
Traveller-digest     Saturday, October 23 1999     Volume 1999 : Number 1249



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

The following topics are covered in this digest:

Re: Re Nobility
Re: Drive DestructionSequencing
Re: NICE deckplans
Re: Traveller-digest V1999 #1247
[Fwd: New THUDDD Data Entry Sheet]
Re: Nobility
Re: TML Members as resources
Re: Honoring J. Andrew Keith
RE:Type B/C atmospheres
The Baron Population Bomb
Re: TML Members as resources
RE: Standard forms for XML data

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

Date: Sat, 23 Oct 1999 05:27:03 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: Re Nobility

In mail you write:

> One thing I have done several times is to make fiefs that sometimes include
> no land, or very little; one baron in a game I ran had a 23 story Apartment
> building as a feif; another baron got the Isle of Adak (Terra/Spinward
> Marches) as a fief, which puts it two hous by air-raft from Scout Base
> Anchorage; most of his money was made on catering to scouts who wanted to
> get away from the base, but still be near anough for recall. Yet another
> had a 5 room flat, and a pile of megacorporate stocks as his feif... not a
> lot of space, no land, but the stocks, and the staff that managed them made
> enough for him to travel extensively.

You gave someone *Adak* as a fief? Good lord, what did he *do*?

For those not familiar with it, Adak is generally considered *the* most
godforsaken spot that the US military (in particular, the USAF, IIRC)
could assign you to. 

It's one of the Aluetian Islands. It's nothing more than a hunk of rock
with a weather station on it. It might have an airstrip. There's
nothing to do, and while there are seasons, they are all notable for
lousy weather.

Folks that let info about Area 51 slip to Fox Muldar get assigned to
Adak. Folks that made their base CO look bad in front of top brass get
assigned to Adak. 

You get the idea...

- -- 
Leonard Erickson (aka Shadow)
 shadow@krypton.rain.com        <--preferred
leonard@qiclab.scn.rain.com     <--last resort

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

Date: Sat, 23 Oct 1999 13:29:16 +0100
From: Phil Kitching <postmark.design@btinternet.com>
Subject: Re: Drive DestructionSequencing

On 22 Oct, Leonard Erickson <shadow@krypton.rain.com> wrote:
> In mail you write:

> >> And a fusion reactor should be no more capable of going "boom" than 
> >> a coal fired powerplant. In both cases given *hours* of preparation,
> >> you could rig up a blast, but it wouldn't be easy.
> >
> > I am a Chemical Engineer - which means I design chemical plants for a
> > living. Most plants I design have large steam-raising systems,
> > comparable to a large power station.  Assuming I wanted to set one of
> > these to "self destruct" I could rig a plant like this to blow with
> > remarkably limited preparation. The main time would be taken up in
> > walking between various key points:

> I was thinking of a rather more extreme blast. With a coal fired plant,
> especially the modern one that use powered coal in fluidized bed
> burners, you should be able to get a near nuclear level explosion.
> "All" you need to do is rig blowers that'll mix enough coal dust with
> enough air. Provide an ignition source and there won't be anymore plant.

With a Trav ship, how about mixing some of the hydrogen from the tanks
with the air plus whatever reserve oxygen there is lying around.

At optimum mix, you ought to be able to make a mess of the interior at
least.

A related thought - from "Death Traps" by Belton Y. Cooper. It seems you
could repair most things that happened to a Sherman tank - unless it
caught fire. If the tank burned, then it would anneal the armour back to
mild steel and the tank could not be repaired.

So, could a Hydrogen/Oxygen fire described above do a similar thing to
spaceship armour? Clearly it might cause crystaliron to recrystalise as
mild steel (give or take the alloying) but how stable is superdense?

- -- 
Phil Kitching
- - --
Postmark Design Bureau, Emerging Technology Division
"Microwaving half-baked ideas from across the galaxy."
http://www.btinternet.com/~salvo/traveller/deckplans/

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

Date: Sat, 23 Oct 1999 13:43:49 +0100
From: Phil Kitching <postmark.design@btinternet.com>
Subject: Re: NICE deckplans

On 23 Oct, Jesse DeGraff <fenris@slip.net> wrote:
> Cruising through the deckplans webring today at work, I found the
> following link.  I'd never heard anything about it on the TML, and was
> quite flabbergasted by the deckplans.  OUTSTANDING job Phil!!!!!

> http://www.btinternet.com/~salvo/traveller/deckplans/

> Jesse

Hey, thanks. 8-)

I'd always meant to check the webring to see if I'd actually added the
site okay but I'm a programmer and that always struck me as a bit like
testing.

There was also the problem that I mangled the pdf file when I first put it
up but some helpful people on the TML spotted the problem and helped me
fix it (Paul Schirf's being the email I can find in my logs).

- -- 
Phil Kitching
- - --
Postmark Design Bureau, Emerging Technology Division
"Microwaving half-baked ideas from across the galaxy."
http://www.btinternet.com/~salvo/traveller/deckplans/

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

Date: Sat, 23 Oct 1999 11:20:32 -0400
From: Jeff Zeitlin <jzeitlin@cyburban.com>
Subject: Re: Traveller-digest V1999 #1247

On Sat, 23 Oct 1999 01:31:50 -0400 (EDT), "shadowcat"
<meow@advancenet.net> wrote:

>at one time there was a copy of the first verse and chorus
>at www.chivalry.com/cantaria, but it has disapeared.
>worst comes to worst, check to see if theres an SCA group near you
>its not an uncommon piece to hear at SCA gatherings

It's still there, but it's not what I need - it's got someone
singing the lyrics on it, and that's specifically what I _don't_
want.

The lyrics to "The Eternal Legionnaire" are to be sung to the
same music, and I'd like to have the music to go with the text
for a planned web page.
- --
Jeff Zeitlin
jzeitlin@cyburban.com

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

Date: Sat, 23 Oct 1999 10:10:50 -0500
From: Black ICE <wombat@premier.net>
Subject: [Fwd: New THUDDD Data Entry Sheet]

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FYI:

In response to a THUDDD query, I received the following message from
THUDDD Coordinator Jason Barnabas:

- -- 
AuricTech Shipyards Journeyman Gearhead
"Gold-Plated [tm] solutions for copper-plated problems!" (r)
http://www.geocities.com/Area51/Shadowlands/9776
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Received: from mail7.wlv.netzero.net (mail7.wlv.netzero.net [209.247.163.57])
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Message-ID: <002d01bf1cc0$8eaa7ea0$24a81004@thelambs>
From: "Jason T. Barnabas" <cybernaut@netzero.net>
To: "Black ICE" <wombat@premier.net>
Subject: Re: New THUDDD Data Entry Sheet
Date: Fri, 22 Oct 1999 12:06:05 -0700
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From: Black ICE <wombat@premier.net> wrote:
>The new THUDDD data entry sheet is up, and looks as if it covers
>everything.  However, I have two questions:
>
>1.  Will those of us who entered our designs for THUDDD 10 on the second
>data entry sheet have to re-enter our designs?

Yes.  Thank you for your patience.

>2.  What is the new deadline for THUDDD 10 entries?

End of the month, 12 midnight PDT.

It might be possible to enter later than this, but officially entries close
then.  If things go like I expect, I will do my last download shortly after
midnight on Monday morning and start the Robot.  Entries that come in after
that will be ignored, so get those entries in now.  If you cannot get a
connection to
http://THUDDD.homepage.com/submit.html
you can email me and my client will automatically send you a copy if the
subject is "Get THUDDD Submission Form" (without the quote marks of course).
This will come in a zipped file that takes up c. 13.3 KB (13,657 bytes) and
will expand to c. 98.3 KB (101,841 bytes) file.  If you cannot handle zip
files, then you will need to make the subject "Get UnZIPped THUDDD
Submission Form" to get the uncompressed version.  Spelling and
Capitalization must be exact.
- --
Sincerely,

Jason Barnabas




__________________________________________
NetZero - Defenders of the Free World
Get your FREE Internet Access and Email at
http://www.netzero.net/download/index.html


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Date: Sat, 23 Oct 1999 11:32:33 -0400
From: "Thom Harris" <thomharr@mediaone.net>
Subject: Re: Nobility

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Well Leonard there is still  Tooley, Greenland (where the term "stuck =
out in the Toolies" comes from) and last but certainly not=20
least is Shemya, Alaska. It's the next to last island in the Aleutian =
chain with Army and Air Force manning. Guys on Shemya=20
used to go to Adak for R&R. Actually it was so bad that in 1980 or so, =
the NSA contracted the staffing to one of the big=20
Defense Contractors so that the military would quit whining. It brought =
new meaning to the term "Hardship Tour".

Thom Harris

Leonard Erickson wrote in message =
news:<991023.052703.9q8.rnr.w165w@krypton.rain.com>...
> In mail you write:
> > One thing I have done several times is to make fiefs that sometimes =
include
> > no land, or very little; one baron in a game I ran had a 23 story =
Apartment
> > building as a feif; another baron got the Isle of Adak =
(Terra/Spinward
> > Marches) as a fief, which puts it two hours by air-raft from Scout =
Base
> > Anchorage; most of his money was made on catering to scouts who =
wanted to
> > get away from the base, but still be near enough for recall. Yet =
another
> > had a 5 room flat, and a pile of megacorporate stocks as his feif... =
not a
> > lot of space, no land, but the stocks, and the staff that managed =
them made
> > enough for him to travel extensively.
> You gave someone *Adak* as a fief? Good lord, what did he *do*?
> For those not familiar with it, Adak is generally considered *the* =
most
> godforsaken spot that the US military (in particular, the USAF, IIRC)
> could assign you to.
> It's one of the Aleutian Islands. It's nothing more than a hunk of =
rock
> with a weather station on it. It might have an airstrip. There's
> nothing to do, and while there are seasons, they are all notable for
> lousy weather.
> Folks that let info about Area 51 slip to Fox Muldar get assigned to
> Adak. Folks that made their base CO look bad in front of top brass get
> assigned to Adak.
> You get the idea...
> Leonard Erickson (aka Shadow)

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML><HEAD>
<META content=3D"text/html; charset=3Dwindows-1252" =
http-equiv=3DContent-Type>
<META content=3D"MSHTML 5.00.2614.3401" name=3DGENERATOR>
<STYLE></STYLE>
</HEAD>
<BODY bgColor=3D#ffffff>
<DIV>Well Leonard there is still&nbsp; Tooley, Greenland (where the term =
"stuck=20
out in the Toolies" comes from) and last but certainly not <BR>least is =
Shemya,=20
Alaska. It's the next to last island in the Aleutian chain with Army and =
Air=20
Force manning. Guys on Shemya <BR>used to go to Adak for R&amp;R. =
Actually it=20
was so bad that in 1980 or so, the NSA contracted the staffing to one of =
the big=20
<BR>Defense Contractors so that the military would quit whining. It =
brought new=20
meaning to the term "Hardship Tour".</DIV>
<DIV>&nbsp;</DIV>
<DIV>Thom Harris</DIV>
<DIV>&nbsp;</DIV>
<DIV>Leonard Erickson wrote in message <A =
href=3D"news:<">news:&lt;</A><A=20
href=3D"mailto:991023.052703.9q8.rnr.w165w@krypton.rain.com">991023.05270=
3.9q8.rnr.w165w@krypton.rain.com</A>&gt;...<BR>&gt;=20
In mail you write:<BR>&gt; &gt; One thing I have done several times is =
to make=20
fiefs that sometimes include<BR>&gt; &gt; no land, or very little; one =
baron in=20
a game I ran had a 23 story Apartment<BR>&gt; &gt; building as a feif; =
another=20
baron got the Isle of Adak (Terra/Spinward<BR>&gt; &gt; Marches) as a =
fief,=20
which puts it two hours by air-raft from Scout Base<BR>&gt; &gt; =
Anchorage; most=20
of his money was made on catering to scouts who wanted to<BR>&gt; &gt; =
get away=20
from the base, but still be near enough for recall. Yet another<BR>&gt; =
&gt; had=20
a 5 room flat, and a pile of megacorporate stocks as his feif... not =
a<BR>&gt;=20
&gt; lot of space, no land, but the stocks, and the staff that managed =
them=20
made<BR>&gt; &gt; enough for him to travel extensively.<BR>&gt; You gave =
someone=20
*Adak* as a fief? Good lord, what did he *do*?<BR>&gt; For those not =
familiar=20
with it, Adak is generally considered *the* most<BR>&gt; godforsaken =
spot that=20
the US military (in particular, the USAF, IIRC)<BR>&gt; could assign you =

to.<BR>&gt; It's one of the Aleutian Islands. It's nothing more than a =
hunk of=20
rock<BR>&gt; with a weather station on it. It might have an airstrip.=20
There's<BR>&gt; nothing to do, and while there are seasons, they are all =
notable=20
for<BR>&gt; lousy weather.<BR>&gt; Folks that let info about Area 51 =
slip to Fox=20
Muldar get assigned to<BR>&gt; Adak. Folks that made their base CO look =
bad in=20
front of top brass get<BR>&gt; assigned to Adak.<BR>&gt; You get the=20
idea...<BR>&gt; Leonard Erickson (aka Shadow)</DIV></BODY></HTML>

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Date: Sat, 23 Oct 1999 16:45:56 +0100
From: "Paul Campbell" <kemitixanzantix@freenet.co.uk>
Subject: Re: TML Members as resources

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Paul Campbell   855BA6

Computer-4, JOT(non-physical)-2, Economic-0, Instruction-0, Physics-0,
Wheeled Vehicle-0

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Date: Sat, 23 Oct 1999 08:35:07
From: "Douglas E. Berry" <gridlore@pop.mindspring.com>
Subject: Re: Honoring J. Andrew Keith

At 08:38 PM 10/22/1999 EDT, you wrote:

>I suggested it, and come to think about it you're right. I will change the 
>request to an IISS capital ship like the transferred Kokkiruk class 
>dreadnought, or maybe we can change the number of AHL's transferred to the 
>scouts by one...

I am informed by highly placed sources that Mr. Keith will receive an
appropriate salute in an upcoming GT product.
- -- 

Douglas E. Berry       gridlore@mindspring.com
http://gridlore.home.mindspring.com/sylea.html

TML Great Old One
Plague of the Traveller Riders of the Apocalypse
Chant "Gridlore" thrice to summon.

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

Date: Sat, 23 Oct 1999 11:45:44 -0400
From: "Terry Carlino" <carlino@home.com>
Subject: RE:Type B/C atmospheres

>>In mail you write:

>> Please Help(!) Bureaucrat needs help from TML scientists:
>>
>> In a nutshell:  What typical kinds of atmospheric composition would make
>> Type B corrosive atmospheres different from Type C insidious
>> atmospheres?

>Hopefully, I've gotten your imagination sparking away now. :-)
>- -- 
>Leonard Erickson (aka Shadow)

Excellent post Leonard, full of useful information.

Terry C

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

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

Date: Sat, 23 Oct 1999 12:03:26 -0400
From: "Chris Peers" <peersce@mindspring.com>
Subject: The Baron Population Bomb

IMHO the Emperor would create barons and other nobles as he needed them.
It depends on how he gathers information about his people.  He probably
takes periodic reports from his sector dukes and domain archdukes.  Those
nobles responsible for a subsector would probably take reports or issues
from world government representatives, noble or not, or even an Imperial
starport (or other facility) administrator (perhaps a knight-echelon duty).
Let's also keep in mind the younger children who don't inherit the noble
title but are of noble blood and heritage.  They would be a pool of high
level people for the Emperor to draw on.  Lets remember that the Imperium is
not a democracy, thus needs no representation according to population.  It
needs whatever the Emperor says it needs, and those solutions are (usually)
confirmed by the Moot.
    In the feudal sense, a baron is a title for someone who holds a fief
directly from the king.  Whether this noble actually has a job he does for
the Emperor or whether he just sits on his fief and is idle, is a matter of
why he got the fief in the first place.  It could have been a reward for an
act of extreme valor critical to the well being of the Imperium, or it could
be as compensation for an ongoing duty.  Having millions of barons just
because they have to represent people (how many per planet with a population
in the billions?) would water down the substance of the nobility to the
point where it would be no different or any more suited to rule than anyone
who had enough ability to be an elected representative for 50 million
people.  The world's legitimate government can send a
representative/ambassador to the lowest Imperial level (subsector count) who
then sends information up the Imperial noble pyramid (subsector counts,
sector dukes, domain Archdukes, emperor) and receives orders or guidance
from whatever level makes those decisions.  I guess it might be like being a
colonel in the army and a state governor at the same time.  The counties and
cities of the state can elect whoever they want to be their representative
the the colonel who governs the state.  This hypothetical army would have a
lot of colonels for different jobs, but only a few of them are colonels with
the job of being state governor.  The others command military units, control
the military police, act as liaisons with other services, and so on, and
they would all follow their chain of command up to the 5-star general who
ruled the country.
That's the word from the cheap seats.
Revolution makes your mind go free; Peace and freedom and a sense of unity.

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

Date: Sat, 23 Oct 1999 09:54:56 -0700
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com>
Subject: Re: TML Members as resources

>  It has certainly been mentioned before that this list has
>  an impressive array of knowledge and skill available.
>  Maybe a job description or some such could be included on
>  Eris' TML roster.  It would be interesting to see what you
>  all do.

Cool idea.
Benyamene' Ze'Abe Akella
Skills
Landscaping : 2,
Firearms (Rifle) : 2,
Chainsaw : 2
Horticulture : 1,
J-o-T : 1,
Motorcycle : 1
Research : 1
Construction: 0
Animal Husbandry: 0
Tracking: 0

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

Date: Fri, 22 Oct 1999 23:32:03 +0100
From: "Mark Preston" <mark@mpreston.demon.co.uk>
Subject: RE: Standard forms for XML data

This is a multi-part message in MIME format.

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For you, I won't waste time - the current version is attached along
with an example document. Still think there's some tidying up I can do
before I start to add the height, weight, age and race. After that,
I'll add credit balance, then education and leave the career and
equipment until last.

- - -----Original Message-----
From: owner-traveller@lists.imagiconline.com
[mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Mark Ayers
Sent: 22 October 1999 22:17
To: 'traveller@lists.imagiconline.com'
Subject: RE: Standard forms for XML data


I was working on an XML schema but held back since that technology is
still
too young. I'll take a look at the DTD and XML and give you what
feedback my
schedule allows.

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<?xml version=3D"1.0" encoding=3D"UTF-8"?>
<!-- edited with XML Spy v2.5  - http://www.xmlspy.com -->
<!DOCTYPE Traveller SYSTEM "Traveller.dtd">
<Traveller>
	<!--Example traveller characters using the DTD-->
	<Character>A wealthy merchant captain created using the Traveller Suite =
character generation software, complete with all T4 default =
skills.<Version code=3D"T4"/>
		<Called title=3D"Sir" rank=3D"Captain" name=3D"Harold Tomlinson"/>
		<UPP str=3D"8" dex=3D"B" end=3D"C" int=3D"9" edu=3D"9" soc=3D"B"/>
Captain Tomlinson was born and brought up on Sylea in the early days of =
the Imperium. Although only a young man at the time of the  declaration, =
Harold was even then a firm supporter of Strephon and was even employed =
as a contract merchant spacer within one of Strephon's many client =
companies. As the Third Imperium developed its immense trading power, =
Captain Tomlinson gained wealth, power, prestige and social =
responsibility with it.
		<Homeworld>
Sylea - refer to the Core Sector map.
			<Wtech tech=3D"high" vac=3D"no"/>
		</Homeworld>
		<Skills>
			<Skill name=3D"Jack.Of.All.Trades" level=3D"2" target=3D"2"/>
			<Skill name=3D"Pilot" level=3D"3" target=3D"14"/>
			<Skill name=3D"Ships.Boat" level=3D"2" target=3D"13"/>
			<Skill name=3D"Medical" level=3D"2" target=3D"12"/>
			<Skill name=3D"Astrogation" level=3D"2" target=3D"12"/>
			<Skill name=3D"Ground.Craft" level=3D"1" target=3D"12"/>
			<Skill name=3D"Grav.Craft" level=3D"1" target=3D"12"/>
			<Skill name=3D"Robotics" level=3D"1" target=3D"12"/>
			<Skill name=3D"Psionicology" level=3D"1" target=3D"12"/>
			<Skill name=3D"Archaeology" level=3D"1" target=3D"12"/>
			<Skill name=3D"History" level=3D"1" target=3D"12"/>
			<Skill name=3D"Communications" level=3D"1" target=3D"12"/>
			<Skill name=3D"Craftsman" level=3D"1" target=3D"12"/>
			<Skill name=3D"Vac.Suit" level=3D"1" target=3D"12"/>
			<Skill name=3D"Survival" base=3D"End" target=3D"12"/>
			<Skill name=3D"Perception" level=3D"1" target=3D"11"/>
			<Skill name=3D"Computer" level=3D"1" target=3D"11"/>
			<Skill name=3D"Tactics" level=3D"1" target=3D"11"/>
			<Skill name=3D"Philosophy" level=3D"1" target=3D"11"/>
			<Skill name=3D"Psychology" level=3D"1" target=3D"11"/>
			<Skill name=3D"Geology" level=3D"1" target=3D"11"/>
			<Skill name=3D"Biology" level=3D"1" target=3D"11"/>
			<Skill name=3D"Linguistics" level=3D"1" target=3D"11"/>
			<Skill name=3D"Chemistry" level=3D"1" target=3D"11"/>
			<Skill name=3D"Physics" level=3D"1" target=3D"11"/>
			<Skill name=3D"Instruction" level=3D"1" target=3D"11"/>
			<Skill name=3D"Administration" level=3D"1" target=3D"11"/>
			<Skill name=3D"First.Aid" level=3D"1" target=3D"11"/>
			<Skill name=3D"Language" level=3D"1" target=3D"11"/>
			<Skill name=3D"Navigation" level=3D"1" target=3D"11"/>
			<Skill name=3D"Electronics" level=3D"1" target=3D"11"/>
			<Skill name=3D"Engineering" level=3D"1" target=3D"11"/>
			<Skill name=3D"Gravitics" level=3D"1"/>
			<Skill name=3D"Mechanics" level=3D"1" target=3D"11"/>
			<Skill name=3D"Armory" level=3D"1" target=3D"11"/>
			<Skill name=3D"Sensors" level=3D"1" target=3D"11"/>
			<Skill name=3D"Leadership" target=3D"11"/>
			<Skill name=3D"Equestrian" target=3D"11"/>
			<Skill name=3D"Bow.Combat" target=3D"11"/>
			<Skill name=3D"Pistol" target=3D"11"/>
			<Skill name=3D"Research" target=3D"11"/>
			<Skill name=3D"Rifle" target=3D"11"/>
			<Skill name=3D"Short.Blade" base=3D"Dex" target=3D"11"/>
			<Skill name=3D"Shotgun" base=3D"Dex" target=3D"11"/>
			<Skill name=3D"Stealth" base=3D"Dex" target=3D"11"/>
			<Skill name=3D"Submachinegun" base=3D"Dex" target=3D"11"/>
			<Skill name=3D"Watercraft" base=3D"Dex or End" target=3D"11"/>
			<Skill name=3D"Diplomacy" base=3D"Soc" target=3D"11"/>
			<Skill name=3D"Carousing" base=3D"Soc" target=3D"11"/>
			<Skill name=3D"Dance" base=3D"Dex or Soc" target=3D"11"/>
			<Skill name=3D"Interrogation" target=3D"10"/>
			<Skill name=3D"Intrusion" target=3D"10"/>
			<Skill name=3D"Investigation" target=3D"10"/>
			<Skill name=3D"Music" target=3D"10"/>
			<Skill name=3D"Recon" target=3D"10"/>
			<Skill name=3D"Fast.Talk" base=3D"Int or Edu" target=3D"10"/>
			<Skill name=3D"Streetwise" base=3D"End or Int" target=3D"10"/>
			<Skill name=3D"Environment.Combat" base=3D"Dex or Int" =
target=3D"10"/>
			<Skill name=3D"Trader" base=3D"Int or Soc" target=3D"10"/>
			<Skill name=3D"Acting" base=3D"Int or Soc" target=3D"10"/>
			<Skill name=3D"Writing" base=3D"Int or Edu" target=3D"10"/>
			<Skill name=3D"Art" base=3D"Int or Soc" target=3D"10"/>
			<Skill name=3D"Camouflage" base=3D"Int" target=3D"10"/>
			<Skill name=3D"Broker" base=3D"Int or Edu" target=3D"10"/>
			<Skill name=3D"Bribery" base=3D"Int or Soc" target=3D"10"/>
			<Skill name=3D"Forgery" base=3D"Dex or Int" target=3D"10"/>
			<Skill name=3D"Gambling" base=3D"Int or Soc" target=3D"10"/>
			<Skill name=3D"Disguise" base=3D"Int" target=3D"10"/>
			<Skill name=3D"Long.Blade" target=3D"8"/>
			<Skill name=3D"Intimidation" target=3D"8"/>
			<Skill name=3D"Heavy.Weapons" level=3D"0" target=3D"8"/>
			<Skill name=3D"Melee.Combat" target=3D"8"/>
			<Skill name=3D"Athletics" target=3D"8"/>
			<Skill name=3D"Brawling" base=3D"Str or Dex" target=3D"8"/>
			<Skill name=3D"Throwing" base=3D"Str or Dex" target=3D"8"/>
		</Skills>
	</Character>
	<Character>A sharp - but not too strong - spy for the Imperium. Again =
created with the Traveller Suite program, but this time ignoring the =
default skills just for brevity. A bit silly really since some of them =
(like Investigation at 14) he is better at than many he has skill levels =
for.<Version code=3D"T4"/>
		<Called rank=3D"Colonel" name=3D"Patton (aka Jigger) Harris"/>
		<UPP str=3D"8" dex=3D"B" end=3D"D" int=3D"E" edu=3D"B" soc=3D"8"/>An =
ex-Navy man, Jigger Harris operates as an Imperial agent under the =
command of an ISS unit engaged in determining the best means to bring =
newly discovered worlds under the control of the Imperium. Although he =
specialises in investigation and evaluation, he is well trained in case =
he needs to use force or less direct means of achieving his =
objectives.<Homeworld>Steken - C452661 - 9<Wtech tech=3D"mid"/>
		</Homeworld>
		<Skills>
			<Skill name=3D"Jack.Of.All.Trades" level=3D"1" target=3D"1"/>
			<Skill name=3D"Instruction" level=3D"3" base=3D"Int or Edu" =
target=3D"16"/>
			<Skill name=3D"Survival" level=3D"3" base=3D"End" target=3D"16"/>
			<Skill name=3D"Research" level=3D"2" base=3D"Edu" target=3D"15"/>
			<Skill name=3D"Computer" level=3D"2" base=3D"Int or Edu" =
target=3D"15"/>
			<Skill name=3D"Recon" level=3D"2" base=3D"End or Int" target=3D"15"/>
			<Skill name=3D"Navigation" level=3D"2" base=3D"Int or Edu" =
target=3D"15"/>
			<Skill name=3D"Survey" level=3D"2" base=3D"Edu" target=3D"15"/>
			<Skill name=3D"Sensors" level=3D"1" base=3D"Int" target=3D"15"/>
			<Skill name=3D"Pistol" level=3D"3" base=3D"Dex" target=3D"14"/>
			<Skill name=3D"Electronics" level=3D"1" base=3D"Int or Edu" =
target=3D"14"/>
			<Skill name=3D"Engineering" level=3D"1" base=3D"Int or Edu" =
target=3D"14"/>
			<Skill name=3D"Gravitics" level=3D"1" base=3D"Int or Edu" =
target=3D"14"/>
			<Skill name=3D"Communications" level=3D"1" base=3D"Edu" =
target=3D"14"/>
			<Skill name=3D"Mechanics" level=3D"1" base=3D"Int or Edu" =
target=3D"14"/>
			<Skill name=3D"Armory" level=3D"1" base=3D"Int or Edu" =
target=3D"14"/>
			<Skill name=3D"Robotics" level=3D"1" base=3D"Edu" target=3D"14"/>
			<Skill name=3D"Astrogation" level=3D"1" base=3D"Int or Edu" =
target=3D"14"/>
			<Skill name=3D"Writing" level=3D"1" base=3D"Int or Edu" =
target=3D"14"/>
			<Skill name=3D"Tactics" level=3D"1" base=3D"Int or Edu" =
target=3D"14"/>
			<Skill name=3D"Rifle" level=3D"2" base=3D"Dex" target=3D"13"/>
			<Skill name=3D"Shotgun" level=3D"2" base=3D"Dex" target=3D"13"/>
			<Skill name=3D"Environment.Combat" level=3D"2" base=3D"Dex or Int" =
target=3D"13"/>
			<Skill name=3D"Short.Blade" level=3D"2" base=3D"Dex" target=3D"13"/>
			<Skill name=3D"Intrusion" level=3D"1" base=3D"Dex or Int" =
target=3D"12"/>
			<Skill name=3D"Grav.Craft" level=3D"1" base=3D"Dex" target=3D"12"/>
			<Skill name=3D"Ground.Craft" level=3D"1" base=3D"Dex or End" =
target=3D"12"/>
			<Skill name=3D"Craftsman" level=3D"1" base=3D"Dex or Edu" =
target=3D"12"/>
			<Skill name=3D"Music" level=3D"1" base=3D"Dex or Int" target=3D"12"/>
			<Skill name=3D"Acting" level=3D"2" base=3D"Int or Soc" =
target=3D"10"/>
			<Skill name=3D"Leadership" level=3D"1" base=3D"End or Soc" =
target=3D"9"/>
			<Skill name=3D"Administration" level=3D"1" base=3D"Edu or Soc" =
target=3D"9"/>
			<Skill name=3D"Melee.Combat" level=3D"1" base=3D"Str or Dex" =
target=3D"9"/>
			<Skill name=3D"Art" level=3D"1" base=3D"Int or Soc" target=3D"9"/>
			<Skill name=3D"Brawling" level=3D"1" base=3D"Str or Dex" =
target=3D"9"/>
			<Skill name=3D"Dance" level=3D"1" base=3D"Dex or Soc" target=3D"9"/>
			<Skill name=3D"Diplomacy" level=3D"1" base=3D"Soc" target=3D"9"/>
			<Skill name=3D"Long.Blade" level=3D"1" base=3D"Str or Dex" =
target=3D"9"/>
		</Skills>
	</Character>
	<Character>And finally a young thief. Let's wish him luck, since we've =
gone for minimum skills for this poor chap.<Version code=3D"T4"/>
		<Called name=3D"Deakin Small"/>
		<UPP str=3D"9" dex=3D"D" end=3D"D" int=3D"8" edu=3D"8" soc=3D"4"/>No =
more than a young thug, Deakin does not have the talent or skill for =
either burglary or more violent theft. For much of the time, he makes =
his way as the driver for various gangs of criminals or as the car-man =
for a group of drug dealers.<Homeworld>Alyeretho -A302847-D<Wtech =
tech=3D"high"/>
		</Homeworld>
		<Skills>
			<Skill name=3D"Survival" base=3D"End" level=3D"2" target=3D"15"/>
			<Skill name=3D"Throwing" base=3D"Str or Dex" level=3D"2" =
target=3D"10"/>
			<Skill name=3D"Short.Blade" base=3D"Dex" level=3D"2" target=3D"15"/>
			<Skill name=3D"Streetwise" base=3D"End or Int" level=3D"2" =
target=3D"10"/>
			<Skill name=3D"Computer" base=3D"Int or Edu" level=3D"1" =
target=3D"9"/>
			<Skill name=3D"Grav.Craft" base=3D"Dex" level=3D"1" target=3D"14"/>
			<Skill name=3D"Survey" base=3D"Edu" level=3D"1" target=3D"9"/>
			<Skill name=3D"Navigation" base=3D"Int or Edu" level=3D"1" =
target=3D"9"/>
			<Skill name=3D"Long.Blade" base=3D"Str or Dex" level=3D"1" =
target=3D"9"/>
			<Skill name=3D"Recon" base=3D"End or Int" level=3D"1" target=3D"9"/>
			<Skill name=3D"Disguise" base=3D"Int" level=3D"1" target=3D"9"/>
			<Skill name=3D"Forgery" base=3D"Dex or Int" level=3D"1" =
target=3D"9"/>
			<Skill name=3D"Gambling" base=3D"Int or Soc" level=3D"1" =
target=3D"5"/>
			<Skill name=3D"Intimidation" base=3D"Str or End" level=3D"1" =
target=3D"9"/>
			<Skill name=3D"Intrusion" base=3D"Dex or Int" level=3D"1" =
target=3D"9"/>
			<Skill name=3D"Stealth" base=3D"Dex" level=3D"1" target=3D"14"/>
		</Skills>
	</Character>
</Traveller>

- ------=_NextPart_000_0003_01BF1CE5.A53D26C0
Content-Type: text/dtd;
	name="Traveller.dtd"
Content-Transfer-Encoding: quoted-printable
Content-Disposition: attachment;
	filename="Traveller.dtd"

<?xml version=3D"1.0" encoding=3D"UTF-8"?>
<!-- edited with XML Spy v2.5  - http://www.xmlspy.com -->
<!--.....................................................................=
.........
Author		: Mark A. Preston
Date		: 4th October 1999
Description	: Specification for Traveller XML data
Version		: 0.1.2
.........................................................................=
.....
This DTD contains initial data specifications for recording character =
details only. To begin with, details of the simple descriptions are =
provided (name, rank, serial number - well, UPP really).
Additional definitions will be added in due course
.........................................................................=
.....-->
<!--This release deals specifically with recording character details as =
described in the standard Traveller rules. Although version information =
is provided, the character details themselves have been compiled from =
the T4 rulebook. Classic Traveller version information (the Little Black =
Books) will be added to the DTD following initial release.
.........................................................................=
.....-->
<!--Traveller XML DTD is provided and maintained by MicroFix Systems =
Solutions.

The DTD and example XML document may be freely distributed as open =
source code and changes may be made as required by any user. These may =
be submitted for inclusion in the standard release provided that changes =
are made and documented as described below. Changes that are backward =
compatible with the current structure or make only minimal changes to =
the XML document source will be preferred over those making significant =
changes or which are not fully backward compatible.

A record of the change must be entered in the comment field below. These =
details must include the date of the change, the name of the person =
making the change, an email address at which they can be contacted, a =
description of the change and the effect it will have on the XML =
document. The change itself must be enclosed between comment lines and, =
if the change amends an existing part of the DTD, a copy of the original =
code (commented out) as well as the replacement code should be provided. =
Where a change is made to the XML document structure, the example =
document should be amended to show the change.

Changes submitted and considered for inclusion in the standard release =
will be circulated to everyone who has previously had a change accepted =
or who has submitted a change to the current release. Comments and =
opinion on each of the changes will be assessed and, if the change is =
approved of, the change will be included in the next release.
.........................................................................=
.....-->
<!--Change History
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
5th October 1999		Incorporated name, rank and title into one field =
(Called)
5th October 1999		Corrected group entity formatting for option values. =
Validated DTD and XML.
5th October 1999		Added homeworld section, common and background skills
18th October 1999		Added version details. Further work on skills. =
Allowed various orders of data.-->
<!--.....................................................................=
.........
Simple entities for concepts used later
.........................................................................=
.....-->
<!ENTITY % versions "(CT | MT | TNE | T4 | T4.1 | GURPS)">
<!ENTITY % hexvalues "(1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B | C | D =
| E | F)">
<!ENTITY % target "CDATA">
<!ENTITY % upp "CDATA">
<!--Skills lists and levels-->
<!ENTITY % skill.levels "(0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9)">
<!ENTITY % skill.cascade.gun "Pistol | Rifle | Shotgun | Submachinegun">
<!ENTITY % skill.cascade.blade "Long.Blade | Short.Blade">
<!ENTITY % skill.cascade.air "Helicopter | Jet.Plane | Prop.Plane">
<!ENTITY % skill.cluster.academic "Instruction | Research">
<!ENTITY % skill.cluster.bureaucracy "Administration | Leadership">
<!ENTITY % skill.cluster.business "Broker | Trader">
<!ENTITY % skill.cluster.charisma "Bribery | Carousing | Diplomacy | =
Fast.Talk">
<!ENTITY % skill.cluster.clandestine "Disguise | Forgery | Gambling | =
Intimidation | Intrusion | Stealth | Streetwise">
<!ENTITY % skill.cluster.criminology "Forensics | Interrogation | =
Investigation | Law">
<!ENTITY % skill.cluster.exploration "Navigation | Recon | Survey | =
Survival">
<!ENTITY % skill.cluster.performance "Art | Acting | Dance | Music | =
Writing">
<!ENTITY % skill.cluster.science "Archaeology | Biology | Chemistry | =
Geology | History | Linguistics | Medical | Philosophy | Physics | =
Psionicology | Psychology">
<!ENTITY % skill.cluster.spacecraft "Pilot | Ships.Boat">
<!ENTITY % skill.cluster.technical "Armory | Astrogation | =
Communications | Computer | Craftsman | Electronics | Engineering | =
Gravitics | Mechanics | Robotics | Sensors">
<!ENTITY % skill.low.tech "Survival | Recon | Bow.Combat | Throwing | =
Brawling | Athletics">
<!ENTITY % skill.mid.tech "Camouflage | Melee.Combat | Clandestine | =
Perception | %skill.cascade.gun; | First.Aid">
<!ENTITY % skill.high.tech "Mechanics | Computer | Business | =
Ground.Craft | Language | Equestrian">
<!--Social titles that might be used-->
<!ENTITY % socB "Knight | Sir | Dame">
<!ENTITY % socC "Baron | Baroness | von | haut | hault">
<!ENTITY % socD "Count | Countess">
<!ENTITY % socE "Marquis | Marquese">
<!ENTITY % socF "Duke | Duchess">
<!--Ranks that could be used-->
<!ENTITY % army.marineE "Private | Lance.Corporal | Corporal | Sergeant =
| Staff.Sergeant | Sergeant.1st.Class | Master.Sergeant | First.Sergeant =
| Sergeant.Major">
<!ENTITY % merchantE "Apprentice.Space.Hand | Space.Hand | =
Able.Space.Hand | Petty.Officer.3rd.Class | Petty.Officer.2nd.Class | =
Petty.Officer.1st.Class | Chief.Petty.Officer | Senior.Chief | =
Master.Chief">
<!ENTITY % navyE "Apprentice.Space.Hand | Space.Hand | Able.Space.Hand | =
Petty.Officer.3rd.Class | Petty.Officer.2nd.Class | =
Petty.Officer.1st.Class | Chief.Petty.Officer | Senior.Chief | =
Master.Chief">
<!ENTITY % agentE "Agent.3rd.Class | Agent.2nd.Class | Agent.1st.Class | =
Sergeant | Leading.Sergeant | First.Sergeant | Sergeant.Major">
<!ENTITY % army.marine.agentO "2nd.Lieutenant | Lieutenant | Captain | =
Major | Lieutenant.Colonel | Colonel | Brigadier.General | =
Lieutenant.General | General">
<!ENTITY % merchantO "4th.Officer | 3rd.Officer | 2nd.Officer | =
1st.Officer | Captain | Senior.Captain | Line.Commodore">
<!ENTITY % navyO "Ensign | Sub-lieutenant | Lieutenant | =
Lieutenant.Commander | Commander | Captain | Commodore | Fleet.Admiral | =
Senior.Admiral | Grand.Admiral">
<!--.....................................................................=
.........
Now we can put some of the simple entities together
.........................................................................=
.....-->
<!ENTITY % title.type "(%socB; | %socC; | %socD; | %socE; | %socF;)">
<!ENTITY % enlisted "%army.marineE; | %merchantE; | %navyE; | %agentE;">
<!ENTITY % officer "%army.marine.agentO; | %merchantO; | %navyO;">
<!ENTITY % rank.type "(%enlisted; | %officer;)">
<!ENTITY % skill.homeworld "(Ground.Craft | Computer | Grav.Craft | =
Vac.Suit | %skill.low.tech; | %skill.mid.tech; | %skill.high.tech;)">
<!ENTITY % skill.clusters "%skill.cluster.academic; | =
%skill.cluster.bureaucracy; | %skill.cluster.business; | =
%skill.cluster.charisma; | %skill.cluster.clandestine; | =
%skill.cluster.criminology; | %skill.cluster.exploration; | =
%skill.cluster.performance; | %skill.cluster.science; | =
%skill.cluster.spacecraft; | %skill.cluster.technical;">
<!ENTITY % skill.cascades "%skill.cascade.gun; | %skill.cascade.blade; | =
%skill.cascade.air;">
<!ENTITY % skill.default "%skill.cluster.academic; | =
%skill.cluster.business; | %skill.cluster.charisma; | =
%skill.cluster.performance; | %skill.cascade.blade; | =
%skill.cascade.gun; | Athletics | Bow.Combat | Brawling | Camouflage | =
Communications | Computer | Craftsman | Disguise | Environment.Combat | =
Equestrian | First.Aid | Forgery | Gambling | Grav.Craft | Ground.Craft =
| Heavy.Weapons | Investigation | Leadership | Melee.Combat | Navigation =
| Perception | Philosophy | Psychology | Recon | Stealth | Streetwise | =
Survival | Tactics | Throwing | Vac.Suit | Watercraft">
<!ENTITY % skills "(%skill.clusters; | %skill.cascades; | Artillery | =
Athletics | Battle.Dress  | Bow.Combat | Brawling |  Camouflage |  =
Demolitions | Environment.Combat | Equestrian | Fencing | First.Aid | =
Forward.Observer | Grav.Craft | Ground.Craft | Gunnery | Heavy.Weapons | =
Jack.Of.All.Trades | Language | Melee.Combat | Perception | Tactics | =
Throwing | Vac.Suit | Watercraft)">
<!--.....................................................................=
..........
This section defines the document and data itself
.........................................................................=
......-->
<!ELEMENT Traveller (Character+)>
<!--.....................................................................=
..........
This section deals with the character details
.........................................................................=
......-->
<!ELEMENT Character (#PCDATA | Version | Called | UPP | Homeworld | =
Skills)*>
<!--.....................................................................=
..........
This section deals with the elements used for character details
.........................................................................=
......-->
<!ELEMENT Version EMPTY>
<!ATTLIST Version code	%versions;	#IMPLIED>
<!ELEMENT Called EMPTY>
<!ATTLIST Called title	%title.type;	#IMPLIED
rank	%rank.type;	#IMPLIED
name	CDATA	#REQUIRED>
<!ELEMENT UPP EMPTY>
<!ATTLIST UPP str	%hexvalues;	#REQUIRED
dex	%hexvalues;	#REQUIRED
end	%hexvalues;	#REQUIRED
int	%hexvalues;	#REQUIRED
edu	%hexvalues;	#REQUIRED
soc	%hexvalues;	#REQUIRED>
<!ELEMENT Homeworld (#PCDATA | Wtech)*>
<!ELEMENT Skills (Skill)*>
<!--.....................................................................=
..........
This section deals with the contents for the additional character =
details needed
.........................................................................=
......-->
<!ELEMENT Wtech EMPTY>
<!ATTLIST Wtech tech	(low | mid | high)	"high"
vac	(yes | no)		"no">
<!ELEMENT Skill EMPTY>
<!ATTLIST Skill name	%skills;		#REQUIRED
level	%skill.levels;	#IMPLIED
base	%upp;		#IMPLIED
target	%target;		#IMPLIED>

- ------=_NextPart_000_0003_01BF1CE5.A53D26C0--

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

End of Traveller-digest V1999 #1249
***********************************

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