
-------- TML Message #155 --------

Date: Fri Jul 15 1988 03:23:38
From: uunet!tnir!rae@tektronix (Reid Ellis)
Subject: Traveller 2300: Doris system in PostScript 
Archive-Message-Number: 155


Hi there everyone.  Haven't seen much in the way of discussion of Traveller
2300 here, but James said it was within the context of the mailing list, so..

I'm playing a character in Traveller 2300 from the Canadian colony of Doris.
I read the description of the Doris system and created a graphic summary
sheet, using "Adobe Illustrator" on a Mac II.  Is anyone interested in a
copy of said document?  If you ask nice, I might even mail you a hardcopy
version printed on a LaserWriter II :-).  The two versions I have are:

 File           Size(data+rsrc)   Data      Rsrc Crtr Type          Mod date
- ----------------------------------------------------------------------------
'Doris system'           35K    33020b      588b ARTY TEXT 1988-05-07  04:25
'Doris system.epsf'      66K    33025b    32494b ARTY EPSF 1988-07-07  20:44

The first file is the straight Adobe Illustrator file, which is only readable
if you have a copy of Illustrator, I believe.  The second file is an EPSF file,
which is quite portable -- even to IBM PC type things.

If there's incredibly overwhelming interest [like, on order of a billion
pieces of mail] I'll mail it to the entire list.

Reid
rae@tnir.uucp        utzoo!telly!moore!tnir!rae


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-------- TML Message #156 --------

Date: Sun, 17 Jul 88 20:35:48 EDT
From: mcgrew@topaz.rutgers.edu (Charles)
Subject: Re: Greetings, fellow travellers
Archive-Message-Number: 156


Hi,

   Concerning your question about bending the rules:

   This question really goes to the heart of roleplaying games and
their purpose.  RPG's (including Traveler/MegaT) are a forum for
improvisational theater amongst the players (who have one actor each)
and the GM (who has the rest of the actors in the universe).  Always
keep in mind that the reason for the game is for the entertainment of
everyone concerned.  Perhaps the most satifying thing for me as a GM
has been to hear players tell "war stories" of their adventures in my
games - it means they really "lived" their characters.

   The rules (and aids like maps) are merely a framework to aid the
actors (including you) in feeling comfortable in the universe you
create.  My advice is to flat-out disregard the rules when necessary
and do what you think is best.  This will give you more freedom in
dealing with the players - but make it clear to the players that *you*
are the arbiter of the universe.  Nothing is so boring as a rules
argument.  The play is the thing.

   Were I you, I'd let your friend in with her old character, and work
out accomodations with your other players so they're happy too.

Charles


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-------- TML Message #157 --------

From: hubcap.clemson.edu!ncrcae!cs-col!ser-top!kurt@gatech
Date: Tue, 19 Jul 88 16:35:39 edt
Subject: Fifth Frontier Ware PBM
Archive-Message-Number: 157



This is a followup to Brian Jarvinen

I am interested in a pbm game of Fifth Frontier War.  I  had conversations
with Mr. Baranski he and I were working out the last details of how to do
it when he had to bow out.  I can send you the material we had worked on
if you're interested.  I tried to email this to you directly but "nosc"
doesn't know who you are. Please try to contact me via email.

Regards 

Kurt Staiger     staiger@ncrcae.Columbia.NCR.COM 
		 nosc!ncr-sd!ncrcae!staiger




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-------- TML Message #158 --------

From: ("Hoping it's going to come true...") baranski%yoda.DEC@decwrl.dec.com
Date: 20 Jul 88 23:23
Subject: FFW Mail Paths
Archive-Message-Number: 158


Well, let's hope somewhere in this mail giberish there's a decent mail path.
All I know is that you have to get to DECWRL somehow.

I'm looking forward to playing FFW, but at the present point in time, I have no
place to set up a board. 

Jim Baranski
DEC Tewksbury MA

From:	DECWRL::"jamesp@dadla.la.tek.com" "James T. Perkins  20-Jul-88 1504 PDT" 20-JUL-1988 21:43
To:	James Baranski <yoda::baranski>
Subj:	Forwarded mail for you Re: FFW

 
Brian Jarvinen asked me to forward this mail to you, since he is having
trouble reaching you across the network(s).
 
Good luck!
 
James
 
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James T. Perkins		Traveller Mailing List Administrator
Tektronix Logic Analyzers	"Load Auto/Evade, Beowulf!"
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From: Brian_Jarvinen@um.cc.umich.edu
To: jamesp@dadla.LA.TEK.com
Message-Id: <3243309@um.cc.umich.edu>
 
I received an inquiry from Jim (is that the right first name?) Baranski about
playing Fifth Frontier War. However I was unable to send him mail directly.
I don't think I will be able to participate in a game with him unless I find
a different adress for him. Any ideas? Could you please forward this to him,
without sending it to the whole list?
 
Also, I currently have set up a three player game of FFW with Adrian Hurt,
MC Grew (Charles?), and Jim something at U of Florida (jco@ufl....). I also
saw the request posted to the list by Kurt Staiger, and have contacted his
(him) with regards to this situation. Anyway, would you like me to post a
running account of the upcoming game? I could post once a week, say a week
after I resolve a turn and report it to the players. I could do this in
Traveller News Service style I guess. What do you think? (Oh, by the way I
am gamemastering said game).
 
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-------- TML Message #159 --------

Date: Thu, 21 Jul 88 08:09:39 PDT
From: fpssun!spock!spock@tektronix (Richard Johnson ext 2594)
Subject: re: recalcitrant player
Archive-Message-Number: 159



Thanks to all of you who suffered (along with me) through
the electronic chaos here to reply to my question about the
player who seemed to suddenly become disinterested in traveller
when I changed campaigns.

In short, you were unanimous in condemning (well, not quite condemnation)
me for changing the nature of the campaign, adjusting rules, and requiring
new player characters all at the same time.  It was simply too much for this
one player, and made the others uneasy.

Yes.  I talked to my players after consulting you...

We (the players helped decide where they wanted the campaign to go -
maybe they should have originally) decided to take the following 
actions to restore the campaign:

	1. use existing characters
	2. use the existing campaign as a background to begin a new
	    one, rather than start from scratch
	3. implement MegaTraveller changes  (they really are minor - and
	     mostly enhancements

Most of you can easily see the mistakes I made.  I certainly can.  
"Don't try this at home, kids..."

Thanks again to all of you.
Richard

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-------- TML Message #160 --------

From: RELAY.CS.NET!apollo!moynihan_r@tektronix
Date: Mon, 25 Jul 88 14:10:53 EDT 
Subject: Campaign BS, & Looking for Vargr hints
Archive-Message-Number: 160


Greeting and Salutations Fellow Travellers!

The list has been curiously devoid of traffic lately, so I thought I'd contribute some
detritus to break the monotony of the days toils.

==============================================================================================

The cast of characters:  The Captain and some of the crew of "Sed's Determination"
  
  Capt. Sedhgherr "Sed", Vargr merchant (Broker-4, Trader-2), owner of 200 ton far trader 
                         "Sed's Determination".   

  Leo Kernquey,          1st officer, ex-scout, pilot/navigator, smoker of "El Ropo" cigars,
                         needs to get directions to the shower, as he doesn't use it often
                         enough to remember it's location (slight exagerration).
                 
  Speaker to Furballs,   Kzin chief gunner (Gunnery-2), former "ambassador" to Vargr space,
                         a runt among Kzinti ("only" 7' tall, 205kg), slightly mellower
                         than most.  Favorite drink: Old Frothing Slosh (that stale, pale
                         ale with the foam on the bottom).

================================================================================================

Although primarily a merchant campaign, the crew of the Determination tend to involve themselves
in high-risk situations, so they tend to pack as much firepower as they can get away with.  
Recent activities include foiling an assassination attempt on the life of an Imperial Minister
of Trade by a vargr terrorist group we call the "Planet Busters".  Unfortunately, the "Busters"
know who we are, and are not pleased with us.  We were originally going to be their "fall guys"
in the attempt, so they kidnapped us and planned to take us to another system to hold us for a
few weeks until their plans came to fruition.  Then we'd be set up as the culprits.  

Well, we got out of that by successfully taking over their ship (300-tons, mostly engines if 
you follow my meaning), when Leo managed to kayo a guard with a bar of hard soap while on the 
way back to our cell from the lavatory.  Of course, it helped that Leo is second only to Speaker
in the muscle department.  The rest of us were confused as to how he managed to use the soap bar
as a weapon, especially as he's had so little experience with it in it's intended use.  He then
broke the rest of us out, and we had a spirited firefight with the crew resulting in several
severe injuries (to us and them), and one shredded captain (for them).  I used my AP pistol, a
kind of mini grenade launcher, patterned after the AP Pistols in CJ Cherryh's "Chanur" series. 
In the campaign, it's a weapon of vargr invention, and can't be found outside of vargr space.
Anyway, he got rather severely perforated, along with a few bulkheads.  

Once we got back to our original planet, we only had to deal with the "Bugs" (Imperial Naval
Security, or INSec) "INSec, Eliminating subversive elements since 847".  Those guys.  Lucky
for us we had accumulated overwhelming evidence of our innocence.  That way it only took us
two weeks to be cleared of all charges related to the (now pirated) ship we were in when they
stopped us.  The real pisser of it all was that we couldn't hang around to get our reward for
helping to foil the assassination and recovering the kidnappers ship.  There's over 1MCr waiting
for us back there, but there's also over 200 members of the terrorists on the same planet who
are waiting for our greed to get the better of us.  Ah well, plot 'n plan, and find a way.

=================================================================================================

Anyway, are there any list members with experience playing vargr characters?  I'd like some
ideas on how to flesh out Cap'n Sed.  Personality quirks, likes and dislikes, whatever. I've
gotten the GDW Vargr supplement, but it pretty much concentrates on total vargr campaigns,
not one where the campaign is mostly human with the occasional vargr. 

Later postings will probably contain less verbosity, I just got bored.  Sorry.

===================================================================================
Bob Moynihan (moynihan_r@apollo.UUCP)      |    "Um, Leo?  Why are ALL the stars on
Apollo Computer Inc.                       |     THAT side of the ship?"
Chelmsford, MA 01824                       |          - Capt. Sedhgherr's nightmare
===================================================================================
                                                                            




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-------- TML Message #161 --------

From: (The far end of the bell curve) baranski%yoda.DEC@decwrl.dec.com
Date: 26 Jul 88 12:37
Subject: Adventure story
Archive-Message-Number: 161


Some tales from one of my old Traveller campaigns...

                   [7;1;4m  M Y R I A D     L O G  [0m

    [1m321.260:[0m  On  HARDIL  Nathan Rofaro (Kevin  McCarthy),  leader  of
    the  infamous Rofaro Syndicate, smuggles a note off planet in the
    landing gear on the prison ship.  The note reads:

         [7m ---------------------------------------------- [0m
         [7m|   Adventure and Fortune is for the  people   |[0m
         [7m|   who find a way to get myself and  my Lt.   |[0m
         [7m|   off HARDIL.  Enclosed  is  10K  Cr.  and   |[0m
         [7m|   one half of 100K Cr.  This and much more   |[0m
         [7m|   can be yours if you are sucessful.         |[0m
         [7m|                                              |[0m
         [7m|                          Sir Nathan Rofaro   |[0m
         [7m ---------------------------------------------- [0m

    Rofaro's and his  Lt.,  Jasper  Fulton(Pam  Baranski)  have  been
    seeking  a  route  off  of  HARDIL  since  the  recent decline in
    Nathan's health believed  due  to  the  effects  of  the  tainted
    atmosphere.   Nathan  Rofaro  is  the  Grandson of Ceaser Rofaro,
    founder of the Rofaro  syndicate  over  50  years  ago,  and  has
    sucessfully  run  the syndicate since the suspicious death of his
    father  eight  years  ago.   Jasper  was  placed  on  HARDIL  for
    suspected treason against the ROYALTY due to her involvement with
    a revolutionary ARKIDian group.  She has, in her  four  years  on
    HARDIL, become a trusted advisor to Nathan.

    [1m321.300:[0m Lukas  Smith   (Bob   Lyons),   Jessica   Lyndon   (Erin
    Neprud),   Jameson   Rondoval(Steve  Rieven),  Carrn  Eckers(Rich
    Dickey), and Lee(Cheryl McCarthy) are  discharged  from  services
    and meet on LAMON.

    [1m321.311:[0m Carrn and  Jameson,  while  wandering  in  the  starship
    docking  area,  find an unusual package containing a note, 10,000
    cr and one half of a 100k note.

    The Group decides to hijack a ship to break Nathen out.   In  the
    starport  the  group  sees a 600ton Liner and 400ton Cruiser land
    and proceed three days later.   They  wisely  ignore  Carrn,  who
    starts making plans to take over the Patrol Cruiser.

    [1m321.359:[0m The group hyjacks  The  ANDOR  GYPSY,  a  200  ton  Free
    Trader,  on planet as part of their regular trade route.  Jameson
    and Luke hired on for a days work loading cargo on the GYPSY  and
    other  ships  in  the  LAMON  starport.  Claim- ing the loss of a
    wallet in the hold, Jameson and Luke gain  acess  to  the  GYPSY.
    While  Jameson  and  one of the remaining crew members search the
    hold, Luke and the other have a friendly drink.  The  two  return
    with  the  lost item and proceed to join the others when the bomb
    bursts in the hold.  One  of  the  crewmen  investigates  and  is
    knocked  unconcious  by  the  gas released by the bomb.  Upon the
    failure of the first crewman to return, the second  crewman  lets
    Jameson  and  Luke  out and goes off to investigate the situation
    himself.  Luke, Jameson, Jessica, Carrn and Lee  board  the  ship
    with  supplies  and  place the two crew mem- bers in low passage.
    The security to the ship is unlocked by Jessica and a trap is set
    for the return of the remaining crew.  A gunfight follows and the
    steward is killed.  The two others are injured.   Jessica  treats
    the  injured  crew  and  they are placeed in low passage with the
    others.

    [1m321.360:[0m Jump  day:   The  ANDOR  GYPSY  takes  off  on  schedule
    with  the  flight  plan  change  to  DYLOS  logged  with starport
    officials.  The Jump is sucessfull.  SIGHTINGS:  On their way out
    to jump the group notices a 200ton Free Trader coming out of jump
    into the system.  they hail each other and go on.

    [1m321.366:[0m Land  day:   The  GYPSY  jumps  into  the  DYLOS  system
    and refuels at the gas giant.

    [1m321.367:[0m Checkday:  The  group  checks  the  ships  engines,  etc
    for next jump.

    [1m321.370:[0m   SIGHTINGS:   On  their  way  out  to  jump  the  group
    notices  a 200ton Free Trader coming out of jump into the system.
    they hail each other and go on.  The group computes their  course
    and  jumps  to HEX 0602.  Although the jump was sucessfull, there
    is a smell of burning insulation and ozone  in  the  drive  room.
    Jessica  runs  diagnostics  and  finds  that the Jump drive needs
    repair.

    [1m321.373:[0m Unable to repair the malfunctioning drive  themselves,
    they  decide  to  bring  the  Engineer  of the ANDOR GYPSY's crew
    out of low birth to repair the jump drive.

    [1m321.373:[0m After   much   discussion   with   the   group,  Jessica
    sucessfully brings the GYPSY's Engineer out of cold sleep.  He is
    given an ultimatum to repair the drives or die.  He is also given
    the chance for equal partnership if he cooper- ated.  He is grogy
    and would rather sleep as Jameson attempts to enlist his aid.

    Jameson > How would you like to make  it  easy  on  everyone  and
    repair the the Jump drive.

    Engineer> Well, I suppose it is possible,  but  this  ship  is  a
    piece of junk.

    Jameson > Well, look at it this way.  If it doesn't get fixed  we
    are not going anywhere.!

    Engineer> Wake me  up  when  we  get  planetside.   (Yawning  and
    heading for his stateroom)

    Jameson > (Growing a little irritated) WE WON'T GET TO ANY PLANET
    IF THE DRIVES DON'T GET FIXED!!

    Engineer> You mean we misjumped?

    Jameson > Not exactly.

    Engineer> So why did you have to make things difficult and  bring
    me?

    Jameson > Well, you were there and being an engineer  we  thought
    you might come in handy.  And seem that it is a good thing we did
    bring you.

    Engineer> <GROAN> Hm, well, I don't see what difference it  makes
    if  I fix now or later, and it is most likely that I will do more
    damage than good if I don't have some rest.

    The engineer is alowed to sleep in one of the  Passenger  cabins.
    Approximately  eight hours later the engineer wakes and wishes to
    eat.  Jessica brings him dinner and checks him out.  Jameson  and
    Jessica, after much irritating haggling, sucessfully pursuade the
    Engineer to repair the drives.

    The diagnostics are run and, where they showed an  Ion  imbalance
    before,  now  show  nothing.   The engineers says he can probably
    prevent a misjump and advises the group that it would be  alright
    to jump.

    [1m321.381:[0m The group  jumps   in   to   the   TEMLER   system   and
    proceeds to refuel.

    [1m321.391:[0m The group jumps  into  the  SKARV  system  and  proceed
    to dock at the starport.

    [1m321.393:[0m Carrn and  the  engineer  see  to  the  repair  of  the
    jump drive.  The engineer spent the entire week in jump furiously
    working to keep  the  GYPSY  on  course.   Jessica  sees  to  the
    purchace  of  supplies and other items.  During the time spent in
    port waiting for the ship to be repaired, Jameson and Carrn study
    Navigation uder Lee's guidence.  Jessica works on the research of
    her amnesia drug and helps Luke study First Aid.

    [1m321.410:[0m The  group  heads  out  to  jump  point,   refueling  as
    they  go.  They set a course back to TEMLER and then to Hex 0502.
    On their way out they encounter a 400 ton Subsidized Merchant.

    [1m321.438:[0m The   group   enters   the   HARDIL   system.   Powering
    down,  they  proceed to drift towards the prison planet.  As they
    drift they pick up a 100t ship just at the edge of  their  sensor
    range  towards HARDIL.  On the hour they pick up a coded message.
    After a few unsucessful attempts at decoding the message  Jessica
    finds  that  the  third  message  reads:[1m   Tracking   object,  No
    movement  or  action.[0m  Three and a half hours later  the  sensors
    detect  another object heading towards them the Ship.  They power
    down all but the radio recieve mechanism.  The fighter approaches
    and  sends  an uncoded message:[1m  Unidentified  Free  Trader stand
    by  to be boarded.   You are in a  restricted  zone. [0m  The  group
    decides  to  ignore  the  message  and  claim Misjump due to  the
    illness of the engineer.  They sabotage the reciever.  A  50  ton
    shuttle  docks  and  4  Royalty  marines  board.  The armed group
    greets the Marines, at the airlock.  The guard  orders  Luke  and
    the  others to drop their weapons.  They do so willingly.  Carrn,
    in the meantime hides in one of the ATV's  effectively.   Jessica
    calls  for  a  Medic  to  help her with the disabled crew member.
    Jessica and the Medic transfer the engineer to  the  shuttle  and
    the  guards  ask  that  all  the others come with them also.  The
    Colonel explains that they are being taken  to  headquarters  for
    questioning.  A Royalty pilot follows them in the GYPSY.

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-------- TML Message #162 --------

From: (Adrian Hurt) uunet.uu.net!mcvax!cs.hw.ac.uk!adrian@tektronix
Date: Wed, 27 Jul 88 10:07:47 BST
Subject: Vargr
Archive-Message-Number: 162


Having read the message about the merchant crew with a Vargr captain, and the
request for help with characters, here are my views on Vargr.

Rules for playing Vargr

Rule 1. No wimps.
	The key Vargr characteristic is Charisma. A high charisma Vargr will
dominate any situation (or try to, if non-Vargr are involved). Other Vargr will
follow him, regardless of skill or other qualifications. A mid-charisma Vargr
will attempt to do glorious things to gain charisma. A low charisma Vargr can
be treated like dirt, as he will feel like it. Vargr have egos to match their
charisma.

Rule 2. I don't want to catch anyone NOT breaking any laws or rules when they
can get away with it.
	Vargr have little or no respect for formal authority. They respect a
high charisma leader whom they can see and follow; they do not respect an
isolated leadership, with whom they have no direct contact. Which is why
Vargr society is so unstable.

Rule 3. No wimps.
	Charisma is often backed up by physical strength and size, and disputes
of leadership are settled with a form of unarmed duel, Infighting, which is a
little more ritualised than a simple punch-up. The Vargr Alien Module covers
this quite well.

Rule 4. No maltreatment of lower life forms (while anyone's looking).
	Vargr are highly racist, because of the fact that they alone of the
major races were given their sentience, instead of evolving it. Some believe
the Ancients created them to rule the universe; chief among these are the
Church of the Chosen Ones.

Rule 5. No wimps.
	Vargr are touchy, easily insulted, and likely to react swiftly and
violently to any perceived insult. The insult may not be meant as such, if it
is given by a non-Vargr. NEVER call a Vargr "cunning as a wolf", "sly as a fox"
etc., even though you may think those are complements. If the Vargr in question
doesn't have an extremely high Liaison skill, you'll have your head in your
hands to play with.

Rule 6. There is no rule 6.
	There are no other rules governing Vargr behaviour, either individually
or as nations. Vargr are highly individualised. If anyone thinks they have any
other rules, apply rule 2 above.


The Vargr Alien Module is full of errors (my copy is, anyway). For one thing,
in the advanced Corsair generation rules, it says that you can't enter the
Technical department without going through Technical school. What it doesn't
say is how to get into technical school. Also, the rule on variable charisma
is, if the character achieves a major success and throws 2D less than his
charisma, he gets 1 added on. Which means a low charisma character has little
or no chance of advancement, and a high charisma character can't stop getting
higher. I suspect that should be, throw 2D higher than charisma for an increase
with a natural 12 always yielding an increase.

Coming soon: the story of Aerrghkunun, warlord and now a major force within
Gvurrdon sector.

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk

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