRC.

Eris

- -- 
- -----------------------------------------------------------
"Eris Reddoch" <eris@pcola.gulf.net>    using MR/2 ICE #245
- -----------------------------------------------------------

------------------------------

Date: Sat, 7 Aug 1999 23:35:13 -0700
From: "David P. Summers" <summers@alum.mit.edu>
Subject: Re: Planetology 102 Part 6

Sat, 7 Aug 1999 12:20:27 -0400, Thad Coons <Sapience@compuserve.com>

>7. Iron

>     Unlike the other elements so far considered, iron has two
>stable ionic forms, Fe+2, and Fe+3.

Fe+2 is a potential source of reduced species for the origin
of life.  I can be a source of ammonia on the early Earth
(I have actually published on this... :-) and exposure of
hydrothermal fluids to rocks with Fe+2 in the (at high temperture
and pressure) is also a possible source of reduced species...

Summers, D. P. (1999). "Sources and Sinks for Ammonia and Nitrite on the
Early Earth and the Reaction of Nitrite with Ammonia." Origins Life Evol.
Biosphere 29: 33-46.
Summers, D. P. and S. Chang (1993). "Prebiotic Ammonia from Reduction of
Nitrite by Iron(II) on the Early Earth." Nature 365: 630-633.
Summers, D. P. and N. Lerner (1998). "Ammonia from Iron(II) Reduction of
Nitrite and the Strecker Synthesis: Do Iron(II) and Cyanide Interfere with
Each Other." Org. Life Evol. Biosphere 28: 1-11.

[Disclaimer, any time my funding agency/employer comes up I like to point
out that I am not speaking for NASA or the SETI institute.  :-)]
______________________________
summers@alum.mit.edu
(This is the net.  My e-mail address may be in Boston, but I'm in California.)

------------------------------

Date: Sat, 7 Aug 1999 23:39:24 -0700
From: "David P. Summers" <summers@alum.mit.edu>
Subject: Re: Help needed (Slightly OT)

Date: Sat, 07 Aug 1999 14:45:20 -0400
From: Kurt Feltenberger <kurt@blazenet.net>

>When a large foreign body enters the atmosphere of a planet, such as Earth,
>what are the effects other than the impact, seismic, and dust cloud are
>there?  What I'm looking for is a natural way of disrupting electronics for
>a period of not less than 48-72 hours but retaining the chance that they
>will come online again.

It depends on size.  If it large enough you can boil the oceans
and sterilize the planet.  However, I don't know of any EMP
wave that would disrupt electronics.

>Or would a good old fashioned solar flare of Biblical proportions be better?

It will disrupt long distance radio traffic (as I remember right,
you can't bounce radio waves off of the ionosphere anymore and
so you are restricted to line of sight?).
______________________________
summers@alum.mit.edu
(This is the net.  My e-mail address may be in Boston, but I'm in California.)

------------------------------

Date: Sun, 08 Aug 1999 03:21:39 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: Re Skill Limits and CGen 

> On 08/07/99 at 09:07 PM,  "William F. Hostman" <aramis@gci.net> said:
> 
> >>> I still remember when we were all shocked by the
> >>>oft-ignored rule that you couldn't have more skills than your Int.
> >>
> >>I ignored it, just like I ignored the "death during generation" rule and
> >>probably quite a few others too.
> >>
> >I enforce the Int+Edu limits when I run MT, but in MT, death is the
> >optional rule, and short term the standard rule... Straight from the
> >MT Player's Manual.
> 
> MT, sure! But we were talking about CT. ;-J  However, I don't think the Int+Edu limit is actually *in* CT...at least, I really don't remember it being in my LBB's. There was a seven term limit, though, IIRC.

But how many characters had massive numbers of skills with the original LBBs?  'Monster' characters started appearing with Mercenary & High Guard, where, instead of getting 1 skill per term, you could get 1 to 6 skills per *YEAR*.

Keven

- -- 
tc++ tm+ tn t4- to ru++ ge+ 3i c+ jt au st- ls pi+ ta+ he+ so- vi zh sy
- ------------------------------------------------------------------------------
                                                     Science-Fiction Adventure
                                                     In Reavers' Deep

------------------------------

Date: Sun, 8 Aug 1999 08:35:33 -0400
From: "Daniel Phelps" <phelpsd@gate.net>
Subject: Re: Help needed (Slightly OT)

>From: Kurt Feltenberger <kurt@blazenet.net>
>

 What I'm looking for is a natural way of disrupting electronics for
>>a period of not less than 48-72 hours but retaining the chance that they
>>will come online again.


snip

>>Or would a good old fashioned solar flare of Biblical proportions be
better?


If its any help, based on modern occurrences, I suspect that a really large
flare would have the potential to disrupt/fry unshielded or insufficiently
shielded communications satellites and even directly impact some unshielded
electronics on the planets surface.     It seems to me that I remember of
such an effect occurring either in Canada or New England a few years back.
Does anyone on the list recall hearing about the effects of such events on
communications in higher latitudes?  I know that I can recall that keeping
track of solar weather and predicting solar flares has been a priority of
late with the powers that be.

Dan

------------------------------

Date: Sun, 8 Aug 1999 09:04:31 EDT
From: AveNelso@aol.com
Subject: Re: Re Skill Limits and CGen 

In a message dated 8/7/99 9:14:03 PM Eastern Daylight Time, 
jamstar@accesstoledo.com writes:

<< 
 I always did do the 'short term' thing, even with CT.  If they were using 
LBB1 or Supplement 4 to make a character, they got out 2 years into the term. 
 If they were using Mercenary, Merchant Prince, High Guard, or Scouts, they 
get out at the end of the year they blew the roll in.  If they rolled snake 
eyes, they also got to roll on my 'major oops' table. >>

    I always used the character death rule in CT. I figured that's the rule, 
and it made reenlistment a serious decision for Scouts and Belters.   
Besides, rolling up Traveller characters is a lot of fun and killing them off 
in generation is a good excuse to roll some more. Since I made characters use 
the scores they rolled, first time, the character death rule was one way to 
dump a guy with bad stats.   Well, I switched to short terms with MT and T4, 
but found that it really is just like making a second reelinst roll.   I do 
like the T5 draft rule that makes the roll an "Injury" roll, with a chance to 
negatively affect the character's ability scores, and if he is injured too 
much he then must leave the service.

        Dave Nelson

------------------------------

Date: Sun, 8 Aug 1999 22:31:07 +0800
From: "Antony Farrell" <Skaran@bigpond.com>
Subject: FW: Collapsed Aslan Governments

As part of my ongoing efforts to restore civilisation in the Banners Sector
can anyone help me with government codes and how to generate them for use in
Aslan states which are not part of the Aslan Hierate - specifically the
Aoiftu Roakh, the Woal Warliyir and any independant Aslan worlds in the
sector.

Also what government types and how could they be applied in the TNE virus
era to the surviving Aslan worlds in the sector.

------------------------------

Date: Sun, 08 Aug 1999 08:47:02 -0700
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com>
Subject: Re: Traveller Symbols

Now I see you were talking about the same polity, not two. The phrasing of
the sentence still leaves me curious, were the Sword Worlds not always a
Confederacy? I mean, I know they were even uninhabited once, but in "recent"
history? I played right before the last (5th?) Frontier War every time, and
we never got more than a few months into any campaign before too many
players left the group or whatever.
>
>> I'll play with my wimpy little graphics program later today and see what I
>> can come up with
>
Darn good little logos for a "wimpy" graphics prog. One of those is so cool,
I am going to do some special treatment for the Sword World sub sector.

Mora is the capital of the Spinward Marches, right? They must have some sort
of crest. I now have The Sword Worlds and Regina's symbols by canon, I made
one for Dist. 268 based on the 3I sunburst, and one for the Five Sisters
consisting of five scattered stars. Any other sub-sector, world, system,
polity crests, logos, etc. are still welcome. Just e-mail them at your
convenience. That's to everyone, not just D.B. and his wimpy lil' graphics
proggy. ;)

BZA

////////////////////////////////////////
Akella 0609 C654474-6 S kk+ hi++ as+ va+ dr+ da+ so@ zh- vi+  A523
IMTU tc++ ?t4 ru@ 3i+(-) c+ jt au@ st- ls+ pi+ ta@ he+

------------------------------

Date: Sun, 08 Aug 1999 13:38:22 -0400
From: Steve Daniels <stevedaniels@portcaddo.com>
Subject: Traveller Diplomacy Notes

I'm just to busy to really work on a map, so someone
else with interest will have to pick up the ball.
I did do some preliminary work.  Here are my notes:

To parallel the standard Dip. map, I think these breakdowns
of number of territories and supply centers works:

Imperium
7 territories, 4 supply centers

Solomani
5 territories, 3 supply centers

Zhodani, Aslan, Vargr, Hivers, K'Kree (each)
6 territories, 3 supply centers

The Imperium breaks down to 7 territories nicely
along Domain lines with Supply Centers at:
Deneb, Vland, Capital, and Antares.

The Vargr and Aslan can break along separate empires/clans.

Forces:
The basis for having a distinction between Fleet and Army
forces, as in the standard game, goes away in Traveller.
However, it could be paralleled with high-jump navies
able to span some of the rifts via J4+ routes.  This would
presume that lower Jump navies are essentially large,
less-mobile forces, unable to span the rifts without being
'convoyed'.

Ultimately, I'm not sure a division of force types in necessary
or warranted, but I lean towards it.  Having a distinction does
make the presence of rifts meaningful.


Bloo

------------------------------

Date: Sun, 8 Aug 1999 10:51:58 -0700 (PDT)
From: Jetrock <jetrock@emrl.com>
Subject: TML Codes?

I've noticed a number of TML posts which have codes at the bottom, similar
to the "GeekCode" and "GothCode" along with a Traveller UPP: can someone
send me a guide to the reading, creation, and assorted rumpling of these
codes?

- --Rev. Jetrock, founder of UBERKUNST, Freelance Digital Appliance Healer
http://emrl.com/~jetrock for UBERKUNST and MONSTER ATTACK information!

------------------------------

Date: Sun, 8 Aug 1999 11:15:38 -0700
From: "Kiri Aradia Morgan" <tiamat@tsoft.com>
Subject: Re: Re Skill Limits and CGen 

>>>>> I still remember when we were all shocked by the oft-ignored rule that
you couldn't have more skills than your Int.


>>>>I ignored it, just like I ignored the "death during generation" rule and
probably quite a few others too.

>> >I enforce the Int+Edu limits when I run MT, but in MT, death is the
optional rule, and short term the standard rule... Straight from the MT
Player's Manual.

>> MT, sure! But we were talking about CT. ;-J  However, I don't think the
Int+Edu limit is actually *in* CT...at least, I really don't remember it
being in my LBB's. There was a seven term limit, though, IIRC.

>But how many characters had massive numbers of skills with the original
LBBs?  'Monster' characters started appearing with Mercenary & High Guard,
where, instead of getting 1 skill per term, you could get 1 to 6 skills per
*YEAR*.
>

Right... and that was pretty much how we played, and pretty soon after that,
no one would make up any characters outside of Mercenary, High Guard, or S &
A.  Because you'd get too old (for the number of skills you'd get) rolling
up with "Citizens of the Imperium".  Which I thought a bummer.  I had a few
characters (like Countess Julissa) that really probably should never have
been in the military.  Given her Soc, Julissa would prolly have
realistically been in the Navy if she'd gone in at all, but Julissa didn't
have a very Naval temperament, so we had her in the Scouts.  (Black sheep of
a verra distinguished family, she was.  Along with a twin sister she had
that was an NPC, and none too nice...)


Well, it all worked out because they basically paid her not to come home,
until things got bad (I believe this was the Fifth Frontier War that broke
out) and she and her embarrassing friends became heroes...

But it's all in the house rules for each campaign.  Things weren't easy for
us in that campaign, even with the huge skill numbers; the ref's NPC's and
such were equally ungodly, and you couldn't DO anything in that game unless
you had the skill without a horrendous mod.

Someone on here said they liked the death during generation option.  Not me.
We ignored it until the mustering out tables came into play that you could
use at that point.  That was fun because it'd give you a bit of history,
like a dishonorable discharge or whatever, that you could use to help make
up your character's story if you didn't already have one in mind.

Kiri

------------------------------

Date: Sun, 08 Aug 1999 11:27:54 -0700
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com>
Subject: Re: TML Codes?

> I've noticed a number of TML posts which have codes at the bottom, similar
> to the "GeekCode" and "GothCode" along with a Traveller UPP: can someone
> send me a guide to the reading, creation, and assorted rumpling of these
> codes?
>
I have never heard of a "Goth code", what is that? I am a moderate Goth with
a Neo-Primative bent and a dash of Arcadian. The Trav code is at:

http://downport.com/eaglestone/imtu.html

I believe I am doing the code right, though I have noticed not all folks use
the same format.

Due to extaordinary discussion on the Trav culture list, I am becoming more
pro-Vilani every day.


////////////////////////////////////////
Akella 0609 C654474-6 S kk+ hi++ as+ va+ dr+ da+ so@ zh- vi+  A523
IMTU tc++ ?t4 ru@ 3i+(-) c+ jt au@ st- ls+ pi+ ta@ he+

------------------------------

Date: Sun, 8 Aug 1999 14:38:40 -0400
From: "Terry Carlino" <carlino@home.com>
Subject: Re: First Imperium settlement patterns 

>>If the life is the result of a separate evolutionary pattern then things
>>like diseases are not a problem. I've always held the view that except on
>>Vargr worlds, which might have some other Terran species transplanted by
the
>>Ancients, bacteriological and viral pathogens do not present much of a
>>hazard.

>The trouble is that humans were also transplanted by the Ancients so any
>system with humans could have human pathogens as well.

I was referring to worlds without transplanted Humaniti, for example the
Aslan worlds, or worlds that were not in contact with any of the Human
civilizations.

>IMTU, human pathogens were pretty well distributed throughout all Imperial
>space during the Interstellar wars, and cross-contamination has not been an
>issue for milennia.

Also a very good explanation.

Terry C

All that is Gold does not glitter
Not all who travel are lost

------------------------------

End of Traveller-digest V1999 #927
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