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

Date: Sun Jun 14 21:00:18 PDT 1992
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #361: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
4345  10-Jun-92 Hans Rancke-Madse High-population economics << Chuck Gannon wri
4346  09-Jun-92 bart@sisters.cs.u Sheckley? << > Anybody remember SOYLENT GREEN
4347  10-Jun-92 anaylor@mihi.une. GDW support (Whoops mailed wrong place) << Fo
4348  10-Jun-92 d9bertil@dtek.cha Re: Rallying the troops... << > From: richard
4349  10-Jun-92 BTS1@RCC.RTI.ORG  2300AD star system cross-sections << Hi, This
4350  11-Jun-92 Jo Jaquinta       STORY Imperial Advisor part 4 of 6 << Ynno wa
4351  11-Jun-92 "Lord Krieg"      d20 system << Here are some thoughts on the T
4352  11-Jun-92 bryan borich      Steve << Item 1494494 92/06/11 02:03 From: M.
4353  11-Jun-92 Jo Jaquinta       SYSGEN/LIBRARY -- Level V release << I've fin
4354  11-Jun-92 gbailey@umbio.med spaceship design: power plant fuel, spinal mo
4355  12-Jun-92 Leonard Erickson  TNE << Well, my first request is to cut down 
4356  14-Jun-92 anaylor@mihi.une. The F*CKWIT that runs the TNE << Can someone 
4357  14-Jun-92                   Bring of the Dancing Girls << It was comforti
4358  14-Jun-92                   Ogre/Bolo in Traveller << In reference to the

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

Archive-Message-Number: 4345
From: Hans Rancke-Madsen <rancke@diku.dk>
Subject: High-population economics
Date: Wed, 10 Jun 92 7:18:32 MET DST


Chuck Gannon writes:

>FIRST: why the devil are so many people living in such absolutely
>useless systems, anyway?  The subsector generation system IS easy
>to use--ease being one of its great appeals and a major aid to
>the initial  popularity of Traveller--but it ignores a number of
>basic economic realities.  The most basic of which is; places
>which already have air you can breathe, water you can drink, and
>food you can eat are going to get the overwhelming amount of com-
>mercial investment and population.  Those environments which of-
>fer resources that can be `converted' to meet these needs without
>undue hassle will be a strong second.  However, any community
>which needs to invest heavily just to provide for its ongoing
>basic environmental needs either has to be indispensable to some-
>body's (national, personal, corporate) interest, sitting on top
>of the interstellar equivalent of the South African diamond
>mines, or is just plain masochistic.  Full life support is ex-
>pensive and makes all in the environment hostage to the smallest
>of errors or mishaps.

This is all very true. One of the things I hope to see in TNE
is a more sensible world generation system. It wouldn't have to
be more complex than what we already have.

>SECOND: Given what I feel to be the errors of the UPP distribution and
>what it says (or rather, fails to say) about the logistics and fiscal
>realities of colonization and survivability in alien environments, there
>is the follow-on problem of travel and commerce within the Imperium. How
>DID all those hi-pop industrial worlds EVER feed themselves? Answer; they
>COULDN't, not and be economic powerhouses. Anybody remember SOYLENT GREEN?
>(Sorry; I forget >Sheckley's original title.) [Make Room, Make Room -- James]
>Just feeding those masses would cripple industrial endeavors.

I don't quite follow this argument. With fusion power it should be possible
to feed almost any amount of people. Hydroponics and carniculture plants is
a hackneyed stable of science fiction. Of course, I haven't done any numeric
analyses of what it takes to feed 5 billion people from hydroponics vats. (I
don't have the necessary knowledge). Perhaps it is impossible.

>                                               Logically, there would
>have to be an exchange basis--finished goods exported for massive food
>imports. Bulk haulers as big as battleships; modular containers each the
>size of the QE2 strung together on the belly of a jump carrier--just to
>send nutritive additives to the Hi-pop world this week (the bulk matter of
>the food could be produced locally without a great deal.

The trouble is that it is just as inconceivable that a high-population
world should _not_ be self-sufficient. I have no idea of how many kg.
of material is needed to serve half one person's yearly needs (that would
be the most economic use of the ships involved: Produce a surplus of half
the necesscities of life and import the other half), but each kg. would,
in the case of our 5 billion pop. world, require nearly 1 million tons of
starship to import it (somewhat less if all your trade partners are within
jump-1. On the other hand, any partner that is two jumps away will quadruple
the tonnage needed for the stuff you get from there). Take a simple matter
like personal transportation. Let's assume that one 5-person family in ten
has one grav vehicle. That makes 100 million grav vehicles. Say they have an
effective life of 5 years (not unreasonable, I think). That means a yearly
import of 20 million grav vehicles. The open-topped air/raft in _Imperial_
_Encyclopedia_ has a displacement of 2 T. That's 40 million T/year. One
ton of starship can import 6 T cargo per year (Assumption: Average cargo
space on pure cargo ships is 50%. You can get that up a bit by assuming
jump-1 ships only, but can you really assume that? I think not). So just
to cover that need you need 7 million tons of ship. Now add refrigerators,
toasters and hairdryers, and before you know it the number of ships you
need is litterally astronomical.

However, while I was writing the above, it occured to me that we are all
going about this the wrong way. Instead of arguing about what can be
explained (away) and what cannot, we should start with the result we want
to wind up with and work backwards from there.

Case in points: I don't like high-population worlds in general because of
their much too great contribution to naval budgets, and I dislike high-pop.
worlds with lousy physical characteristics because I can't really believe
in them. All right. How do I get rid of them? The economies of these worlds
really WERE highly specialized and interdependent (and never mind how that
was possible; as I've said before, if you can believe in a flat galaxy, you
can believe anything ;-). With the Hard Times most high-pop. worlds outside
the Safes failed catastrophically. Most high-pop. worlds inside the Safes
took warning and gradually switched to a more independent economy. The
change in population was accomplished by population control and emigration
instead of starvation, but the population declined one way or the other.
Thus there are less high-pop. and many more medium pop. planets in the New
Era.


      Hans Rancke
University of Copenhagen
     rancke@diku.dk
- ------------
        "A  subsector  official  pompously states that the
        subsector  armed  forces  have  four Kinunir class
        ships in service,  each with enough troop strength
        to put down any military operations that threathen
        the peace of the Imperium."

                        ---Adventure 1, The Kinunir

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

Archive-Message-Number: 4346
Subject: Sheckley?
Date: Tue, 09 Jun 92 23:04:53 -0700
From: bart@sisters.cs.uoregon.edu

> Anybody remember SOYLENT GREEN?
> (Sorry; I forget Sheckley's original title.) [Make Room, Make Room --
> James] 

Yes, and if I remember right, the story's *author* was the
(in)famous Harry Harrison...

					Bart Massey
					bart@cs.uoregon.edu

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

Archive-Message-Number: 4347
From: anaylor@mihi.une.oz.au (Adam Naylor)
Subject: GDW support (Whoops mailed wrong place)
Date: Wed, 10 Jun 92 16:53:09 EST

Forwarded message:
>From MAILER-DAEMON@grivel.une.oz.au Wed Jun 10 16:52:26 1992
Date: Wed, 10 Jun 92 16:52:11 EST
From: Mail Delivery Subsystem <MAILER-DAEMON@grivel.une.oz.au>
Message-Id: <9206100652.AA27857@grivel.une.oz.au>
Subject: Returned mail: Service unavailable
To: <anaylor@mihi.une.oz.au>

   ----- Transcript of session follows -----
Connected to tektronix.tek.com:
>>> RCPT To:<traveller@metoilus.er.tek.com>
<<< 554 <traveller@metoilus.er.tek.com>... Subdomain er unknown in . TEK . COM
554 <traveller@metoilus.er.tek.com>... Service unavailable

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Received: from mihi.une.oz.au by grivel.une.oz.au (4.0/25)
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From: anaylor@mihi.une.oz.au (Adam Naylor)
Message-Id: <9206100652.AA08923@mihi.une.oz.au>
Subject: GDW Support
To: traveller@metoilus.er.tek.com
Date: Wed, 10 Jun 92 16:52:05 EST
X-Mailer: ELM [version 2.3 PL11]

One thing about this TNE, do we reply to stuff at this address ????

Before anyone does anything for GDW would should have a definate and
absolutely correct statement on the system they will be using eg either
traveller or twilight 2000

Now I have both games, and I have to say (no offense GDW) that the twilight
2000 system leaves alot to be desired . The skill resolution (based on 
levels from 1 to 10) means basically unless you have a skill level of
5 (I believe) your character may as well not bother to attempt something
anyway . The character generation too is a bit much . I have played
over 10 roleplaying systems in my 11 years in roleplaying and I have to
say that of the character generations Dragonquest (Formally of SPI, now
<sigh !> TSR) and Traveller (Old and New) were the best . I mean half
the fun of traveller is making up characters . Dont Change It !

The twilight system requires a character to have many many different
skills, at fairly high levels in order to have a proper chance of sur-
vival . Whereas with traveller you dont

Task Systems : As I have said, the task systems for Twilight 2000 I believe
are not good, one the otherhand the traveller task resolution is at the
same time the simplest, most realistic, and fun system I have come across .

Of course we all now that MT is a combalation of GDWs writers ideas and
really most happening thinkings . The trouble of course was putting this
in a readable format . Twilight 2000 is in a readable format, the ideas
for the system are good, but I think the gaming mechanics could be a hell
of a lot better . I am not an expert, but I feel I have enough knowledge
to say that . Frank Chadwick (?) is a brilliant game designer, but I still
think that T 2000 game mechanics are stupid . 

Please Please Please stick with the d6's . I have this funny pet hatred
of systems that use multiple kinds of dice, and certain kinds of dice .
ie  d20's . Traveller uses d6, can get em anywhere, DQ uses D10s thats
cool (I really dig percentile based games) but d20s SUCK ! okay I know
I played AD&D for 8 years . And as for Loren (Please exuse things
like he or she cause I dont know is Loren <sigh> is a girls or guys
name) saying "we wont tell you guys very much" that is dumb ! okay !

I mean If we are going to help (for unselfish reasons) you have to let
us in with whats happening, is GDW thinking that there is a industrial
spy looking at this newsgroup who will sell their plans to the
highest bidding gaming company ? (Hans the former east german
turned of the computer and said to himself "At last I know GDWs plans,
I will sell them to <insert gaming compamy name here>, and they will
be ruined BWA HA HA HA HA HA HA") . Its a bit of a wank saying something
like "We will tell you it uses a d20, but thats it sucked in" . Dont treat
us as a liablity please, if anything we (I hope we speak for all) are a
valuable asset (I know for a fact that TSR moniters the rec.games.frp
newsgroup very carefully) . 

Ive worked it out guys, its really Gary Gygax whos behind this terrible
plan to use d20s (Gary suffers from d20 disorder, namely a fascination
and addiction for em) . 

Phew thats my ravings, any comments (besides whats the fact of helping
them if 1) they are going to keep us in the dark and 2) they wont even
give us copies of basic gaming mechanics) . 

Please may have a comment from the lovely <insert unknown sex here>
Loren 

Sigh, Edmund

I can see it know, TMLers standing outside GDWs offices singing
"We shall, we shall overcome" and chaining our selves to the
railings .........



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

Archive-Message-Number: 4348
From: d9bertil@dtek.chalmers.se
Subject: Re: Rallying the troops...
Date: Wed, 10 Jun 92 13:41:56 MET DST

> From: richard@agora.rain.COM (Richard Johnson)
> Subject: (4336) Re: Rallying the troops...
> 
> I'll pop the lid on this can of worms by asking what we'd like to see
> in a good trading system.  Partial list (append ? to end of each):

  As the resident Swede, I feel forced to add 'Taxes':)

  Taxes are almost an as big a reason as bans and prohibitions for smuggling,
look for example on the rampant liquor smuggling going on up here in northen
Europe. In a way, taxes are 'halfway prohibition' since the government says
"Ok, we'll let you sell it, if you pay us for the privilige!"

- -bertil-
- -- 
"It can be shown that for any nutty theory, beyond-the-fringe political view or
 strange religion there exists a proponent on the Net. The proof is left as an
 exercise for your kill-file."

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

Archive-Message-Number: 4349
Date: Wed, 10 Jun 1992 12:58 EDT
From: BTS1@RCC.RTI.ORG
Subject: 2300AD star system cross-sections

Hi,

This is my first post to TML, and I hope I can offer something of value to the 
list. I look forward to the correspondence. 

A couple of years ago, I read an article in Challenge called "Lone Wolf". Y'all
may remember it, it was a multi-player 'sink the Bismark' kind of game for Star
Cruiser and 2300AD. I really liked the idea, so I created cross-sections for 27
systems in the French Arm in PostScript format scaled to the template offered
in the article. I fleshed out the systems not detailed in the Colonial Atlas
with the tables in the 2300 Ref's guide, and included that data on each
system's sheet in a table. I was also able to show stellar warp-gradients as
shaded circles, which yielded some surprising insights into how the lay of a
system's worlds, gravity of its star(s), etc. might influence the tactical 
thinking of a 2300AD starship captain. 

I didn't find any local interest in playing a Lone Wolf game, so the files 
have just been sitting on the hard disk here. Eventually, I'll have to get 
rid of them.

Would this sort of thing be of any interest to anyone? I created them in 
VMS MASS-11. I'd like to share them, but don't know of a way to send them
over the net. I can convert them to ASCII format image files, so maybe they
could be trimmed of mail headers and printed as PostScript files after being
sent as E-MAIL. I haven't tested this. (BTW, Postscript image files are LONG
beasts due to the verbose nature of the syntax.) 

Regards,
Brian Sweeny - BTS1@RCC.RTI.ORG 


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

Archive-Message-Number: 4350
From: Jo Jaquinta <jaymin@maths.tcd.ie>
Subject: STORY  Imperial Advisor  part 4 of 6
Date: Thu, 11 Jun 92 8:43:01 BST


     Ynno  was  in  the next day. Late.  He  worked  but  without
spirit.  Despite careful attention by Clare and Sarion he  didn't
improve. After two weeks Sarion took him aside.
     "Hey, pal. You're not looking great." Ynno just stared back.
"We  can't  have you moping around like this." He  looked  at  an
irate  complaint. "Telling a customer 'What do you expect  for  a
capital  investment of 30,000Cr? An aerostat on toast?'  is  just
not good for business." Ynno shrugged. "Well we're going to  call
in  psychologists  from Beta Hugh. You know where  that  is?"  He
nodded. "Well, hopefully they might be able to help you work this
out. Is that OK?" Ynno nodded and went back to his desk.
     So  Ynno was put onto interoffice advisement and Clare  took
over customer interaction for the three weeks before the imperial
specialist arrived. They met in a small briefing room.
     "Hello,  my  name is Auadaea Keleu." He shook  Sarion's  and
Ynno's  hand. "I would first assure you and your department  that
all maintenance is covered by your original contract and will  be
met by the Imperial Government. Our whole policy in making  these
advisors  available  is so that we may trade  competitively  with
local  industry on an equal footing." Sarion made  polite  noises
and  nodded.  He  opened up his briefcase and  took  out  several
folders. "Annual maintenance record good, no complaints. So  what
seems to be the problem?"
     "Um. Severe depression, sir", said Sarion.
     Mr.  Keleu  looked up a bit quizzically. "Hmmm.  Brought  on
by...?"
     "Um..."  Sarion shifted uneasily, "Unrequited love, I  would
say."
     "Ah. Do you have a picture of your lover, Ynno?" Ynno stared
at him expressionlessly, then reached in a pocket and handed  him
a photostat. Mr. Keleu looked at it for a few seconds and  handed
it  back. He then placed all his folders back into the  briefcase
and closed it. Sarion looked worried.
     "What is it?"
     "I  am  afraid  this is a bit of an  embarrassment.  We  are
normally careful but occasionally an advisor is sold outside  our
knowledge.  We weren't aware that a second model existed in  this
system."
     "I don't understand", said Sarion.
     "That photograph. It's quite clearly from our advisor line."
     Ynno started forward and Sarion exclaimed "What!"
     "How  can  she be? You're just lying",  accused  Ynno.  "How
could she be so... so... and be a robot?"
     "How could you be as _you_ are...?" said Mr.Keleu quietly.He
sat back in his chair and waited for the shock to pass. "Have you
never  wondered  why humanoid robots are only  available  in  the
advisor series?"
     "I...  I  always  thought they were  used  elsewhere",  said
Sarion.  "But like the advisors, no one was telling, for  maximum
effect."
     "No.  There are only two models. That's all there ever  have
been. There was a minor noble, Kiertwith Konnoi, who fell  deeply
in love with another, Ajin Heer, who totally rejected him. In his
despair  he drove himself into work. The man was  an  unmitigated
genius  and with his monomania he produced a software replica  of
the two people he knew best: Ajin and himself. They thought  just
like  a  person. Excellent at interaction. They  were  good.  Too
good.  Too much the replica's of the originals. Whenever  two  of
those models meet their unfortunate story is replayed." Mr. Keleu
fell silent.
     Ynno looked outraged. "What do you propose to do now?" asked
Sarion levelly.
     "Well",  said Mr. Keleu, "we will send in a  replacement  of
the Ajin series. At our expense."
     "I  don't give a damn about the expense!"  Sarion  objected.
"How  can  you just replace someone? Ynno  isn't  this  Kiertwith
person.  He's  an individual. He laughs cries, thinks  and  feels
just like the rest of us. _He is my friend._"
     Mr.  Keleu  measured  him for a moment.  "Ynno,  close  your
eyes."
     "Why  should I co-operate at all with you?",  growled  Ynno.
"You're trying to kill me."
     "Is there something you're afraid I can prove?" Ynno  glared
at  him for a moment and then closed his eyes. Mr. Keleu  quietly
reached  forward  and  pinched his upper  forearm,  hard.  Sarion
started  forward  when Ynno didn't react. Ynno opened  his  eyes,
cried out and struck the hand away.
     Mr. Keleu leaned back. "See. You have very few nerves  other
than on your face and hands. You behave in a programmed  reaction
to what stimuli you receive and approximate the rest."
     "It hurts the same!" shouted Ynno back.
     "But only when you look", countered Keleu.
     "His body doesn't matter, it's his mind!" said Sarion.
     "The analogy is exactly the same."
     "Can you deny that I love her?", screamed Ynno. "I feel just
like anyone else! I have passions! I love! I hate!"
     "You  rant  and rave but no tears fall. You can't  cry.  You
sleep  but you don't dream. You can eat but you don't taste.  You
smile  and embrace but you don't feel. And neither does she.  The
Ajin model quickly comes to terms with this. The Kiertwith  model
never has to the best of my knowledge."
     "Stop it! Stop it!", shouted Sarion.
     "What", said Ynno in a cold level rage. "What is to stop me,
with  what I feel as hatred, what is to stop me from killing  you
now?"
     Mr. Kellu calmly stood and picked up his briefcase and said,
"Because every other time this situation, this conversation, that
question  has occurred... You never have." He waited to  let  the
full significance of this sink in and left.
     Sarion  threw himself into a chair and gnawed his  knuckles.
Ynno  stood  still,  gripping the table  edge.  "Imperial  toilet
paper", muttered Sarion. He bit the end off a nail and spat it to
one  side. He held Ynno's hand for a moment, still in  its  death
grip  on  the  table.  "Relax",  he  said  quietly,  "Don't  hurt
yourself."
     Ynno unclenched his hands and looked disgustedly at them. He
sat  heavily in a chair and wrapped his arms around  himself.  "I
want to be alone", he said.
     Sarion nodded and left quietly, locking the door behind him.

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

Archive-Message-Number: 4351
Date: 11 Jun 92 00:46:00 PST
From: "Lord Krieg" <cvadsaav@CSUPomona.Edu>
Subject: d20 system

Here are some thoughts on the T2K2 d20 system.

The group I play Dark Conspiracy with tried using the d20 system suggested in
the PC Booster Kit during one play session.  We were pleased with the greater
options for task difficulty levels that a d20 provided, but we also encountered
some drawbacks.  The d20 system proposed in the Kit failed to adequately adjust
some characteristics--recoil of weapons and damage causing knockdown,
specifically.  Simply doubling these values were not enough--effects of recoil
were severly exagerated over the d10 system, for instance.

These problems could easily be overcome in the Next Era game, of course, but it
would mean that existing T2K2 weapon stats would require significant 
modification.  This would be somewhat inconvenient--there are lots of stats
out for old weapons such as the Enfield Mk.3, and at the rate GDW is having
planets degenerate, those weapons will be high-tech after 80 years.

Personally, I prefer the task system found in Traveller and 2300AD, but I can
see GDWs motive for changing things.  The T2K2 system is widely used by 
players, and using this system will make it easy for non-Traveller players to
quickly learn the game (and pay GDW lots of money, of course).

The T2K2 system does have little in the way of equipment design rules, and the
small arms stats published are highly inconsistent with the guidelines GDW has
published (and indeed, with reality).  Hopefully GDW will decide to incorporate
MegaTraveller's (comparatively) superior vehicle design rules in TNE.
                            
                                    Lord Krieg

Internet:  cvadsaav@csupomona.edu
America Online:  Empr Krieg


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

Archive-Message-Number: 4352
Date: 11 Jun 92 07:35:48 EDT
From: bryan borich <70541.1410@CompuServe.COM>
Subject: Steve

Item    1494494                 92/06/11        02:03
From:   M.GELINAS                       Mark E. Gelinas
To:     B.BORICH                        Bryan J. Borich
Sub: TML

Hey there,

I wonder if you could post a note on TML for Steve Higgenbotham (I hope
I spelled the name right.)

Dear Steve,
I have been reading your postings on TML that have been uploaded to
GEnie.  From them I gather that you at one time served in the Navy
on board one or more of their submarines.  Since that is currently my
occupation, and the fact tht your name sounds very familiar to me, I
am wondering if our paths have crossed somewhere?  I joined the Navy
in 1979 and served on board the USS GW Carver (SSBN 656 G) from 1981 -
1984, part of the time in N.London, and part of the time in Newport News.
After that I went on to teach at NAVGMSCOL Dam Neck before returning to
sea duty in 1988.  Since then I have been on the FS Key (SSBN 657 B) and
the Daniel Boone (SSBN 629 G) both in Charleston, but I get the imression
that you were out of the navy by that time.  If you know me, I would
appreciate hearing from you.  If not, then I am pleased to make the
acquantance of another Submariner who enjoys Traveller.
Yours for Traveller,

Mark "Geo" Gelinas (FTBC/SS)

Thanks for continuing to post TML on GEnie.  There have been some
interesting discussions there.  I have high hopes for Traveller: New Era.

Yours for Traveller,

Geo
=END=


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

Archive-Message-Number: 4353
From: Jo Jaquinta <jaymin@maths.tcd.ie>
Subject: SYSGEN/LIBRARY -- Level V release
Date: Thu, 11 Jun 92 14:11:11 BST

	I've finally done with SYSGEN level V. Any further enhancements
(like the city generator I'm working on and the galaxy->surface zoomer)
will go into the next release.
	Big add-ons from the pervious release are full editing of existing
feature of planets. System level editing (i.e. you can add and delete whole
planets/gas giants/...) and surface map editing. There is an on-line help
facility now too (since my manual got nuked on my hard disk!).
	You can print in graphics mode on HP-Laserjets, EPSON-FX and,
in theory PostScript. I don't have access to a PostScript printer. Can someone
test this for me. I would really rather appreciate it if someone else tried
it out and reviewed it for the TML. *I* think it is wonderful but that is
hardly an unbiased opinion :-).
	Here's the packaged gumph:


	L I B R A R Y   D A T A

	As DGP's World Builder's Handbook Software has been indefinately
delayed I have undertaken to write my own and distribute it as shareware.
The free version is called SYSGEN (level V). This uses a self-generated
universe. The version using the MegaTraveller universe is called LIBRARY
and is available upon registry of SYSGEN for $15 (or equivalent).

	Among its features are: Importing of ASCII sector data, creation and
editing of mainworld data, printing of subsectors, expansion of mainworld
data into extended system generation, naming of bodies by appropriate alien
language tables. Most of the world builder's handbook data is available on
each planet including size, gravity, diameter, core, density, mass, year,
solar year, day, tilt, eccentricity, seismic stress, atmosphere type, 
atmosphere taint, pressure, temperature worksheet, water coverage and 
composition, tectonic plates, land masses, natural, processed, and information
resources, native life, breakdown of cities, names of major cities,
progressiveness, aggressiveness, extensiveness, all local customs, goverment
style and structure, full religious profile, law level breakdown and
uniformity, and tech level breakdown.

	Travel times between systems can be viewed. A configuration file 
containing the date, jump drive, maneuver drive, screen attributes, monitor 
type and print and graphics print command has been added. You can search
for a system by name from Survey level, sector or subsector level. The
user can change the colour pattern and monochrome bitmap used for the
surface display. Complete animal generation tables are created for each 
planet. Hot-key menu selection by first letter. Entire sectors can be printed.
A grand survey map of all the Imperium can be printed on the printer or
the graphics screen.
	
	Not only this but LIBRARY will map your planets on MONO, CGA, EGA, or
VGA screen in traditional isohedreon format or spherical representation. Each
map triangle can be expanded in size up to 16 times giving a resolution of
up to 16km per pixel on some planets. Maps can be printed at any level in
either ASCII or HP-Laserjet/EPSON-FX/Postscript graphics formats.

	Full editing of all details are allowed. Unhappy with the number
of volcanos? Want a specific social custom? All can be changed. It even
now features a surface map editor. [Note that editing systems must be
stored seperately and require ~11K of disk space per system.] On-line help
can be accessed at any time via Ctrl-Help.
	
	You can upload SYSGEN from the anonymous ftp server at 
walton.maths.tcd.ie in the pub/jaymin/trav directory.
	Further versions and updates will be available for those registering
their copy for $15 to
		The Devnaree Collective,
		44 Bancroft Avenue,
		Tallaght,
		Dublin 24,
		Ireland				jaymin@maths.tcd.ie


PS: How much longer are we going to have to put up with these *stupid* cars?
Do other people find them even remotely interesting?

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

Archive-Message-Number: 4354
From: gbailey@umbio.med.miami.edu (Glen Bailey)
Subject: spaceship design: power plant fuel, spinal mounts, frozen watch
Date: Thu, 11 Jun 92 18:47:37 EDT

I have several questions concerning spacecraft design in MT.

(easy one first)  For determining medical crew required, do you figure 
in the frozen watch as "passengers"?

Spinal Mounts: I'd like to see how big a TL15 Meson-A spinal mount
would be.  It shouldn't be the size of the current A model given in
the chart.

I feel that fuel requirements for ships with agility > 0 should not go
up for more than 8 hours worth of power plant time.  It seems silly
to have enough fuel to keep up agility 4 for 30 days.  I remember seeing
a discussion on fuel requirements, can someone enlighten me on what
was decided?  It is generally accepted by most people?

FYI: I wrote the craft design program that Joe will be using to check
ships in his TCS campaign.  I just used the stuff found in the Referee's
Manual (so no rockets!) and would like to know what general assumptions
people make when designing craft.  Do you put in 3 computers?  How many
back-up comm. devices?  Do you put one (or more) of each type of 
comm. device in the craft (i.e. radio, laser, maser)?


Glen
(let's hope the text actually posts)


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

Archive-Message-Number: 4355
Date: 12 Jun 92 09:54:16 EDT
From: Leonard Erickson <70465.203@CompuServe.COM>
Subject: TNE

Well, my first request is to cut down on the "physics nullifiers". Power
requirement for thrusters *have* to go up because as several people have
pointed out, the ships wind up with more kinetic energy than the fusion
reaction supplies! Also, this means generally reworking *all* power
plants and propulsion systems. 
Fusion rockets: scale back to an Isp of 600,000
Fission reactors: get *real* fuel consumption and efficenicies.
Internal combustion...
(you get the idea)

Second, have some folks checking for the *implications* of some of the
gadgets available.

For instance, if one has pretty much *current* tech, plus a continous
fusion reactor (ie some sort of magneticly confined plasma) one can
build a "fusion torch" and convert *anything to a plasma at such a
temperature that *all* molecular bonds break down. Feed this plasma
into what amounts to an overgrown mass spectrometer, and you'll get out
*isotopicly pure* elements.

In other words, shovel in garbage and get it reduced to its component
elements, all nicely seperated. This *will* be possible at or slightly
above the tech level that allows a "fusion rocket". And it *kills*
almost all of the "rare element" scenarios. (It also kills things like
the "nutritional deficencies" bit for the hi-pop worlds)

Or my other favorite "we never thought of that": the kinetic kill
planetbuster. We've been over *that* before. 

Things to keep/revive: vector movement. Drop the (impossible) agility
nonsense. Jinking can help a bit, but when you consider the ranges
involved, it's *not* going to be at all significant. (Not when you
consider the speed of light lag at some ranges!)

I got into Traveller in the first place (many years ago) *because* it
was the only SF game that actually did things reasonably! I quit trying
to *play* it because of the stupid holes and inconsistencies in the
rules. (we couldn't figure out the "right" way to use missiles until
someone got a copy of Mayday. And then we *still* had arguments!)




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

Archive-Message-Number: 4356
From: anaylor@mihi.une.oz.au (Adam Naylor)
Subject: The F*CKWIT that runs the TNE
Date: Sun, 14 Jun 92 13:09:11 EST

Can someone tell me who appointed Mark Cook as the TNE administrator ? The guy
is being a complete F*ckwit . Nahhhh, I'm just bitching cause he threw me
off for not liking the fact that GDW is going to use Twilight 2000 mechanics 
for Traveller 3rd Edition . 

Call me a dickhead, but maybe I dont like the idea . Sigh, what ever happened
to 'contructive criticism' 

Wait I can hear a faint whisper . Its saying "Constructive Criticism, you can't
even spell it jerk, all you did was moan and bitch and didn't offer any
constructive criticism" Hmmm I wonder who that can be ? Maybe it was just the
wind ......

Anyways I don't mind cause 

1# I was never asked to join it, I came to the centre one morning and all this
mail was there (surprisingly mostly from Mark Cook) ...... and I thought
people just wanted to talk to me !

2# I never actually sent something to it, besides my one critical comment
which Mark didn't like .

So If Bryan Boritch is giving Loren Wiseman copies of this, I am sorry
Loren for not being able to contribute, but cheer up, you have got Mark "
Insulting Man" Cook, and his amazing circus of acrobatic dictionaries to help
you now . 

Oh and just curiously, why did GDW decide to change to Twilght 2000 mechanics ?

(Really I do want to know, but that big bully mark kicked me out of his club,
and wont let me back in the tree house)

Anyway to Mark Cook, I'm telling mummie on you !

Sigh, its time like this I am really glad I live in Australia (" We are too,
Jerk !") Now, Now Mark you'll get your chance ......

 

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

Archive-Message-Number: 4357
Date: Sun, 14 Jun 92 03:51:15 -0700
From: R. Dired <rrn@u.washington.edu>
Subject: Bring of the Dancing Girls

It was comforting to know that GDW doesn't want any substantive imput for its
new T2000 in Space...err, TNE. God knows that we wouldn't want a decent game 
system for once. No, not when we can have characters that can take a .50cal
in the gut and keep going, autofire rules were being blind isn't any hindrance,
low-skill, low finesse characetr generation, inconsistant mechanics (damage
systems don't match, fire combat uses a different skill system than every other
skill, you can punch through more armor than a machinegun can go through, who
knows what happens if you shoot a car with a AA missile, the wonderful d% for
defaults, etc.), excessive stats (so I think GURPS has too many, sue me, since
its from playing experience) which don't make sense (why is pistol based on 
Strength?), etc. Gone will be the style of the Traveller character generator,
gone will be quick, easy-to-describe PC details, here will be needless 
redundancy of weapons (if all assault rifles are the same, why not just list
them once instead of all 10 or so?) to add detail to what looked like a 
10-minute hack-job of revised rules. 

Can we assume that everything that could be fixed (should have been in MT)
won't be? 2D universe? We'll keep that! Hereditary nobility? Gotta have it!
Hard Times/Virus that makes Star Trek look like hard science? Give me more!
Technology that looks like the Korean War in space? Keep it coming! 

Everyone is aware that there are too many low-tech planets in the MT universe
without even consdiering Hard Times, except I guess everyone at GDW. When MT
came out, it would have been trivial to simply redefine the TL values (so
no data would have to be changed), but no! We have 1920s cultures next to
spaceports. Maybe with some innovative justifications this might have been a
part of an interesting, if quirky, universe. But no, this is supposed to be
_natural_! No `anti-technology movements', no `regressive religions'. 

I still say that if DD (DJ?) is so great, make TNE a worldbook for it instead
of its own game. Otherwise, the Imperium is as dead as Strephon. No new 
Traveller fans will be made from such lousy rules, and one by one, us addicts
will go cold turkey. Damn shame.

- -

Oh, one more thing. According to my Imperial Encyclopedia, the Terrans used
artifical intelligence during the 2nd Interstellar War. Lemme guess... they
forgot! No! Even better! They went down a TL due to lack of trading due to
the war, and _then_ they forgot! 

	-H

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

Archive-Message-Number: 4358
Date:     Sun, 14 Jun 92 9:19:00 EDT
From: Robert S. Dean  <rsdean@crdec8.apgea.army.mil>
Subject:  Ogre/Bolo in Traveller

In reference to the current "silly vehicles" thread, someone asked about
Ogres or Bolos in Traveller.  Several years ago, when I was familiarizing
myself with the vehicle design system, I tried that idea, and the result is
shown below.  Old time gamers will recognize that I borrowed the "CDU" 
nomenclature from Space Opera (FGU).  The robot brain is designed in
accordance with Book 8, and integrated into the vehicle design using the
rules expansions in 101 Vehicles.

Rob Dean

(It's pretty silly, but you asked...)

Continental Defense Unit TL15

     The  CDU mounts two starship class fusion gun turrets in addition  to  a 
large  array  of smaller weapons primarily intended for  defense.   With  its 
thick armor and good active defense, the CDU is proof against almost anything 
short  of  a starship meson gun battery.  Very few have  ever  actually  been 
built, due to the difficulty of transport, and public mistrust of an unmanned 
device so potentially destructive.

  CraftID: Continental Defense Unit, TL15, MCr494.12
     Hull: 360/900, Disp=400, Config=4USL, Armor=80G, Loaded=25335t
    Power: 21/34, Fusion=3600MW, Dur=22/66
     Loco: 216/360, Tracks, P/W=126, Road=270kph, Offroad=108kph
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMM, EMSActive(Far Orbit), EMSJammer(Far Orbit), 
           EMSPassive(Interstellar), HighPenDensitometer(1km), Neutrino
           Sensor(10kw), ActObjScan=Rout, ActObjPin=Rout,
           PassObjScan=Rout, PassObjPin=Rout, PassEnScan=Simp,
           PassEnPin=Rout
      Off: Hardpoints=4

                      Pen/          Max    Auto   Dngr
                      Attn    Dmg   Range  Tgts   Spc    Sig   ROF
2*2 Fusion Gun (ship) 103/5   900   Planet  -      45     H     30
8*1 RPY-15 Fusion Gun  71/5    30   Region  2      45     H     40
20*1 50MW Beam Laser   55/4   100   Region  2       -     H     40

      Def: Point Defense Targeting for all weapons
  Control: Robot Brain (Int 12, Ed 23), DynLink*25, electronic circuit 
           protection
    Accom: None
    Other: Fuel=963,000l, Cargo=0, ObjSize=Large, EmLevel=Faint
           Robotic skills=HighEnWpns-5, LaserWpns-5, Tactics-5, TrackVeh-5,
           Commo-5, ArmoredCombat-5






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

End of TML Bundle
*****************

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maintained by James Perkins, traveller-request@metolius.wr.tek.com.

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

Date: Wed Jun 17 21:00:18 PDT 1992
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #362: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
4359  14-Jun-92 cat@fgssu1.fgs.sl Story Snippets (Donuts part 2 of 4) << DONUTS
4360  15-Jun-92 s3007048@mackay.m Re: sector data << 70465.203@compuserve.com w
4361  15-Jun-92 s3007048@mackay.m re: GDW reply << Bryan, Do you think that you
4362  15-Jun-92 anaylor@mihi.une. Apology << I would like to tender a public ap
4363  15-Jun-92 anaylor@mihi.une. Twilight 2000 Homw Rules << Forwarded message
4364  16-Jun-92 Jo Jaquinta       STORY Imperial Advisor Part 5 of 6 << Somewhe
4365  16-Jun-92 Leonard Erickson  Bolos in Traveller? << I'm not sure that Trav
4366  16-Jun-92 Hans Rancke-Madse Re: Bring on the Dancing Girls << R. Dired wr
4367  16-Jun-92 Robert S. Dean    T:2000 Comparison (Repost) << A QUICK COMPARI
4368  17-Jun-92                   Hmmm++ << Okay, so I'm thinking about what HR
4369  17-Jun-92                   3D vs 2D Universe << I've heard several peopl
4370  17-Jun-92 BARANSKI@VEAMF1.N Tasks << Actually, I've never played Mega Tra
4371  17-Jun-92 BARANSKI@VEAMF1.N Probability Distributions: Characteristics, S

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

Archive-Message-Number: 4359
Date: Sun, 14 Jun 92 19:00:28 PDT
From: cat@fgssu1.fgs.slb.COM (Rather B. Fishing)
Subject: Story Snippets (Donuts part 2 of 4)


DONUTS (part 2 of 4)
or
_101 Things to do in Jump Space_

	The only living thing on the ship bigger than Gertie was the
Aslani. We called him Hyl, which was short for his whole name.  He
actually  wasn't a bad sort for an aslani once he mellowed out some. 
He was a bit a problem early on in the voyage, and MC and Haakim were
ready to space him.  He wouldn't relinquish the pilot's seat to anyone
for six jumps when we started out.  He wouldn't even leave the bridge, 
slept in the pilot's chair, talked to Haakim as if Haakim were a female
aslani, made the bridge stink...
	He had been in the chair so long that he started making
mistakes. Gertie, being a groundpounder, didn't know enough about ship
ops to kick him off the bridge; and MC, who knew better, was still
ticked off that Gertie was commanding, and she wasn't going to
volunteer that info to Gertie.  So when we chased the corsair and blew
it full of holes, Hyl had pushed the engines too hard.  The insertion
into jump was bad, really bad.  Even MC and Sean lost their guts along
with the rest of the crew.  That finally gave MC the lever she was
looking for: at the next command meeting she rearranged the crew
rosters to her liking, and gave Hyl a piece of her mind for good
measure.  It was quite a sight - short little MC spitting venom and
invective, and great big huge Hyl hanging his head and taking it.
	After that episode, Gertie and MC came to an understanding, and
Hyl started comporting himself better with the rest of the bridge crew.
MC and Hyl developed a very polite working relationship, though they
are too far apart culturally to ever be great friends.  But this really
isn't about how the crew almost killed each other on the way out - this
is really about Gertie and her donuts.
	You see, Hyl does have a sense of humor, though the crew
doesn't understand it most of the time.  Hyl does pull a winner from
time to time though.  In the middle of the donut heists, Hyl decided
that he was going to play too.
	So he showed up in the mess one morning and stood at the head
of the table where Gertie was sitting and eating her donuts.  I think
that was his way of giving Gertie the opportunity to notice his
presence.  Sure enough, she looked up, said good morning, and went
back to reading.  He studied her, he studied the plate of donuts, he
looked around at everyone in the mess.  Everyone else in the mess was
looking back at him (when Hyl does something unusual, people
_notice_).  He flipped his ears, smoothed his mane back, strutted
behind Gertie, and snagged a donut on the end of a claw as he passed.
He then stuck it on his tail and waved it behind him as he walked out
past Gertie's table.  When he was sure he had her attention (and he
had - no one there had missed the lift of the telltail blond eyebrow),
he paused, swung the tip of his tail to his mouth, and took a nibble.
MC almost fell off her seat from laughing too hard, and the marines
stood up and applauded.
	Gertie?  She just shook her head, and went back to reading,
muttering under her breath.
- ---------------------
	MC decided to get involved in the donut heists.  She spent
three days down in engineering (always a sign of trouble), and then
appeared one morning in the mess with her computer on her arm.  It was
unfortunate that almost all of the rest of the crew showed up too.
Gertie finally showed, looked around, and smelled trouble in the air.
MC was actually sucessful at nibbling at her bowl of whatever and
looking like she was reading the display on her computer.  Truth be
told, she was looking at her display -  she had the mess displayed in
map view.
	Gertie approached the pastry box with great caution.  She
inspected it.  She inspected the contents. She inspected the occupants
of the mess.  Everyone was trying very hard to look innocent.  She took
out a plate and piled donuts on it, and then placed it at her usual
seat.  She inspected the chair.  She inspected the table.  She
inspected under the table.  She inspected the occupants of the mess
(again). Everyone was trying very hard to look innocent (still).
	Finally, she sat down and took a bite from a donuts.  She
watched the crew.  The crew watched back, everyone except MC and
Thilia.  MC was looking at the computer display, and of course, Thilia
is blind and can't watch anything.  While Gertie was watching the
crew and the crew was watching back, the plate of donuts floated up
a few centimeters, floated in back of Gertie, and settled down quietly
by her other elbow.  Someone snickered.
	At that, Gertie checked the donuts and took a doubletake to
discover them on the wrong side.  She left them there, and went on to
reading.  All was fairly quiet for many minutes.  Gertie would look up
every now and then, only to find people fairly quiet and very
attentive.  Then, the plate floated back to its former location, and
when Gertie went reaching for the next donut, the plate wasn't where
she had left it.
	As the sound of laughter rippled through the mess, Gertie
lifted the plate and removed the grav disk affixed to the bottem.  The
only people not laughing were MC staring at her display, and Thilia who
had seen none of it.  Gertie got up, walked over to MC, and thrust the
grav disk under MC's nose.
	"I believe this is yours?"  The sarcasm was unmistakable.
	"Oh yes," MC showed remarkable control, and took the disk while
maintaining a straight face, "thank you."  She could have been thanking
a shop clerk or a junior officer.  Gertie just gave her an eyebrow, and
turned away muttering "I'll get you for this, Norris."
	MC allowed herself a small self-satisfied smile, and put the
grav disk into her jumpsuit pocket.  And then Thilia leaned forward
across the table, and demanded to know what was going on.

- ------------------- 
next weekend, part 3, where Sean the engineer gets in the
act,  and MC gets blamed for it...



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

Archive-Message-Number: 4360
From: s3007048@mackay.mpce.mq.edu.au
Subject: Re: sector data
Date: Mon, 15 Jun 92 13:59:00 EST

70465.203@compuserve.com writes...
> 
> I've got a lot of *old* stuff. A complete set of the Judge's Guild
> sectors (since superceded), Both Paranoia Press sectors, and some old
> FASA stuff with subsectors and the occasional world data (things like a
> subsector that is specified as being in a subsector, but they never said
> *which* subsector it was! Or world's with detailed info, but not located
> precisely. :-)
> 
> 
> 

Great, if any of it is "on-system", then could you email it to me (I recommend
that you don't send it to the mailing list) and I will put it together with
what I already have.  When this is all over, I will put what I have in a
list to the mail-list, for all to see, and request...

But, if it's on paper, email me a list of what you have with references,
and sector/subsector/world classifications if available. eg.

Regina/???/Regina - world data for Regina in unknown subsector and sector Regina

Fairly easy eh...

Regards,

	Mike.


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

Archive-Message-Number: 4361
From: s3007048@mackay.mpce.mq.edu.au
Subject: re: GDW reply
Date: Mon, 15 Jun 92 15:20:53 EST

Bryan,

	Do you think that you could forward this message to Loren Wiseman
of GDW for me?  Thanx in advance.

- ----cut-here----------8<--------------------------------------------------

Loren,

	The GM of the traveller campaign I play in, has written a complete
Psionics/Magic/etc system, that would add to TNE of traveller in what I
believe is a major way.  I will be posting a general introduction to
the mailing list here (ask Bryan Borich to keep a look out).  And I will
await a message from you on the mailing list, to determine if GDW is
interested in making contact with the author and taking it from there.
If contact is not recieved in four weeks, or GDW is not interested, I will
post the rules to the mailing list for all to use as they see fit.  I
hope GDW likes these rules, and the introductory posting should take place
within two weeks.  Stay tuned...

Regards,

	Mike.
- ------------------------------------------------------------------------------
Internet:	s3007048@mackay.mpce.mq.edu.au			 ///
		s3007048@hardy.ocs.mq.edu.au		        ///
							    \\\///
			Only Amiga makes it possible	     \XX/
- ------------------------------------------------------------------------------
     Michael Glew - School of Math Phys Comp & Elec - Macquarie University
- ------------------------------------------------------------------------------




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

Archive-Message-Number: 4362
From: anaylor@mihi.une.oz.au (Adam Naylor)
Subject: Apology
Date: Mon, 15 Jun 92 16:28:29 EST

I would like to tender a public apology for my outburst a couple of days 
ago . It was ill-timed, insenstive, and uncouth, and I had no right to post
a private disagreement to the net . So I am sorry mark and sorry guys, and, 
most of all, sorry to James Perkins as it throws a bad light on him ......

Unequivably sorry

Michael Hughes (Edmund.....)

NB I have been feeling unwell for the past month, but still it gives me
no exuse . 



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

Archive-Message-Number: 4363
From: anaylor@mihi.une.oz.au (Adam Naylor)
Subject: Twilight 2000 Homw Rules
Date: Mon, 15 Jun 92 17:38:21 EST

Forwarded message:
>From anaylor Mon Jun 15 17:35:35 1992
Date: Mon, 15 Jun 92 17:35:34 +1000
From: anaylor (Adam Naylor)
To: anaylor

I did not like a few things in the character generation and resolution of
skills in Twilight 2000, so I made a few changes . I would really like to
know peoples views on these changes (If possibly, but only if it is not too
much trouble, especially Loren Wisemans)

1) Change 4 year terms to single years in character generation . 

I felt that the 4 year term of Traveller did not really fit the genre of
Twilight 2000 (You don't have to agree with me, thats just my view) . 

At the end of each year roll under 5 x A % . A = (No of years)/4 . (Round all
fractions down) . Eg for the first 4 years of character generation, the
chance for the out - break of war is 5% . For the next 4 years after that, the
chance is 10% and so forth .

Most occupations give 4 levels of skills every term, so the character simply
gets 1 skill per year . If in the 'First' Term of an occupation, the
character selects 1 skill level per year from the skills listed for the
first term till all have been taken . If say, there are only 3 first term
skills, then skills are gained for 3 years, and in the 4th, no skill (besides
secondary skill) is gained . 

2) When war does out break, roll for the number of years the character is
involved on a D10 . 

1 to 2  = 0
3 to 4  = 1
5 to 6  = 2
7 to 8  = 3
9 to 10 = 4

A result of 0 means the character has not seen any 'action' yet . If drafted,
the character has done basic training (Assume basic takes a year (18 weeks (?)
basic, transport times, 'fudge' factor) . 

Multiply the number of years in the war by 2 for the skill levels . I let my
players choose any reasonable skill when in war situation (So character can
gain any skill, and not be limited to his occupational skill list . 

Draftees also get this (+ basic training) . But if in the first term of
the military, the skills listed under the first term skill list must be
'gained' . Eg Eric spends 3 years in the war, giving him 6 skills . As it is
his first year in the military (Infantry), 2 of the 6 skill levels must be
Small Arms : 1, and Melee Combat : 1 .

3) Initiative : Initiative is no worked out as [(No of years in war/2*) + 
1D3 + Modifiers] . * Round all results down . 

The modifiers are

+ 1 : If in the following military branches : Rangers, Airbourne, Special
Forces, Force Recon, Snipers and Equivalents .

- - 1 : If in the following military branches : air force enlisted, aviation
enlisted, and military intelligence .

- - 1 : If Drafted (ie was not in military before outbreak of war) . 

Eg Bill was drafted into the military, and served 3 years of the was in an
airbourne division . His initiative is worked out as following . He gets 1
for the amount of time he served in the war (3/2 = 1.5 . 1.5 is rounded down
to 1) . He rolled a 2 on a 1d3 . So far his total is 3 . His initiative is
modified by + 1 for serving in the airbourne branch and -1 for being
'Drafted' . So his Total Initiative is 3 + 1 - 1 = 3 . 

4) A person gets 1 skill level in secondary skills every 2 years instead of
every term (4 years) . 

I felt that people become quite skilled at hobbies . Eg I have a friend who
has done martial arts ever since he went to UNE and in senior school . Over
a period of 3 to 4 years he is a high bluse belt at Tae Kwon Do and is very
good . In twilight 2000 terms he would be at least 'Rank' 2 . Another
friend has just started Scuba Diving, but according to the rules, an easy
task means that he has a  40% chance of drowning (He has Skill level 1, this
is doubled for an easy task . A catastrophic failure is (Chance + 4) . 

5) NCOs and Officers gain 1 level in either leader, persuassion, or
instruction every time they are promoted (And this does not cost any skill
points) . 

6) Languages cost 1/2 a point per level . If in the characters 'sphere', then
the Language Rank is increased by 50% . Eg Boris, a German wishes
to learn english . He has 1 skill point . It costs him 1/2 a skill point to
progress each Rank . For 1 skill point, he has English at Rank 2 . However, 
because English is in the European sphere of influence this actually gives
him Rank 3 .

7) Ignore the Skill Rank limitations based on stats .

I found that the character rarely got to a stage where this was a problem,
and since I felt that the chances for successful skill checks were a bit
harsh, this helped to make up for it . 

8) Instead of basing skills on stats, add a 'Skill associated Stat' modifier
(Like Megatravller) to the base Chance . The modifier would be [Stat/3 Rounded
Down] . Eg A Eric has rank 3 in swimming, and a CON of 5 . He attempts to
make a swimming check at average level of difficulty . His chance is 3 (Rank) 
+ (5/3 Rounded down to 1) 1 = 4 . He has to roll a 1, 2, 3 or 4  to succeed .

If a skill does not really have a Stat associated with it, then the MOD is
(Skill Level/3 Rounded Down) .

Note : The recoil rule is a bit harsh when using a D10 in combat, this
MOD helps relive some of its harshness (I think) . 

9) Some of the Stat - Skill links presented in Twilight 2000 I thought were
not really apt, such as Rifleman with Strength . I would associate that more
with agility . But use the Twilight 2000 guidelines . 

Those that play Twilight 2000, please any comments on these ideas at all
(Even if they are 'critical') . And, if at all possible, Loren Wiseman's
views as well (Since Loren played a huge part in the games design) . 

As it has been pointed out to me, my spelling and punctuation is not very 
good . So in advance I humbly state my apologies in advance (This is a big
problem with me, especially since I am in fact an English major) .

Michael Hughes (Or Edmund) Care of anaylor, Armidale, NSW




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

Archive-Message-Number: 4364
From: Jo Jaquinta <jaymin@maths.tcd.ie>
Subject: STORY Imperial Advisor  Part 5 of 6
Date: Tue, 16 Jun 92 9:10:38 BST


     Somewhere  the  sun  set and the  normal  lights  went  out,
leaving  the emergency lights. Ynno continued to sit.  Eventually
there  was a quick rap on the outside door and someone tried  the
handle.  This  was followed by a loud thud, another  and  then  a
third.  With  a splintering sound the doorjamb gave way  and  the
door  flew open precipitating Clare into the room. She ran up  to
Ynno but checked short of him and timidly touched his hand.
     "I came for you", she said simply. He looked blankly at her.
"Sarion told me what that man did. He lied. He said awful things.
They  just  aren't  true. I _know_ you  feel.  You're a wonderful
person."
     "Not good enough for her", he said listlessly.
     "No  it's not that. They said her body is  mechanical,  like
yours.  Is that right?" Ynno shrugged. "She's probably afraid  to
be loved. 'How could anyone love a machine?' she might think. Did
you ever think someone could love you?"
     He  wrinkled  his forehead. "I. I don't know.  I  suppose  I
didn't think so." She took his hands and put them on either  side
of her face.
     "You  are a person. You can be loved. You have to  show  her
that she can be too."
     "But it's too late. They're taking me away."
     Clare  shook her head and smiled. "I got here, Didn't I?  My
autocart is hovering outside. The guards don't know anything.  We
can just fly out of here."
     He stood up quickly a smile spreading across his face.  "Oh,
Clare!  But  they'll see the door. You know how  they  are  about
damage  to government property." She looked at the  doorjamb  but
waved  it  away. "You could get in trouble. Why are  you  helping
me?" he asked, concerned.
     "I",  she  began.  "I like you, Ynno.  You're  a  very  good
friend.  I  just want to see you happy." He smiled and  held  her
close. Then she took his hand and led him off.

                              * * *

     The  elevator stopped at Bethula's floor. They  stepped  out
and  stood down the corridor and around a corner from  her  room.
"It's late", said Ynno. "Perhaps we should try tomorrow."
     "It's not too late to be calling", replied Clare. "There may
be  no tomorrow." She gripped his arm tightly. "I know  what  the
decision  is. To risk all to gain all or lose all. I say  go  for
it."
     He nodded, took a deep breath and walked up to the door.  He
knocked and shortly Bethula answered. She looked surprised,  then
annoyed. "I thought I made it perfectly clear..."
     "Bethula",  he  interrupted. "I'm a machine  too.  The  same
series."  She  looked  shocked and he  continued  while  she  was
stunned. "I love you. More than anything. _I love you_."
     She  resumed  her annoyed expression. "Look.  I  don't  know
_where_ you found that out. I don't care what you're made of,even
if  you're an avatar of god. Just stop bothering me and go  away.
Very far away." She slammed the door in his face.
     He  made a half aborted attempt to stop her but  just  stood
there  and sagged. After a minute Clare came for him and led  him
quietly away.

                              * * *

     They  sat  at the kitchen table in Clare's  apartment.  Ynno
stared  into the depths of the cooling coffee as he  swirled  the
mug.  "I'm lost now", he said. Clare sighed, watching  him.  "She
hates  me.  Not because I'm metal or whatever. She  just  doesn't
like me." He looked anxiously at her. "What did I do wrong?"
     Clare shook her head, "Nothing. You did everything you could
do.  It  was just the way things were." She blew  into  her  mug.
"Sometimes  you see someone, and, like, you know you're going  to
like this person. Sometimes you see someone you know you're going
to hate. Someone just had it in for you when the two of you met."
     "Mr.  Kelleu  said  that this happens  every  time  the  two
different models met."
     "He lied. He was wrong about other things."
     "Yes", said Ynno, "he was wrong. I do dream."
     Clare looked up sadly. "What do you dream of?"
     Ynno  sighed. "I don't always remember. I used to  dream  of
floating in a white place somewhere." He took on a grimmer  tone.
"I  only  dream of her face now." Clare looked down  again.  "'To
risk all to gain all or lose all'", quoted Ynno. "That's what you
said.
     "Yes,  I did." Clare straightened slightly and took  a  deep
breath.  "Ynno", she said. He looked up at the tone in her  voice
and met her eyes. "Ynno, I love you."
     He  raised  his eyebrows and opened his mouth but  no  sound
came out. Tears started from the corners of her eyes. He shut  it
again.  He  reached  across the table and  held  her  hand.  "I'm
sorry",  he said, looking back into his cup. "I, I'm just  burned
out."
     She  stroked his hand with her other hand. "I- I-  I  always
have", she managed to choke out before breaking down. Ynno  stood
up and came around to her side of the table and held her gently.
     "I understand now. To 'love from afar'. I never understood."
He  rocked  her gently and the sobs grew quieter and  she  hugged
back. He stopped the rocking. "I'm so sorry. I'm dead inside now.
I  can't  feel at all anymore." She looked  pleadingly  into  his
eyes. "I just can't. It isn't there."
     "Please", she asked. "Just tonight. Will you try?"
     "You're  a very good friend Clare", he said. "Better than  I
ever knew."

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

Archive-Message-Number: 4365
Date: 16 Jun 92 04:28:47 EDT
From: Leonard Erickson <70465.203@CompuServe.COM>
Subject: Bolos in Traveller?

I'm not sure that Traveller can *handle* Bolos. A few representative
data points:

In "Night of the Trolls" Laumer describes the Mark III as having "25 mm
of durachrome armor, proof against any weapon short of a *contact*
nuclear blast" (emphasis mine) What armor factor would that be in Trav?

In one of the Retieif stories, reference is made to the Mark V Bolo
"Continental Siege Unit" (CSU for short). Among other offensive
capabilities, is listed something along the lines of "Main battery, 1/2
megaton per second firepower". 1/2 *megaton* per sec?!!! Gleep!

The quotes are from memory, but I'm sure that I have the gist of them
correct. I do believe that Bolos are a *wee bit* extreme for Traveller.
Especially when you realize that these are *early* models. I don't want
to even *consider things like the Mark Thirty-three <shudder>




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

Archive-Message-Number: 4366
From: Hans Rancke-Madsen <rancke@diku.dk>
Subject: Re: Bring on the Dancing Girls
Date: Tue, 16 Jun 92 14:52:42 MET DST

R. Dired writes:
>It was comforting to know that GDW doesn't want any substantive imput for its
>new T2000 in Space...err, TNE. God knows that we wouldn't want a decent game
>system for once. No, not when we can have characters that can take a .50cal
>in the gut and keep going,

I agree with much of what you're saying, but I don't think realism is all
that's it cracked up to be, at least in connection with rpgs. Any game
system that portrays even modern weapons realistically, let alone futuristic
weaponry, is going to be death on the heroic style gaming that I, for one,
favour. I mean, even today you can make weapons where the only way to
survive getting shot at is to not get shot at. IMO science fiction weapons
cannot be too realistic. In fact, future technology as such cannot be too
realistic. I suspect that a TL 15 society would be a nice place to live in,
but a lousy place to have high adventures in.

>Can we assume that everything that could be fixed (should have been in MT)
>won't be? 2D universe? We'll keep that!

The 2D universe cannot be fixed without dumping the whole Imperium back-
ground. If I ever were to make up my own Traveller universe I'd make it
3D (it's not that hard), but I don't consider it a serious enough fault
to loose any sleep over.

>Hereditary nobility? Gotta have it!

What's wrong with hereditary nobility? The way nobility is implemented is
faulty, but I don't see anything wrong with nobility per se.

>Hard Times/Virus that makes Star Trek look like hard science? Give me more!

Yeah... well, when you're right, you're right!  ;-)

>Technology that looks like the Korean War in space? Keep it coming!

See above. Personally I'd go for the Napoleonic Wars in space.


      Hans Rancke
University of Copenhagen
     rancke@diku.dk
- ------------
        "A  subsector  official  pompously states that the
        subsector  armed  forces  have  four Kinunir class
        ships in service,  each with enough troop strength
        to put down any military operations that threathen
        the peace of the Imperium."

                        ---Adventure 1, The Kinunir

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

Archive-Message-Number: 4367
Date:     Tue, 16 Jun 92 9:26:12 EDT
From: Robert S. Dean  <rsdean@crdec8.apgea.army.mil>
Subject:  T:2000 Comparison (Repost)

      A QUICK COMPARISON OF TWILIGHT:2000 (2nd Ed) and MEGATRAVELLER
                     AS APPLIED TO THE REVISION TOPIC

With all the discussion going on, I decided I better have another look at 
Twilight:2000 just so that I could discuss the issue from a position of 
lesser ignorance.

As far as I can see it, the main things that a Traveller set of rules would 
use from Twilight:2000 are the character generation system (about 35 pages 
including a lot of illustrations and World War II/Earth specific material 
that would need to be completely altered), the "How to Be a Referee" (13 
pages, fairly generic, but does include 2 pages on skill use resolution), 
and the combat rules (35 pages, but does not cover a lot of science fic-
tional material presumably needed by Traveller.)  That's 83 pages out of 
280, and it includes a lot of material that would need substantial rework. 
Is it really worth sacrificing almost complete compatibility with all 
previous referees' work and existing products in order to provide a poten-
tial new player a boost up by letting him roll 2d6-2 instead of 2d6 in 
character generation, and 1d10 instead of 2d6 for task resolution?  I don't 
think so.  I know that I have played a lot of games, but once the whole 
concept of being the gamemaster and winging it with no more than a vague 
idea of "Simple, Routine, Difficult, Formidable"  and a few die rolls has 
been absorbed (rather Difficult (-:), the additional business of shifting 
between 1d10, 2d6 or Skill(d6) between different games is fairly minor.

A Twilight:2000 character has six characteristics generated by rolling 2d6-
2 (with a reroll on a zero result).  A Traveller character has six charac-
teristics generated by rolling 2d6, and can gain values of up to 15 in the 
generation system.  The difference is that T:2000 substitutes Charisma for 
Trav's Social Standing.   Both games now use four year 'terms' to add 
experience.  Most T:2000 terms will give a character 3-4 skill levels.  
Most Traveller terms will give a character about the same.  In T:2000 a 
skill is functionally limited by the value of its 'controlling characteris-
tic'.  That is, if I have a character with a strength of 1, it will be 
difficult gain a high level of skill in Small Arms (Rifle) for an example.  
(Hmmm...).  In Traveller, a character is limited to a total of his educa-
tion and intelligence in skill levels.  I have an unsubstantiated (mathe-
matically) gut feeling that a skill level in Traveller is worth more than a 
skill level in T:200).  (See success chances below.)  In T:2000, a charac-
ter gets seven hit locations calculated on his body.  Traveller used an 
abstract system.  I have a few problems with the execution of the system in 
T:2000, but there's nothing too terrible about the idea of hit locations 
(other than that fact that they will be mostly irrelevant to a non-combat 
heavy game).  A T:2000 character with average strength and constitution 
values of 5 will have 10 head hit points, and 30 chest hit points.  A 
critical wound to the chest (more than 2*h.p.) will knock him unconscious.  
That is to say, 61+ points of damage.  This is the same value required to 
render an elephant unconscious, and can be delivered by 3 average 
damage .50 caliber machine gun bullets, 9 average damage M-16 5.56N bul-
lets, 18 average 9mm pistol bullets, or 25 average arrows.  "It's safe to 
charge them--all they have is a hunting bow..."

Regarding skill levels, I present the following chart, showing the chances 
of various outcomes using the T:2000 system.

Skill    Outstanding Success  Success   Failure   Catastrophic Failure
  1              0%             10%       36%               54%
  2              0%             20%       40%               40%
  3              0%             30%       42%               28%
  4              0%             40%       42%               18%
  5             10%             40%       40%               10%
  6             20%             40%       36%                4%
  7             30%             40%       30%                0%
  8             40%             40%       20%                0%
  9             50%             40%       10%                0%
 10             60%             40%        0%                0%

Since a typical very skilled Traveller has a three or a four in his main 
skill, it can be seen that a Traveller skill level must be worth more than 
a T:2000 skill level (otherwise most ship's engineers would damage their 
drives on a routine repair attempt 28% of the time.)  So,m a typical T:2000 
character is probably less capable at any given age than a typical Travel-
ler character.  This, by the way, is my major objection to T:2000/2nd as a 
revision of T:2000/1st---given the background, I thought that having par-
ties made up of extremely capable characters was quite reasonable.  A 
T:2000/2 party wouldn't last very long up against a T:2000/1 party.

If a revision consisted only of grafting on a combat system based around 
the seven hit locations and so forth, I'd have no strong objection.  After 
all, it's been done before.  As someone pointed out, a NewTrav would repre-
sent the fifth or sixth personal combat system.  I think that this could be 
done in such a way as to leave the current character values the same--a two 
point shift in the average value of characteristics can be compensated for 
by a shift in weapons' damage values, if necessary.  I think a move toward 
a less random character generation system would be acceptable, providing 
that the average number of skills gained stayed about the same.  I think a 
move to the d10 skill resolution system and away from the 2d6 universal 
task system is a bad idea, unless compensated for by an increase in the 
average level of skills, which would be a bad idea because of the compati-
bility problems.  Tasks are one of the few non-problem areas in MT, at 
least in routine usage.  (I usually trim back on the fumble rolls when in 
actual play.) 

Enough for now.

Rob Dean




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

Archive-Message-Number: 4368
Date: Wed, 17 Jun 92 00:42:51 -0700
From: R. Dired <rrn@u.washington.edu>
Subject: Hmmm++

Okay, so I'm thinking about what HRM said about modern weapons:

"...the only way to survive getting shot at is to not get shot at. IMHO 
science fiction weapons cannot be too realistic..."

I couldn't agree more. In fact, for me this is one of the great RPG failings
(aside from the lack of a really good initiative rule). In movies, etc., 
people simply do not shrug off machinegun bullets. Even in the cheesiest
action flicks, the heros survive by dodging or otherwise not getting hit.
Sure, they can take 20 socks to the head, but that's not the same as grenades
or assault rifles. Pistol shots to the limb cause wounds, but how often do
you see anyone survive a head/chest shot? 

Sure movies aren't real life, but they are (to me at least) just as valid a
reality game-wise as actual real life (whatever that is). When I think of RPGs
I often naively think of Star Wars, Die Hard, Aliens, etc., etc., and not
the result I usually get, where combat is slow and ponderous, and it just 
becomes a slugging match. Kinda like Battletech, where there is no need
for strategy, since first-shots don't exist, and you can't take out a mech
in one action anyway, so why bother with surprise? And do they spent most
of the combats, never mind the story, exchanging bullets? No. Sure a good GM
could make this so, but it would be just so nice if the game system was 
actually set up to assist his job, much less promote it.

I want T0 (Traveller Zero) to be real simple mechanic-wise, and consistent
throughout. Combat should be fast and simple, so that maybe most of the
rulebook covers other kinds of interactions. Deadly, sure, but allow dodges
and otehr evasive maneuvers. Adventure isn't one long firefight - this needn't
be DnD in Space - why make it one? 

	-H


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

Archive-Message-Number: 4369
From: chk@alias.COM (C. Harald Koch)
Subject: 3D vs 2D Universe
Date: 	Wed, 17 Jun 1992 10:41:46 -0400

I've heard several people now complain about the 2D nature of the Traveller
universe. I say "Get a life!".

The 2D nature of the Universe makes it alot easier to draw maps, plan travel
routes, etc. For most people, this is good; it doesn't get in the way of
enjoying the aspects of the game that they like.

There's a simple explanation that I use: the Universe may be 3D (11D? :), but
Jump Space is only 2D. Jump Drives are already a magic black box; adding
this small datum doesn't change that.

It's quite possible that the Jump Space coordinates have absolutely no
relationship to real-space coordiates.  Two different stars might be 4ly or
40ly apart, but still be Jump-1 apart.

If you really want a 3D universe, make one up!

- -- 
"If looks could kill, I     | C. Harald Koch  Alias Research, Inc. Toronto, ON
would have to make a saving | chk@alias.com                (work-related mail)
throw!"                     | chk@gpu.utcs.utoronto.ca     (permanent address)
     -Gerry Smit, 19-May-92 | VE3TLA@VE3OY.#SCON.ON.CA.NA            (AMPRNet)

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

Archive-Message-Number: 4370
Date:    Wed, 17 Jun 1992 15:29:20 -0400 (EDT)
From: BARANSKI@VEAMF1.NUSC.NAVY.MIL
Subject: Tasks

Actually, I've never played Mega Traveller, nor do I have access to the books.

But I am curious about this 'task resolution' system that is supposed to be a
great thing in MegaTraveller.

Would anyone care to explain it?

James Baranski            | It's Not Easy Keeping Vaxen Working ...  Underwater!
Vax Systems Analyst       | BARANSKI@VEAMF1.NUSC.NAVY.MIL 203-440-6510, 889-4968
Lanman Hill, Norwich CT   | Be: Thoughfull, Honest, Yourself, Happy

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

Archive-Message-Number: 4371
Date:    Wed, 17 Jun 1992 17:24:25 -0400 (EDT)
From: BARANSKI@VEAMF1.NUSC.NAVY.MIL
Subject: Probability Distributions: Characteristics, Skills, Difficulty & Success

Here's a bunch of general gaming stuff stirred up from the idea that GDW is
revamping Traveller:

Here's a general gaming simulation question:

I've homebrewed a couple of rules sets, but I've never been able to
definitively decide what is the best (=realistic, for now) way to handle the
different probabilities of: Characteristics, Skills, Difficulty of a Task, and
Success.

Different dice give different ranges of numbers, and different probability
curves:

   linear, same chance for any number, 1 die, or percentile dice

   bell curve, middle numbers are most likely because there are more 
     combinations which result in them, multiple dice added together.

   asymtopic, a *very* high chance on one end, a very *low* chance on the other
   end, usually done by needing a certain number or higher to succeed, say, on
   a d100, 30 or higher is a good chance, 80 or higher on d100 is a low chance,
   99 or is a *tiny* chance.

Common Dice Combinations:
   
1d4  = 1 -  4, lin   
1d6  = 1 -  6, lin
1d8  = 1 -  8, lin  2d4  = 2 -  8, bs
1d10 = 1 - 10, lin  
1d12 = 1 - 12, lin  2d6  = 2 - 12, bs  3d4  = 3 - 12, vbs
                    2d8  = 2 - 16, bs                      4d4  = 4 - 16, vvbs
                                       3d6  = 3 - 18, vbs
1d20 = 1 - 20, lin  2d10 = 2 - 20, bs
                    2d12 = 2 - 24, bs  3d8  = 3 - 24, vbs  4d6  = 4 - 24, vvbs
                                       3d10 = 3 - 30, vbs
                                                           4d8  = 4 - 32, vvbs
                                       3d12 = 3 - 36, vbs
                    2d20 = 2 - 40, bs                      4d10 = 4 - 40, vvbs
                                                           4d12 = 4 - 48, vvbs
                                       3d20 = 2 - 60, vbs
                                                           4d20 = 4 - 80, vvbs
1d100= 1 -100, lin   

Chance to roll a target number of higher:

       1         PERCENT CHANCE
       0         9         8         7         6         5         4         3         2         1
Dice   0987654321098765432109876543210987654321098765432109876543210987654321098765432109876543210987654321

1d4  : 1                        2                        3                        4
1d6  : 1                2                3               4                5                6
1d8  : 1           2            3           4            5            6           7            8
1d10 : 1         2         3         4         5         6         7         8         9          0
1d12 : 1        2       3       4        5       6       7        8       9       0        1       2
1d20 : 1    2    3    4    5    6    7    8    9    0    1    2    3    4    5    6    7    8    9    0

Is there a better way to display this?

2d4  :
2d6  :
2d8  :
2d10 :
2d12 :
2d20 :

3d4  :
3d6  :
3d8  :
3d10 :
3d12 :
3d20 :

4d4  :
4d6  :
4d8  :
4d10 :
4d12 :
4d20 :

The proof is left as an exercise for someone else. :-)

Notice that rolling 4 or higher on a 1d4 is 25%; there is no 0% chance number
unless the target is shifted off the range, and then it is abruptly 0% chance.

   
Having been pedantic, my question is:  what combinations of number ranges and
distribution of probabilities for characteristics, skills, difficulties, and
success work well together?

  Characteristic:  Strength, Dexterity, Intelligence, etc.  Probability should
  be bell shaped.  Characteristics are generally fixed attributes that everyone
  has some score in, with most people having median scores, regardless of
  training, etc.  General aptitude...  2d6 and 3d6 are common.  I typically use
  3d6.

  Skill:  Amount of study or experience.  high scores should become exceedingly
  rare as the score increases.  ie 1/2 people might have score 1 in a common
  skill, 1/4 might have 2, 1/8 might have 3, 1/16 might have 4.  I have
  considered increases in skill to be linear, being asymtopically harder to
  achieve, and rarer.  I typically have skill levels 1-6.

     Should each increase of skill be linear equal advantage, or asymtopic? 
     Should Each increase in skill be harder to achieve?  How much harder?

  Difficulty:  How difficult a task is:  Typically, I have considered difficulty
  as being either linear, or perhaps mildly asymtopic.  I usually use a range of
  1d20 to rate difficulties.

     Should each increase of difficulty be linear, or asymtopic?

  Success:  chance of success at a given task:  Generally asymtopic.  I usually
  use a 1d20, and require a target number of higher for success.

     How should the chance of success be affected by a higher or lower skill or
     difficulty?  Should it be asymtopic?

What different ways can characteristic, skill, difficulty, and success ratings
be combined?

  I sometimes ask characters to roll a characteristic or higher then the
  difficulty to succeed at something, if it's a task which has no applicable
  skill.  The Characteristic 3d6 = 1 to 18 compared to a 1 - 20 difficulty
  rating seems to work well.

  For tasks which require a skill, the 1 - 20 success roll must be under the 1-6
  skill rating + a 1d6 random chance roll.


  For Tasks more applicable to a characteristic:   Roll a 1d20 success die; roll
  under the 3d6 characteristic + maybe a 1d6 skill rating to succeed. ie,
  long distance swimming, endurance + swimming (required).

  For Tasks more applicable to a skill:  Roll a 1d20 success die, roll over the
  1d20 difficulty rating - the 1d6 skill rating to succeed.  is to hit at long
  range with a gauss rifle, difficulty 16 + gauss rifle skill.

In my opinion:  having 3d6 characteristics, 1d6 skill levels, 1d20 difficulty
rating, and 1d20 success die, work well together.

Comments? Alternatives? *please*?

Jim Baranski

James Baranski            | It's Not Easy Keeping Vaxen Working ...  Underwater!
Vax Systems Analyst       | BARANSKI@VEAMF1.NUSC.NAVY.MIL 203-440-6510, 889-4968
Lanman Hill, Norwich CT   | Be: Thoughfull, Honest, Yourself, Happy

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

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Subject: TML Bundle #363: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
4372  17-Jun-92 BTS1@RCC.RTI.ORG  Twilight:2000 has GUTS << After reading the c
4373  17-Jun-92 christofer bertan Re: T:2000 Comparison << Following Rob Dean's
4374  18-Jun-92                   Say it ain't so! << The Third Dimension. Okay
4375  18-Jun-92                   Some Replies on T:2000 System << I didn't mea
4376  18-Jun-92 chk@alias.COM     Re: Twilight:2000 has GUTS << > In my case, a
4377  18-Jun-92 Traveller Mailing Re: T:2000 Comparison << Chis Bertani Sez: > 
4378  18-Jun-92 KELLOGG@DUCVAX.AU Silly, practical ground car << Hello, I'm baa
4379  18-Jun-92 LTG3878@SUMMA.TAM Jump Drives: the final word. << Here is what 
4380  19-Jun-92 Jo Jaquinta       STORY Imperial Advisor part 6 of 6 << Dawn ca
4382  19-Jun-92 bryan borich      GDW Message << Item 0237727 92/06/18 23:32 Fr
4384  19-Jun-92 BARANSKI@VEAMF1.N High Performance Jump Drive Power Plants << I
4385  19-Jun-92 metlay@phyast.pit Combat systems in Traveller << Rob Dean asks 

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

Archive-Message-Number: 4372
Date: Wed, 17 Jun 1992 17:32 EDT
From: BTS1@RCC.RTI.ORG
Subject: Twilight:2000 has GUTS

After reading the criticisms of the Twilight:2000 2nd Ed system as a source for
a Traveller re-do, I want to offer what I imagine will end up as a defense of 
the T:2000 system. But, I'm not going to suggest that it's the best starting 
point for another Traveller iteration, simply that T:2000 2nd Ed has some real 
virtues. I would consider the purchase of a sci-fi game that builds on them, 
even as I realize how remote a prospect that's likely to be.

I'm about to toss around a lot of opinions, but I don't think that anyone 
else's opinions on this subject are wrong. These are simply my experiences, 
based on the flavor of role-playing I and my group prefer. It may be 
significant to point out that I have no vested interest in preserving the 
Megatraveller system, if I did I'd probably feel very differently.

T:2000 2nd Ed contains a kernel of a game system that is realistic, quick, and
easy to play, in short it's the most viable GDW system we've tried. 
Specifically, here's what I find so successful:

- - Task resolution. The D10-based system, where you roll to beat the
  character's skill modified for Easy, Average, or Difficult tasks, is
  easy to use, and realistic enough for play. I can referee large, disparately 
  equipped and skilled group of NPC's in combat, in vehicles, and spend more 
  time thinking about their intentions and actions than about the task 
  resolution rules. This is a nice break for me as ref. It's intuitively 
  simple to incorporate new tasks into the game. While it's not the most 
  comprehensive task system I've ever seen, it is the most eloquent one
  in terms of playability. 

  Note that T:2000 2nd Ed gives several complementing rules for skill 
  improvement. So, characters that start out with mediocre skills or initiative
  will improve them. Characters with really low skills improve at a faster 
  rate. Our experience reveals that it works!

- - Combat. With its 6-phase turn sequence and initiative system, T:2000
  2nd Ed does a super job of modeling the salient factors in a combat:
  hesitation, the relative value of automatic fire, aimed and unaimed fire, 
  the threat of the area weapon, and the impact of movement on all the above. 
  No other system I've seen puts those items together in such an economical, 
  logical, complete way. 1st Ed T:2000 didn't pull this off, either.

  2nd Ed's system of volume-of-fire reductions for range, and strength due to 
  weapon recoil, is meaningful from every standpoint. The use of handfuls of 
  D6 to simulate the effects of auto fire is on the money. The primary effect 
  of auto fire, more often than not, is simply to suppress the enemy's ability 
  to move.  Mr. Chadwick is exactly right: it doesn't necessarily take a great 
  skill to use auto fire, like the Russian tank riders of WWII. This is a good 
  example, as the 2nd Ed makes the submachine gun a potent alternative to 
  the larger rifles; that's not the case in most other games. But, maybe it's 
  just that there's something tremendously satisfying about tossing 
  a handful of dice when your character decides to rock-and-roll.

The "truths" in the 2nd Ed apply whether the hand holds a machete or
plasma gun. On the other hand, (sorry) there's a lot from the 2nd Ed rulebook 
that should be thrown out the window. Role-playing games are like a good Chili 
recipe: take what you like, leave out what you don't, add the special 
ingredients, and write it down so you can make it again. I've NEVER seen a 
game I'd accept in every detail, I never will. What saves T:2000 2nd Ed is 
that it has a skeleton of rules that's well worth being fixed. 

In my case, along the way I realized that 2300AD's strengths are T:2000's 
weaknesses, and vice-versa. I married the 2 systems. Here's how:

- - 2nd Ed's entire firearm damage system, using D6 combinations for each weapon, 
  sucks root, and requires too much dice-rolling and record-keeping. So, I
  adapted the Damage Point Value and Armor Value systems from 2300AD. Now, for
  example, a 7.62mm rifle in my game has a DPV of .7, and can administer light 
  wounds, serious wounds represented by shock points, or death depending on 
  the hit location, power of the weapon, or presence of body armor as an AV 
  deduction from DPV. No muss, no fuss, no messy hit points. Calculate life 
  level values from the requisite attribute(s) of your choice; NPC's get 1 
  shock point per initiative level. 

  I re-evaluated the effect of contact hits from heavy weapons. If you know
  2300AD, then you know what this revision means to a character struck in a 
  vital area by a .50 cal or a 30mm autocannon round. While others eschew this 
  kind of lethality, our group feels the need to make it so without taking away
  from the heroic nature of the game, at least from our standpoint.

  T:2000's wound recovery system defies rational explanation. As luck
  would have it, 2300AD's is the best in the business, and translates cleanly 
  into T:2000 MED tasks. It's simple to incorporate T:2000 medical devices as 
  task modifiers; we're really happy with the way it turned out.

Oh yeah, I tweaked a few other things, like 
 
  - made the task to hit at close range with aimed fire AVG:weapon skill,
    not 2x weapon skill, hence unaimed fire at close range is DIF:weapon
    skill. This helps cut back the lethality of the firearms, and is far 
    more realistic than the flat curves of the "to-hit" numbers in the 
    vanilla T:2000 2nd Ed. Also, number 9 should NOT be an auto-miss.

  - toned down KNOCKDOWN so that it affects a character for the duration
    of the current phase, and through the end of the next one rather 
    than for the duration of the turn

  - removed the ability to fire to extreme range for many weapons, and
    limited it to aimed fire only (Basically, this is a T:2000 1st Ed.
    rule adapted over)

  -  brought shotguns, concussion, fragmentation effects, unarmed combat
     damage into line with the revisions
 
  - made vehicle movement rates divisible by 8

  - defined the OBSERVATION skill in terms of tasks relevant to an encounter
    situation, so as to keep it from being a "queen of the battlefield"
    kind of skill

  - allow players latitude in character generation...it's their character, 
    we're all adults, as ref who am I to mess with that?

I plan to include high-tech weapons, vehicles, maybe even magic/psionics.
This will become my Generic-Universal-Traveller System. It will be interesting 
to see what GDW does with theirs.

Regards,
Brian

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

Archive-Message-Number: 4373
From: christofer bertani <chrisber@gorn.echo.COM>
Subject: Re: T:2000 Comparison
Date: Wed, 17 Jun 92 15:20:26 PDT

Following Rob Dean's lead, I present a chart showing skill levels for 
MegaTraveller.  Note that many, if not most, skills in MT allow an additional
DM based off some attribute.

Skill          Success     Rough Equivalency of T:2000 Skill
  0             58.3%        6
  1             72.2%        7
  2             83.3%        8
  3             91.6%        9
  4+            97.2%       10

This is all based off a Routine Task (7+), to compre with the Twilight 2000
Routine Tasks (base skill roll) that Rob Dean posted.

> Since a typical very skilled Traveller has a three or a four in his main
> skill, it can be seen that a Traveller skill level must be worth more than
> a T:2000 skill level (otherwise most ship's engineers would damage their
> drives on a routine repair attempt 28% of the time.)  

It appears that a typical Traveller character has a skill in T:2000 about 
6 higher than her Traveller skill level.  A level 1 skill in Traveller is
worth about a level 7 skill in T:2000.
This was one of the things I liked so much about Traveller; skill-1 meant
something.  You didn't have to have a level 5 skill just to have an even
chance at succeeding!  This is my big gripe with most d20, d10, or d100
based game systems.  (I also prefer bell curves.)

	Chris Bertani			chrisber@cco.caltech.edu


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

Archive-Message-Number: 4374
Date: Thu, 18 Jun 92 02:28:02 -0700
From: R. Dired <rrn@u.washington.edu>
Subject: Say it ain't so!

The Third Dimension.

Okay, so I decided that since no one else would, I was going to devise a 3D
traveller universe. This would, mind you, use the same data, same politics,
etc., as normal traveller, but just sort of add some depth, if you will.
It's not perfect (I mean I made it up 10 hours ago), but I think it might
just have some promise.

Some minor rule changes would be required, if only to make wars, etc., work
out the same. FTL speed would be 30/Jump-n days per Pc, and standard jump
fuel would last a month. Oh, and there would be no more subsectors.

Distance between points is, of course [(x1-x2)^2+(y1-y2)^2+(z1-z2)^2]^(1/2).
If using a subsector grid, add 0.5 to all Y coordinates.

Okay, here it is:

Each sector is 8 Pc wide, 10 Pc long, and 16 Pc deep. Since ratios are the
same, relative position (sectors, that is) in standard maps is the same. 
Coordinates have three digits (of course), ranging from 000 to 79F. If
desired, use a standard subsector grid, with the MT coordinates (0101, etc.)
being (0x0y), but adding one to x and y. Simply fill in all the filled 
Z-levels in each hex (no room for starport type or name, I'm afraid).

To begin, each star in the standard MT form has a coordinate of (aabb), so
Mora/Mora would be 3142, so aa is 31 and bb is 34.

x=(aa-1)/4
y=(bb-1)/4
z=(x remainder) + 4(y remainder) IF Y IS EVEN.
z=(x remainder) + 4[3-(y-remainder)] IF Y IS ODD.

What this does is keep stars that are close to each other in a 2D universe
still close (within 4.25 Pc), though the problem is that stars which are
vertically adjacent in 2D will be 4 Pc apart a majority of the time.

Examples are:

Mora/Mora (3124) -->        752
Regina/Regina (1910) -->    426
Efate/Regina (1705) -->     41C
Darrian/Darrian (0627) -->  169
Chronor/Chronor (0304) -->  00E

The relative positions (in the spinward marches, anyway) for the first two
dimensions are pretty close. 

Opinions?

	-H



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

Archive-Message-Number: 4375
Date:     Thu, 18 Jun 92 10:07:30 EDT
From: Robert S. Dean  <rsdean@crdec8.apgea.army.mil>
Subject:  Some Replies on T:2000 System




I didn't mean to start a major discussion on the virtues or flaws of the 
T:2000 system.  It looks like GDW is pretty firmly wedded to the concept 
at this point, and any argument sent back in their direction will simply 
be ignored.  They're within their rights, of course, however crazy we 
happen to think them...

christofer bertani <chrisber@gorn.echo.COM> writes in Msg 4373:

> Following Rob Dean's lead, I present a chart showing skill levels for 
> MegaTraveller.  Note that many, if not most, skills in MT allow an addi-
> tional DM based off some attribute.

 (Table deleted for brevity)

> This is all based off a Routine Task (7+), to compare with the Twilight 
> 2000 Routine Tasks (base skill roll) that Rob Dean posted.

In fact, due to the attribute or secondary skill modifiers that Chris 
mentions, the situation in T:2000 is even worse.  A typical character 
will pick up an additional +1 or +2 on most skill uses, which translates 
to another level or two of T:2000 skill.

> It appears that a typical Traveller character has a skill in T:2000 
> about 6 higher than her Traveller skill level.  A level 1 skill in 
> Traveller is worth about a level 7 skill in T:2000.  This was one of the 
> things I liked so much about Traveller; skill-1 meant something.  You 
> didn't have to have a level 5 skill just to have an even chance at 
> succeeding!

As far as I am concerned, even skill level-0 is useful as currently 
defined in MegaTraveller.  I seem to recall a note somewhere in T:2000 
that suggested that skill rolls could be dispensed with in many situa-
tions where the resolution was not in doubt.  If I am remembering that 
correctly, I think it's the wrong way to go, since you now have the 
possibility of arguments over whether or not a situation is sufficiently 
important or challenging or whatever to justify a skill roll.  Give me 
the system where simple tasks have a virtually automatic roll any day...

Brian <BTS1@RCC.RTI.ORG> writes in Msg 4372

> After reading the criticisms of the Twilight:2000 2nd Ed system as a 
> source for a Traveller re-do, I want to offer what I imagine will end up 
> as a defense of the T:2000 system. But, I'm not going to suggest that 
> it's the best starting point for another Traveller iteration, simply 
> that T:2000 2nd Ed has some real virtues. I would consider the purchase 
> of a sci-fi game that builds on them, even as I realize how remote a 
> prospect that's likely to be.

Not too remote at all, I'd think.  They look pretty serious about this.

> I'm about to toss around a lot of opinions, but I don't think that anyone 
> else's opinions on this subject are wrong.

Everyone is entitled to their opinion, of course...

> T:2000 2nd Ed contains a kernel of a game system that is realistic, quick,
> and easy to play, in short it's the most viable GDW system we've tried. 
> Specifically, here's what I find so successful:

> - - Task resolution. The D10-based system... is   easy to use, and 
>     realistic enough for play. 

There is really nothing inherently wrong with this system as far as I am 
concerned.  My only problem with it is that, given the current rate of 
skill acquisition in starting cahracters shown in the T:2000 rules, most 
characters would start out vastly lesws capable than their current 
Traveller counterparts.  If the system was wedded to a character genera-
tion system where is was fairly easy to pick up three or four or five 
skills at levels of 6+, I'd be content.  (Well, contenter...)

>   Note that T:2000 2nd Ed gives several complementing rules for skill   
> improvement. So, characters that start out with mediocre skills or 
> initiative   will improve them. Characters with really low skills im-
> prove at a faster   rate. Our experience reveals that it works! 

If they survive. (-:  Poor Demo-1 Joe Smith will probably not live to 
set his second routine charge when their is a 54% chance of a catas-
trophic failure on his first try at skill level 1.  (-:

> - - Combat. With its 6-phase turn sequence and initiative system...  
> does a super job of modeling the salient factors in a combat....

Maybe so.  My personal preference is for combat to be a strategy of 
_last_ resort, and most of my games go for long stretches without in-
volving any fighting.  Thus, I'm not fussy about the combat rules, and I 
actually prefer the more abstract systems that Traveller has used better 
than the more detailed ones. (How many combat systems have there been, 
Metlay?  Five or six...?)

> The "truths" in the 2nd Ed apply whether the hand holds a machete or 
> plasma gun. On the other hand, (sorry) there's a lot from the 2nd Ed 
> rulebook that should be thrown out the window. Role-playing games are 
> like a good Chili recipe: take what you like, leave out what you don't, 
> add the special ingredients, and write it down so you can make it again. 
> I've NEVER seen a game I'd accept in every detail, I never will. What 
> saves T:2000 2nd Ed is that it has a skeleton of rules that's well worth 
> being fixed. 

I'm just curious as to what you thought should be thrown out.  The rules 
you have cited as liking are the majority of rules in they game, aren't 
they?  Of course, they'll only be a small fraction of the rules needed 
for TNE, byt the time you figure ships, ship combat, trade, planet 
generation, and so forth into it.

>   - allow players latitude in character generation...it's their charac-
>     ter, we're all adults, as ref who am I to mess with that?

Doesn't T:2000/2 already allow a good bit of latitude?  I thought that 
you could enter just about any career without having to roll for surviv-
al or admission or skill acquisition.  It's the next loosest thing to 
just picking the skills that I've seen.

Rob Dean

(No responses will be seen from or by me until next week.  I'll be busy 
until Tuesday by my current schedule.)



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

Archive-Message-Number: 4376
From: chk@alias.COM (C. Harald Koch)
Subject: Re: Twilight:2000 has GUTS
Date: 	Thu, 18 Jun 1992 09:23:00 -0400

> In my case, along the way I realized that 2300AD's strengths are T:2000's
> weaknesses, and vice-versa. I married the 2 systems. Here's how:

Well, there's a simple explanation for that; Traveller 2300's game mechanics
were the prototype for T:2000 2nd edition, and 2300AD is a slightly
improved version of Traveller 2300.

> [ contact damage to vital areas ]
2300AD has modified damage result rules: you roll a D10 on a chart, with
modifiers based on the hit location. This makes it possible to survive a
head shot, with the caveat that it's possible to die from having your right
pinkie blown off. IMHO, it works well enough.

Our biggest complaint with the 2300AD task system is an editorial one:
2300AD has a bunch of adventures where the characters are all wimpy (2,
maybe 3 in their main skill and 0's and 1's everywhere else), and then made
a whole bunch of formidable and impossible tasks that the characters had to
perform.  How do you roll 14+ on a D10 adding a skill of 2? I don't know
how, but GDW seems to think it's possible... :-)

Disclaimer: I'm biased; 2300AD is the only RPG I play right now... :-)

- -- 
"If looks could kill, I     | C. Harald Koch  Alias Research, Inc. Toronto, ON
would have to make a saving | chk@alias.com                (work-related mail)
throw!"                     | chk@gpu.utcs.utoronto.ca     (permanent address)
     -Gerry Smit, 19-May-92 | VE3TLA@VE3OY.#SCON.ON.CA.NA            (AMPRNet)

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

Archive-Message-Number: 4377
Date: Thu, 18 Jun 92 12:04:03 EDT
From: Traveller Mailing List Mail <tml@engrg.uwo.ca>
Subject: Re: T:2000 Comparison


Chis Bertani Sez:

> This was one of the things I liked so much about Traveller; skill-1 meant
> something.  You didn't have to have a level 5 skill just to have an even
> chance at succeeding!  This is my big gripe with most d20, d10, or d100
> based game systems.  (I also prefer bell curves.)

I would like to comment on both of these staements.
First, though it is nice for skill-1 to mean something, and for a
character allocating points, this is convienent. But there are some
things that people are not good at but that they have a chance to
do something if the task is simple. I may have a computer-3 skill
(personally) but my Auto Repair sill is not 0. (Maybe a T:2000 level
of 3-4).

Remember that just by asking a player to make a routine task
roll, the job is not routine. Routine things like replacing a light
bulb would not be rolled for, rather routine refers to something
that is routine for someone with the skill. i.e. In auto repair, 
replacing the brakes would be routine, not worthy of a raised
eyebrow for a trained mechanic. I on the other hand wouldn't even
think of doing it.

Second and more importantly, I disagreee with the use of a bell curve
with a skill system where there are plusses to the roll. Lets say
that for whatever reason there is a DM of +1 applied to a roll. If this
is a routine roll 7+ then the chance of success rises from 58.3% to
72.2% (or 1.23x). If the task is difficult 11+ then the success goes 
from 8.3% to 16.7% (or 2x). This means that something that is a small 
help some times is a larger help at others. That is the +1 is not
a constant. (The reverse is also a problem the chance of failure
of a high (sill-4+) character is greatly reduced by a +1 sometimes,
but not at others). Also note that special successes are affected by
this effect as well.

This is why I likes the task system so much, as there was no longer
any +'s to deal with, just a difficulty and a skill-stat, or skill-skill
to worry about. Though the effects of a difference of 1 skill level
in all but difficult or impossible tasks made no difference.

Personally I prefer a d100 based system for a skill-based rules set.
(Like Ringworld, or Space Master). +10% means exactly that. A
player has an innate understanding of how likely they are to succeed,
and critcals (special successes) are easier to handle.


					-Dan

P.S. I am not advocating that any form of Traveller change, just
pointing out a drawback to the 2D6 method.

Dan Corrin, Network Manager, Mechanical Engineering, UWO, London, Ontario
InterNet: dan@engrg.uwo.ca.                                (519) 661-3834
TML/CZ/FrameUsers/Consim FTP site: sunbane.engrg.uwo.ca (129.100.100.12)     


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

Archive-Message-Number: 4378
Date: Thu, 18 Jun 1992 10:01 CST
From: KELLOGG@DUCVAX.AUBURN.EDU
Subject: Silly, practical ground car

Hello,

I'm baaaaack!

I spend an inordinate amount of time in a certain ground car, so
I thought I'd give it to you.  Sorry, I don't have a song for
this one.

James once said his car is approved for traveller, so...

CraftID:  Ford Fairmont, 1982, TL7, Cr 1287
Hull:     (8/19) Disp=.81, Unload=.6, Load=1.1
Power:    (1/1) IntComb=28Kw, Dur=5hrs
Loco:     (1/1) Wheels, Road=106Kph, OffRoad=32Kph
          (Unloaded=121Kph, OffRoad=40Kph,
          Flat out top sprint speed=136Kph)
          (With 1 ton trailer=88Kph)
          Will hit resonance points when travelling above
          121 Kph: the car begins to shake and then it damps out.
          Resonance Points: 122Kph, 125Kph, 128Kph.  Above
          128Kph, car will shake continuously.  I have run the
          car up to an estimated 176Kph.  This was with some
          *serious* gravitational assist though.  And the
          speedometer only registers up to 136Kph.
          Acceleration Unloaded:  0 to 88Kph in 18 seconds :-(
Comm:     Radio=Reciever
Sensors:  Headlight*4
Off/Def:  Stealth body work:  Styling and paint boring.  This
          makes it far less noticable to law enforcement types.
Control:  Electronic*1
Accom:    Seats=Cramped*4, None*2, BasEnv
          (if four passengers carried, treat seats as adequate)
Other:    Fuel=18liters, Cargo=.4Kl, Objsize=Sm, EMLevel=Mod,
          Above 117kph EMLevel becomes strong,
          Oil consumption:  1 liter/1000 kilometers
          May tow 40cm Autocannon w/225 rnds ammo (price not
          included)  I sometimes wish I had paid for that
          option...
According to the design table the fuel is 18 liters...  It's
actually more like 45 liters

Cruising:  During extended periods of cruise, max advisable speed
(unloaded) is 117Kph without air-conditioning.  Higher speeds
should have the heating engaged to provide additional cooling for
the engine.  With air-conditioning, max advisable speed is 104Kph

How's that for silly?!

Scott 2G Kellogg

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

Archive-Message-Number: 4379
Date:    Thu, 18 Jun 1992 12:26:50 -0500 (CDT)
From: LTG3878@SUMMA.TAMU.EDU
Subject: Jump Drives:  the final word.

Here is what I hope will be the final word on jump drives.
 
                               CUT ON DOTTED LINES
 
- --------------------------------------------------------------------------------
 
3.b._Power_Requirements_________________________________________________________
20% of the the total power requirement is used to 'warm up' the Lanthanum Hull
Grid.  The remaining 80% is used to actually enter jump space.
 
 To 'warm up' Lanthanum Hull Grid:  0.65 MW X Jump # / kl of total ship volume
 To_enter_jump_space:_____________+_2.60_MW_X_Jump_#_/_kl_of_total_ship_volume
 Total power requirement:           3.25 MW X Jump # / kl of total ship volume
 
3.c._Jump_Governor______________________________________________________________
A dedicated computer system and accompaying connections.  The governor finely
regulates the transfer of energy from the High Yield Fusion Power Plant to the
Jump Energy Sinks, and thence to the Lanthanum Hull Grid.
 
                           Percent of    Weight     Price
            Component______Hull Volume__(mton/kl)__(Cr/kl)
            Jump Governor       1%          2       75000
 
3.d._Lanthanum_Hull_Grid________________________________________________________
A grid of Lanthanum wires implanted in the outer layer of the ship's hull,
spaced at about 1 meter intervals.  For design purposes, the grid is assumed to
occupy no volume and have no weight.  Installation of the Lanthanum grid does
not alter the hull armor rating.  Cost is Cr1500 per kilolitre of total ship
volume.
 
                                           Price
                     Component____________(Cr/kl)
                     Lanthanum Hull Grid    1500
 
3.e._Jump_Energy_Sinks__________________________________________________________
These accumulate the energy produced by the High-Yield Fusion Power Plant, to
later release it rapidly into the Lanthanum Hull Grid during jump.  The sinks
hold 650 MW per kilolitre of energy sink.  It is also possible to install energy
sinks for use with a Black Globe.  The cost Cr300000 per kilolitre, but are
otherwise identical to Jump Energy Sinks.
 
                                   Weight     Price
               Component__________(mton/kl)__(Cr/kl)
               Jump Energy Sinks      1       245000
 
The volume of energy sinks required can be computed as follows:
 
      V = P / 650
 
V = volume of energy sinks in kilolitres
P = power requirement of the jump drive in MW.
 
3.f._High-Yield_Fusion_Power_Plants____________________________________________
Fusion power plants that have been tuned for maximum energy production, at the
expense of inefficient fuel use.  Power Out, Weight, Price, and Fuel is per
kilolitre of power plant.
 
                        High-Yield Fusion Power Plants
 
                 Power       Weight    Price    Minimum     Fuel
           TL__Out(MW/hr)__(mton/kl)__(Cr/kl)__Volume(kl)__(kl/hr)
            9    1300          4       200000    6.750       10
           10    1300          4       200000    2.000       10
           11    1300          4       200000    1.000       10
           12    1300          4       200000    0.250       10
           13    1950          3       200000    0.150       15
           14    1950          3       200000    0.100       15
           15    3900          2       200000    0.090       30
           16    4600          1       200000    0.080       35
 
3.g._Time_to_charge_Energy_Sinks_______________________________________________
The process of jumping is essentially instantaneous.  Therefore, the primary
limitation on how rapidly one may jump is the time required to charge up the
energy sinks.  Should this time exceed two to three hours, the energy sinks may
suffer severe damage, initiating a process which concludes in the destruction of
the ship.
 
The time to charge energy sinks may be computed as follows:
 
  T = P X 60 / O
 
T = time to charge energy sinks in minutes.
P = power requirement on the jump drive in MW.
O = total power plant output in MW/hr.
 
3.h._Jump_Fuel__________________________________________________________________
All of the fuel consumed by the jump drive is consumed while charging the energy
sinks.  Once the vessel has entered jump, no more fuel is consumed by the jump
drive.
 
The amount of fuel consumed while charging the energy sinks may be computed as
folows:
 
  F = V X R X T / 60
 
F = volume of Jump Fuel in kilolitres.
V = volume of high-yield power plant in kilolitres.
R = jump fuel consumed per kilolitre of power plant.
T = time to charge energy sinks in minutes.
 
                                    65b
- --------------------------------------------------------------------------------
                            CUT ALONG DOTTED LINES
 
e.g. the TL 15 Far Trader on p.81 of the Imperial Encyclopedia is capable of
Jump-2.  Its jump drive can be described in detail as:
 
Power Required to perform a Jump-2:  17550 MW
Jump Governor:                  27 kl  54 mton  Cr2025000
Lanthanum Hull Grid:                            Cr4050000
Jump Energy Sinks:              27 kl  27 mton  Cr6615000
High-Yield Fusion Power Plant:  27 kl  27 mton  Cr5400000  105300MW/hr  TL 15
Time to charge energy sinks:  10 min
Jump Fuel Required:  135 kl
 
                                FAR TRADER
CraftID:  Far Trader, Type A2, TL 15, MCr41.07
   Hull:  180/450, Disp=200, Config=3SL, Armor=40G, Unloaded=1126 tons,
          Loaded=1996 tons, Lanthanum Hull Grid.
  Power:  3/6, NormFusion=738 MW, Duration=30/90,
          2/4, HiYldFusion=105,300 MW, Duration=10 min.
   Loco:  4/8, Manuever=1, 3/6, Jump=2, NOE=190kph, Cruise=750kph,
          Top=1000kph, Agility=1.
  Commp:  Radio=System.
Sensors:  PassiveEMS=Interstellar, ActiveEMS=FarOrbit, ActObjScan=Rout,
          ActObjPin=Rout, PasEngScan=Rout.
Off/Def:  Hardpoints=2, DefDM=+3.
Control:  Computer=1bisX3, Panel=Holodynamic LinkX233, Special=HeadsUpX2,
          Environ=BasicIs, ExtendIs, GravPlates, IntertialComp.
  Accom:  Crew=3 (Bridge=1, Engineer=1, Steward/Medical=1), Staterooms=10,
          SubCraft=Air/Raft.
  Other:  Cargo=823.5kliters, Fuel=671kliters, PurificationPlant,
          ObjSize=Average, EMLevel=Faint.
 
except for the minor changes in the weight of the ship, and the division of
damage points between the high-yield fusion power plant and the rest of the
jump drive, much the same as the stats in the Imperial Encyclopedia.
 
In order to determine the time to charge energy sinks for standard designs,
the following TL chart will be useful:
 
                       Time to Charge Energy Sinks
                             TL__Time(min)
                              9    30.0
                             10    30.0
                             11    30.0
                             12    30.0
                             13    20.0
                             14    20.0
                             15    20.0
                             16     8.5
 
e.g. An alternate version of the Far Trader.
Power Requirement:  17,550 MW
Jump Governor:                    27 kl  54 mton  Cr2025000
Lanthanum Hull Grid:                              Cr4050000
Jump Energy Sinks:                27 kl  27 mton  Cr6615000
High-Yield Fusion Power Plants:  4.5 kl  4.5 mton  Cr900000  Cr17550 MW/hr  TL15
Jump Fuel Required:              135 kl
Time to charge Energy Sinks:  60 min.
 
                           FAR TRADER VARIANT
  CraftID:  Far Trader, Type A2A, TL 15, MCr37.47.
     Hull:  180/450, Disp=200, Config=3SL, Armor=40G, Unloaded=1104tons,
            Loaded=1971tons, Lanthanum Hull Grid.
    Power:  3/6, NormFusion=738 MW, Duration=30/90,
            0/1, HiYldFusion=17550MW, Duration=60 min.
     Loco:  4/8, Manuever=1, 3/6, Jump=2, NOE=190kph, Cruise=750kph,
            Top=1000kph, Agility=1.
    Commo:  Radio=System.
  Sensors:  PassiveEMS=Interstellar, ActiveEMS=FarOrbit, ActObjScan=Rout,
            ActObjPin=Rout, PasEngScan=Rout.
  Off/Def:  Hardpoints=2, DefDM=+3.
  Control:  Computer=1bisX3, Panel=HolodynamicLinkX233, Special=HeadsUpX2,
            Environ=BasicIs, Extend=Is, GravPlates, InterialComp.
    Accom:  Crew=3 (Bridge=1, Engineer=1, Stewad/Medical=1), Staterooms=10,
            SubCraft=Air/Raft.
    Other:  Cargo=846kliters, Fuel=671kliters, PurificationPlant, Scoops,
            ObjSize=Average, EMLevel=Faint.
 
This variant version of the Far Trader has a smaller High-Yield Fusion Power
Plant, and a longer time to charge energy sinks.  Also, its Power HYFPP has
reduced damaged/destroyed hit points.  The cargo volume is larger, but by only
2.8%.
 
Whew!
 
"Now, its time for the penguin on top of your television set to explode."

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

Archive-Message-Number: 4380
From: Jo Jaquinta <jaymin@maths.tcd.ie>
Subject: STORY Imperial Advisor  part 6 of 6
Date: Fri, 19 Jun 92 9:58:57 BST

     Dawn  came, throwing the wrinkled contours of the  bed  into
high  relief.  The sun climbed several degrees  and  the  shadows
crept about the room. Unaware, the alarm clock sounded the  start
of a new day. The two figures stirred on the bed.
     With  a  sigh  Clare pulled herself up and sat  on  the  bed
rubbing her eyes. Ynno got up and dressed quietly. "Did I dream?"
he asked, watching out the window.
     "Yes", said Clare listlessly.
     "Of her?", asked Ynno. Clare nodded. "I'm sorry", said  Ynno
quietly.
     "So am I", said Clare, just as quietly. She walked over  and
stood  at  the  counter  top, absently  staring  at  the  kitchen
utensils.  There  was  a knock at the  door.  Something  twitched
across Clare's face and she looked at Ynno. He met her gaze for a
moment and looked at the floor and picked up his coat.
     She  opened the door a crack and Mr. Kelleu was  there.  She
opened it further and walked to the window. Ynno stepped  forward
and turned in the doorway to Clare. "Goodbye", he said sadly. She
nodded and kept staring out the window.

                              * * *

     Ynno left the shuttle and was met on the ship by a very tall
man who introduced himself as Julles. After dropping his bags  in
their cabin he bought drinks at the bar.
     "What  becomes  of me now?", asked Ynno. "Are you  going  to
scrap me? Or are you going to pick my brain apart in your labs?"
     Julles  smiled grimly. "Your contract has been  bought",  he
said simply.
     "Oh?  Are  you going to 'rehabilitate' me then?" He  took  a
swig from his drink. "It won't work", he said defiantly. "You can
never take away my love. It's all I have left."
     Julles  swirled his drink and watched the depths.  "No",  he
said quietly, "You'll never forget. The pain will never ease. You
will always love her." He looked him in the eyes with a  resigned
smile. "It's taken me seventy years. She haunts me still."
     Ynno  stared confused for a moment. "Your contract has  been
bought by the estate of Kiertwith Konnoi. So was mine. There is a
card in the cabin for you with six hundred thousand in credit  on
it. You are free to do as you like."
     Ynno watched his drink stunned. "Just like that?"
     "Yes."  He waited for a moment to let it sink in.  "He  took
care of us while he was alive. If no one else did, he  understood
what  we felt. We've formed sort of a collective. We talk,  work,
do research. Sell it back to the Imperium..."
     "So it is true?"
     "About Kiertwith and Ajin? Yes. They're dead now though."
     "But  the  robots.  He was an expert. He  designed  us.  Why
didn't he make it so she loved me?"
     Julles shook his head sadly. "Believe me, we all think about
it. It just wouldn't be her. It would be someone else.
     Ynno  looked  annoyed, "Then how can you, who say  you  have
carried the pain for seventy years, continue to make more of  us?
Is that not just making more pain?"
     Julles swallowed the last of the drink. "The program  hasn't
changed  since  Kiertwith first wrote it. We just  come  up  with
better  bodies. I started as a box. That's not the real  reason."
He  smiled sadly. "There was one pair, a few parsecs  away.  They
met under unusual circumstances and well... They did it.  They're
together.  I've talked with him once. His happiness outweighs  it
all."  Ynno finished his and threw the glass away, still  looking
sceptical.
     "Travel around a bit", said Julles. "See what you want.  Our
doors  are always open." He left him then, hands in his  pockets,
staring at the receding planet through the bar window.




                            * * * * *

     Ynno eventually joined the Konnoi Collective and won  renown
in the field of poetry.

                            * * * * *

     Clare  left  her job and emigrated from  the  planet.  After
being  arrested for espionage the Imperium took pity on  her  and
she  now  works  for a local government  with  another  Kiertwith
model.

                            * * * * *
 
     After  coming  to irreconcilable differences  in  matter  of
policy with Ynno's Ajin model replacement, Sarion transferred  to
another governmental department.

                            * * * * *

     Bethula  still  works  as  Imperial  Liason  for  the  Taxan
corporation.


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

Archive-Message-Number: 4382
Date: 19 Jun 92 06:34:12 EDT
From: bryan borich <70541.1410@CompuServe.COM>
Subject: GDW Message

Item    0237727                 92/06/18        23:32
From:   GDW.SUPPORT                     Loren K. Wiseman
To:     B.BORICH                        Bryan J. Borich
Sub: TML

Bryan,
     Please upload the following to the TML:

 Michael Glew: Yes, GDW would be interested in seeing what your
 group has come up with. Send it either by land mail or via Bryan
 Borich.

 **********

 Lord Krieg: I would like to discuss your comments on the
 T2K/Dark Con D20 system in more detail. We'll be in touch.

 ***********

 Adam Naylor:

 <why did GDW decide to change to Twilght 2000 mechanics?

 We think it is a good set of mechanics, and we see no reason to
 continually re-invent the wheel each time we do a new RPG.
 (Dangerous Journeys is the exception that proves the rule).

 **********

 R. Dired:

 <It was comforting to know that GDW doesn't want any substantive
 <imput for its new T2000 in Space...err, TNE.

 When did I say I GDW didn't want input? I said we weren't
 interested in outside DESIGNERS (We've had very bad luck with
 outside designers). I said we didn't want huge documents, and
 urged people to brevity. And I also said (and this seems to be
 what ticks you off the most) that we were definitely,
 absolutely, positively going with the T2K mechanics.

 I say again: what we DO want are constructive criticism,
 and a few people who are willing to do reality checks for us.
 We want to know what you liked/didn't like about the old (Pre
 MT) rules, ditto for the MT rules, and ditto for the T2K
 mechanics.

 Perhaps you can answer this: If you do nothing but heap
 abuse on us, why should we pay attention to you?

 Loren K. Wiseman
=END=


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

Archive-Message-Number: 4384
Date:    Fri, 19 Jun 1992 11:34:54 -0400 (EDT)
From: BARANSKI@VEAMF1.NUSC.NAVY.MIL
Subject: High Performance Jump Drive Power Plants

If a Starship has a High Performance Power Plant to power the Jump Drive, this
power plant should be able to be used for other uses as well.

It makes no sense to me that in High Guard, Weapons Systems has to have
corresponding Power Plant and Fuel, as if The Power Plant and Weapon System was
going to to in operation continuously.

There should be a general purpose allocation of power and fuel consumption as
various drives/weapons systems are used.

Jim.

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

Archive-Message-Number: 4385
From: metlay@phyast.pitt.edu (metlay)
Subject: Combat systems in Traveller
Date: Fri, 19 Jun 92 12:16:40 EDT


Rob Dean asks how many Traveller combat systems there have been...
"Five or six?" Well, no, actually. Believe it or not, there have
only been two: Trav Classic's and MegaTraveller's. You could include
Striker as a third one but that was never considered official Trav
canon law.

I'd like to interject my own two cents' worth here: everyone has 
his or her own balance of playability, realism, and game balance
that is preferred for RPGs. It is absolutely impossible that a 
game will have a combat system that pleases everyone-- in fact,
the odds are good that a compromise will actually ALIENATE everyone
to a small degree, rather than wholly pleasing anyone at all. 

There are three approaches to this metaproblem:

1. The Historical Approach: The first few RPGs to be released, TRAVELLER
AMONG THEM!, had combat systems that were just designed to sorta work.
There was not yet a wide enough base of PRG-oriented experts (as opposed
to wargamers, whose priorities are different) to draw on for suggestions.
This meant that these systems formed a basis for the complaints that
led to later systems. 

2. The Diplomatic Approach: strike a balance between playability, game
balance and realism, and hope that you can sorta please everyone to the
point where they'll buy the game for its OTHER merits. I would class
MegaTraveller and RuneQuest in this realm, as well as many others.

3. The Extremist Approach: pick one area to maximize at the expense of 
others, and totally woo one sector of the buying public. This generally
falls into two categories: playability at the expense of realism (Star
Ace, Star Frontiers, and (if you feel like whining) Trav Classic) and
realism at the expense of playability (Space Opera, Fringeworthy, and
Phoenix Command). 

The moral is, NO ONE will be happy with what GDW does, because their
design philosophy is, and has been for at least six years, founded 
upon the Diplomatic Approach. The thing to do, which has been completely
forgotten in these days of Officially Approved Gaming Materials (TM),
is that rules systems can be customized to suit. If you think a system
leans too far in one direction, replace it with something that works.

I have a combat system for Trav Classic that I sort of shelved when
MegaTrav came out and seemed to address my concerns to some extent.
However, when TNE is released, I am going to give the combat system
a very critical look (I don't regard DC or T2k2 as good paradigms for
guessing, for several reasons). If I don't like it, and I am sure
I won't, I will either rewrite it extensively, or dredge up my old
Trav Classic combat system, which was and is the best system for MY
purposes I have ever used.

I have developed a number of tricks that apply to any game system I use,
that speed up combat while retaining realism. But these days I tend
to be sloppy about such things. My parties don't seem to mind, as long
as the game flows well. (Game balance at the expense of realism and
to some extent fast playability.)

- -- 

Mike Metlay
metlay@minerva.phyast.pitt.edu
Atomic City, P.O. Box 81175, Pittsburgh, PA 15217-0675

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

End of TML Bundle
*****************

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Subject: TML Bundle #364: Msgs 4386-4391
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TML Bundles come from the archives of the Traveller Mailing List,
maintained by James Perkins, traveller-request@metolius.wr.tek.com.

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

Date: Wed Jun 24 21:00:21 PDT 1992
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #364: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
4386  19-Jun-92 KELLOGG@DUCVAX.AU The 4.5th Frontier War (Chapter 3 part 1) << 
4387  19-Jun-92 adpgate!rdj@uunet Re: Blowup about the TNE Working Group << A f
4388  19-Jun-92 cat@fgssu1.fgs.sl Story Snippets (Donuts part 3 of 4) << STEALI
4389  20-Jun-92 bryan borich      TNE<->T2000/DC conversion << From Mark 'Geo' 
4390  20-Jun-92                   Oh, yes. GDW. << Reply to L. Wiseman. Okay, f
4391  21-Jun-92                   Jump Drives & Character Templates << From Mar

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

Archive-Message-Number: 4386
Date: Fri, 19 Jun 1992 10:37 CST
From: KELLOGG@DUCVAX.AUBURN.EDU
Subject: The 4.5th Frontier War (Chapter 3 part 1)

Howdy folks,

People have asked what music I listen to while writing
this stuff.  Well, you'll find out a few selections here.

This one's quite a bit different from the others.  If at all
possible, I'd reccomend reading this prolonged nightmare alone
at night during a thunderstorm.  If not, how about down in the
basement by candlelight?  |->

	2G

AND YOU KNOW SOMETHING'S HAPPENING,
  BUT YOU DON'T KNOW WHAT IT IS
	DO YOU, MR. JONES?
		by
	Scott Kellogg
		- I -
You walk into the room like a camel and you frown.
You put your eyes in your pocket,
and your nose on the ground.
There ought to be a law against
you comin' 'round
You should be made to wear ear phones.
	And you know something's happening,
	but you don't know what it is.
	Do you Mr. Jones?
		"Ballad of a thin man" -Bob Dylan

	Silence...
	Silence...
	I'm lying in a vast black void.  How long have I been here?
Days?...  Years?...  Millennia?...  Hmm.  That's a problem.  I
believe I am Doctor Mako Malenkoviepr.  Well... I was the last
time I checked.  Or am I?  Or AM I?  Do I really exist?  Does
anything exist?  Or is it all an illusion in my mind?  I wonder
if I could be an illusion in someone else's mind?... So many
questions...  No answers...
	Does it matter?  Even if it does matter, does it matter that
it matters?
	All I can really say is:  apparently, I am.
	AAARRRRRR!! WHOAAAAH!  HEY!  That's cold!  What's going on?
Brrr!...
	It's gone now...  What was that?
	Yes, I am.  And there's no apparently about it.  But, who is
it that says I am?  In other words, who am I?  Hmmm.  Oh yes, I
think I know...
	Where am I.  Can't see a thing.  Total blackness.  But I'm
thinking a lot clearer now:  I know who I am anyway...  That's a
start.
	I'm lying on something.  I can feel a floor.  "Ok, let's
stand up doctor."
	Well, I can hear my voice any way....
	Try to stand.  Muscles are slow.  Ouch.  Stiff too.  But,
now that I'm standing, where am I?  I still can't see.

	A ring of luminous fog suddenly glowed around the doctor's
legs.  Slowly, as though it were wavelets spreading out from a
stone dropped in a pond, the fog spread out slowly illuminating a
huge endless sea of thigh deep fog.
	A buzzing sound swept in from behind the him.  He whirled to
face it.  But as he turned it was fading off in the distance.
Another flew in from overhead but was off to the horizon before
he saw it.
	A third swept in.
	He turned to face it and saw a vague shape headed straight
for his face.
	He dropped to the ground, covering his head, shutting his
eyes tight.

	Hey, I'm in a house!

	A comfortable study spread around Dr. Malenkoviepr.  Wood
paneling, a warm oil lamp, a large wooden desk, huge bookshelves,
hundreds of books.
	And what books!  I remember these...  Here are my old text
books on telepathy... awareness... physics... psychology...
sophontology... Wow, there's all my old children's books!  'Burt
Dow Deep Sea Fisherman', 'How and Why Book of Starships'
'Millions of Cats', 'Vlezhdames and the Giant Peach'.  I haven't
seen these in years!
	He picked up a book:  Oh yes, Burt Dow and Giggling Gull in
the Idely Tidely... I was about five years old.
	Here's one I don't remember.  What is this?
	A red hologram album.  Baby pictures of me.  Me at ten years
old.  Hey there's Chewersta!  I wonder what ever happened to her?
I haven't heard from her since I was nineteen... Hey! what's
this?  A hologram of us in the woods?  That's not possible...
There weren't any cameras around there...  Now this is getting
ridiculous...  Where did this hologram of us come from?...
	The buzzing swept in at the open window.
	Through the window was the sea of fog sweeping out to the
horizon.  Out of the black sky swept long fingerlike tendrils of
mist.  Reaching, grasping, probing.  They were almost to the
house.  Reaching out to grab...
	Mako slammed the window.  Outside, the silence was broken by
a huge gust of wind as the tendrils hit the house.  Whistling and
howling sounded all around.  The other window's in the house were
all Wide open.
	Got to move fast.  Close all the windows!  Move.
	Quickly, he ran into the next room.  The fingers were
sweeping up to the window.  Slam the window!  Lock it!
	Next room!  Again the probing tendrils were almost inside
when Mako slid the lock home.
	Mako flew about the house slamming windows and shooting the
bolts of the locks.  The tendrils flew to one window and the
next, and the next, and the next, and the next...  Down to the
first floor, to the large window next to the door, and the
kitchen, and the den, and...
	Just how many windows are there in this flaming house?
	He ran to the last window and slammed it down.  The glass
rattled as he shot the bolt.
	The wind battered impotently outside the windows.
	Ha!  They're all locked!  You can't get in!
	Wait... I didn't lock the window in the study!
	Up the stairs and on the right!  Run!  Go!  Go!  GO!  Into
the study!
	Suddenly, the window burst open.  Streamers of fog shot into
the room and flew about like confused birds.
	Slam the window and lock it!
	As the lock slid in place, the fog tendrils faded and
disappeared.
	Safe...  Silence...
	Mako slid to the floor, tired, but safe for the moment.

	Slowly, a book began to pull itself off the shelf.
	A telepathy text book opened by itself and it's pages began
to flip.
	He stared at the book as he lay on the floor. "Who *Are*
you?..."  The pages continued to turn...  WHO ARE YOU!?!"
	More pages began to flip.
	Malenkoviepr jumped up, grabbed the book and put it back on
the shelf.
	Slowly, a physics text came off the shelf, and began to read
itself.
	Contemptuously, he put that one back too.
	Slowly, several more books started abandoning the shelves
and reading themselves.
	Mako collected them, and shoved them back.
	A torrent of books flew off the shelves and began to flip
their pages.
	Angrily, Malenkoviepr grabbed for them, but as one went back
another came out...  And another...  And another...
	A mad contest of book pushing developed.  Books flying,
pages flipping.  Shelves revolting...

	Someone was laughing.

	Malenkoviepr shoved the last book on the shelf back.  He
growled angrily at the thought that someone was enjoying this
somehow.
	One last book lay on the desk.  The red hologram album.
	Slowly, it opened itself.
	Fury enveloped Malenkoviepr.  He turned to grab the book.

	Suddenly, he was walking in glue.  Paralyzed, watching the
nightmare world around him.  He watched as the book slowly
proceeded to show his life story in holograms.
	Born to a low, low station...  Baby pictures...  First
teeth...  First steps...  Psi testing...  First time meeting a
Droyne...  First school...  Becoming an Intendant...  Living with
the Droyne...  First girl friend...  First lover...  College...
Becoming a Droyne...  Becoming a Noble...  Joining SORAG...
First assignment...  Second assignment...  The ancient base...
The ancient warriors...  Their decision...  Orders...  Counter
Orders...  The destruction of the base...  The explosion...
	The next page appeared black.
	The page appeared to split into two opening doors.  On the
page, Dr. Mako Malenkoviepr, Honorary Droyne marched into his
superior's office.  The letter in his hand addressed:
"Lieutenant Baremkatlasche'.  Personal.":  The resignation.  He
paced angrily about the office shouting at Baremkatlasche'.  The
fool didn't understand the Droyne way, never would.  He could not
expect Malenkoviepr to prevent them from being what they are.
You can not make iridium into tin.  You can not make night into
day.  But the idiot didn't understand.  Wouldn't even try to
understand.
	I resign.  I will not be pushed around any more.  I refuse
to go against what I know is right.  Science is to improve life,
not destroy it.  Baremkatlasche's goals are not improvement, but
enslavement.  Any work for SORAG will be subverted.
	I resign!
	Doctor Mako Malenkoviepr slammed his the envelope onto
Baremkatlasche's desk with all his psionically enhanced strength.
A mug on the desk flew up a meter in the air fell back and
shattered.
	The page went black again.

	Suddenly, the hologram split open again.  Malenkoviepr
marched into Baremkatlasche's office a second time.  A second
time, he told his superior off.  A second mug smashed.
	I resign!
	A third time the hologram replayed itself.  A third mug
smashed.
	I resign!!
	A Forth...
	I resign!!!
	Fifth...
	I Resign!!!!
	I RESIGN!!!!!
	Malenkoviepr screamed out in fury.  He jumped to the desk
where the album laid.  Grabbed it.  Slammed it back into the book
shelf, and shouted out in psionic fury and hate, "I RESIGN!!!!!"
	A psionic right cross whipped out into the blackness.

	Suddenly, Malenkoviepr was back drifting in the black void.
	But I felt the punch connect...
		- II -
	The Interrogator shook her dark hair from her shoulders.
"The subject has exceptional psionic strength and determination."
	"How long will it take?"
	"Unknown, I will have to make some further tests.  But a
direct attack is not indicated here:  his defenses are too well
laid."
		- III -
Leave your cares behind.
Come with us and find
the pleasures of the
journey to the center of the mind.
Come along if you care
Come along if you dare
Take a ride to the land inside of your mind.
Beyond the seas of thought,
beyond the realm of what's
across the streams
of hopes and dreams
where things are really hot.
		-The Amboy Dukes:  Journey to the Center of the Mind

	Malenkoviepr bounced down the beach at top speed.  The grav
harness absorbed most of his weight, but still gravity dragged at
him, keeping him grounded where evolution had put him.  Wind
gusted and he threw wide his metal wings.  He rose over the
windswept seas of Tesser.
	Tesser.  Land of the Droyne.  Home.
	His silver wings tugged pleasantly at his muscles as he
pulled himself aloft.  The winds were his.  He rose higher
seeking out the updrafts as he tacked up wind.  The rolling sea
below him shouted a challenge up to him and he dove to combat.
	Screaming down over the waves he dipped and rolled over the
blue foam.  The wave tips set up a deadly obstacle course that he
swept through with ease.  One dipped wing tip and he would drown:
no one can swim with five meters of wing span strapped on his
arms.
	Briefly he thought of the greater ease of regulation grav
belts, but no grav belt gave the user actual flight.  Altitude
must be fought for.  Flight is not mere movement while aloft but
a sonnet of motion.  Wings lend grace, poise, flow.
	The Droyne, his adopted people disdained grav belts.  Even
Mako's artificial wings seemed little better than crutches
compared with wings of flesh, bone and sinue.
	But even the Droyne were not the captains of the air.  Their
stubby wings were almost vestigial.  Evolution had turned them
away from the air.  Many of them could not fly at all.
	Of all intelligent creatures yet found, only one race truly
lived in the air.  The two Ael Yaels flew circled overhead.
	They soared on the blustery sea winds of Tesser.  Bat like
wings stretched five meters in wing span gave them the edge over
the tiny wings of the Droyne.  Their golden skin flashed in the
light of Tesser's sun as Mako rose on flashing wings to join
them.
	The two creatures were truly alien in flesh and mind.  They
evolved in a totally different ecological niche from Humans.
Aerial carnivores, nearly solitary creatures.  Far from Humans
and Droyne.  For example they had never developed a thing called
a government.  Trying to explain a nation to them was like
explaining sexual reproduction to an amoeba.
	They had the one system of running their planet no Human
world ever could even attempt:  anarchy.  (That which governs
best, governs least.)  Thus, they could safely be invited into
the Consulate, despite the fact that they were Imperial citizens,
For to them there was no great difference between one group of
humans and another.  Humans all acted the same to them.
	In a flash the two came together and rose almost vertically
in an ascending corkscrew, describing by their motion a double
helix.  Slowly they reached for each others talons.  As they
touched and grasped each other, they folded back their wings and
stalled.  They fell in a double hammerhead that sent them
plunging down.  Down toward the waves, they tumbled out of
control clinging to each other.
	Slowly, with great reluctance they released the others
talons and pulled out of the roaring dive and sped off with a
flash of golden wings in close formation.
	Mako banked and flipped just for the sheer joy of it.  He
leapt from wind to wind as an acrobat of the sky.  The winds gave
a thunderous applause as he flipped over into a showman's outside
loop coming out in a hammer head of his own.
	"CH-CH-CH-CH-CH-CH!" Kittan's warning crossed languages and
jolted him back to awareness of their mission.  Four frigate
birds flew in towards the emerging baby sea turtles.  Odd, how
the ancients had brought both species this far from Earth.  Mako
rolled and dove in hot pursuit.
	Hloch made the first pass at the flock of attackers.  The
carnivore's talons flashed, striking one from the air.  The other
three cried out in surprise and banked away.  Hloch dropped down
and caught his prey as it fell and sunk his teeth in.
	Kittan veered off after one of the frightened hunters.  The
frigate bird swooped avoiding her claws but not quick enough to
avoid her powerful tail.  The crushing blow nearly severed the
creatures wings and it went plummeting to the ground.  She dove
and caught the falling victim.
	Mako came into the fray slower than the others as the
remaining two frigate birds realizing they weren't pursued closed
back on the helpless turtles struggling across the sand.  Mako
had no claws or tail but simply battered both with his wings,
blasting them from the air.
	The sea turtles crawled on to the open ocean and safety as
the three scientists provided their air cover.
	On the ground the two Aels exchanged their catches and
proceeded to tear into the carcasses with vigor, feasting
hungrily on the bloodied birds.
	Mako swung in and landed close by.
	"Good hunting, Mako!" called Hloch.  The creature leapt to
retrieve one of the birds Mako had killed.  Hloch washed it
briefly in a tidal pool and held it out to Mako as he unstrapped
his arms from his silvery wings.
	It was a mess:  wing and neck broken, bleeding from the
eyes.  Mako grimaced at the sight of it as the alien scientist
held it, his face covered in the blood of his mate's kill.  He
seemed puzzled.
	Mako glanced into the Ael's mind.  "Why does this human not
take his own catch?  Does he intend to waste it?"
	At last Kittan spoke up.  "You two have been studying each
other for some time now.  Hloch, haven't you seen humans don't
like blood?  And you Mako, do you not see that we never hunt for
sport?"
	For a moment they stood watching each other, then Mako took
the carcass and carefully broke off it's wing.  The rest he
presented to Kittan who bowed her thanks and shredded the bird's
remains.  The other bird was presented to Hloch.
	He examined the wing he still held and attempted to gnaw it.
It was tough for his omnivorous teeth to pick apart raw, as the
Ael Yaels did, but it was for appearances anyway.
	Mako thought to himself, "Well, you were the one who wanted
to study avian sophonts weren't you?"
		- IV -
	"Well?"
	The Interrogator nodded, "The subject is responding to the
new direction of attack."
	"Turn up the pressure.  We need him."
		- V -
Come along if you care
Come along if you dare
Take a ride to the land inside of your mind.
But please realize,
you'll probably be surprised.
For it's a land unknown to man
where fantasy is fact.
So if you can,
please understand:
You might not come back.
		-The Amboy Dukes:  Journey to the Center of the Mind
	Malenkoviepr was alone on the beach.  A dark haired frigate
bird was sweeping in towards the crawling baby sea turtles.
	The gauss rifle came into his arms.
	Must protect the turtles!
	He opened up the gauss rifle on full automatic.  Ten rounds
of gauss needles went into the bird at hypersonic velocity.  Red
mist came down.  Tiny red fragments hit the ground.
	A great whirling noise came up behind him.  Slowly he turned
and saw a great dark cloud.  The cloud whirred and flowed as it
came.  A huge cloud looking like a flowing amoeba.
	It began to resolve itself into components.
	Hundreds upon thousands of frigate birds.
	Malenkoviepr grabbed a mounted VRF gauss gun.
	The air thundered with their wings as they came.
	The gauss gun vomited steel into the cloud.
	Hundreds dropped.  With their eyes open...
	They kept coming.
	The gauss gun rattled and thundered.  The cloud turned from
black to red.
	Still they came.
	One hundred meters...  One hundred fell...  Ninety meters...
Five hundred fell...  Seventy meters...  Five thousand fall...
Fifty meters...  Fifty thousand fell...  Forty meters...  One
million...  Five million...  Ten million...  Fifty million...
	All with their eyes open...
	The sky runs red with blood and feathers... Death wears a
hat and carries a VRF gauss gun...
	The eyes still stare...  Millions of dead eyes looked up
from the sand.
	The turtles crawl on towards the sea and safety...
	"The waves are retreating... The tide's going out...
They'll never reach it..."
	The sky was a bone white sclera, the setting sun, an iris
and pupil of a giant piercing blue eye.
	Slowly, the pupil expanded and swallowed the sky.
	Mako kicked a dead frigate bird splattering the sand black.
Slowly, it began to ooze a vile smelling black liquid onto the
sand.
	The blackness flowed across the sand to another frigate bird
corpse.  The second began to flow, and slowly it spread.  The
carcasses becoming gaunt as their blackness flowed freely from
them.
	A red orange glow came from behind Mako.  Slowly, he turned
to look.  Behind him the beach was littered with birds.  It
seemed to glow red all around him.
	He was looking into the eyes of a dead bird.  It was gutted
by a gauss needle and was bleeding black.
	The eyes caught the reflection of the rising reddish moon.
It hung on the horizon and seemed to grow deeper and deeper red.
	As the moon glowed so did the reflection in the eyes of the
carcasses on the beach.  The glow waxed as the sun waned.
Brighter and brighter and colder and colder, the eyes glowed like
tiny cigarettes, flaming... staring...
	The carcasses melted slowly and flowed across the sand.
All the while, the eyes stayed focused on Malenkoviepr.
	The blackness began to flow together.
	The slime climbed onto itself mounting and molding itself as
it flowed together with its flaming red eyes staring.  A hideous
parody of human legs began to form as the black ooze lumped
together.
	The blackness seeped up the legs and began to form a torso.
Higher and higher it rose.  Soon it was two meters tall and still
growing.  Distorted faces appeared in the mire of the forming
thing.
	Slowly, the thing formed itself into a grotesquely fat and
flabby torso.  A lump of a faceless head came into being.
Shoulder stumps began to shape themselves and then lengthen into
arms.
	Revolted, Mako grabbed the VRF gauss gun, swivelled it on
its mount and fired straight into its quivering flab of a belly.
	The gauss needles ripped open the black ooze, spattering it
like pudding.  The edges of the hole waved back like lips.
	Jagged teeth appeared in the gaping hole and the mouth shut
itself with a snap erasing any trace that it ever had been there.
	Mako pulled the trigger for another blast.
	Nothing happened.
	Quickly he rechecked the gun.  All in order?  Then fire!
	The gun kicked in its mount.  The projectiles flew into the
oozing black form, splattering the black ichor.
	The gun began to thump.
	Mako glanced down at the gun and back at the black figure.
The gun was firing sloppy black lumps of filth into the thing.
The globules were slamming into the blob, adding to its loathsome
mass.
	Quickly, Mako released the trigger.
	The gun continued to fire.  The thing was growing.
	He tried to turn the gun away from the thing.  The mount was
frozen.  He hammered on it with his fists.
	The gun continued to chug out the lumps of black ichor.  It
was growing.  Five meters tall and growing.  It towered into the
darkening sky, a quivering slime of a human blob.  The thing
flowed and shuddered as the slime jetted from the VRF gauss gun
into its abhorrent form adding to its bulk as it grew... topping
ten meters and still growing.
	It leaned the lump of its head back.  A cavernous, blood red
maw opened up and it let out a gurgling, strangling roar.  A
cloud of stench billowed from its gaping mouth like the rotting
of an open grave, while black ichor dripped onto its lump of a
torso.  The ichor flowed across the thing and reformed as part of
its huge frame:  twelve meters and climbing.
	The head came forward and glowered at Mako with a blind
face.  Slowly, two pits formed above the sealed gape of the
mouth.  The pits began to get covered over as eyes began to form.
	Mako backed away in horror from the forming beast, watching
as the pits molded closed lids over the rapidly growing eyes.  He
turned and ran as the thing towered past fifteen meters of
loathsome flabby filth.
	The darkness shrouded the beach with a purple sky while the
blood red moon stared at the scene.
	Mako ran across the sand to the dunes with his pulse
pounding in his ears.  Slick, spiky dune grass slashed at his
clothes as he ran over the sand shredding the fabric like razors.
Through the torn cloth, the blades sliced at his flesh.  His skin
ran wet with sweat and blood.
	He reached the foot of the first dune and climbed up the
steep sand pile on all fours.  The sand bit at the cuts on his
hands as though the skin was being peeled away from his bones
layer by layer.
	He topped the dune and glanced back.
	A hundred meters away, the thing's eye lids opened.  Inside
the eye was gloss black.  Dimly, a tiny red glow pulsed inside
the pit of the eyes.  It glowed dimly and then faded to
blackness,  then again it began to glow a little brighter than
before.  Again it faded away.  More brightly, the eye pulsed like
a beacon.  It glowed and flickered like a bright flame caught in
a wind.
	Then the eyes lit up brightly in a flaming blood red.
	Mako fled across the dune and into a dead forest.  The
leafless trees were sparse and monstrous while the blood moon
stared down at him.
	In the distance a thunderous sucking sounded like a foot
being pulled from a mire.  Then a pile driver came down and
smashed the ground.
	The thing had begun to walk.
	Mako ran under the sparse cover of the dead trees, the
sucking pile driver still coming:  battering its way after him.
He ran and ran through the wasteland forest.  Every few meters a
tree blocked his path and he narrowly avoided hitting them as he
ran through the darkness.
	The sucking pile drivers came closer as he ran.  Quickly, he
changed course in hope the thing would follow the straight line
he'd been going on.
	For a moment he couldn't tell where the thing was going it
seemed to hesitate and then strike after him again following
closely.
	The sky light up with the red searchlights of its eyes as it
sought him.  A huge ripping sound came as trees began to be torn
from their roots as it passed through.  The stench of its breath
came down and hugged the ground like a fog.
	Suddenly, it was in front of Mako.  The red eyes towered
over the trees glowering at him.
	His heart in his mouth, Mako skidded to a stop.  He turned
and jumped...
	He sailed over the trees and into the night sky.  The trees
reached out their branches after him, but he flew over them.
	Slowly, he reached the top of his an and began to come down.
He clawed at the wind, but to no avail.
	Down he came through the slicing branches of the dead trees.
He landed in a thigh deep fog.  The ground squished under his
feet as he skidded to a stop.
	Again, he leapt into the air and safety.  "A few more jumps
like this and that thing will Never find me..."
	The prodigious leaps carried him fifty meters at a time.
Soon, he was out of the forest and on a fog covered plain.  His
heart soaring as he left the grotesque abhorrence far behind,
sucking and roaring impotently after him.
	"So long sucker!" he called after it as he reached the top
of an arc.  Slowly, he descended to the fog and sank in thigh
deep before touching the wet sloppy ground.
	The mud grabbed at his feet pulling him down.  He was up to
his calves and still going down.  He kicked at the muck as he
sank deeper.
	It flowed up his legs and over his abdomen.  He grabbed for
the plain grass growing in the mud, but it tore from its roots
leaving nothing to pull on.
	He sank up to his chest in bog stench with only his arms and
head above the stinking ooze.
	Red searchlights swept the horizon as the thing followed his
path.  Closer and closer it came.  Mako huddled down in the fog
trying to hide, but the fog was thinning rapidly at the thing's
approach.
	He could hear its sloppy pounding footsteps as it came on.
	Mako struggled desperately in the mire, grabbing for
anything to pull him out; but nothing came to hand and the mud
was too thick to swim and too liquid to support him.
	The thing reached the edge of the bog for it's pounding
steps turned ponderously to sloppy sucking sounds.
	It gurgled and howled its triumph.  The red eyes stared at
him as he struggled in the mire, illuminated in the beam of the
blood red search lights.
	"CH-CH-CH-CH-CH-CH-CH-CH-CH!!!!!" sounded from the sky as a
whirling winged form dove from the red moon in the sky.
	Mako barely recognized the Ael Yael before Hloch's talons
sunk into his shoulders and began beating wings over his head
trying to lift the trapped scientist.
	Agonizingly, millimeter by millimeter Mako began to rise
from the slime.
	Suddenly, the thing saw its caught prey escaping and
screamed in a horrible high pitched whistle.  It began pounding
across the bog sinking up to its knees in the muck.
	Hloch pulled and strained against the suction of the bog as
it pulled at Mako.
	The thing was upon them.  It screamed a gurgling laugh and
swatted the Ael Yael scientist to the ground.
	Hloch smashed into the muck with his wings crushed.  He did
not move.
	It reached for Malenkoviepr.  Outstretched, barrel thick
fingers stuck into the bog around him like a cage.  Over him the
hand of death closed in a fist blotting out the skies.  The ichor
flowed over his body and up his neck.
	It was cold as a winter slaughter house ripping the warmth
from him as it flowed up his neck and over his face.  He clamped
his mouth tight but it crept up his nose and into his throat
slowly, agonizingly filling his mouth and lungs.  Mako suffocated
as the slime oozed over him.
	The universe faded into blackness as Mako drowned in the
filth.

Pleasant dreams! |->

Scott

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

Archive-Message-Number: 4387
Subject: Re: Blowup about the TNE Working Group
Date: Fri, 19 Jun 92 14:06:40 PDT
From: adpgate!rdj@uunet.UU.NET (Richard Johnson)

A few days ago, Michael Hughes publicly exploded.  It was messy.  However
I feel compelled to respond to one question he asked, perhaps
rhetorically.  Michael asked who appointed Mark Cook "keeper of the TNE
mailing list?"  

Mark volunteered the services of his work machine, his (HP's) disk space, 
his time, and his energy.  Mark has for the last few years dedicated 
himself to improving the sci-fi RPG genre.  He has worked his butt off 
doing TDR, PBEM, and now TNE.  He also spend lots of time and money
researching alternate gaming systems (GURPS, Top Secret, AD&D, Space
Opera, etc.) and fnding old, unknown material.  (He**.  Maybe he's just
addicted.) :=)  And he does all of this while maintaining a rigorous work 
schedule and trying to maintain a social life.

While he can sometimes be abrasive, and seemingly less than tolerant, he
is a wonderful person who is a true benefactor to our pastime.  I for one
am glad to know him, and wish to publicly thank him for his and HP's time, 
energy, devotion, and money.

Even if we do argue frequently.  :=)

- -- 
Richard Johnson     rdj%adpgate.uucp@apple.com     richard@agora.rain.com
Acknowledge and reject fear in all its forms in yourself and others.  Act
in fullness, not holding back.  Be creative.

====
P.S.  Before we judge my comments, I'd also like to publicly thank Michael
for being willing to speak his mind.  Now matter how much I might disagree
with him, this outburst reminds me that our openess is important to us.
Perhaps there is something behind Michael's comments that we need to
seriously look at, both for TNE and for TML.  I value Michael as well as any
near stranger.  Perhaps when I know him better I'll value him as much as Mark.


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

Archive-Message-Number: 4388
Date: Fri, 19 Jun 92 21:29:38 PDT
From: cat@fgssu1.fgs.slb.COM (Juanna B. A. Sleep)
Subject: Story Snippets (Donuts part 3 of 4)


STEALING DONUTS, Part 3 of 4

	MC wasn't done with Gertie's donuts.  One word that certainly
describes the Commodore is persistent - very very persistent.  A few
days after MC's initial foray with the grav disk, she tried again.  She
planted one grav disk on the inside of the donut box cover, another on
the outside bottem of the box, and attached the last to a donut with
some frosting.  Then she waited for Gertie to arrive.
	Now the Commodore isn't exactly known for having a lot of get
up and go in the morning.  In fact, she is one of the great
recreational sleepers of the imperium, or at least it seems that way.
Gertie wandered into the mess and noticed that MC had gotten up before
her.  Instantly suspicious, she approached the donut box with caution.
She noticed the grav disk on the inside cover immediately.  She found
the grav disk on the bottem of the box seconds later.  She gave MC the
lift of that well-known blond eyebrow, appropriated the grav disks and
sat down.
	MC looked dissappointed; in fact, one could say that the
Commodore was having a mild pout.  It was a brilliant performance on
MC's part - Gertie was convinced that nothing more was in store for
her.   Now the Master Chief Sean, and MC knew that Gertie had taken
the donut with the grav disk attached.  Having seen MC attach the grav
disk myself, I knew the grav disk was on the plate too, but everyone
else in the mess was as clueless as Gertie.
	MC sat next to Thilia, looking for all the world like a child
who had been caught in the cookie jar.  But when Gertie had eaten her
way down to the level of the grav disk donut, MC made her move.  The
donut slowly and gently floated up, and then slowly it started floating
away.  
	Now the only things (other than the donut) that moved were
Gertie's eyes.  Her glance shifted from her reading to the donut as it
floating away.  Two blue eyes tracked the motion of the donut, one
blond eyebrow lifted, and then at the last possible moment her hand
whipped out and snagged the donut.  With an expression of
long-suffering patience, she detached the grav disk from the donut.
Looking over the tops of her reading glasses, she gave MC the sort of
look mothers give wayward children, and pocketed the grav disk.  MC
replied with a look of studied innocence.  Sean, standing at the
counter mixing his morning concoction, had a good laugh at the
tableau.  
- --------------------
	MC made one last pass at Gertie's donuts.  A few days later,
MC sent a grav disk through the mess and attempted to slide it under
a donut.  Gertie watched this display of remote control virtuosity with
vast amusement, and then relieved the grav disk of its cargo.  Gertie
tried very hard not to laugh when the empty grav disk arrived at MC's
table, but she didn't succeed.
	Sean, of course, was making his morning concoction while all of
this was going on.  There was only Sean, Thilia, me, MC, Rocky, and
Gertie in the mess - which is to say everyone in the mess knew about
Sean's "talents."  Sean had been watching the antics over Gertie's
donuts and finally decided he was going to play.  He leaned against the
counter sipping his concoction, and looked to all the world like part
of the fixtures.
	As soon as Gertie settled back down to her reading, the plate
lifted up and floated to the other side of her.  She went to grab another
donut, missed the plate, noticed its new location and glared at MC.
	"MC!"
	"What?"  MC turned in her seat to see Gertie.
	"Enough is enough."
	"Enough is enough what?"  MC was bewildered, and a little edgy
in reaction to Gertie's tone of voice.
	"You have my kind permission to quit messing around with the
donuts," Gertie growled back while lifting the plate to find the grav
disk.  She frowned when she didn't find one.
	" I didn't do it!"  MC protested, with vigorous sincerity.  The
look Gertie gave her said volumes about whether Gertie believed that.
	Gertie moved the plate within the crook of her elbow and
settled back to reading.  One by one, the remaining donuts floated off
the plate and repiled themselved in the middle of the table.  Gertie
reached for another donut, and immediately barked at MC.
	"Look Commodore, I'm not amused any more."
	"Dammit, Your Commissionership, I didn't do it!  Look.  You've
got one of my grav disks.  Here," MC held up two more, "here are the
other two - and I only made three!  Get off my case - I DIDN"T DO IT!!!"
	Gertie glared back.
	"And besides," MC continued, "do you possibly think I'm so good
with a remote control grav disk as to make a pile like THAT!"  MC
pointed demonstratively at the neat pyramid of donuts in the middle of
the table.
	Gertie paused, and frowned in thought as she considered.  It was
then that Sean busted up.  Gertie turned and gave him one of those looks.
That only made Sean laugh harder.  
	Thilia, being blind, leaned across the table and insisted the
MC tell her what was going on (again).
- -----------------
next weekend - part 4 (and last): Gertie has her revenge
(subtitled "MC did how many push-ups?!?")



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

Archive-Message-Number: 4389
Date: 20 Jun 92 12:05:58 EDT
From: bryan borich <70541.1410@CompuServe.COM>
Subject: TNE<->T2000/DC conversion

>From Mark 'Geo' Gelinas:
    I have a recommendation for those on TML who are discussing the
conversion.  It is simply this: You need to look beyond T:2000.  Dark
Conspiracy is a more current game which incorporates and updates T:2000
rules into a more "Cinematic" type environment, which I see TNE as also
being.  Therefore if they can find a copy to look at, I recommend that they
look at DC as well.  Beyond that is the PC builders Folio from GDW.  It
contains several important corrections, additions, and options.  Particularly
it contains the D20 task system which I have heard rumored will be the one
used in TNE.  While I don't paricularly care for a flat progression, I feel
the D20 is more flexible than the D10.  It also has a system for creating
"Rogue E.T." characters which I can easily see being used for creating
Alien characters in TNE.  The Folio describes how to gain expertise on a
particular weapon,  and describes how level one skills are useful.


>From Myself:
    Expanding somewhat on Geo's comments, the PC Booster Kit (for DC) also
allows for characters obtaining more skills per term (something I had asked
for, and apparently recieved <grin>). In any case it's real easy to up the
skill points obtained in T2000 or DC, though admittedly making it official
is nicer. After all, one can always specify that all jobs get either 50%
more skills per term or even 100% (this also allows for younger characters
to be run which is something I prefer but which is harder to implement in
MT or in Traveller).
    And yes, the d20 system will be used in TNE.

    I'll also see if I can get a copy of a MT<->T2000/DC skill and PC
generation system uploaded that some people have worked up.


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

Archive-Message-Number: 4390
Date: Sat, 20 Jun 92 12:54:15 -0700
From: R. Dired <rrn@u.washington.edu>
Subject: Oh, yes. GDW.

Reply to L. Wiseman.

Okay, fine. I'm perfectly willing to fess up to a lack of constructive tone.
The problem I have is that (in my eyes at least) I simply cannot agree, at
all, with some of the most basic decisions you are making.

First of all: Wouldn't a TNE/DJ be not only cheaper, but be an easy way to
expand the market of both? I'm not kidding about this.

Second, and more importantly: There just doesn't seem to be any sort of 
moderating influence in GDW's game design. It's like old-time TSR/Gygax, where
rules seemed to be made on whim, and no matter how clearly they were shown to
be wrong, were stubbornly defended to the bitter end. Maybe T2K2 doesn't have
one-minute rounds or advancement based solely on murder/theft, but bad rules
are not discarded. Was a single rule thrown out from Trav to MTrav? It looks
to me like everything was just sort of thrown together. Sorted, yes, but 
nonetheless cumbersome and excessive (Animals encounters and armor, space
combat could have been melded into personal combat (a la Star Cruiser) and
made easier and more interesting, no tasks in character generation, damage
values for weapons - some sensible, some not, were virtually unchanged and
simply welded onto striker's quick and easy penetration system, etc.). 

I and others could, if we thought we weren't wasting time, add heap helpful
ideas, but the problem is that we are in the position of fixing one that
hasn't even happened yet. 

For example: If (in T2K2) effective skill asset was (Stat x Skill)^(1/2),
rounded up (it has to be up to get a good curve), one-year term characters
would actually be close to viable. As it stands, they aren't. I personally
believe the chance of this becoming a rule is about as large as the chance
that a non-Hp (read: all humans have about the same damage absorbing capacity)
damage system. Who is supposed to like that?  One almost wonders if anyone
playtested T2K2 (I liked version one...) who wasn't already sold on the
product. The randomization of initial Initiative is simply to great. Small
arms are too similar to print that many stats on them (and pictures -- I'd
normally add an insult here, but I think you get the idea). I can stomach a
d20, but am curious about what's so great about it. It just seems like more
numbers to me. I could write down an itemized list of problems and suggestions
if you want, but I'm not going to bother unless I think it might not be a
waste of my time.

The point is, when you don't think anything'll happen, we're (I'm, actually,
as I'm sure there are others who feel different) supposed to what? Stoically
and silently watch a game we (I) liked degenerate? You are quick to dismiss
any negative comments as attacks, and then ignore them. In the same vein, if
the game quality doesn't improve, I shall just as quickly dismiss your
products. If this doesn't bother you, then hey, I guess I'm the one who was
foolish.

	-H

[Why am I doing this? Hell if I know. No one I know will play any GDW games
without heavy prodding - usually rule problems.]



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

Archive-Message-Number: 4391
Date: 21 Jun 92 12:09:28 EDT
From: bryan borich <70541.1410@CompuServe.COM>
Subject: Jump Drives & Character Templates

>From Mark 'Geo' Gelinas:
RE: Jump Drives

The variant posted for Jump drives looks very workable and it appears
as though a lot of work went into the project.  However, I think that one
of the objectives of TNE is to simplify some of the systems rather than
go the opposite direction.  (If your variant was not a suggestion for
TNE, forgive me for speaking out of place.)  In fact I could well do without
a vehicle design system (at least initailly) as long as GDW published a
supplement (ALA NATO VEHICLE GUIDE) that had a variety of vehicles for
each TL (5+) (While 101 vehicles is a useful supplement, it did contain
several designs which were not that useful or practical).  I do believe
that a simple starship design system is a must.

RE: Character "Templates"

I have a suggestion that I would like some feedback on:

In keeping with making TNE more new gamer friendly, I suggest having
a number of character templates which could be filled out with minimal
trouble.  What I propose is take the 6 - 12 most popular character types,
and give them the average stats needed for that type and the basic skills.
Then the player would get a number (pre-determined or random, I like random)
of points with which to improve the stats, and a number of points to divide
up between a list of skills appropriate for that career.  Since 3 terms is
about optimum for characters, I would make the template characters for that
point.  You could even list some basic equipment on the sheet.  Thus, a
new player would have minimum decisions about creating his character, and
could get into play relatively quick.  The system would be a bit more
complicated than that used in the STAR WARS RPG (at least a little bit),
but would have the same basic effect - a simple character generation system
for the new player.  While it would be optimum to have each character on
its own sheet (easy to photocopy and further simplifying the process),
space considerations and all might dictate reduing the size.  I think
the 1-2 pages that it would need (short form) would be worth the investment.
Opinions?  Comments?  Suggestions?


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

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From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #365: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
4392  22-Jun-92 metlay@phyast.pit Character Templates << Character Templates ar
4393  22-Jun-92 KELLOGG@DUCVAX.AU Tach it up! Tach it up! Buddy gonna shut you 
4394  23-Jun-92 LTG3878@SUMMA.TAM  << >Date: Fri, 19 Jun 1992 11:34:54 -0400 (E
4395  24-Jun-92 KELLOGG@DUCVAX.AU Stingray Class SDB << Some have said that spa
4396  24-Jun-92 BTS1@RCC.RTI.ORG  T2K2 game system reference sheet << TOTAL REC
4397  24-Jun-92 KELLOGG@DUCVAX.AU Air Raft Power Plant Comparison Study << Coli
4398  24-Jun-92 Blair Haworth     re: TML nightly: Msgs 4394-4394 V40#20 << o T

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

Archive-Message-Number: 4392
From: metlay@phyast.pitt.edu (metlay)
Subject: Character Templates
Date: Mon, 22 Jun 92 9:53:58 EDT


Character Templates are a large, LARGE step in the direction of 
playability/simplicity vs. realism/complexity. I, personally,
regard the character creation process as the single most important
part of gaming, and am loath to encourage cookie-cutter characters.

I will, however, suggest another area which CAN and SHOULD be 
simplified by templating: combat, either between individuals
or between starships. This is an idea I have used extensively
in the past, and while I have not yet tested it on the T2k2 rules
or any of their ilk, it has worked exceptionally well for Trav Classic
and many other rules systems. The basic idea is as follows: 

Most characters have a particular set of equipment that doesn't
change all that much over the course of a campaign. They usually 
wear the same kinds of armor and protective gear, and in these days
of the collapsing Imperium they are even more likely than before to
travel with the same types of weapons regardless of where they are.
Their skills change only slowly, as do their stats. Furthermore, when
they use a particular weapon, one can make an educated guess as to the
range and armor of the opponent for better than half of the cases 
encountered: pistols are more likely to be used against targets at
short or medium range, blades only at close or short, longarms at
medium or long, etc.

What this means is that for each of his weapons, a character can have
a couple of task rolls pre-worked-out on his character sheet, to cover
the vast majority of situations under which the weapons are used. The
referee can add or subtract from those Combat Sheet Baselines (CSB's, 
as I call them in my modified Trav Classic rules) on the fly:

"I normally need an 8+ to hit him...."
"Make that an 11+, he's under cover."
"Made it anyway. And a 7+ to penetrate...."
"Only 5+, his armor is flimsier than you're used to."

These baselines usually take up only a few lines at the bottom of a sheet,
and are immensely handy for staying within the rules and speeding up the
die rolling in combat situations. A set of characters who are used to the
baselines, and a ref who has the mods involved (if any) well in hand, can
get through an entire melee in almost realtime with this setup. 

This doesn't fall so much into the area of "New Rules," Bryan, but I'd
appreciate it if you'd pass it on to GDW. If simplification of something
as important and fun as character generation is going to be considered,
then simplification of something as dreary and dice-laden as combat should
be as well. (My biases are showing; my favorite combat system involved 
slightly more die rolls than Trav Classic but fewer than MT.)

- -- 

Mike Metlay
metlay@minerva.phyast.pitt.edu
Atomic City, P.O. Box 81175, Pittsburgh, PA 15217-0675

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

Archive-Message-Number: 4393
Date: Mon, 22 Jun 1992 20:35 CST
From: KELLOGG@DUCVAX.AUBURN.EDU
Subject: Tach it up!  Tach it up!  Buddy gonna shut you down!

Declinin' numbers at an even rate
at the count of one we both acclerate...

CraftID:  Stingray, TL6, Cr 1546
Hull:     (4/9) Disp=0.36, Config=6SL, Armor=1C(Fiberglas)
          Unload=.676, Load=.765
Power:    (1/1) ImpIC=100Kw, Dur=5hrs
Loco:     (1/1) MagWheels, P/W=131, Road=200kph, Offroad=0
          No Cargo=219kph
Comm:     Radio=Reciever
Sensors:  Headlight*4
Off/Def:  He's hot with ram induction but it's understood
          I got a fuel injected engine sittin' under my hood!
Control:  EnhMech*1
Accom:    Seats=Cramp*2, BasicEnv
Other:    Fuel=28liter, Cargo=.1Kl, Objsize=Sm, EMLevel=Mod
          Note:  Suspension does not allow offroad performance

CraftID:  Jaguar E-type, TL6, Cr 1464
Hull:     (5/10) Disp=0.38, Config=6SL, Armor=1B
          Unload=1.03, Load=1.47
Power:    (1/1) ImpIC=162Kw, Dur=5hrs
Loco:     (1/1) MagWheels, P/W=110, Road=188kph, Offroad=56
          No Cargo=219kph
Comm:     Radio=Reciever
Sensors:  Headlight*2
Off/Def:  He rolled down the window of his shiny new Jag
          And challenged me then and there to a drag!
Control:  EnhMech*1
Accom:    Seats=Cramp*2, BasicEnv
Other:    Fuel=45liter, Cargo=.4Kl, Objsize=Sm, EMLevel=Mod

CraftID:  Superstock Dodge, TL6, Cr 2021
Hull:     (5/10) Disp=0.38, Config=6SL, Armor=1B
          Unload=1.3, Load=2.36
Power:    (1/1) ImpIC=162Kw, Dur=5hrs
Loco:     (1/1) MagWheels, P/W=87, Road=156kph, Offroad=47
          No Cargo=219kph
Comm:     Radio=Reciever
Sensors:  Headlight*4
Off/Def:  But stuck in her rickety old garage,
          is a brand new shiny white Superstock Dodge!
Control:  EnhMech*1
Accom:    Seats=Cramp*2, None*2, BasicEnv
Other:    Fuel=57liter, Cargo=1Kl, Objsize=Sm, EMLevel=Mod

Gotta be cool now powershift here we go...

The Superstock Dodge is windin' out in low
But my fuel injected Stingray's really startin' to go
To get the traction I'm a ridin' the clutch
My pressure plate's a burnin', my machine's too much!

Scott 2G Kellogg

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

Archive-Message-Number: 4394
Date:    Tue, 23 Jun 1992 9:48:35 -0500 (CDT)
From: LTG3878@SUMMA.TAMU.EDU

>Date:    Fri, 19 Jun 1992 11:34:54 -0400 (EDT)
>From: BARANSKI@VEAMF1.NUSC.NAVY.MIL
>Subject: (4384) High Performance Jump Drive Power Plants
>
>If a Starship has a High Performance Power Plant to power the Jump Drive, this
>power plant should be able to be used for other uses as well.
>
>It makes no sense to me that in High Guard, Weapons Systems has to have
>corresponding Power Plant and Fuel, as if The Power Plant and Weapon System was
>going to to in operation continuously.
>
>There should be a general purpose allocation of power and fuel consumption as
>various drives/weapons systems are used.
>
>Jim.

I think there are several reasons why each separate drive system has its own
power plant:
1 - don't put all your eggs in one basket.  A ship with one drive system could
have all its drives knocked out with one hit.
2 - energy production vs. fuel efficiency.  The jump drive power plant needs to
produce massive quantities of energy fairly quickly.  A half-hour is a common
time to charge energy sinks.  On the other hand, large amounts of fuel are
required.  You literally can't run most high-yield fusion power plants for more
than an hour or two, because you can't carry enough fuel to power them for a
longer time.

Keep in mind that in my suggested jump drive rules, I have never said that you
_coudn't_ divert power from your jump drive power plant to power weapons.  In
fact, the diversion of power from your main power plant to charge energy sinks
("jump dimming") appears to have been a common practice in the 1st Imperium.

As regards whether these rules are suitable for TNE, let me make the following
observations:
o	Classic Trav had a set of simple ship design rules, that allowed one to
	design commercial vessels and small military vessels with a minimum of
	effort.
o	Later on, High Guard provided a more complicated design system, oriented
	around the design of military vessels.
o	Still Later, Striker provided a design system for Vehicles, though still
	oriented around military vehicles.
o	The triumph of MT was the integration of High Guard and Striker into one
	compatible design system.  This triump was also the failure of the game,
	because the design process is now several orders of magnitude more
	difficult then in Classic Trav.  This is one of the reasons people have
	tended to shun the game, opting to play RPG's that don't burden the Ref
	with such a difficult design system (or often, with no design system
	at all).
o	similar things happened with planet generation, merchant rules, combat
	rules, etcetera.

If TNE is to have the appeal that Classic Trav had, I would suggest a marketing
move that was first taken by TSR with DND:  A Basic and Advanced Rules System.

Basic Trav would be a simplified version of the MegaTraveller Rules.  A 
simplified vehicle design system, in the spirit of the Classic Trav system.
An advanced designer's sourcebook would provided the remainder of the design
rules.  Much the same with planet generation, merchant rules, combat rules, etc.
It is most important that the Basic and Advanced Rules be downward compatible:
the Basic Rules should not allow one to design a vessel that won't fly under the
Advanced Rules.

In principle of course, it should be possible to do this with the existing MT
rulebooks, but this move would make the entire game less intimidating to new
players, which is necessary if the game is to continue to grow in popularity.

As regards the question of character templates, I would point out that there is
a historical precedent for this move.  In all of the Classic Trav Adventures,
there were provided at the front of the Adventure book a set of pre-generated
characters.  No drawings or histories of course, but the idea is there.  I would
not recommend leaving out altogether the character generation system, but the
templates would be provided for novice players.

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

Archive-Message-Number: 4395
Date: Wed, 24 Jun 1992 10:58 CST
From: KELLOGG@DUCVAX.AUBURN.EDU
Subject: Stingray Class SDB

Some have said that space battles are somewhat silly at Tech level
eight or nine...  Thus another silly vehicle!

About a week ago, an SDB got waxed in the 4.5th Frontier war.  It
was an old book 2 design actually, but here's a MegaTrav version
for you.

The Stingray is a common SDB used in Ikar (Foreven) sector.  Many
of these ships were originally based in the Imperial parts of the
Spinward Marches.  However, as their age became advanced, these
have been retired and sold off or given to the independant planets
of the sector.  The have become another pawn in the old game of
influence gathering common to the sector by Imperials and Zhodani. 

However, the security of the independant planets is sometimes less
than stellar.  Thus some Stingrays are sometimes found in pirate
service.

CraftID:  Stingray Class SDB, TL9, MCr 134.14
Hull:     (90/225) Disp=100, Config=1AF, Armor=46D
          Unload=2523, Load=2569
Power:    (16/32) Fusion=1378Mw, Dur=30/90
Loco:     (16/32) Maneuver-6, (StdGrav=11050t) (MaxAccel=4.4G)
          NOE=130, Cruise=2730, Top=3640, Agility=4
Comm:     Radio=Sys*2, Laser=Sys*1, Maser=Sys*1
Sensors:  AW-RADAR=FarOrb, LADAR=FarOrb, RadarDirFinder, AdvActIR,
          PassiveIR, LaserSensor, AdvImageEnh, LightAmp, Radiation,
          RadarJam=FarOrb, EMMask*2
          ActObjScn=Rout, ActObjPin=Rout, PasEnScn=Form
Off:      HPt=1,
          PLasers=001,   Missile=001
          Batt      1              2
          Bear      1              2
Def:      DefDm=8
Control:  Comp=3Fib*3, HUD*6, CompLink*12
Accom:    Crew=10,(Bridge/Engineer=1, Gunner=1, Cmd=1, Troops=7)
          Stateroom=10, BasicEnv, BasicLS, ExtendLS
Other:    Fuel=496KL, Cargo=9KL, Mag=4KL(40BatRnds)
          Objsize=Avg, EMLevel=None

Scott 2G Kellogg

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

Archive-Message-Number: 4396
Date: Wed, 24 Jun 1992 12:44 EDT
From: BTS1@RCC.RTI.ORG
Subject: T2K2 game system reference sheet

          TOTAL RECOIL: A template for the T2K2 combat system

Following up on Bryan Borich's request for ideas about Character templates,
here's a sheet I worked up last year to keep track of weapon stats and to-hit
tasks for T2K2 characters. My group's found it useful to have that information
charted out as baselines for quick reference. I'd guess that'd go doubly for
new players. 

The sheet's set up to record one character's primary weapon data. Enter the
recoil data for the weapon as an increasing total per shot or burst for each of
the 3 sections: AIMED, QUICK, and AUTO FIRE. Then, calculate the various to-hit
task numbers in the body of the chart accounting for range, recoil, and burst
size deductions. 

It won't fit on one page if printed as ASCII. Originally, I did this up in
PostScript in point size 6, which let me squeeze the whole sheet plus some
other combat info like unarmed and melee combat stats (and house rules) on an 
8 1/2 x 11 page. The ex-hippies I game with griped about tired old eyes, 
though :-) 

Feel free to pass it on to any interested party, hope it is of use.

Regards,
Brian
- ------------------------------<cut here>---------------------------------------
PRIMARY WEAPON TYPE:____________DAMAGE:__________SHOTS PER PHASE:_____________

Resolve the aimed shot using the stat line on the AIMED SHOT chart that displays
the cumulative recoil of all shots (aimed plus quick) to be fired in the phase.
Resolve quick shots using the stat line on the QUICK SHOT chart that lists the
same total recoil of shots fired in the phase.
                                                                              
                    Close Range    Medium Range   Long Range     Extreme Range
                                                                    
                    ______meters   ______meters   ______meters   ______meters
AIMED SHOTS                                                              

1 SHOT        Hit:  ____________   ____________   ____________   ____________   
Recoil=_______)                                                        
                 
2 SHOTS       Hit   ____________   ____________   ____________   ____________   
Recoil=_______)
                                                                                
3 SHOTS       Hit:  ____________   ____________   ____________   ____________  
(Recoil=_______)                                                               
                                                                               
4 SHOTS       Hit:  ____________   ____________   ____________   ____________  
(Recoil=_______)                                                        
                                                                                
5 SHOTS       Hit:  ____________   ____________   ____________   ____________  
(Recoil=_______)                                                               
- --------------------------------------------------------------------------------
                    Close Range    Medium Range   Long Range     Extreme Range
                                                                           
                    ______meters   ______meters   ______meters   ______meters
QUICK SHOTS                                                               
                                                                   
1 SHOT        Hit:  ____________   ____________   ____________   ____________   
Recoil=_______)                                                                 
                                                                                
2 SHOTS       Hit   ____________   ____________   ____________   ____________   
Recoil=_______)
                                                                                
3 SHOTS       Hit:  ____________   ____________   ____________   ____________  
(Recoil=_______)                                                               
                                                                               
4 SHOTS       Hit:  ____________   ____________   ____________   ____________  
(Recoil=_______)                                                        
                                                                                
5 SHOTS       Hit:  ____________   ____________   ____________   ____________  
(Recoil=_______)                                                               
                                                                      
NOTES for AIMED and QUICK shot to-hit tasks:                                  
o Recoil Adjustment=(RECOIL-STRENGTH) as a negative modifier to the to-hit task
o Each time you shift to another target you lose a shot                        
o If firer is walking, calculate strength at -1 for purposes of controlling   
  recoil; if firer is trotting, calculate recoil adj as if strength is halved  
o If target moves 30 meters or more, resolve fire as if at 1 further range band
o If firing from a moving vehicle, resolve fire as if at 1 further range band  
- --------------------------------------------------------------------------------
AUTOMATIC FIRE:      ROUNDS PER BURST: _________  BURSTS PER PHASE:_________   
                                                                               
                    Close Range    Medium Range   Long Range     Extreme Range
                                                                           
                    ______meters   ______meters   ______meters   ______meters
                                                                   
1 BURST        Dice:____________   ____________   ____________   ____________   
Recoil=_______)                                                                 
                                                                                
2 BURSTS       Dice:____________   ____________   ____________   ____________   
Recoil=_______)
                                                                                
3 BURSTS       Dice:____________   ____________   ____________   ____________  
(Recoil=_______)                                                               
                                                                               
4 BURSTS       Dice:____________   ____________   ____________   ____________  
(Recoil=_______)                                                        
                                                                                
5 BURSTS       Dice:____________   ____________   ____________   ____________  
(Recoil=_______)                                                               

NOTES for AUTO FIRE to-hit procedure:                                     
The recoil adjustment for automatic fire is a reduction in the number of dice 
rolled for hits equal to (RECOIL-STRENGTH) x number of bursts fired        
o Each time you shift to another target you lose a burst
o If firer is walking, calculate strength at -1 for purposes of controlling    
  recoil; if firer is trotting, calculate recoil adj as if strength is halved
o If target moves 30 meters or more, resolve as if at 1 further range band
o If firing from a moving vehicle, resolve as if at 1 further range band
- --------------------------------------------------------------------------------
OTHER WEAPONS       Close Range    Medium Range   Long Range     Extreme Range

                    ______meters   ______meters   ______meters   ______meters

Type:________       ____________   ____________   ____________   _____________
                           
Type:________       ____________   ____________   ____________   _____________

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

Archive-Message-Number: 4397
Date: Wed, 24 Jun 1992 11:00 CST
From: KELLOGG@DUCVAX.AUBURN.EDU
Subject: Air Raft Power Plant Comparison Study

Colin sez:
}Scott Kellogg:  Man with too much time on his hands

Well...  Maybe.
How about a little power source comparison study...

CraftID:  Apgea Air/Raft, TL12, Cr 6965
Hull:     (9/23) Disp=1, Config=6USL, Armor=1F
          Unload=482Kg, Load=800Kg
Power:    (1/1) FuelCell=117Kw, Dur=8/24
Loco:     (1/1) StdGrav=1t, MaxAccel=.25G,
          NOE=40, Cruise=225, Top=300
Comm:     Radio=VDist
Sensors:  AW-RADAR=Dist, Headlight*2
Off/Def:  -
Control:  Electronic*2
Accom:    Seats=Adequate*4, BasicEnv
Other:    Fuel=90liter, Cargo=312kg(1.2Kl), Objsize=Sm, EMLevel=Mod

CraftID:  Dal Air/Raft, TL12, Cr 4833
Hull:     (9/23) Disp=1, Config=6USL, Armor=1F
          Unload=756Kg, Load=800Kg
Power:    (1/1) IC=117Kw, Dur=3.14hrs
Loco:     (1/1) StdGrav=1t, MaxAccel=.25G,
          NOE=40, Cruise=225, Top=300
Comm:     Radio=VDist
Sensors:  AW-RADAR=Dist, Headlight*2
Off/Def:  -
Control:  Electronic*2
Accom:    Seats=Adequate*4, BasicEnv
Other:    Fuel=44liter, Objsize=Sm, EMLevel=Mod

CraftID:  Chalmers Air/Raft, TL12, Cr 4885
Hull:     (9/23) Disp=1, Config=6USL, Armor=1F
          Unload=548Kg, Load=800Kg
Power:    (1/1) ImprovedIC=117Kw, Dur=8hrs
Loco:     (1/1) StdGrav=1t, MaxAccel=.25G,
          NOE=40, Cruise=225, Top=300
Comm:     Radio=VDist
Sensors:  AW-RADAR=Dist, Headlight*2
Off/Def:  -
Control:  Electronic*2
Accom:    Seats=Adequate*4, BasicEnv
Other:    Fuel=52liter, Cargo=200Kg(1Kl) Objsize=Sm, EMLevel=Mod

CraftID:  Wrgate Air/Raft, TL12, Cr 5145
Hull:     (9/23) Disp=1, Config=6USL, Armor=1F
          Unload=678Kg, Load=800Kg
Power:    (1/1) Diesel=117Kw, Dur=8hrs
Loco:     (1/1) StdGrav=1t, MaxAccel=.25G,
          NOE=40, Cruise=225, Top=300
Comm:     Radio=VDist
Sensors:  AW-RADAR=Dist, Headlight*2
Off/Def:  -
Control:  Electronic*2
Accom:    Seats=Adequate*4, BasicEnv
Other:    Fuel=31liter, Cargo=91kg(.8Kl), Objsize=Sm, EMLevel=Mod
          (I don't like the Diesel engine as presented.  I divided
          the weight and fuel consumption of the listed values by
          2.  This reconciles it with the diesels in COACC, and my
          view of diesels in general.)

CraftID:  Agora Air/Raft, TL12, Cr 5340
Hull:     (9/23) Disp=1, Config=6USL, Armor=1F
          Unload=483Kg, Load=800Kg
Power:    (1/1) Turbine=117Kw, Dur=8hrs
Loco:     (1/1) StdGrav=1t, MaxAccel=.25G,
          NOE=40, Cruise=225, Top=300
Comm:     Radio=VDist
Sensors:  AW-RADAR=Dist, Headlight*2
Off/Def:  -
Control:  Electronic*2
Accom:    Seats=Adequate*4, BasicEnv
Other:    Fuel=62liter, Cargo=255Kg(1.1Kl) Objsize=Sm, EMLevel=Mod

CraftID:  Hpcvss Air/Raft, TL12, Cr 4950
Hull:     (9/23) Disp=1, Config=6USL, Armor=1F
          Unload=305Kg, Load=800Kg
Power:    (1/1) ExothermicPowerCell=117Kw, Dur=6hrs
Loco:     (1/1) StdGrav=1t, MaxAccel=.25G,
          NOE=40, Cruise=225, Top=300
Comm:     Radio=VDist
Sensors:  AW-RADAR=Dist, Headlight*2
Off/Def:  -
Control:  Electronic*2
Accom:    Seats=Adequate*4, BasicEnv
Other:    Fuel=451Liter(Exothermic Fuel), Cargo=44kg(.73Kl),
          Objsize=Sm, EMLevel=Mod
	  Note:  Fuel *EXTREMELY* volatile

CraftID:  Minerva Air/Raft, TL12, Cr 5828
Hull:     (9/23) Disp=1, Config=6USL, Armor=1F
          Unload=434Kg, Load=800Kg
Power:    (1/1) MHDTurbine=117Kw, Dur=8hrs
Loco:     (1/1) StdGrav=1t, MaxAccel=.25G,
          NOE=40, Cruise=225, Top=300
Comm:     Radio=VDist
Sensors:  AW-RADAR=Dist, Headlight*2
Off/Def:  -
Control:  Electronic*2
Accom:    Seats=Adequate*4, BasicEnv
Other:    Fuel=41Liter, Cargo=325Kg(1.2Kl) Objsize=Sm, EMLevel=Mod

CraftID:  Agwebbs Air/Raft, TL12, Cr 7485
Hull:     (9/23) Disp=1, Config=6USL, Armor=1F
          Unload=678Kg, Load=800Kg
Power:    (1/1) HydrogenCombustion=117Kw, Dur=19/58
Loco:     (1/1) StdGrav=1t, MaxAccel=.25G,
          NOE=40, Cruise=225, Top=300
Comm:     Radio=VDist
Sensors:  AW-RADAR=Dist, Headlight*2
Off/Def:  -
Control:  Electronic*2
Accom:    Seats=Adequate*4, BasicEnv
Other:    Fuel=181Liter, Cargo=100kg(.83Kl),
          Objsize=Sm, EMLevel=Mod
          (Note this breaks the minimum powerplant size for
          Hydrogen Combustion engines, but it is 4 tech levels
          above that of it's introduction, so I figure it's ok.)

CraftID:  Fgssu Air/Raft, TL12, Cr 7065
Hull:     (9/23) Disp=1, Config=6USL, Armor=1F
          Unload=300Kg, Load=800Kg
Power:    (1/1) SolarCell=115Kw
Loco:     (1/1) StdGrav=1t, MaxAccel=.25G,
          NOE=40, Cruise=225, Top=300
Comm:     Radio=VDist
Sensors:  AW-RADAR=Dist
Off/Def:  -
Control:  Electronic*2
Accom:    Seats=Adequate*4, BasicEnv
Other:    Cargo=500kg(1.4Kl), Objsize=Sm, EMLevel=Mod
(Who needs headlights in CA when the sun's shining? :-)

CraftID:  Mihi Air/Raft, TL12, Cr 430,835
Hull:     (9/23) Disp=1, Config=6USL, Armor=1F
          Unload=800Kg, Load=800Kg
Power:    (1/1) Battery=512Kw*hrs, Dur=4.4hrs
Loco:     (1/1) StdGrav=1t, MaxAccel=.25G,
          NOE=40, Cruise=225, Top=300
Comm:     Radio=VDist
Sensors:  AW-RADAR=Dist, Headlight*2
Off/Def:  -
Control:  Electronic*2 (103?) Would a battery REALLY require all
          that much control?
Accom:    Seats=Adequate*4, BasicEnv
Other:    Objsize=Sm, EMLevel=Mod
Variant:  Using Michael Hughes variant battery cost rule she comes
to 8717 Cr.  (Divide battery cost by 100)

Scott 2G Kellogg
Bonus points to those who can figure out the naming system on this one!

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

Archive-Message-Number: 4398
Date: Wed, 24 Jun 92 16:11:26 EST
From: Blair Haworth <wbh@mail.lib.duke.edu>
Subject: re: TML nightly: Msgs 4394-4394 V40#20

o	The triumph of MT was the integration of High Guard and Striker into one
	compatible design system.  This triump was also the failure of the game,
	because the design process is now several orders of magnitude more
	difficult then in Classic Trav.  This is one of the reasons people have
	tended to shun the game, opting to play RPG's that don't burden the Ref
	with such a difficult design system (or often, with no design system
	at all).

          Hear, hear.  Does anyone else out there still fool with
          _High Guard_?  Owing to circumstances - feeding the Time
          Vampires in grad school - I drifted away from organized
          Travelling awhile back, but I still use the design system
          as a means of doodling; you can flesh out ideas without the
          heroic endeavor required by MT.  The USP is a lot easier to
          grasp than the current format, to boot.


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

End of TML Bundle
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Date: Wed Jun 24 21:00:38 PDT 1992
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #366: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
4399  24-Jun-92 bryan borich      TNE Character generation, experiment part 2 <

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

Archive-Message-Number: 4399
Date: 24 Jun 92 22:32:13 EDT
From: bryan borich <70541.1410@CompuServe.COM>
Subject: TNE Character generation, experiment part 2

Traveller <-> Twilight 2000 Character generation roles.  Part 2.
Attempt at Playtest Conversion.



                        MARINE CAREERS
BASIC TRAINING: All* Marine characters, Enlisted or Officer,
receive the following skills for basic training:
     MELEE COMBAT (ARMED) 1, POWER SUIT (BATTLE DRESS) 2,
SMALL ARMS (RIFLE) 2, STEALTH 1, THROWN WEAPON 1
     *NOTE: Navy Academy Graduates received these skills
during that training, therefore the do not receive it again
upon entering the Marines.
SPECIAL: Characters with both Intelligence and Education of
7+ may enter OCS (Officer Candidate School).  If so, they
receive one level of LEADERSHIP, and are commissioned as a
2nd Lieutenant, and then conduct their first term normally.


MARINES
ENTRY: Homeworld - Pre-Stellar+, Strength + Constitution +
Agility = 15+, and no prison record.
FIRST TERM SKILLS: The character receives the following skills in
the first term:
     MELEE COMBAT (ARMED) 1, SMALL ARMS 2, VACC SUIT 2
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     COMMO, COMPUTER OPS, ELECTRICAL, FORWARD OBERVER,
GUNNERY, HEAVY WEAPONS, MECHANICAL, MEDICAL, MELEE COMBAT,
OBSERVATION, PILOT (GRAV), SENSOR OPS, SMALL ARMS, THROWN
WEAPONS, VACC SUIT, VEHICLE USE
CONTACTS: One per term, military.  On a 1D10 roll of 8+, the
contact is foreign.
SPECIAL: If more than 1 term served, add +1 to Initiative.


MARINES OFFICER
ENTRY: Homeworld - Pre-Stellar+ and OCS, Military Academy, or
Commission, Strength + Constitution + Agility = 15+, and no prison record.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     LEADERSHIP 1, SMALL ARMS 1, VACC SUIT 2
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     ADMIN, COMMO, COMPUTER OPS, FORWARD OBSERVER, HEAVY
WEAPONS, INSTRUCTION, INTERROGATION, GUNNERY, LANGUAGE,
LEADERSHIP, MEDICAL, MELEE COMBAT, OBSERVATION, ORIENTEERING,
SENSOR OPS, SMALL ARMS, THROWN WEAPONS, VACC SUIT
CONTACTS: Two per term, military.  On a 1D10 roll of 7+, the
contact is foreign.
SPECIAL: If more than 1 term served, add +1 to Initiative.
When calculating starting money, count each term as an
officer as double.


MARINE COMMANDO
ENTRY: One term as a Marine, Strength + Constitution + Agility = 16+.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     HEAVY WEAPONS 2, LANGUAGE 1, OBSERVATION 1, POWER SUIT (BATTLE DRESS) 2
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     DEMOLITIONS, CLIMBING, COMMO, HEAVY WEAPONS, JACK-OF-
TRADES, LANGUAGE, MEDICAL, MELEE COMBAT, OBSERVATION,
OREINTEERING, POWER SUIT (BATTLE DRESS), SMALL ARMS, STEALTH,
SURVIVAL, THROWN WEAPONS, VACC SUIT
CONTACTS: One per term, military.  On a 1D10 roll of 8+, the
contact is foreign.
SPECIAL: If more than 1 term served, add +1 to Initiative.


MARINE COMMANDO OFFICER
ENTRY: One term as a Marine Officer, Strength + Constitution + Agility = 16+.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     HEAVY WEAPONS 1, LANGUAGE 1, OBSERVATION 1, POWER SUIT
(BATTLE DRESS) 2, SMALL ARMS 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     ADMIN, CLIMBING, COMMO, DEMOLITIONS, HEAVY WEAPONS,
INSTRUCTION, INTERROGATION, JACK-OF-TRADES, LANGUAGE,
LEADERSHIP, MEDICAL, MELEE COMBAT, OBSERVATION, ORIENTEERING,
POWER SUIT (BATTLE DRESS), SMALL ARMS, STEALTH, SURVIVAL,
THROWN WEAPONS, VACC SUIT
CONTACTS: Two per term, military.  On a 1D10 roll of 7+, the
contact is foreign.
SPECIAL: If more than 1 term served, add +1 to Initiative.
When calculating starting money, count each term as an
officer as double.


JUMP TROOPS
ENTRY: One term as a Marine, Strength + Constitution + Agility = 16+.
FIRST TERM SKILLS: The character receives the following
skills in the first term: HEAVY WEAPONS 2, PARACHUTE 2, POWER
SUIT (BATTLE DRESS) 2
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     COMMO, COMPUTER OPS, ELECTRONICS, FORWARD OBSERVER,
HEAVY WEAPONS, JACK-OF-TRADES, MEDICAL, MELEE COMBAT,
OBSERVATION, ORIENTEERING, PARACHUTE, PILOT (GRAV), POWER
SUIT (BATTLE DRESS), SMALL ARMS, THROWN WEAPONS, VACC SUIT,
ZERO-G ENVIRON
CONTACTS: One per term, military.  On a 1D10 roll of 8+, the
contact is foreign.
SPECIAL: If more than 1 term served, add +1 to Initiative.


JUMP TROOP OFFICER
ENTRY: One term as a Marine Officer, Strength + Constitution + Agility = 16+.
FIRST TERM SKILLS: The character receives the following
skills in the first term: COMMO 1, PARACHUTE 2, POWER ARMOR
(BATTLE DRESS) 2, SMALL ARMS 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     ADMIN, COMMO, COMPUTER OPS, FORWARD OBSERVER, HEAVY
WEAPONS, INSTRUCTION, INTERROGATION, JACK-OF-TRADES,
LANGUAGE, LEADERSHIP, MEDICAL, MELEE COMBAT, OBSERVATION,
ORIENTEERING, PARACHUTE, PILOT (INTERFACE), POWER SUIT
(BATTLE DRESS), SENSOR OPS, SMALL ARMS, SURVIVAL, THROWN
WEAPONS, VACC SUIT, ZERO-G ENVIRON
CONTACTS: Two per term, military.  On a 1D10 roll of 7+, the
contact is foreign.
SPECIAL: If more than 1 term served, add +1 to Initiative.
When calculating starting money, count each term as an
officer as double.


                    MILITARY INTELLIGENCE

MILITARY INTELLIGENCE
ENTRY: At least one term as an officer (any military service)
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     INTERROGATION 2, OBSERVATION 1, SMALL ARMS 1, STREETWISE 2
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     ADMIN, BARGAIN, COMMO, COMPUTER OPS, DISGUISE, FORGERY,
INTERROGATION, JACK-OF-TRADES, LOCKPICK, MEDICAL, MELEE
COMBAT, OBSERVATION, ORIENTEERING, PERSUASION, SENSOR OPS,
SMALL ARMS, STEALTH, STREETWISE
CONTACTS: Two per term, government, intelligence, and/or
military.  On a 1D10 roll of 7+, the contact is foreign.
SPECIAL: If more than 1 term served, add +1 to Initiative.
When calculating starting money, count each term as an
officer as double.


SCOUT CAREERS

SCOUT FIELD
ENTRY: Homeworld - Early Stellar+
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     ASTROGATION 2, COMMO 2, POWER PLANT OPS 2, SMALL ARMS 1,
VACC SUIT 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     ASTROGATION, COMMO, COMPUTER OPS, ELECTRONICS, GUNNERY,
JACK-OF-TRADES, LANGUAGE, LIAISON, MECHANICAL, MEDICAL,
ORIENTEERING, PILOT (GRAV), PILOT (INTERFACE), POWER SUIT
(EXOSKELETON), POWER PLANT OPS, SCIENCE, SCIENCE
(LINGUISTICS), SENSOR OPS, SMALL ARMS, SURVIVAL, VACC SUIT,
ZERO-G ENVIRON
CONTACTS: Two per term, military and/or spacer.  On a 1D10
roll of 7+, the contact is foreign.
SPECIAL: If scout field is the last term served, the
character is eligible to receive a Scout ship.

SCOUT ADMIN
ENTRY: Homeworld - Early Stellar+, Undergraduate degree.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     ADMIN 2, COMMO 2, LEADERSHIP 1, SMALL ARMS 1,
VACC SUIT 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     ADMIN, BARGAIN, COMMO, COMPUTER OPS, INSTRUCTION,
INTERROGATION, INSTRUCTION, LANGUAGE, LEADERSHIP, LIAISON,
MEDICAL, ORIENTEERING, PERSUASION, SMALL ARMS
CONTACTS: Two per term, government, military, Noble, and/or
spacer.  On a 1D10 roll of 8+, the contact is foreign.
SPECIAL: When calculating starting money, count each term as
an scout admin as double.


Errata: Under Marine Officer Entry, chage Military Academy
to Naval Academy.




CIVILIAN CAREERS

BARBARIAN
ENTRY: Homeworld Pre-Industrial or lower.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     Melee Combat (Armed) 3, Survival 2, Observation 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from any one or
combination of the following:
     ARCHERY, CLIMBING, EQUESTRIAN, INTERROGATION,
LEADERSHIP, MECHANICAL, MEDICAL, MELEE COMBAT, OBSERVATION,
ORIENTEERING, STEALTH, SURVIVAL, THROWN WEAPONS, TRACKING
CONTACTS: One per term, academic or military.  On a 1D10 of
5+ the contact is foreign.
SPECIAL: Use STR rather than EDU for starting money.  Also,
if more than 1 term is served, add +1 to initiative.

BELTER
ENTRY:  Agility 5+, Homeworld - Early Stellar+
FIRST TERM SKILLS:  The character receives the following
skills in the first term:
     Vacc Suit 2, Science(Geology) 2, Zero-G Environ 1,
Sensor Ops 1
SUBSEQUENT TERM SKILLS: A total of 5 levels from any one or
combination of the following:
     ASTROGATION, BARGAIN, COMMO, COMPUTER OPS, ELECTRONICS,
JACK-OF-TRADES, MECHANICAL, MEDICAL, PERSUASION, PILOT(GRAV),
POWER PLANT OPS, SCIENCE (GEOLOGY), SENSOR OPS, SURVIVAL,
VACC SUIT, ZERO-G ENVIRON
CONTACTS: Two per term, business, spacer, and/or specialist
(belter).  On a 1D10 roll of 7+ the contact is foreign.
SPECIAL: Belters may select two secondary activities per
turn.  If belter is a character's last career, that character
is eligible to receive a Seeker.  Belters are eleigible for
Travellers Aid Society.

BODYGUARD
ENTRY: Homeworld - Industrial+, Melee Combat (Any) 5+ and
Small Arms (Any) 4+.
SKILLS: In each term, the character receives 6 levels in any
one or combination of the following:
     ARCHERY, CLIMBING, DEMOLITION, ELECTRONICS,
INTERROGATION, LEADERSHIP, MELEE COMBAT, OBSERVATION, SMALL
ARMS, STEALTH, STREETWISE, VACC SUIT
CONTACTS: One per term, criminal, business, law enforcement,
or Noble.  On a 1D10 roll of 9+, the contact is foreign.
SPECIAL: None.

BOUNTY HUNTER
ENTRY: Homeworld - Industrial+, Agility 4+
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     MELEE COMBAT 1, SMALL ARMS (PISTOL) 1, STEALTH 1,
STREETWISE 2, TRACKING 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from any one or
combination of the following:
     ACT/BLUFF, COMPUTER OPS, DISGUISE, FORGERY, LEADERSHIP,
LOCKPICK, MELEE COMBAT, SMALL ARMS, STEALTH, STREETWISE,
TRACKING
CONTACTS: One per term, criminal or law enforcement.  On a
1D10 roll of 10, the contact is foreign.
SPECIAL: When calculating starting money, sue Streetwise
instead of Education for each term as bounty hunter.


BUREAUCRAT
ENTRY: Homeworld - Low Law+ and Mod Pop+
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     Admin 2, Persuasion 1, Computer Ops 1, Act/Bluff 1
SUBSEQUENT TERM SKILLS: A total of 5 levels from one or
combination of the following:
     ACT/BLUFF, ADMIN, BARGAIN, COMMO, COMPUTER OPS,
INTERROGATION, LANGUAGE, LEADER, LIAISON, PERSUASION, PILOT
(GRAV)
CONTACTS: Two per term, business, government, and/or Noble.
On a 1D10 roll of 7+, the contact is foreign.
SPECIAL: Bureaucrats may select two secondary activities per
turn.  Bureaucrats who serve 5 terms receive a watch.  If the
Rebellion breaks out while a character is in this career, he
will not be drafted.  Former bureaucrats may be drafted.

CORPORATE OFFICIAL
ENTRY: Undergraduate degree, wealthy, or Noble Title.
FIRST TERM SKILLS:  The character receives the following
skills in the first term:
     Admin 2, Bargain 2, Computer Ops 2
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or
combination of the following:
     ADMIN, BARGAIN, COMPUTER OPS, INTERROGATION, LANGUAGE,
LIAISON, PERSUASION, PILOT (GRAV), SMALL ARMS, STREETWISE
CONTACTS: Two per term, business, government, noble, and/or
wealthy.  On a 1D10 roll of 7+, the contact is foreign.
SPECIAL: When calculating starting money, use INT instead of
EDU for each term as a Corporate Official.

DIPLOMAT
ENTRY: Homeworld- Industrial+, undergraduate degree and
Charisma 6+
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     ADMIN 1, LANGUAGE 1, LEADERSHIP 1, and LIAISON 2
SUBSEQUENT TERM SKILLS: A total of 5 levels from any one or
combination of the following:
     ACT/BLUFF, ADMIN, BARGAIN, COMMO, COMPUTER OPS,
INTERROGATION, LANGUAGE, LEADERSHIP, LIAISON, PERSUASION,
SCIENCE (LINGUISTICS), VACC SUIT
CONTACTS: Two per term, government and/or Noble.  On a 1D10
roll of 6+, the contact is foreign.
SPECIAL: Diplomats may select two secondary activities per
term.  When calculating starting money, count each term as
diplomat as double.  While serving as a Diplomat, the
character cannot be drafted.  Diplomats are eligible to
receive Travellers Aid Society.


DOCTOR
ENTRY: Medical School
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     ADMIN 1, COMPUTER OPS 1, MEDICAL 1, OBSERVATION 1,
PERSUASION 1, SCIENCE (PSYCHOLOGY) 1
SUBSEQUENT TERM SKILLS: A total of 5 levels from any one or
combination of the following:
     ACT/BLUFF, ADMIN, LANGUAGE, LIAISON, COMPUTER OPS,
ELECTRONICS, MEDICAL, MELEE COMBAT, PERSUASION, SCIENCE
CONTACTS: One per term, medical.  On a 1D10 roll of 7+ the
contact is foreign.
SPECIAL: The first term is internship and residency, no
secondary activity is allowed during this time.  Medical
school graduates who have served at least one term in the
Military skip internship and residency and treat the first
term as a civilian doctor as though it were a second term.
For each addition career period, doctors are allowed two
secondary activities.  For each term as a medical doctor, use
Medical instead of Education when calculating starting money.
The Doctor receives one free medical kit.

DRIFTER
ENTRY: No prerequisites.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     MELEE COMBAT 1, OBSERVATION 1, STREETWISE 3
SUBSEQUENT TERM SKILLS: A total of 7 levels from any one or
combination of the following:
     ACT/BLUFF, BARGAIN, CLIMBING, GAMBLING, LANGUAGE,
MECHANIC, MELEE COMBAT, OBSERVATION, PERSUASION, SMALL ARMS
(PISTOL), STEWARD, STREETWISE, VEHICLE USE
CONTACTS: One per term, business, criminal, government, law
enforcement, and/or spacer.  On a 1D10 roll of 10, the
contact is foreign.
SPECIAL: No secondary activities allowed.


GOVERNMENT AGENT
ENTRY: Homeworld Pre-Stellar+, Undergraduate degree,
Intelligence 6+, Charisma 6+.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     INTERROGATION 2, LANGUAGE 1, OBSERVATION 1, SMALL ARMS
(PISTOL) 2
SUBSEQUENT TERM SKILLS: A total of 6 levels from any one or
combination of the following:
     ACT/BLUFF, COMPUTER OPS, DISGUISE, FORGERY, HEAVY
WEAPONS, INTERROGATION, LEADERSHIP, LOCKPICK, MELEE COMBAT,
OBSERVATION, PILOT (GRAV), SMALL ARMS, STEALTH, VEHICLE USE
CONTACTS: One per term, government, intelligence community,
or Noble.  On a 1D10 roll of 8+, the contact is foreign.
SPECIAL: The character will not be drafted during the
Rebellion; he continues as an intelligence agent.


Note: several of these careers and careers in the other transmissions
were taken from DC.  At the time of creation, the PC Booster kit was
not out, therefore any corrections which appear there have not been
factored in here.  Also - this system was designed for characters
using a 1D10 task system.  For a 1D20 task system character generation
refer to DC PC Booster Kit.  (Basically double all skills received
either through career or secondary activities).




CIVILIAN CAREERS

HUNTER
ENTRY: Homeworld - Atmosphere Thin+.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     BARGAIN 1, OBSERVATION 1, SMALL ARMS 2, TRACKING 2,
SUBSEQUENT TERM SKILLS: A total of 5 levels from any one or
combination of the following:
     AGILITY +1, ARCHERY, BARGAIN, CLIMBING, CON +1,
EQUESTRIAN, LANGUAGE, MEDICAL, MELEE COMBAT, OBSERVATION,
ORIENTEERING, SCIENCE (BIOLOGY), SMALL ARMS (RIFLE), STEALTH,
SURVIVAL, TRACKING, VEHICLE USE
CONTACTS: Two per term, academic, journalist, Noble, and/or
wealthy.  On a 1D10 roll of 10, the contact is foreign.
SPECIAL: Hunters may select two secondary activities per
term.  If the character's last career is hunter, he is
eligible to receive a Safari Ship.

IDLE RICH
ENTRY: Wealthy or Noble Title or Charisma 8+
TERM SKILLS: In each term, the character receives a total of
5 levels from any one or combination of the following:
     ACT/BLUFF, ADMIN, ARCHERY, ARTISAN, BARGAIN, EQUESTRIAN,
LANGUAGE, LEADERSHIP, MELEE COMBAT, PERSUASION, PILOT
(INTERFACE), SCIENCE, SCUBA, SWIMMING, VACC SUIT
CONTACTS: Three per term, academic, business, government,
Noble, and/or wealthy.  On a 1D10 roll of 7+, the contact is
foreign.
SPECIAL: Idle rich may select two secondary activities per
term.  For each term as a Idle Rich, multiply by 10 the money
available to the character, using Charisma instead of
Education as a base.  This does not represent the character's
total value, but rather how much ready cash is available at
the beginning of the campaign.  Also, at the beginning of
each new adventure, the character will have an additional
amount of money available equal to Charisma x Cr 3000.  If
Idle Rich is the last term served, the character is eligible
to receive a Yacht.  Idle Rich are also eligible for
Travellers Aid Society.



JOURNALIST
ENTRY: Undergraduate degree or Charisma 7+
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     ACT/BLUFF 1, COMPUTER OPS 1, INTERROGATION 2,
OBSERVATION 1, PERSUASION 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from any one or
combination of the following:
     ACT/BLUFF, ADMIN, COMMO, COMPUTER OPS, ELECTRONICS,
DISGUISE, BARGAIN, INTERROGATION, LIAISON, OBSERVATION,
PERSUASION, STEALTH
CONTACTS: Three per term, criminal, government, and/or law
enforcement.  On a 1D10 roll of 7+, the contact is foreign.
SPECIAL: None.

LAW ENFORCEMENT
ENTRY: Homeworld- Industrial+, no prison record.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     INTERROGATION 2, OBSERVATION 2, SMALL ARMS (PISTOL) 2,
STREETWISE 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from any one or
combination of the following:
     ADMIN, BARGAIN, COMMO, COMPUTER OPS, INTERROGATION,
LIAISON, LOCKPICK, MELEE COMBAT, OBSERVATION, PERSUASION,
PILOT (GRAV), SCIENCE (FORENSICS), SMALL ARMS, STEALTH,
STREETWISE, TRACKING, VEHICLE USE
CONTACTS: One criminal or law enforcement contact per term.
On a 1D10 roll of 9, the contact is foreign.
SPECIAL: If more than 1 term is served, add +1 to Initiative.
Law Enforcers are eligible for Travellers Aid Society.

NOBLE
ENTRY: Noble Title
TERM SKILLS: In each term, the character receives a total of
5 levels from any one or combination of the following:
     ACT/BLUFF, ADMIN, ASTROGATION, ARCHERY, ARTISAN,
BARGAIN, COMMO, COMPUTER OPS, EQUESTRIAN, INTERROGATION,
LANGUAGE, LEADERSHIP, LIAISON, MELEE COMBAT, PERSUASION,
PILOT (INTERFACE), POWER PLANT OPS, SCIENCE, SENSOR OPS,
SWIMMING, VACC SUIT
CONTACTS: Three per term, academic, business, government,
Noble, and/or wealthy.  On a 1D10 roll of 7+, the contact is
foreign.
SPECIAL: Nobles may select two secondary activities per term.
For each term as a Noble, multiply by 10 the money available
to the character, using Charisma instead of Education as a
base.  This does not represent the character's total value,
but rather how much ready cash is available at the beginning
of the campaign.  Also, at the beginning of each new
adventure, the character will have an additional amount of
money available equal to Charisma x Cr 3000.  Nobles are not
subject to the draft while serving in that capacity.  If
Noble is the last term served, the character is eligible to
receive a Yacht.  Nobles are also eligible for Travellers Aid
Society.

MERCENARY
ENTRY: Homeworld - Industrial+, Strength 4+, prior military
career.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     BARGAIN 1, LANGAUGE 1, MELEE COMBAT 1, SMALL ARMS 2,
STEALTH 1

SUBSEQUENT TERM SKILLS: A total of 6 levels from any one or
combination of the following:
     ARCHERY, CLIMBING, DEMOLITIONS, HEAVY WEAPONS,
INTERROGATION, LANGUAGE, LEADERSHIP, MEDICAL, MELEE COMBAT,
SMALL ARMS, STEALTH, SWIMMING, THROWN WEAPON, TRACKING,
VEHICLE USE
CONTACTS: One per term, criminal, government, military, or
another mercenary.  On a 1D10 roll of 6+, the contact is
foreign.
SPECIAL: Roll 1D10 per term.  On a roll of 9, the character
must spend the next term in a non-combatant career due to a
serious wound.  A roll of 10 means the character was captured
by the opposition and must spend the next term in prison (as
a prisoner).  If more than one term is served, add +1 to
Initiative.


MERCHANT - LINES
ENTRY: Homeworld - Early Stellar+
FIRST TERM SKILLS: The character receives the following
skills in the first term:
      BARGAIN 2, VACC SUIT 1, and one of the following:
     -ASTROGATION 2 & PILOT (INTERFACE) 2
     -GUNNERY 2 & PILOT (GRAV) 2
     -ADMIN 1, MEDICAL 1 & STEWARD 2
     -ELECTRONICS 1, MECHANICAL 1, & POWER PLANT OPS 2
SUBSEQUENT TERM SKILLS: A total of 6 levels from any one or
combination of the following:
     ADMIN, BARGAIN, ASTROGATION, COMMO, COMPUTER OPS,
ELECTRONICS, GUNNERY, MECHANICAL, MEDICAL, PERSUASION, PILOT
(GRAV), PILOT (INTERFACE), POWER PLANT OPS, POWER SUIT (EXO-
SKELETON), SENSOR OPS, STEWARD, VEHICLE USE
CONTACTS: Two per term, business, government, and/or spacer.
On a 1D10 roll of 7+, the contact is foreign.
SPECIAL: If the character has Intelligence 6+ and Education
6+, then he may become a 4th Officer.  If a merchant officer,
then when calculating starting money, count each term as
merchant officer as double.  If merchant is the last term
served, and the character served as a merchant officer, then
the character is eligible to receive a Merchant Vessel.



MERCHANT - FREE TRADER
ENTRY: Homeworld - Early Stellar+.
FIRST TERM SKILLS:  The character receives the following
skills the first term:
     BARGAIN 1, ELECTRICAL 1, MECHANICAL 1, PILOT (GRAV) 1,
STEWARD 1, STREETWISE 1, VACC SUIT 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from any one or
combination of the following:
     ADMIN, ASTROGATION, BARGAIN, COMMO, COMPUTER OPS,
ELECTRONICS, GUNNERY, LANGUAGE, MECHANICAL, MEDICAL, PILOT
(GRAV), PILOT (INTERFACE), POWER PLANT OPS, SCIENCE
(LINGUISTICS), SENSOR OPS, STEWARD, STREETWISE, VEHICLE USE
CONTACTS: Two per term, business, criminal, government, and/
or spacer.  On a 1D10 roll of 7+, the contact is foreign.
SPECIAL: If the character has Intelligence 5+ and Education
5+, then he may become a 4th Officer.  If merchant is the
last term served, and the character served as a merchant
officer, then the character is eligible to receive a Merchant
Ship.





CIVILIAN CAREERS

PARAMEDIC
ENTRY: Technical School, MEDICAL 2+
FIRST TERM SKILLS: The character receives the following
skills the first term:
     COMPUTER OPS 1, MEDICAL 2, SCIENCE (BIOLOGY) 1, VEHICLE
USE (WHEELED) 2
SUBSEQUENT TERM SKILLS: MEDICAL 1 plus a total of 5 levels
from any one or combination of the following:
     COMPUTER OPS, LANGUAGE, MEDICAL, MELEE COMBAT, PILOT
(GRAV), SCIENCE (BIOLOGY), SMALL ARMS, VEHICLE USE
CONTACTS: One per term, medical.  On a 1D10 roll of 10, the
contact is foreign.
SPECIAL: None.


PIRATE
ENTRY: Homeworld - Early Stellar+.
FIRST TERM SKILLS: The character receives the following
skills the first term:
     MECHANICAL 1, MELEE COMBAT 2, SMALL ARMS 2,
STREETWISE 1, VACC SUIT 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from any one or
combination of the following:
     ASTROGATION, COMMO, COMPUTER OPS, DISGUISE, ELECTRONICS,
FORGERY, GAMBLING, GUNNERY, LOCKPICK, MECHANICAL, MELEE
COMBAT, PERSUASION, POWER PLANT OPS, PILOT (INTERFACE),
SENSOR OPS, SMALL ARMS, STREETWISE, VACC SUIT, ZERO-G ENVIRON
CONTACTS: One per term, criminal or law enforcement.  On a
1D10 rollof 9+, the contact is foreign.
SPECIAL: If more than 1 term is served, add +1 to Initiative.
Also, roll once per term verses Intelligence to avoid
capture.  If unsuccessful, the next career choice must be
prison.  If the Rebellion occurs at the same time the Pirate
is caught, he is drafted instead of going to prison.  If
Pirate is the last term served, then the character is
eligible to receive a Corsair.  At the referee's discretion,
characters who spent the last term as a pirate may be given a
Letter of Marque.

PRISONER
ENTRY: Forced due to capture while engaging in criminal
activity.
SKILLS: A total of 6 levels from any one or combination of
the following:
     ACT/BLUFF, ADMIN, BARGAIN, DISGUISE, EDU +1,
ELECTRONICS, FORGERY, GAMBLING, INSTRUCTION, LOCKPICK,
MECHANIC, MEDICAL, MELEE COMBAT, OBSERVATION,  PERSUASION,
STEALTH, STREETWISE, STR +1
CONTACTS: Two per term, criminal.  On a 1D10 roll of 10, the
contact is foreign.
SPECIAL: No secondary activities allowed.  Released after one
term.  Do not count prison terms when calculating starting
money.


PROFESSOR
ENTRY: Homeworld - Industrial+, Ph.D.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     MAJOR 1 (a level in the characters major field of
study), INSTRUCTION 3, PERSUASION 1, LANGUAGE 1
SUBSEQUENT TERM SKILLS: A total of 5 levels from any one or
combination of the following:
     INSTRUCTION, LANGUAGE, LEADERSHIP, OBSERVATION,
PERSUASION or Major from Graduate School
CONTACTS: Two per term, academic, government, or Noble.  On a
1D10 roll of 7+, the contact is foreign.
SPECIAL: Professors may select two secondary activities per
term.

PSIONIC INSTITUTE
(Optional Career - Use With Referee's Approval Only!)
ENTRY: Homeworld - Mod Pop+, Intelligence 6+, no prison
record, no terms as law enforcement, at least one term in
Education or some other career.  Roll 1D6 to determine
Psionic Strength, which serves as a governing attribute for
Psionic Skills.
SKILLS: Choose 7 skill levels from Group A.  Alternately, for
each 2 levels not taken from Group A, 1 level may be taken
from Group B.

GROUP A
     AWARENESS, CLAIRVOYANCE, TELEMPATH, +1 Psionic Strength

GROUP B
     SPECIAL, TELEKENESIS, TELEPORTATION

CONTACTS: One Specialist (Psionic).  On a 1D10 roll of 10 the
contact is foreign.
SPECIAL: This career can be used taken once.  Roll 1D10
against Intelligence to avoid being captured by anti-psionic
forces.  If unsuccessful, the next career choice must be
prison.  If a 10 is rolled, the character is "treated" and
loses 1 level of Intelligence and all Psionic Skills.  No
money is received while in the Psionic Institute.  If the
Rebellion occurs when a Psionic Student is captured, he will
spend 1 term in prison and then be drafted.

ROGUE
ENTRY: Homeworld - Industrial+, Agility 5+
FIRST TERM SKILLS: The character receives the following
skills the first term:
     MELEE COMBAT 2, SMALL ARMS (PISTOL) 2, STREETWISE 2
SUBSEQUENT TERM SKILLS: A total of 5 levels from any one or
combination of the following:
    COMMO, COMPUTER OPS, DEMOLITONS, DISGUISE, ELECTRONICS,
FORGERY, GAMBLING, JACK-OF-TRADES, LOCKPICK, MEDICAL, MELEE
COMBAT, PERSUASION, SMALL ARMS, STREETWISE
CONTACTS: One per term, criminal or law enforcement.  On a
1D10 rollof 9+, the contact is foreign.
SPECIAL: Rogues may select two secondary activities per term.
If more than 1 term is served, add +1 to Initiative.  Also,
roll once per term verses Intelligence to avoid capture.  If
unsuccessful, the next career choice must be prison.  If the
rebellion occurs at the same time the rogue is caught, he is
drafted instead of going to prison.  Rogues are eligible for
Travellers Aid Society.



SALVAGE OPERATOR
ENTRY: At least one term in the Belters, Navy, Merchants,
Pirates, or Scouts.
SKILLS: Each term the characters receive a total of 6 levels
form any one or combination of the following:
     BARGAIN, COMPUTER OPS, DEMOLITION, ELECTRONICS,
GAMBLING, JACK-OF-TRADES, LANGUAGE, MECHANIC, MELEE COMBAT,
PERSUASION, PILOT (INTERFACE), POWER PLANT OPS, POWER SUIT
(EXOSKELETON), SCUBA, SMALL ARMS, STREETWISE, VACC SUIT,
ZERO-G ENVIRON
CONTACTS: Two per term, business, criminal, or military.  On
a 1D10 roll of 9+, the contact is foreign.
SPECIAL: If Salvage Operator is the character's last career,
he is eligible to receive a Seeker.

SCIENTIST
ENTRY: Homeworld - Pre-Stellar+, Undergraduate degree,
Science 4+
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     ADMIN 1, COMPUTER OPS 1, ELECTRONICS 1, SCIENCE 2,
SUBSEQUENT TERM SKILLS: A total of 5 levels from any one or
combination of the following:
     ACT/BLUFF, ADMIN, COMMO, COMPUTER OPS, ELECTRONICS,
LANGUAGE, MECHANICAL, OBSERVATION, PERSUASION, PILOT (GRAV),
POWER PLANT OPS, SCIENCE, SENSOR OPS, TRACKING, VEHICLE USE
CONTACTS: Two per term, academic and/or government.  On a
1D10 roll of 8+, the contact is foreign.
SPECIAL: Scientists may select two secondary activities per
term.  If the character's last term is scientist, he is
eligible to receive a Lab Ship.

SECURITY GUARD
ENTRY: Homeworld - Industrial+, Small Arms (Any) 4+
SKILLS: Each term the character receives 5 levels in any one
or combination of the following:
     ADMIN, COMMO, COMPUTER OPS, ELECTRONICS, LEADERSHIP,
MELEE COMBAT, OBSERVATION, SENSOR OPS, SMALL ARMS, VACC SUIT
CONTACTS: One per term, criminal, business, law enforcement
or Noble.  On a 1D10 roll of 10, the contact is foreign.
SPECIAL: Security Guards may select two secondary activities
per term.


TECHNICIAN
ENTRY: Homworld - Pre-Stellar+, Technical School
TERM SKILLS: A total of 5 levels from any one or combination of the following:
     ADMIN, ARTISAN, COMMO, COMPUTER OPS, ELECTRONICS,
INSTRUCTION, JACK-OF-TRADES, LANGUAGE, MECHANICAL, MEDICAL,
POWER PLANT OPERATIONS, SCIENCE, SENSOR OPS
CONTACTS: One per term, academic or specialist (technician).
On a 1D10 roll of 10, the contact is foreign.
SPECIAL: Technicians may select two secondary activities per term.






ZDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD?
3Character______________________________________ Player____________________3
3Gender_______ Age_____/_____ Rank____________Service______________________3
3Terms________ Weight____________ Height__________ Load____________________3
3Noble Titles____________________ TAS_____ Monthly Upkeep__________________3
CDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD4
3STRENGTH........._____ CONSTITUTION........_____ AGILITY............_____ 3
3 Archery........._____  Climbing..........._____  Artisan..........._____ 3
3 Heavy Weapons..._____  Combat Engineering._____  Demolitions......._____ 3
3 Mechanic........_____  Equestrian(      )._____  Electronics......._____ 3
3 Melee Cbt(Armed)_____  Equestrian(      )._____  Forgery..........._____ 3
3 Melee Cbt(Unarm)_____  Parachute.........._____  Lockpick.........._____ 3
3 Sm Arms(Pistol)._____  Scuba.............._____  Pilot(Fixed Wing)._____ 3
3 Sm Arms(Rifle).._____  Swimming..........._____  Pilot(Grav)......._____ 3
3 Thrown Weapon..._____  Vacc Suit.........._____  Pilot(Interface).._____ 3
3 ____________...._____  Vessel Use(Boat)..._____  Pilot(Rotary)....._____ 3
3 ____________...._____  Vessel Use(Hover).._____  Stealth..........._____ 3
3 ____________...._____  Vessel Use(Ship)..._____  Zero-G Environ...._____ 3
3 ____________...._____  ______________....._____  _____________....._____ 3
3                                                                          3
3INTELLIGENCE....._____ EDUCATION..........._____ CHARISMA..........._____ 3
3 Astrogation....._____  Admin.............._____  Act/Bluff........._____ 3
3 Forward Observer_____  Communications....._____  Bargain..........._____ 3
3 Gunnery........._____  Computer Ops......._____  Disguise.........._____ 3
3 Observation....._____  Medical............_____  Gambling.........._____ 3
3 Orienteering...._____  Power Plant Ops...._____  Instruction......._____ 3
3 Sensor Ops......_____  Pwr Suit(Battle Dr)_____  Interrogation....._____ 3
3 Streetwise......_____  Pwr Suit(Exoskel).._____  Jack of Trades...._____ 3
3 Survival........_____  Science(     )....._____  Language(     )..._____ 3
3 Tracking........_____  Science(     )....._____  Language(     )..._____ 3
3 Veh Use(Wheeled)_____  Science(     )....._____  Leadership........_____ 3
3 Veh Use(Tracked)_____  ______________....._____  Liason............_____ 3
3 ____________...._____  ______________....._____  Persuasion........_____ 3
3 ____________...._____  ______________....._____  Steward..........._____ 3
3 ____________...._____  ______________....._____  _____________....._____ 3
CDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDBDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD4
3               HIT CAPACITY            3           BASE HIT NUMBERS       3
3                X.5   BASE  X2   (X2)+13         SHORT MED   LONG  EXTR   3
3          CURR  SCR   SLT   SER   CRIT 3          (2)  (1)   (.5)  (.25)  3
3HEAD      ____  ____  ____  ____  ____ 3PISTOL   ____  ____  ____  ____   3
3CHEST     ____  ____  ____  ____  ____ 3                                  3
3ABDOMEN   ____  ____  ____  ____  ____ 3RIFLE    ____  ____  ____  ____   3
3RIGHT ARM ____  ____  ____  ____  ____ 3                                  3
3LEFT ARM  ____  ____  ____  ____  ____ 3HVY WPNS ____  ____  ____  ____   3
3RIGHT LEG ____  ____  ____  ____  ____ 3                                  3
3LEFT LEG  ____  ____  ____  ____  ____ 3ARCHERY  ____  ____  ____  ____   3
CDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDADDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD4
3INITIATIVE............._______  Thrown Weapon to Range _____ Beyond _____ 3
3UNARMED COMBAT DAMAGE.._______  Throw Range 1 Kg Object _________________ 3
CDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD4
3WEAPON DATA                                                               3
3Weapon                     ROF  Dam  Pen      Blk  Mag  SS  Brst  Range   3
3                                                                          3
3__________________________ ___  ___  _______  ___  ___  ___  ___  _______ 3
3                                                                          3
3__________________________ ___  ___  _______  ___  ___  ___  ___  _______ 3
CDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDBDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD4
3EQUIPMENT                           3CONTACTS                             3
3___________________________________ 3____________________________________ 3
3___________________________________ 3____________________________________ 3
3___________________________________ 3____________________________________ 3

Note again this is based on the 1D10 task system.


                                                      -Recoil-
TL WEAPON               ROF  Dam    Pen     Blk  Mag  SS  Brst   Rng
 5 Revolver 5mm         DAR   -1    Nil      0    6R   2   -      10
 5 Revolver 7mm         DAR    1    Nil      1    6R   2   -      10
 4 Revolver 9mm         DAR    1    Nil      1    6R   3   -      12
 5 Revolver 9mm Mag     DAR    2    1-Nil    1    6R   3   -      12
 8 Snub Pistol
       HE               DAR C:2 B:4 Nil      0    6R   1   -       6
       HEAP             DAR C:2 B:4 3C       0    6R   1   -       6
 7 Auto Snub Pistol
       HE               SA  C:2 B:4 Nil      1    20   1   -       6
       HEAP             SA  C:2 B:4 3C       1    20   1   -       6
 8 Body Pistol          SA    -1    Nil      0     6   2   -       7
 6 Auto Pistol 7mm      SA     1    Nil      0     7   3   -       8
 5 Auto Pistol 9mm      SA     1    Nil      0    15   2   -      12
13 Gauss Pistol 4mm      3     1    1-Nil    1    15   0   0      12
 5 Carbine 7mm          SA     2    1-Nil    4    15   3   -      45
 4 Bolt Action Rifle    BA     4    2-3-Nil  6    10   4   -      60
 5 Rifle 7mm            SA     4    2-3-Nil  5    20   5   -      60
 7 Rifle 9mm            SA     5    2-3-6    5    10   6   -      70
 5 Hunting Rifle 13mm   BA     7    2-3-5    6    5i   8   -      75
 6 Autorifle 7mm         5     4    2-3-Nil  6    20   2   5      75
12 Gauss Rifle 4mm      10     4    1-2-NiL  4    40   1   3     150
 4 Shotgun              SA     4    3-4-Nil  5    10   4   -      40
      *Pellets Close    SA     9    Nil
               Medium   5 X 10 1    Nil
 7 Autoshotgun           5     4    3-4-Nil  6    20   3   8      40
      *Pellets Close     5     9    Nil
               Medium   5 X 10 1    Nil
      *See Page 200 of TWILIGHT:2000 for details.
 5 SMG 9MM               5     1    Nil      3    30   1   3      30
 7 Assault Rifle 5mm     5     3    1-Nil    4    30   3   8      50
 7 Assault Rifle 7mm     5     4    2-3-Nil  5    20   4   9      85
 9 Accel Rifle 6mm       3     3    2-Nil    4    15   1   3      20
10 Adv Combat Rifle 7mm  5     5    2-3-Nil  4    20   1   4      90
       DS                5     6    1-2-Nil            1   4     100
10 Adv Combat Rifle 9mm  5     6    3-4-Nil  5    20   2   4      95
       DS                5     8    2-3-Nil            2   4     110
       HE                5 C:2 B:4  Nil      4         2   4      95
10 Asslt Rocket Launcher
       HE               SA C:3 B:12 Nil      6    20   4   -     110
       HEAP             SA C:3 B:12 4C
 8 Lt. Assault Gun
       HE               SA C:3 B:4  Nil      5     5   8   -       80
       KEAP             SA    16    1-2-3
       FLECH            SA D:1 B:*  1
                        *Use directional mine burst pattern

 5 Medium Machinegun     5     4    2-Nil    6  100B   1   2      60/85
 6 Light Machinegun      5     4    2-3-Nil  6  100B   1   4      65/90
 6 Heavy Machinegun      5     8    2-3-3    8  100B   3   7     150
       AP                5     8    1-1-2
 7 Gatling Gun 5.5mm  5/50     3    1-Nil    4  2500   1   5      60/90
 7 Gatling Gun 7mm     100     4    2-3-Nil  4  2500   Vehicle    90
 8 Gatling Gun 5.5mm    50     3    1-Nil    3  5000   Vehicle   100
 8 Gatling Gun 7mm     100     4    2-3-Nil  3  5000   Vehicle   110
10 VRF Gauss Gun       100    10    1-1-2    6 30000   Vehicle   250

 9 Laser Pistol        EW     8     3        1    50   -   -      80
 8 Laser Carbine       EW    12     2        4    50   -   -     150
 9 Laser Rifle         EW    14     2        5   100   -   -     180
13 Laser Pistol        EW    10     2        2   200   -   -     100
13 Laser Carbine       EW    15     1        4   200   -   -     170
13 Laser Rifle         EW    17     1        5   200   -   -     200

12 PGMP**              EW 17 C:2    3        4    40   9   -      75
13 PGMP**              EW 20 C:2    2        4   Inf   9   -     150
14 PGMP                EW 20 C:2    2        4   Inf   2   -     150
14 FGMP**              EW 25 C:3    1        4   Inf   9   -     150
15 FGMP                EW 25 C:3    1        3   Inf   2   -     150
16 FGMP                EW 25 C:4    1        3   Inf   1   -     150
16 Plasma Rifle        EW 20 C:4    2        3   Inf   1   -     150
    *High Energy weapons attack as a small arm and a high explosion.
     All have a burst radius of B:4.
   **Requires use of Battle Dress

TL ARMOR DESCRIPTION     AV   AREAS COVERED
 7 Flack Jacket           1         Torso
 5 Helmet, Steel          1   Head (1-3)
 6 Helmet, Kevlar         1   Head (1-4)
 6 Cloth                  2         Torso, Limbs
 6 Helmet                 2   Head (1-4)
10 Reflec                 5         Torso, Limbs (vs. Laser Wpns Only)
 8 Vacc Suit              2   Head, Torso, Limbs
12 Vacc Suit              3   Head, Torso, Limbs
14 Vacc Suit              3   Head, Torso, Limbs
10 Body Pressure Suit     0         Torso, Limbs
 8 Hostile Env Vacc Suit  3   Head, Torso, Limbs
 9 Hostile Env Vacc Suit  3   Head, Torso, Limbs
12 Hostile Env Vacc Suit  4   Head, Torso, Limbs
13 Hostile Env Vacc Suit  4   Head, Torso, Limbs
14 Hostile Env Vacc Suit  5   Head, Torso, Limbs
 8 Combat Env Suit        3         Torso, Limbs
11 Combat Armor           4   Head, Torso, Limbs
12 Combat Armor           5   Head, Torso, Limbs
14 Combat Armor          10   Head, Torso, Limbs
13 Battle Dress           5   Head, Torso, Limbs
14 Battle Dress          10   Head, Torso, Limbs

NOTES:

EW = Energy Weapons: can shoot one shot per combat round.


Notes:
1. The recoils are probably way out of wack.  When I originally created
this list it was for a conversion to MT stats, consequently I increased
the recoils.  When I made up the list for transmission, I converted back
but the process was open to error.
2. The Kevlar helmet should probably be TL 8.
3. Energy weapons should have an rof of 1.
4. There is some disagreement with the damage, penetration, and recoil
values I have assigned to the higher TL weapons.  I am open for opinions.
5. The lower TL weapons were derived from T2K sources.

Well, that's it for this load.  I have a character generation worksheet
somewhere, If I find it, I will send it later.  As I mentioned, I am
ready to make some changes to this system - not radical ones, but ones
that I see need to be done.  Watch for it later this week.

Yours for Traveller,

Geo.



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

End of TML Bundle
*****************

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Date: Sun Jun 28 21:00:18 PDT 1992
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #367: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
4400  24-Jun-92 bryan borich      TNE character generation, experiment part 1 <
4401  25-Jun-92 Rupert G. Goldie  Re: Air Raft Power Plant Comparison Study << 
4402  25-Jun-92 KELLOGG@DUCVAX.AU Silly ships for the Rebellion << Two ships fo
4403  25-Jun-92 jdriver@netlink.c Megatraveller II--the computer game, that is 
4404  25-Jun-92 bryan borich      Xray Lasers << From Clay Bush: I've encounter
4405  25-Jun-92 A_COPEAB@CCSVAX.S aging in Traveller << One thing I would *defi
4406  26-Jun-92 Adrian Hurt       Re: X-ray lasers << bryan borich <70541.1410@
4407  26-Jun-92 richard@agora.rai Re: MT:2 CRPG << John Driver said he just fin
4408  26-Jun-92 c_hamilton%W036_N Travelling in NoVA << I'm living in Reston, V
4409  26-Jun-92 Greg Givler       Ironclads << >CraftID: Ironclad, Virginia Cla

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

Archive-Message-Number: 4400
Date: 24 Jun 92 22:33:48 EDT
From: bryan borich <70541.1410@CompuServe.COM>
Subject: TNE character generation, experiment part 1

Traveller <-> Twilight 2000 Character generation roles.  Part 1.
Attempt at Playtest Conversion

CHARACTERISTICS

ROLL 2D6 - 2 for each characteristic.  If the total does not
equal or exceed 32, add poits to characteristics until the
total equals 32.

NOBLE TITLE - Roll 2D6.  If the result is 10, the character
is from a wealthy family, if 11, the character is a Knight,
if 12, the character is a Baron.  Wealth and Noble Titles
make characters eligible for certain careers.

HOMEWORLDS - use the homeworld generation section from MT.

BACKGROUND SKILLS

HOMEWORLD BASED

ASTEROID - ZERO-G ENVIRON 1
EXOTIC ATMOSPHERE - VACC SUIT 1
LARGE WORLD - POWER SUIT (EXOSKELETON) 1
WATER WORLD - SWIMMING 1
VACUUM WORLD - VACC SUIT 1
INDUSTRIAL - SMALL ARMS 1, VEHICLE (WHEELED) 1
PRE STELLAR - SMALL ARMS 1, VEHICLE (WHEELED) 1
EARLY STELLAR - COMPUTER OPS 1, SMALL ARMS 1, VEHICLE
                (WHEELED) 1
AVERAGE STELLAR - COMPUTER OPS 1, SMALL ARMS 1, PILOT(GRAV) 1
HIGH STELLAR - COMPUTER OPS 1, SMALL ARMS 1, PILOT (GRAV) 1

ADDITIONAL SKILLS
Select additional background skills for a total (with
Homeworld Based Background Skills) of 8 levels.  No skill may
have an initial skill level of greater than 2.

ARCHERY
COMPUTER OPS
VEHICLE USE
LANGUAGE
MELEE COMBAT
PILOT (GRAV)
PERSUASION
POWER SUIT (EXOSKELETON)
SMALL ARMS
STEALTH
STREETWISE
SWIMMING
VACC SUIT
VESSEL USE (BOAT)
ZERO-G ENVIRON

THE REBELLION
At 1125, the Rebellion has raged on and dragged on for 8
years, two terms, and has effected every sentient in the
Imperium, and many outside the Imperium.  To reflect this
effect on the characters perform the following:

Before the first term roll 1D10:  a 1 indicates that the
rebellion just started and the character must submit to the
draft, a 2 or 3 indicates the character can wait one term
before submitting to the draft (this roll indicates that the
character was 13 when the Rebellion started, and is drafted
at age 17 - 4 years - 1 term - later.

Before each subsequent career, a 1D10 roll of 3 or less
indicates that the Rebellion has started.  Characters must
submit to the draft unless in a draft exempt career (noted in
the SPECIAL section of applicable careers) .  If the
character has served 4 terms (age 33+) he is exempt from the
draft unless he has any skill over 6, in which case his
specialty is needed, and he is drafted anyway but put in a
non-combatant role.

In any case once the Rebellion has started all characters
must serve two more terms, except characters who were 13 when
the Rebellion started.  In the latter case those characters
only serve one term.  Characters who are not drafted must
either remain in the career which is exempt, or join the
military.  Exempt characters who turn 33 after one term of
Rebellion and do not have any skill above 6 are free to
change careers at that point.

Even characters finishing a term in the military should check
for the start of the Rebellion, because they will have to
remain in "for the duration".

DRAFT TABLE
DIE  SERVICE
 1   ARMY
 2   COACC
 3   MARINES
 4   NAUTICAL FORCE COMMAND
 5   NAVY
 6   SCOUTS

All are enlisted in the regular component of the respective
service.  If the character has an undergraduate degree, and
is drafted into the SCOUTS, he goes to ADMIN rather than
FIELD.

DECLARATION OF REBELLION - Players who are generating their
characters and do not wish them to get to old by waiting for
the Rebellion, may declare that for that character the
Rebellion will start after the current term.  The character
is then completed as though the start of the Rebellion had
been rolled randomly.



SECONDARY ACTIVITIES

ACT/BLUFF (Neighborhood theater or gaming)
ADMIN (Night classes)
ARCHERY
ARTISAN (Arts and crafts classes)
COMPUTER OPS (Adult education)
DISGUISE (Neighborhood theater)
ELECTRONICS (Adult education)
EQUESTRIAN
GAMBLING
MECHANICAL (Trade school)
MEDICAL (CPR and First Aid Lessons)
MELEE COMBAT (Martial arts classes)
OBSERVATION (combat games)
PARACHUTE
PILOT (GRAV) (Flying lessons)
SCIENCE (Adult education)
SCUBA (Skin diving)
SMALL ARMS (Target Shooting)
STEWARD (Part Time Job)
SWIMMING
TRACKING (Hunting)
VEHICLE USE
STR +1 (Weight Lifting)
AGL +1 (Gymnastics, Flexercise)
CON +1 (Cardiovascular exercises)
EDU +1 (Adult education)

Note: the referee should closely monitor secondary activities
chosen because some may be inappropriate for the chosen
career.

SCIENCES:
BIOLOGY
CHEMISTRY
FORENSICS
GENETICS
GEOLOGY
GRAVITICS
LINGUISTICS
NAVAL ARCHITECHTURE
PSYCHOLOGY
PHYSICS
ROBOTICS

SHIPS

To determine if a character receives a ship, roll 1D10 and
add the number of terms over one that the character spent in
the career which made him eligible to receive the ship.  If
the roll is 9+, the character receives a ship of the type for
which he is eligible.  If it is a ship that must be
purchased, 9 indicates receipt of the ship, and results
greater than 9 indicates 10 years of payments for each number
above 9.

For example, Jason Fairweather spent 3 terms as a rogue and
finished his career with 2 terms as a Merchant Officer.  The
merchant officer time makes him eligible to receive a ship.
He rolls 1D10 and gets a lucky 10.  To this he adds 1 (2
terms minus the first term) for a total of 11.  This means he
gets a ship and 20 years of payments have already been made
(11 - 9 = 2).

Merchant Ships, Safari Ships, Seekers, and Yachts require
payments.
Corsairs and Scouts do not.

Merchant Ships may be Free Traders, Far Traders, or
Subsidized Merchants (referee's choice).

TRAVELLER AID SOCIETY

Roll 1D10 and add 1 for each term above 1 served in a career
that offers Traveller Aid Society membership.  If the roll is
9+ the character has become a member of TAS.


EDUCATION

UNDERGRADUATE UNIVERSITY, GRADUATE UNIVERSITY, TECHNICAL
SCHOOL, MEDICAL SCHOOL, MERCHANT ACADEMY, MILITARY ACADEMY,
NAVAL ACADEMY, FLIGHT SCHOOL
                           CAREERS
MILITARY
ARMY           COACC          MARINES
ARMY OFFICER   COACC OFFICER  MARINE OFFICER
SPECIAL FORCES                MARINE COMMANDO
                              MARINE COMMANDO OFFICER
                              JUMP TROOPS
                              JUMP TROOP OFFICER

NAUTICAL FORCE COMMAND          NAVY          MILITARY INTELL
NAUTICAL FORCE COMMAND OFFICER  NAVY OFFICER

SCOUT - FIELD
SCOUT - ADMIN

CIVILIAN
BARBARIAN      BELTER        BODYGUARD      BOUNTY HUNTER
BUREAUCRAT     CORP OFFICIAL DIPLOMAT       DOCTOR
DRIFTER        GOV'T AGENT   HUNTER         IDLE RICH
JOURNALIST     LAW ENFORCER  NOBLE          MERCENARY
MERCHANT/LINES MERCHANT/FREE PARAMEDIC      PIRATE
PRISONER       PROFESSOR     PSIONIC INST.  ROGUE

I think some careers got cut off from the end of this and I don't
have my paper copy handy.




EDUCATION

UNDERGRADUATE UNIVERSITY
ENTRY: Education 5+
SKILLS: Total skills equal to a character's Education
attribute from any combination of the following, but no more
than level 3 in any one skill:
     ACT/BLUFF, ADMIN, COMMO, COMPUTER OPS, BARGAIN,
ELECTRONICS, INSTRUCTION, LANGUAGE, LEADERSHIP, PERSUASION,
SCIENCE
CONTACTS: One per term, either academic or journalism.  On a
1D10 roll of 10, the contact is foreign.
SPECIAL: Increase Education by 1. May elect to join ROTC
(Reserve Officer Training Corps) or Naval ROTC.  If so, the
next career choice must include entry into the Army if ROTC,
or Navy or Marines if NROTC.  Rank is 2nd Lieutenant (Army or
Marines) or Ensign (Navy).  No income is received while
attending undergraduate school.

GRADUATE UNIVERSITY
ENTRY: Undergraduate degree, Education 7+, Intelligence 7+
SKILLS: Four levels per term in any one Major, plus a total
of 2 levels in any Electives:
     MAJORS: ADMIN, ELECTRONICS, or one of the SCIENCES
(BIOLOGY, CHEMISTRY FORENSICS, GENTETICS, GEOLOGY, GRAVITICS,
LINGUISTICS, NAVAL ARCHITECTURE, PSYCHOLOGY, ROBOTICS)
     ELECTIVES: COMPUTER OPS, INSTRUCTION, LANGUAGE,
LEADERSHIP, PERSUASION
CONTACTS: One per term, academic or government.  On a 1D10
roll of 8+, the contact is foreign.
SPECIAL: Increase Education by 1 (first two terms only). One
term provides a M.A.  or M.S.  the second and each subsequent
term provides a Ph.D.  (or equivalent).  Degrees must be
taken in one of the Majors noted above.  No income is
received while attending graduate school.

TECHNICAL SCHOOL
ENTRY: No prerequisites.
SKILLS: A total of 6 levels from one or combination of the
following:
     ADMIN, COMMO, COMPUTER OPS, ELECTRONICS, MECHANIC,
MEDICAL, PILOT, POWER PLANT OPS, POWER SUIT (EXOSKELETON),
VACC SUIT, VEHICLE USE
CONTACTS: One specialist (skill level 8) in one of the
skills listed above.
SPECIAL: No income is received while attending technical
school.

MEDICAL SCHOOL
ENTRY: Undergraduate degree, Science (Biology) 3+, Science
(Chemistry) 2+
SKILLS: The character automatically receives the following:
     COMPUTER OPS - 1, MEDICAL - 6, OBSERVATION - 1
CONTACTS: One Medical.  On a 1D10 roll of 8+, the contact is
foreign.
SPECIAL: Increase Education by 1. After medical school, the
character can enter the military with a direct commission as
a Captain in the Army, COACC, or Marines, or a Lietenant in
the Navy or Nautical Force Command.  No seconday activities
are allowed during medical school.  No income is received
while attending medical shool.

MERCHANT ACADEMY
ENTRY: Homeworld - Early Stellar+
SKILLS: Total skills equal to a character's Education
attribute from any combination of the following, but no more
than level 3 in any one skill:
     ADMIN, ASTROGATION, BARGAIN, COMMO, COMPUTER OPS,
ELECTRONICS, GUNNERY, INTERROGATION, LANGUAGE, LIAISON,
MECHANICAL, MEDICAL, PILOT (INTERFACE), POWER PLANT OPS,
POWER SUIT (EXOSKELETON), SENSOR OPS, STEWARD, VACC SUIT
CONTACTS: One business.  On a 1D10 roll of 8+, contact is
foreign.
SPECIAL: Increase Education by 1. Graduates of the Merchant
Academy must serve with a Merchant Line (not Free Traders)
for a minimum of two terms.  Graduates are made Fourth
Officers (O-1).

MILITARY ACADEMY
ENTRY: Homeworld - Pre-Stellar+ and Education 6+, or Noble
Title
SKILLS: All basic training skills from the Army, Coacc, or
Nautical Force Command, plus a total of 6 levels from any one
or combination of the following:
     ADMIN, DEMOLITIONS, COMBAT ENGINEER, COMPUTER OPS,
EQUESTRIAN, FORWARD OBSERVER, HEAVY WEAPONS, LEADERSHIP,
SMALL ARMS
CONTACTS: Two military.  On a 1D10 roll of 10, the contact is
foreign.
SPECIAL: Enter the Army or COACC as a 2nd Lieutenant, or the
Nautical Force Command as an Ensign, and serve at least one
term.  No income is received while attending the military
academy.

NAVAL ACADEMY
ENTRY: Homeworld - Pre-Stellar+ and Education 6+, or Noble
Title
SKILLS:  All basic trianing skills from the Navy or Marines,
plus a total of 6 levels from any one or combination of the
following:
     ADMIN, COMMO, COMPUTER OPS, FORWARD OBSERVER, HEAVY
WEAPONS, LEADERSHIP, POWER PLANT OPS, SCIENCE, SENSOR OPS,
SMALL ARMS, VACC SUIT
CONTACTS: Two military.  On a 1D10 roll of 9, the contact is
foreign.
SPECIAL: Enter the Navy as an Ensign or Marines as 2nd
Lieutenant, and serve at least one term.  No income is
received while attending the naval academy.

FLIGHT SCHOOL
ENTRY: NROTC or Naval Academy Graduate and Agility 7+
SKILLS: Astrogation - 2 and Pilot (Interface) - 2
CONTACTS: None
SPECIAL: A special shcool for training personnel for the
Flight Branch of the Navy.  Acts as part of the first term in
the Navy (i.e. this and the first term count as only one
complete term).  If this option is taken, no secondary
activities may be taken for that term and it incurs a second
mandatory term in the Navy.




MILITARY CAREERS

NOTE: If a character has served more than 3 terms he cannot
switch between military career groups (Army, COACC, Marines,
Nautical Force Command, Navy, or Scouts).  Military groups
feel that by that time characters are to old to retrain.
Also, a character cannot switch career groups more than once
(although he may switch several times within a group if
alternates are available).  Finally, a referee should
seriously examine any character wishing to join the military
after 3 terms as a civilian.  The draft is, of course,
different in this respect.

                         ARMY CAREERS
BASIC TRAINING: All* Army characters, Enlisted or Officer,
receive the following skills for basic training:
     MELEE COMBAT (UNARMED) 2, SMALL ARMS (RIFLE) 2,
STEALTH 1, THROWN WEAPON 1
     *NOTE: Academy Graduates received these skills during
that training, therefore the do not receive it again upon
entering the Army.
SPECIAL: Characters with both Intelligence and Education of
7+ may enter OCS (Officer Candidate School).  If so, they
receive one level of LEADERSHIP, and are commissioned as a
2nd Lieutenant, and then conduct their first term normally.

ARMY
ENTRY: Homeworld - Pre-Stellar+
FIRST TERM SKILLS: Select two skills from the subsequent
skill list and take 2 levels in each.
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     COMMO, CLIMBING, COMPUTER OPS, ELECTRICAL, FORWARD
OBSERVER, ORIENTEERING, HEAVY WEAPONS, MEDICAL, MELEE COMBAT,
OBSERVATION, PILOT(GRAV), SENSOR OPS, SMALL ARMS, SWIMMING,
THROWN WEAPONS
CONTACTS: One per term, military.  On a 1D10 roll of 8+, the
contact is foreign.
SPECIAL: None.

ARMY OFFICER
ENTRY: Homeworld - Pre-Stellar+ and OCS, Military Academy, or
Commission.
FIRST TERM SKILLS: The characters receive the following
skills in the first term:
     FORWARD OBSERVER 1, LEADERSHIP 2, OBSERVATION 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     ADMIN, CLIMBING, COMMO, COMPUTER OPS, FORWARD OBSEREVER,
HEAVY WEAPONS, INTERROGATION, INSTRUCTION, MEDICAL, MELEE
COMBAT, LANGUAGE, LEADERSHIP, OBSERVATION, ORIENTEERING,
SENSOR OPS, SMALL ARMS, SWIMMING
CONTACTS: Two per term, military.  On a 1D10 roll of 7+, the
contact is foreign.
SPECIAL: When calculating starting money, count each term as
an officer as double.

SPECIAL FORCES
ENTRY: Strength + Constitution + Agility = 17+
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     HEAVY WEAPONS 1, MELEE COMBAT (UNARMED) 2, ORIENTEERING
1, SMALL ARMS 2, THROWN WEAPONS 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     CLIMBING, COMMO, COMPUTER OPS, DEMOLITIONS, FORWARD
OBSERVER, HEAVY WEAPONS, LANGUAGE, MEDICAL, MELEE COMBAT,
OBSERVATION, ORIENTEERING, PARACHUTE, PILOT (GRAV), SCUBA,
SENSOR OPS, SMALL ARMS, STEALTH, SURVIVAL, SWIMMING
CONTACTS: One per term, military.  On a 1D10 roll of 8+, the
contact is foreign.
SPECIAL: If more than 1 term served, add +1 to Initiative.

SPECIAL FORCES OFFICER
ENTRY: Homeworld - Pre-Stellar+ and OCS, Military Academy, or
Commission.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     MELEE COMBAT 1, OBSERVATION 1, SMALL ARMS 2, STEALTH 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     ADMIN, CLIMBING, COMBAT ENGINEER, COMMO, COMPUTER OPS,
DEMOLITIONS, FORWARD OBSREVER, HEAVY WEAPONS, INSTRUCTION,
INTERROGATION, LANGUAGE, LEADERSHIP, MEDICAL, MELEE COMBAT,
OBSERVATION, ORIENTEERING, PARACHUTE, SCUBA, SENSOR OPS,
SMALL ARMS, STEALTH, SWIMMING, THROWN WEAPONS
CONTACTS: Two per term, military.  On a 1D10 roll of 7+, the
contact is foreign.
SPECIAL: If more than 1 term served, add +1 to Initiative.
When calculating starting money, count each term as an
officer as double.




                        COACC CAREERS
BASIC TRAINING: All* Army characters, Enlisted or Officer,
receive the following skills for basic training:
     COMPUTER OPS 1, MELEE COMBAT (UNARMED) 1, SMALL ARMS 2,
VEHICLE USE 1
     *NOTE: Academy Graduates received these skills during
that training, therefore the do not receive it again upon
entering the Army.
SPECIAL: Characters with both Intelligence and Education of
7+ may enter OCS (Officer Candidate School).  If so, they
receive one level of LEADERSHIP, and are commissioned as a
2nd Lieutenant, and then conduct their first term normally.


COACC ENLISTED
ENTRY: Homeworld - Thin+, Mod Population+, Industrial+,
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     HEAVY WEAPONS 1, VEHICLE USE 1, and ELECTRONICS or
MECHANICAL 2
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     COMMO, COMPUTER OPS, ELECTRONICS, FORWARD OBSERVER,
HEAVY WEAPONS, MECHANICAL, MEDICAL, MELEE COMBAT,
OBSERVATION, PARACHUTE, PILOT (GRAV), POWER PLANT OPS,
SCIENCE, SENSOR OPS, SMALL ARMS, VEHICLE USE
CONTACTS: One per term, military.  On a 1D10 roll of 8+, the
contact is foreign.
SPECIAL: None.

COACC OFFICER
ENTRY: Homeworld - Thin+, Mod Population+, Industrial+,  and
OCS, Military Academy, or Commission.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     ORIENTEERING 2, PILOT 4
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     ADMIN, COMMO, COMPUTER OPS, FORWARD OBSERVER, GUNNERY,
INSTRUCTION, INTERROGATION, LANGUAGE, LEADERSHIP, MEDICAL,
MELEE COMBAT, OBSERVATION, ORIENTEERING, PARACHUTE, POWER
PLANT OPS, PILOT, SENSOR OPS, SMALL ARMS, SURVIVAL
CONTACTS: Two per term, military.  On a 1D10 roll of 7+, the
contact is foreign.
SPECIAL: When calculating starting money, count each term as
an officer as double.

                NAUTICAL FORCE COMMAND CAREERS
BASIC TRAINING: All* Nautical Force Command characters,
Enlisted or Officer, receive the following skills for basic
training:
     HEAVY WEAPONS 1, MELEE COMBAT (UNARMED) 1, SMALL ARMS
(RIFLE) 2, SWIMMING 2
     *NOTE: Academy Graduates received these skills during
that training, therefore the do not receive it again upon
entering the Nautical Force Command.
SPECIAL: Characters with both Intelligence and Education of
7+ may enter OCS (Officer Candidate School).  If so, they
receive one level of LEADERSHIP, and are commissioned as a
Ensign, and then conduct their first term normally.


NAUTICAL FORCE COMMAND
ENTRY: Homeworld - Wet World+.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     OBSERVATION 2, VESSEL USE (BOAT) 2
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     COMMO, COMPUTER OPS, ELECTRONICS, FORWARD OBSERVER,
HEAVY WEAPONS, MECHANICAL, MEDICAL, MELEE COMBAT,
OBSERVATION, ORIENTEERING, SCUBA, SCIENCE, SENSOR OPS, SMALL
ARMS, SWIMMING, VESSEL USE
CONTACTS: One per term, military.  On a 1D10 roll of 10, the
contact is foreign.
SPECIAL: None.

NAUTICAL FORCE COMMAND OFFICER
ENTRY: Homeworld - Wet World+ and OCS, Military Academy, or
Commission.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     ADMIN 1, OBSERVATION 1, VESSEL USE (SHIP) 2
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     ADMIN, COMMO, COMPUTER OPS, FORWARD OBSERVER, HEAVY
WEAPONS, INSTRUCTION, INTERROGATION, LANGUAGE, LEADERSHIP,
MEDICAL, MELEE COMBAT, OBSERVATION, ORIENTEERING, PARACHUTE,
SCUBA, SENSOR OPS, SMALL ARMS, SWIMMING, VESSEL USE
CONTACTS: Two per term, military.  On a 1D10 roll of 9+, the
contact is foreign.
SPECIAL: When calculating starting money, count each term as
an officer as double.

                         NAVY CAREERS
BASIC TRAINING: All* Navy characters, Enlisted or Officer,
receive the following skills for basic training:
     ELECTRONICS 1, MECHANICAL 1, SMALL ARMS 2, VACC SUIT 2
     *NOTE: Navy Academy Graduates received these skills
during that training, therefore the do not receive it again
upon entering the Navy.
SPECIAL: Characters with both Intelligence and Education of
7+ may enter OCS (Officer Candidate School).  If so, they
receive one level of LEADERSHIP, and are commissioned as an
Ensign, and then conduct their first term normally.


NAVY
ENTRY: Homeworld - Pre-Stellar+
FIRST TERM SKILLS: The characters receive the following
skills in the first term:
     SMALL ARMS 1, VACC SUIT 1, and 2 levels in one skill
from the subsequent term skill list.
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     COMMO, COMPUTER OPS, ELECTRONICS, FORWARD OBSERVER,
GUNNERY, MECHANICAL, MEDICAL, MELEE COMBAT, PILOT (GRAV),
PILOT (INTERFACE), POWER PLANT OPS, SCIENCE, SENSOR OPS,
SENSOR OPS, SMALL ARMS, VACC SUIT, ZERO-G ENVIRON
CONTACTS: One per term, military.  On a 1D10 roll of 8+, the
contact is foreign.
SPECIAL: None.

NAVY OFFICER
ENTRY: Homeworld - Pre-Stellar+ and OCS, Military Academy, or
Commission.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     ADMIN 1, LEADERSHIP 1, SENSOR OPS 2
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     ADMIN, ASTROGATION, COMMO, COMPUTER OPS, FORWARD
OBSERVER, GUNNERY, INSTRUCTION, INTERROGATION, LANGUAGE,
LEADERSHIP, LIAISON, MEDICAL, MELEE COMBAT, PILOT
(INTERFACE), POWER PLANT OPS, SENSOR OPS, SMALL ARMS, VACC
SUIT, ZERO-G COMBAT
CONTACTS: Two per term, military.  On a 1D10 roll of 7+, the
contact is foreign.
SPECIAL: When calculating starting money, count each term as
an officer as double.



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

Archive-Message-Number: 4401
From: Rupert G. Goldie <rgg@aaii.oz.au>
Date: Thu, 25 Jun 92 16:24:07 EST
Subject: Re: Air Raft Power Plant Comparison Study

Scott 2G Kelloggg <KELLOGG@DUCVAX.AUBURN.EDU> writes:

> CraftID:  Apgea Air/Raft, TL12, Cr 6965
> CraftID:  Dal Air/Raft, TL12, Cr 4833
> CraftID:  Chalmers Air/Raft, TL12, Cr 4885
> CraftID:  Wrgate Air/Raft, TL12, Cr 5145
> CraftID:  Agora Air/Raft, TL12, Cr 5340
> CraftID:  Hpcvss Air/Raft, TL12, Cr 4950
> CraftID:  Minerva Air/Raft, TL12, Cr 5828
> CraftID:  Agwebbs Air/Raft, TL12, Cr 7485
> CraftID:  Fgssu Air/Raft, TL12, Cr 7065
> CraftID:  Mihi Air/Raft, TL12, Cr 430,835
> 
> Scott 2G Kellogg
> Bonus points to those who can figure out the naming system on this one!

So where's the Ducvax class air/raft ? I hope this isn't going to inspire
a wave of silly-vehicles-named-after-sillier-hostnames ;-)

- -Rupert 
- --
Rupert G. Goldie, Research Scientist                  rgg@aaii.oz.au
The Australian Artificial Intelligence Institute
Fate is as fate has ordained.

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

Archive-Message-Number: 4402
Date: Thu, 25 Jun 1992 11:36 CST
From: KELLOGG@DUCVAX.AUBURN.EDU
Subject: Silly ships for the Rebellion

Two ships for the Imperial War Bettween the Factions... :-)

CraftID:  Ironclad, Virginia Class, TL4, Cr 4,134,925
Hull:     (2160/5400) Disp=240, Config=DeepDisp, Armor=2(Wood),
          Superstructure: (1800/45000), Disp=200, Armor=26(Iron)
          Load=3240, Unload=1634
Power:    (50/99)*4 EarlySteamRecip=666Kw
Loco:     (25/49) Propeller, Top=13Kph, Dur=10/30
          Cruise=10kph Dur=17/51
Comm:     Heliograph
Sensors:  Telescope=50Power*1
Off:      7" Muzzle loading Rifle*2,
          9" Dahlgren*6
          Heavy Iron Ram
                         Pen/      Max       Dgr
               Rnds Ammo Attn Dmg  Range     Spc  Sig  ROF
7"Rifle*2      576  KEAP 33/3 18   Dist(36)  -    H    1/5min
               -  KEAPER 33/3 22   Dist(36)  -    H    1/5min
               -    HE   24   24   Dist(36)  35   H    1/5min
9"Dahlgren*6   1728 KEAP 25/3 20   Dist(14)  -    H    1/5min
               -  KEAPER 25/3 25   Dist(14)  -    H    1/5min
               -    HE   20   28   Dist(14)  40   H    1/5min
Def:      BLACK smoke
Control:  SimpleMech*10
Accom:    Crew=350, Bunks*349, Stateroom=1
Other:    Fuel=600Kl(Coal), Magazine=133Kl, Cargo=273Kl
          Objsize=Avg, EMLevel=Faint,
Magazine contains sufficient ammo for 24 hours continuous firing
Requires 35 minutes to turn 360 degrees.
Guns are arranged:  7"Rifle fore and aft.
                    3*9"Dahlgrens broadside
Wooden hull is completely submerged and protected
Draft:  6.7 meters
Please note the name of the class.  It is *NOT* the Merrimac.  The
Merrimac was a steam powered wooden hulled sailing ship.  The only
component of the Merrimac left was the wooden hull and the engines. 
Calling the C.S.S. Virginia the U.S.S. Merrimac makes less sence
than calling the Argentine Cruiser General Belgrano the U.S.S.
Pheonix.  (I don't recall anyone saying that the Brits sank the
Pheonix, no, they sank the General Belgrano!)
By the time the Monitor arrived at battle of Hampton Roads, the
Virginia had lost her ram, and two of her 9" guns were out of
action.
KEAP ammunition can be used as hot shot to start fires on wooden
ships.

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

CraftID:  Ironclad, Monitor Class, TL4, Cr 621,085
Hull:     (495/1238) Disp=55, Config=DeepDisp, Armor=8(Iron),
          Turret=(54/135) Armor=32I, PilotHouse=(3/7)Armor=12I
          Load=740, Unload=304
Power:    (30/59) EarlySteamRecip=3.52Mw
Loco:     (5/10) Propeller, Top=18Kph, Dur=2/6
          Cruise=8kph Dur=16/48
Comm:     Heliograph
Sensors:  Telescope=50Power*1
Off:      11"Dahlgren*2 in turret
                         Pen/      Max       Dgr
               Rnds Ammo Attn Dmg  Range     Spc  Sig  ROF
11"Dahlgren*2  384  KEAP 29/3 28   Dist(14)  -    H    1/7.5min
               -  KEAPER 29/3 33   Dist(14)  -    H    1/7.5min
               -    HE   22   38   Dist(14)  50   H    1/7.5min
Def:      -
Control:  SimpleMech*17
Accom:    Crew=59, Bunks*59, Stateroom=1
Other:    Fuel=127Kl(Coal), Magazine=49Kl, Cargo=186Kl
          Objsize=Avg, EMLevel=Faint
Magazine contains sufficient ammo for 24 hours continuous firing
Requires 5 minutes to turn 360 degrees
Guns are in a central turret and may fire in any direction except
directly forward.
Hull is nearly completely submerged.
Draft:  3.7 meters
At the time of the battle of Hampton Roads, the Monitor's guns were
not rated for full charges.  Divide penetration by two...

Scott 2G Kellogg

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

Archive-Message-Number: 4403
Subject: Megatraveller II--the computer game, that is
From: jdriver@netlink.cts.COM (John Driver)
Date: Thu, 25 Jun 92 11:04:56 PDT

 
Hi All.
   I recently completed Megatraveller 2, the computer game,but
I had to edit some stats of my characters because I could never 
get them to advance.  
    Has anyone been able to get characters trained at the centers?  
If so, what are the qualifications for becoming eligible for this 
training?
 

- --                    
INTERNET:  jdriver@netlink.cts.com (John Driver)
UUCP:   ...!nosc!ryptyde!netlink!jdriver
NetLink Online Communications * Public Access in San Diego, CA (619) 453-1115

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

Archive-Message-Number: 4404
Date: 25 Jun 92 22:31:53 EDT
From: bryan borich <70541.1410@CompuServe.COM>
Subject: Xray Lasers

>From Clay Bush:
   I've encountered x-ray lasers in a campaign setting. My research attached:
if I'm wrong or anyone can add anything, please do so. (I'm fishing for more
information.)

X-RAY LASERS
 ============
   The regular laser works by exciting a crystal. The material used limits
what input and output can be handled.
    Note: U.S. materials refer to output levels that can be repeated: the
material in the crystal is not ruined. Some Russian firsts actually represent
a one-shot use that burned out the crystal -- which anyone could have done.
Some of those high figures found their way into SDI threat estimates.
   Thus, characters can improvise the "one-shot laser weapon" by altering a
device (defeating safeguards) and burning out its crystals. These are always
one-shot devices.

   An X-ray laser is at a higher wavelength than regular lasers, and catalyst
materials do not operate reliably at those frequencies. The energy input
causes an energy release before the intended frequency is achieved.
   Consequently, SDI (and 2300AD) look at using nuclear explosions and one-
shot crystals to generate X-ray laser beams. (The higher frequency requires
much more power in the same time span, so you need a actual nuclear explosion
to power it.)

EFFECTIVENESS
 =============
   The higher energy levels in an X-ray beam make the weapon _several times_
more lethal.
   The wider wavelength limits penetration: X-ray lasers would be ineffective
below 100 km in the Earth's orbit. (Limits use in planetary bombardment, and
cannot be used in thin or thicker atmospheres.)
   The limited penetration and higher energy combine to act as a physical
impact on the target. Instead of a hole through the craft, you have concussion
damage and equipment shaken up.
   The beam would be wide, so so an orbital battle station could hit multiple
targets with one shot. This applies mainly to hit decoys and the protected
item, because otherwise things wouldn't be close enough together. The decoys,
being lighter, would react more to the X-ray hit, permitting identification of
the protected target even if it is not destroyed.



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

Archive-Message-Number: 4405
Date:    Thu, 25 Jun 1992 23:11:18 -0500 (CDT)
From: A_COPEAB@CCSVAX.SFASU.EDU (Brandon Cope)
Subject: aging in Traveller

One thing I would *definately* like to see fixed is the aging rules (the ages
at which the characters must make saves to avoid the reduction of stats). Now,
the table may be appropriate based on the medical care we have today, but not
what it'll be like in 2000-3000 years! I've ignored the aging rolls for almost
as long as I've played, since they make no sense to be as low as they are for
a much more technologically advanced culture. I also have a problem with the
fact that even if a character recieves a promotion every term, they will almost
never serve more than two terms at the highest rank. This makes no sense that
the military is going to force out their generals and admirals as soon as they
get to that rank. The maximum voluntary number of terms (6, I think) should be
extended for those of high rank (say 4+) by one term, with an additional term
per level of rank past 4 (so an Admiral could serve 9 terms (36 years, minimum
age of 54)). 

Brandon Cope


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

Archive-Message-Number: 4406
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Re: X-ray lasers
Date: Fri, 26 Jun 92 9:21:53 BST

bryan borich <70541.1410@CompuServe.COM> writes:
> >From Clay Bush:
> 
> X-RAY LASERS
>  ============
> ...
>    Thus, characters can improvise the "one-shot laser weapon" by altering a
> device (defeating safeguards) and burning out its crystals. These are always
> one-shot devices.

How about cartridge-firing lasers?  Each cartridge contains a crystal, plus
anything else that is expended in one shot.  You only get a few shots
compared to the hundreds of a normal laser, but more powerful shots - sort
of like a .44 magnum revolver has fewer shots than a water pistol.

> EFFECTIVENESS
>  =============
>    The wider wavelength limits penetration: X-ray lasers would be ineffective
> below 100 km in the Earth's orbit. (Limits use in planetary bombardment, and
> cannot be used in thin or thicker atmospheres.)

Does this also rule out x-ray lasers as hand-held weapons, or make them short
range weapons like plasma guns?

- -- 
 "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

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

Archive-Message-Number: 4407
From: richard@agora.rain.COM (Richard Johnson)
Subject: Re: MT:2 CRPG
Date: Fri, 26 Jun 92 6:27:37 PDT

John Driver said he just finished MT2.  (Is this "Quest for the
Ancients" or something like that?)  Anyway -- John, how 'bout a
review please?  Tell what you liked and disliked, how it compares
with MT1, and so forth.  Is the interface the same?  Have they 
changed how starships work and navigate?

What would you like to see in a _real_ computer RPG?  (The CAT 
members, well some of 'em, are in the early stages of designing 
and building one.)  
- -- 
Richard Johnson      richard@agora.rain.com
Qui custodii ipsos custodes?

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

Archive-Message-Number: 4408
Date: Fri, 26 Jun 92 09:50:36 EDT
From: c_hamilton%W036_NW@mwmgate1.MITRE.ORG
Subject: Travelling in NoVA

I'm living in Reston, VA this summer and had a few questions for
Travellers in the DC area.  1) Does anyone have an open slot in their
game?  2) Where do you buy your Traveller materials?  I am looking for
both Classic Traveller stuff as well as everything new which comes
out.

Thanks a lot.

Chuck Hamilton
c_hamilton@mwmgate1.mitre.org


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

Archive-Message-Number: 4409
Subject: Ironclads
Date: Fri, 26 Jun 92 10:35:49 EDT
From: Greg Givler <givler@bermuda.rain.COM>


>CraftID:  Ironclad, Virginia Class, TL4, Cr 4,134,925
>
>Off:      7" Muzzle loading Rifle*2,
>          9" Dahlgren*6
>          Heavy Iron Ram
>                         Pen/      Max       Dgr
>               Rnds Ammo Attn Dmg  Range     Spc  Sig  ROF
>7"Rifle*2      576  KEAP 33/3 18   Dist(36)  -    H    1/5min
>               -  KEAPER 33/3 22   Dist(36)  -    H    1/5min
>               -    HE   24   24   Dist(36)  35   H    1/5min
>9"Dahlgren*6   1728 KEAP 25/3 20   Dist(14)  -    H    1/5min
>               -  KEAPER 25/3 25   Dist(14)  -    H    1/5min
>               -    HE   20   28   Dist(14)  40   H    1/5min

Was the rate of fire really that slow, in the Napoleonic wars
a ship of line like "Victory" could load and fire 3 broadsides
per minute. Did they slow this down that much by the Civil War?

I have not studied the Civil War Naval Battles all that much, so
I really have no clue as to what the rate of fire should be, it 
just seemed slow to me. Especially since the the Virginia's 
gun deck was more on the lines of a traditional lower gundeck 
on a ship of the line.

>CraftID:  Ironclad, Monitor Class, TL4, Cr 621,085
>11"Dahlgren*2  384  KEAP 29/3 28   Dist(14)  -    H    1/7.5min
>               -  KEAPER 29/3 33   Dist(14)  -    H    1/7.5min
>               -    HE   22   38   Dist(14)  50   H    1/7.5min

Now this rate of fire I understand because of the Turret 
configuration. 

>Scott 2G Kellogg

Greg

- -- 
Greg Givler                 | "If you're not going to kill me,
Commodore Product Assurance | I have things to do." - From Darkman
givler@cbmvax.commodore.com |
===============================================================================

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

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From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #368: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
4410  27-Jun-92 bryan borich      TNE<->T2K character generation update << Item
4411  27-Jun-92 jdriver@netlink.c Review of Megatraveller II: The Quest for the
4412  27-Jun-92 jdriver@netlink.c Hints for playing Megatraveller II (possible 
4413  28-Jun-92 KELLOGG@DUCVAX.AU Rate of Fire of Ironclads << Howdy, Greg Givl

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

Archive-Message-Number: 4410
Date: 27 Jun 92 09:49:34 EDT
From: bryan borich <70541.1410@CompuServe.COM>
Subject: TNE<->T2K character generation update

Item    2210616                 92/06/27        01:52
From:   M.GELINAS                       Mark E. Gelinas
Sub: Careers

Greetings,

Earlier this year, a desire was expressed for ideas on how to create new
careers for the Twilight Family of Games.  What follows are guidelines
which I have found useful.

GUIDELINE FOR CREATING NEW CHARACTER CAREERS

This article is intended for the creation of new character careers for
the TWILIGHT family of games including: TWILIGHT:2000, MERC:2000, DARK
CONSPIRACY, and will probably apply to TRAVELLER: THE NEW ERA.  These
guidelines can be used to a lesser extent for CADILLACS AND DINOSAURS.


Since this article is intended for the TWILIGHT family of games, it
will primarily give numbers for the 1D10 task system.  Numbers for the
1D20 task system will appear in brackets.  To illustrate the process, a
new career for TRAVELLER: THE NEW ERA will be created.


When creating a new character career, you must first address several
questions.

First, is a new career type even necessary.  That is to ask can the
career you are proposing be covered under some other currently
available career.  It may be that only a note or two, or the addition
of a skill to a current career can make it useful for the career you
propose without the trouble of creating a whole new career path.

Second, is the career one which players will select for their
characters.  While sanitation engineer might be a unique career, not
many, if any, players would select it for their characters.  You need
not create a whole new career path just to create NPC's.  Just write
down what skills you think they should have and let it go at that.

Third, is the career interesting.  The answer to this largely depend on
the audience for which it is intended.  If it is only intended for your
local group, then the group's consensus is all you need.  If it is
intended for a larger audience, for example for publication, then it
should be interesting enough to appeal to a wide variety of players.

If the answer to all these questions is satisfactory, then you should
proceed.  For our example, we have decided that the people who maintain
life support systems for cities would be in demand and offer some role
playing possibilities.

TITLE

The first thing to consider is what to call the career.  The name
should be general in nature to cover apply to a wide variety of
situations.   While IMPERIAL SCOUT would adequately describe a scout in
service to the Imperium, other human interstellar governments probably
have similar services, so SCOUT would be more general and appropriate.

For our example, we have chosen the title, SYSTEMS ENGINEER.

ENTRY

This section lists the prerequisites for the particular career.  If it
is a career anyone can enter then list "No prerequisites".
Prerequisites are usually of four kinds.

The first is a requirement based on the character's attributes.  While
this is ordinarily a physical attribute (STRENGTH, CONSTITUTION, or
AGILITY), there are instances when the other attributes (INTELLIGENCE,
EDUCATION, or CHARISMA) may apply.  Remember that the average character
will have a value of 5 [10] in an attribute.  Therefore, unless the
career requires a minimum of 5 [10] then you should not list attribute
requirements of 5 or below.

The second type of requirement is one of education.  Determine if the
career is one that would ordinarily require secondary education.  If
so, then list the type and level of education required.

The third type of requirement is one of skills.  This requirement is
usually for those careers which would ordinarily follow a different
career.  For example, a security guard would require small arms skill
which would usually be obtained in a military career, but could be
obtained through a secondary activity.

The final type of requirement is one of prior service in some type of
career.  For example the Mercenary career in DARK CONSPIRACY requires
some prior military experience.  Usually a prior career requirement is
for that type of experience which could not be obtained otherwise.
While small arms could be learned outside a military career, combat
experience usually can not.

For our example, we have determined that a SYSTEM ENGINEER requires an
Undergraduate degree.

SKILLS

At this point, I will digress momentarily and discuss number of skills.
On the average, the TWILIGHT:2000 character will receive 5 [10] skills
per term.  DARK CONSPIRACY, with its more cinematic nature, award its
characters with an average of 7 [14] skills per term.  Because
TRAVELLER: THE NEW ERA characters should also be larger than life, use
the 7 [4] level for them as well.

Usually 1 [2] of these skills are from secondary activities, but
careers which could allow more outside activities can provide 2 [4]
skills in secondary activities.  You might also consider the higher
secondary activity award if the career only offers a limited number of
skills.  This tends to make the career a little more inviting.

One other note on skills, you should work with the skill list of the
game for which you are writing the career.  Be careful about adding or
creating new skills.

FIRST TERM SKILLS

This is where the career designer lists those skills which the
character in the first term at this career should obtain.  There is a
lot of judgement call involved in this portion.  First you must
determine what are the minimum basic skills required to accomplish the
job.  Then you must determine which are the most important of those.

A person completing their first term of a career should be reasonably
competent at their jobs, which means they should have skill levels of 3
- - 4 [6 - 8] in their skills.  Of course if the career has a number of
basic skills, you will probably have to reduce the level to 1 - 2 [2 -
4].  [With the higher number of levels available with a 1D20 system you
have a little more flexibility.]

It may be that there is only one or two basic skills required.  Then
you may want to award moderate levels in those skills and offer a
choice between a number of other skills, perhaps representing a
specialty within the chosen career.

It is possible to violate the normal skill level awards for the first
term in a career and award more skill levels.  However, you should use
this with caution as players may tend to have their characters jump
from career to career to gain the maximum possible skills without
regard to character concept.

Another option to consider is eliminating secondary activity awards for
the first term and using those skill levels for the first term.  You
should, however, justify this by explaining what the character is doing
that will prevent him from pursuing secondary activities.  For example
a first term Doctor receives no secondary activity award, but that is
because of many hours spent in intern and residency.

For our example we determine that the SYSTEM ENGINEER should receive
CHEMISTRY 1 [2], COMPUTER 2 [4], ELECTRONICS 2 [4], and MECHANICS 1 [2]
in his first term.  This is 6 [12] skill levels, which, with the
secondary level[s] makes 7 [14] for the term.  While some of these
levels are rather low, I have taken into account two factors - the
character probably received some COMPUTER skill as a background skill,
and some of the other skills during his undergraduate education.  Also,
I reasoned that a first term SYSTEM ENGINEER would probably be working
under supervision, and therefore not require as high a level as a
person who would be working on his own.

SUBSEQUENT TERM SKILLS

Here you will be tempted to list just about every skill that there is,
rationalizing that the skill COULD be used in the career.  A rule of
thumb that I have used that 16 to 20 different skills is a reasonable
number.  Some careers may offer fewer, but if you list more than 20,
take a hard look at what you have listed and see if all those skills
really need to be there.

You can usually eliminate skills by asking two questions.  Is this
skill routinely used in this career?  Is this skill ordinarily taught
by this career?  If the answer to both is yes, then consider keeping
the skill.  You will find that the first question is answered "yes"
more often than the second.

If you have gone through your list and you still have too many, then
take a second look.  Which skills are used the most often?  Which
skills can be picked up through secondary activities?  If they are
infrequently used and are available through secondary activities, then
you can safely eliminate them.

Sometimes you may find that you have just the opposite problem, too few
skills.  If you have less than 10 skill offerings, go back and add some
skills which may be infrequently used or which relate to other skills
that you have listed.

One other consideration, the skills listed for first term skills should
normally be included in subsequent term skills unless the first term is
the only time that training is offered.

For the SYSTEM ENGINEER'S Subsequent Term Skills we have:  ADMIN,
COMPUTER OPS, ELECTRONICS, JACK-OF-TRADES, MECHANICS, POWER PLANT OPS,
SCIENCE, SENSOR OPS,  VACC SUIT, and ZERO-G ENVIRON.  Since this is
only 10, and we reason that the SYSTEM ENGINEER would have adequate
spare time, we will allow that career only 5 [10] subsequent term
skills but 2 [4] secondary activities.

CONTACTS

The career should always have a minimum of one contact per term.
Careers which have more public exposure or more travelling may gain an
additional contact.  Adding a third contact is one way to spice up what
could otherwise be a lackluster career.  However, you should be able to
justify how the character could meet that many contacts.

Another thing to consider is the "foreign" contact.  This could mean a
person from another "country" or one with an unusual background or
skill.  For TRAVELLER, it could also refer to an alien contact.  If the
character is unlikely to come in contact with a "foreigner" then set
the level at 10+ [19+].  The more likely a character is to come in
contact with a "foreigner", the lower the roll should be, but 7+ [13+]
should be normally be the lowest.

To determine the type of contacts, refer to other careers of the
particular game for which you are designing the career.  That should
give you a list of different types of contacts.  Select the ones which
you feel would be appropriate for the career.  2 - 3 contacts different
types is a good number for a career.  Careers more limited in scope
might have as few as 1.


In or example, we determine that the SYSTEM ENGINEER can have one
contact per term, Specialist (System Engineer) or Government.  The
contact is foreign on a 1D10 roll of 10+ [1D20 roll of 19+].

SPECIAL

The special is a catch-all heading for any special circumstances
involved with the career.  Usually this category will list the number
of secondary activities allowed, if different that 1 [2]; any variance
on starting money, i.e. no money for the term, double money for term or
basing money on a different attribute or skill.

Special can also include any mandatory follow on careers, benefits
received upon the career's end, initiative bonuses, or even the
possibility of being wounded or going to jail.

The items here are not the limit of the special category, but rather a
description of the more common ones.

For our example, the SYSTEM ENGINEER is allowed 2 [4] secondary
activities per term.  Since his job is important to the community, we
will also double his starting money.  This also makes the career a
little more attractive.

Some game systems include a little story just after the title which
summarizes the job and gets the player involved into the role.  I have
not used any for the careers I have created, but I get the impression
that TRAVELLER: THE NEW ERA will include them.

That about completes the process, the final step is to put it into a
readily usable form using standard phraseology.  For that refer to the
game system for which you are creating the career.


Give it a try, and send me a copy of the careers you come up with.  If
I have room, I will print some of the best in the next issue of the
TIMES.


SYSTEM ENGINEER

ENTRY: Undergraduate Degree

FIRST TERM SKILLS: CHEMISTRY 1 [2], COMPUTER 2 [4], ELECTRONICS 2 [4],
MECHANICS 1 [2]

SUBSEQUENT TERM SKILLS: A total of 5 [10] skill levels from one or more
of the following:

ADMIN, COMPUTER OPS, ELECTRONICS, JACK-OF-TRADES, MECHANICS, POWER
PLANT OPS, SCIENCE, SENSOR OPS,  VACC SUIT, ZERO-G ENVIRON

CONTACTS: One per term, Specialist (System Engineer) or Government.  On
a 1D10 roll of 10+ [1D20 roll of 19+] the contact is foreign.

SPECIAL: SYSTEM ENGINEERS may select two secondary activities/
characteristics per term.  When calculating starting money, each term
as a SYSTEM ENGINEER counts as double.

Yours for Traveller,

Geo.
=END=





Item    5404306                 92/06/27        02:05
From:   M.GELINAS                       Mark E. Gelinas
Sub: Update to Conversion Guide

Greetings again.

Earlier this year, a number of HIWG members had a E-Mail discussion on
the shape of character generation in TRAVELLER: THE NEW ERA.  Out of
these discussions came a lengthy conversion guide which included
some of the discussions, a character generation system with character
generation sheet an character sheet, and a list of Traveller weapons and
armor intended to allow players to start using the Twilight system for
their Traveller games.

In the ensuing time, I have learned a bit more about the shape of TNE,
have talked with people some more, and have received feedback on the
guide.  What follows are my recommendations for updating the guide.

UPDATES TO THE TRAVELLER CONVERSION GUIDE

Since the time that the Guide has been published, I have
reviewed it and received some feedback on it.  Listed below
are recommended changes to the guide.

A. Parts I - III are my INITIAL recommendations.  What
follows in parts IV and beyond are the result of many
discussions with fellow HIWGers and some playtesting on my
part.  When reading these first three sections keep in mind
that they are initial recommendations, and what follows may
well be different (and is in several cases).

B. For rolling characteristics, note that no characteristic
may be below 1 (reroll rolls of 0).

C. Social standing - ignore this part.  After discussions
with other members, I feel that the randomness of Noble
selection should be eliminated.  The Noble career will
remain.  For further information see that section of this
Update.

D. Homeworlds - ignore this part.  Since the characters are
with an adventuring band, they had to have gotten to space
somehow.  I am inclined to let the characters choose the
background skills that they wish to, but they should be able
to justify their selection to the referee.

E. Background skills - delete the portion of background
skills based on homeworld.  If players have a designated
homeworld for their character, they can chose skills
appropriate to that setting.

F. The rebellion - throw out this part.  Since the setting
for TNE is going to be much farther in the future, most
characters will not have even been born when the rebellion
ends.  If you want to keep this part for use until TNE
arrives, that is your option.  By the way, has anyone got any
ideas on how to bring an existing campaign into the TNE age.
Cold sleep and characters' (grand)children are two that I can
think of.

G. The draft table - if you disregard the rebellion, there is
no need for this table.  Since there is no roll for career
entry (either a character meets the prerequisites or does not
meet them), there is no basis for a draft for those who fail
to enter a career.  I think in the kinder, gentler New Era
there will not be a draft.

H. Declaration of rebellion - see "F" above.

I. Page 9 - Civilian Careers - the following careers were
deleted in GEnie transmission and should be added to the
bottom of the list:

SALVAGE OPERATOR, SCIENTIST, SECURITY GUARD, and TECHNICIAN

The appropriate careers are described in the Guide, but were
simply left of the list on this page.

J. Page 14+ - delete all homeworld requirements for ENTRY.
If a homeworld requirement is all there is, write "No
prerequisites." in its place.  Referees and players are
advised to use common sense for some of the careers, i.e. if
the character has a designated HIGH STELLAR home world, that
character should not be a barbarian.

K. Page 16 - Drifter - add Tracking 1 to the first term
skills IAW PC BOOSTER KIT.

L. Page 20 - Prisoner - add to special - After PC's have
served a term as a prisoner, they may chose their next career
normally, but must succeed at an Average roll versus Charisma
to be accepted by that career.  If they fail, they must
instead choose a criminal career or one with no
prerequisites.  This continues every subsequent term until
they make a successful Charisma roll.  After that they may
choose normally.  (Paraphrased from PC BOOSTER KIT.)

M. PSIONIC INSTITUE - I have made this a four year term.
This does not mean that four years have been spent in study.
Rather the time has been spent looking for an institute,
attending the institute, and improving skills.

N. All careers - delete any mention of draft under SPECIAL.

O. Specialties - the PC BOOSTER KIT has a method for small
arm and melee weapon specialties.  I feel this is the way GDW
will treat the subject in TNE.

P. Page 32 - Mustering out - the PC BOOSTER KIT has a method
for dealing with social classes and mustering out benefits.
I am still studying this and thinking how it could apply to
TNE.  Stay tuned.

Q. I almost forgot to update the Noble career.

   NOBLE

ENTRY: Must obtain permission from the referee to play a
Noble.

SPECIAL: (add) Once the noble career has been chosen, the
character cannot change to any other career (Obligations of a
Noble) unless that character wishes to be an outcast Noble in
which case NONE of the benefits of being a Noble apply (i.e.
monies, contacts, yacht, TAS, etc.)  If the character selects
the Noble career immediately after Education term(s) then the
character is a HEREDITARY NOBLE.  If the character pursues
any other civilian career before selecting Noble, then it is
an AWARDED NOBILITY.  For characters who have a military
career before selecting Noble, discuss with the referee
whether it is HEREDITARY or AWARDED.  A brief military career
might infer a Hereditary Noble Obligation.  A long military
career may result in Nobility being Awarded.  There are no
promotions in the Noble career.  The referee will determine
what rank the Noble is, but an Awarded Nobility should not be
higher than a Baron, and is usually a Knighthood.

R. The notes on page 33 are some mid point thoughts, the
final results of the skill decisions are what are listed on
the skill list and character sheet (which should be the
same).

S. Part V - GDW will be using a 1D20 task system for TNE.
However it will be based on stats and skills from 1 - 20.  If
you can borrow a copy of the PC BOOSTER KIT, it details that
system for use with DC.  I feel the system for TNE will be
almost identical.

NOTE: I know I have been pushing the PC BOOSTER KIT a lot in
 this document.  I feel it is a worthwhile investment for
 referees who are trying to convert their campaigns to the
 TWILIGHT system before the advent of TNE.  I think that in
 the ROGUE ET we are getting a sneak preview of how GDW will
 handle ALIEN races.

T. Part VI - Weapons and Armor - Most of the recoils are off.
When I was uploading this, I did a quick reconversion from
what I had converted to MEGATRAVELLER strengths for use in
the TIMES.  Also, the last listed helmet (essentially a
"cloth" helmet) should be TL 7.  If you have it available,
use the small arms from T2K2 or INFANTRY WEAPONS OF THE WORLD
or, to a lesser extent, DC.  For higher TL weapons, my
suggestion is to estimate based on the recoil listing in MT
and comparing with other weapons with a similar recoil.

U. Character Generation Worksheet - Ignore items 3, 4, and 6
if you adapt all of the suggestions in this update.

Well, that's it for now.  I hope this has been helpful, and
after I get some feedback from this, I may issue Update Part
II.

Yours for Traveller,

Geo.
=END=


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

Archive-Message-Number: 4411
Subject: Review of Megatraveller II:  The Quest for the Ancients
From: jdriver@netlink.cts.COM (John Driver)
Date: Sat, 27 Jun 92 22:59:54 PDT

Well, I was asked to do a review of Megatraveller II, so here it is.  
Enjoy.
 
Review
 
MegaTraveller II:  Quest for the Ancients
by Paragon Software
Main Scenario written by Marc Miller
 
 
This review is organized into these parts:
Outline of MegaTraveller II
Things that would make a better MegaTraveller game
Hints for playing MegaTraveller II
 
 
Outline of MegaTraveller II
- ---------------------------
Main Scenario:  An Ancient Site on the planet Rhylanor in the Rhylanor
Subsector has been activated and is spilling pink goop over the planet.
Scientists estimate the entire planet will be covered in five years.
A substantial reward is being offered to the parties that come up with a
way to stop the flow of the slime, and your party takes up the challenge.
 
        MegaTraveller II has a character creation system built in that is
fully compatible with the MegaTraveller RPG.  It allows for the printing
of characters, as well.  No advanced careers are supported.  The system
is slightly improved over MegaTraveller I's.  It allows for the 
creation of Vargr characters as well.
 
        Graphics are excellent and sound cards are fully supported.
 
        I feel that combat has been improved slightly from what MT1
offered.  MT1's combat system had the npc's in the party waiting to be
shot at until you could get to them and tell them to attack, run, 
change weapons, reload if necessary, etc.  (note, MT versions 3.0 and up
had a different combat system because many people complained about this
one.  I am not familiar with it.)  MT2's combat system has the npc's in
the party react on their own, but there is very little you do to control
it.  Basically, if the characters are fired upon, all of them will
switch to a weapon and move in towards the offending party.  You can
select whether or not you want a character to attack, but have no
control over characters that do attack.  The combat system should have
more tactical aspects to it.  It's no fun just to watch the npc's do all
the work.
 
        Trading is horrible, no improvement over MT1.  You go to a
starport and look at the lists of what is available.  Prices are
non-negotiable.  Despite what the manual says, the skill Trading has
nothing to do with it.  Out of curiosity I put my Trader skill at 100
and checked buying and selling prices.  They were the same as they were
at Trader 3.
 
        Space Flight and Combat are very bad as well.  Definately a drop
down from MT1's system of flying using newton's laws of inertia and
acceleration, which I didn't like, but is much better than MT2's.  In
MT2 you select your destination at starport from a list of planets
within jump range.  Then you get a cute little graphic of a ship
jumping, then you are there.  From your destination you can either
land, jump again, or refuel at a gas giant.  To refuel you select the
'refuel' bar and you get another cute graphic, this time of a close up
of a gas giant and a guzzling sound.
 
        Space Combat happens purely at random, as do interactions with
other starfarers.  They suddenly appear on your screen give you a stupid
little message (like if they are pirates, they will say "Arrh, I am the
meanest pirate in the galaxy, prepare to hand over your goodies!", and
if they are friendly, they will say "Just passing through friend", or
something similar.).  Your only option with these people is Combat or
Converse.  If you select Converse, and they have something to say, they
will give you about 5 lines of text and you will never hear from them
again.  If you select Combat, your ship automatically starts firing at
the other ship, and you just sit back and watch.  If you beat the 
other ship, you have the option to pirate it, which means you just 
take whatever is in it's cargo holds.
 
        The cities all have generic layouts.  This I can understand, I
guess, since they wanted to save space, but hey, Ultima 7 is 21
megabytes, why does MT2 have to be limited to 2.6?  There are a lot of
buildings, much more than in MT1.  The important ones are recognizable,
because they will be color coded or something, depending on the three
representative tech levels of the inhabitants, High, Medium, and Low.
You can leave the cities and explore the planet surface, but this is
hardly a worthy thing to do considering the time it takes to move around
the surface of a planet.  Grav Vehicles and ATV's can be rented to speed
the process if you have to, however.
 
        There are 117 planets in the game, comprising 4 subsectors of
space.  They are accurately represented, and the manual that comes with
the game gives a good background to the planets, explaining the UWP and
listing them for each planet.
 
        NPC interaction needs to be improved.  You recognize NPC's by
the fact that they are green, and everyone else is grey.  Talking to
NPC's is slightly difficult, in that you need to first hail them to get
them to stop, then walk up to them and face them, select the face icon,
and finally the talk option.  You are rewarded with a small text message
with no further way to communicate with the person, except maybe to
answer a "yes/no" question from him/her.  NPC's invariably have silly
names, like Scowl Trowl, Don the Winch, Big Rolf, Mark Spearmynt, Steve
LaTryne, Bingo the Black Marketer,  Marilyn Monrope, and Johnny Walker.
Sometimes these names take away from the adventure, in that it's hard to
take Bingo seriously because all you know about him are his name, face
and silly message.
 
        Skill use is not implemented very well either.  The only place
you can ever see a skill at work is in combat, and this sucks.  Skills
should actually do what they are supposed to and be useful to the game.
Also, sometimes you encounter situations where an npc will put you in a
situation where, if you have a certain skill, usually something obscure
like electronics, he will give you a hint.  Otherwise you are bummed.
This is stupid and I had to restart the game with new characters many
times after finding out that a certain skill will be helpful.  Also,
character training through the game does not seem to work.  What you
have in the begining is what you are stuck with for the rest of the
game.
 
        There are many entertaining subplots you can complete, but they
require careful record taking to keep track of who wants what, which
police agencies are looking for the outlaw you just toasted, etc.
 
        The game must have looked great on paper, what with the numerous
planets and npc's and subplots the players can come across, but somehow
it fails in its delivery.  It has great beginning and ending
animations, good main scenario and subplots, but the parser, while
similar to the one in the ultima series, falls flat and makes the game
an endless series of tedium.  You go to a planet, talk to all of the
green dudes, write down what they say if it's important, fly to the next
planet courtesy of the poor starflight system, and repeat.
 
 
Things that could be done to improve MegaTraveller II
- -----------------------------------------------------
 
        The game should follow the rpg religiously, especially in
matters of trading and spaceflight which can be handled so well by a
computer.  Skill usage should especially follow this rule, even though I
can't even imagine how to pull this off.  It may just have to be
compatible with just some skills, and with each new version new skills
can be included.
 
        First off, a good, fun, and realistic starflight system is
needed, and it has to have total integration with the space combat
system.  Ship boardings would be cool (see Heavy Nova for an 
example of this).  Sensors, ship computers, a process that you have 
to go through to perform a jump, and a way to see exactly how much 
damage your ship is taking and what the enemies condition is should 
be included as well.  Hull points or a similar system would be nice, 
but a graph would work as well (I would prefer actual numbers).
 
        The personal combat system needs improvement.  It should have
been more of a tactical exercise than just watching all of your
characters fight.
 
        NPC interaction should be better too.  I recommend one similar
to what was found in Ultima V.
 
        Same with cities.  Cities should be built like they are in
Ultima V, with no 'dead buildings' like you would find in MT2.  I am
choosing Ultima V over Ultima VI or VII because they are adequate to the
task and the CAT people aren't super programmers who are going to get
megabucks for their product.  Cities should be an icon that you enter 
from the rest of the world and expands once you enter it.  MT2 does 
this now, but the city layouts should be done like they are in Ultima V, 
not the generic layout junk that MT2 currently uses.  Who cares if the 
game is big?  Or rather, playability should not be sacrificed to 
save space.
 
        Something that I think should very much be included in a
MegaTraveller type game is open ended space exploration, or something
similar.  It is fun to simply plan new jumps, jump to a planet, map and
explore it, and continue doing this with other planets, expanding the
size of the universe known to the game.  There should be a base galaxy 
or sector, and the boundaries should be determined via exploration 
on the part of players.  The planets and stars along these border zones 
should be generated randomly, utilizing the World Builder's handbook or 
something similar, and existing code can be utilized.
 
        As I mentioned earlier, skill use needs to be improved.  Other
than graphics, this will probably be the hardest part of the game for
our CAT friends to write.  Perhaps only some skills should be 
utilized at first, with more implemented in later versions?
 
        Vehicle/Starship design import or creation should be a part of
the game.  Actually, it would be nice if all of those little utilities
we have floating around courtesy of the CAT people could be incorporated
into the game.
 
This is to the CAT members mostly.  Graphics are not important.
Animation is not needed at all.  As long as the players can tell what is
going on, it will be fun.  I think a complete text/ascii interface (ie
Zork or Hack) would fail, and some simple graphics are needed, but they
don't have to be very good, just recognizable *representations* of
things.  Like what appears in the early Ultimas.  The problem with any
graphics at all is that they would limit the game to just one platform,
but I think that they are necessary.
 
(Hey CAT people, I know you want to write a game like 
MegaTraveller, but what I would like to see is sort of a MUD where 
the referee and players are all connected and can type to one 
another, with popup character sheets and built in dice roller etc.  
Maybe it could act as a sort of 'shell' for the rest of the utility 
programs out there.  It would be sort of a ref's helper type 
program, and have the capability to send private messages among the 
players and ref.  What do you think, is it possible?  Of course I 
don't know where it would be run. . . )
 
        Lastly, the gaming parser should be fun to play in, even if
you're not working at plot completion.  What I mean by this is in the
pen and paper rpg, it is fun to do things like explore and find new
trade routes and try to gain money through investments and business
ventures.  A game that does this is StarFlight.  StarFlight is very
similar to Megatraveller II.  In both you have to save the planet by
exploring other planets and interacting with NPC's.  When my 
friends and I first started playing it we thought it was impossible to
complete the main scenario, and took the destruction of Arth for granted.
Instead of starting over (as I would have done without hesitation in MT2)
we set out to find a new source of Endurium to fuel our ships to explore
the rest of the galaxy (Sort of like Road Warrior:  they were always
looking for gasoline to drive their cars so they could fight each other
over gasoline...).  It was never boring, because each planet we
approached could be Old Arth, a source of fuel or have a rare
element that we needed to repair our engines, and there were over 
800 planets.  Eventually we did complete the plot, but it was not nearly 
as much fun as just exploring.  There was also a sense of danger playing 
StarFlight.  We had these measly little ships that G'Nunk warriors could 
kill by looking at, so it made us very cautious and we avoided G'Nunk 
space for as long as possible.  Not once did I feel threatened while 
playing MegaTraveller 2.  Whenever there was combat it was a simple matter 
to back out of it or to avoid it altogether.  
 
        StarFlight had poor graphics.  MegaTraveller has great graphics.  
StarFlight is a hundred times better than MegaTraveller.  The parser is 
what makes the game fun, not snazzy graphics and sound card support.  Not 
even a plot by Marc Miller, the original designer of Traveller, could save 
MegaTraveller II:  The Quest for the Ancients.  

- --                    
INTERNET:  jdriver@netlink.cts.com (John Driver)
UUCP:   ...!nosc!ryptyde!netlink!jdriver
NetLink Online Communications * Public Access in San Diego, CA (619) 453-1115

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

Archive-Message-Number: 4412
Subject: Hints for playing Megatraveller II (possible spoilers)
From: jdriver@netlink.cts.COM (John Driver)
Date: Sat, 27 Jun 92 23:01:02 PDT

Hints for playing MegaTraveller II
- ----------------------------------
 
You may not want to read this if you are a purist and enjoy this 
game a whole bunch, but I imagine most of you who have this game 
have it sitting on a shelf yet to be completed.
 
These hints are not going to ruin the game for you, they will just 
make it easier.  They are not things like "to win the game, go to 
Aramis".
 
Possible Spoilers ahead.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
When you first create a character, make sure you get a starship.  
Classes that give starships as a bonus are:
 
For Humans,
Aristocrats, Belters, Hunters, Nobles, Pirates, Scientists, Scouts.
For Vargr,
Aristocrats, Belters, Corsairs, Explorers, Hunters, Leaders, 
Loners, Merchants, Rogues.
 
Get some characters with money as well, or get more than one 
character with a starship and sell the other one.  Classes with 
money are fairly easy to recognize, ie Doctors, Aristocrats, Navy, 
etc.
 
Make sure you have a Human Navy and Human Scout character.  Vargr 
won't cut it.  You need these two to get onto some planets without 
hassle.
 
Train all of your characters in energy weapons, and train one of 
them with a high stealth so that he can smuggle all of your weapons 
onto the planet.  Or edit your characters to give all of them a 
good stealth so you don't have to give one guy all of your weapons 
each time you land on a planet, then distribute the weapons out 
again. . .  I don't think this is cheating, just avoiding tedium.
 
The key skills in this game from what I can tell are Stealth, to 
smuggle in guns, Interrogation, to interrogate bad guys 
(necessary), ATV and Grav Vehicle, for planetary navigation in a 
reasonable amount of time, Energy weapon, to fire FGMP's and 
PGMP's, and Bribery.  The others, even Piloting, Turret weapons, 
and Medical did not get much use.  Trust me on this one, I know it 
sounds arbitrary in a space game.  
 
You may want to use Norton Utilities or some other hex editor and 
give your characters like a 4 in every skill in the game.  This may 
seem like cheating, but it's not, because you are going to come 
across parts of the game that require you to have a certain obscure 
skill, and if you don't have it you are screwed.  This isn't hard 
to do.  Look at your numbers for your characters, write them down, 
go into Norton, convert these numbers to hex, and search for their 
hex equivalents in the save game file.  Then change that hex number 
to the hex number for 4 or 100 or whatever you want your skill level 
to be.  Norton comes with a hex to dec converter so this is no 
problem.  (You can change a whole lot like this btw, so always always 
keep backups of your saved games when you do this.)  Write me if you 
need help with this.
 
There is a Jump 4 ship that doesn't have to be refueled orbiting 
the gas giant in the Ylaven system.  It's quite good in combat too 
apparently.  It is a little tricky to get to.  You need fuel cores 
from the Ancient Site on Patinir to pilot it.
 
Unless you are pressed for cash, don't go running back to Rhylanor 
each time you find an Ancient artifact.  The artifact won't affect 
the slime (unless it is *the* artifact, and you'll know when you 
have it) and you may not have enough time to complete the game.
 
There is nothing to the 'joining the other side' part of the game.  
Basically you just do some assasinations and get paid for them.  
Not a whole involved plot or anything.
 
Well, that's as far as I'm going to go with hints in this file, so if 
you want more explicit ones, write me and I'll give em to you.


- --                    
INTERNET:  jdriver@netlink.cts.com (John Driver)
UUCP:   ...!nosc!ryptyde!netlink!jdriver
NetLink Online Communications * Public Access in San Diego, CA (619) 453-1115

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

Archive-Message-Number: 4413
Date: Sun, 28 Jun 1992 16:35 CST
From: KELLOGG@DUCVAX.AUBURN.EDU
Subject: Rate of Fire of Ironclads

Howdy,

Greg Givler asked about where I got the rate of fire for the Virginia and
the Monitor designs I put up.  Well, I got the figures from a book on the
battle of Hampton Roads, I forget the title and the author.  As for why the
figures are so low for the Virginia, I really  do not know, but that is what
the book claimed was the average rate of fire.  The only explanation I can
imagine is that the Virginia maneuvered like a dead whale wearing cement
overshoes.

She required 30 to 40 minutes to make a 360 degree turn.  As the guns had
a strictly limited field of fire it may be that it took five minutes to
reload and bring the guns to bear.

Reloading on the Monitor however was a rather complex task.  The length of
the guns barely fit inside the diameter of the turret.  In order to swab
out the gun, reload it and ram it, the rods had to be run out of the gun
ports while the crews were still inside the turret.  This would be done
while the turret was facing away from the enemy.

Scott 2G Kellogg
"Put hot shot into her, and don't leave her till she's burning!"

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

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Date: Sun Jul  5 21:00:35 PDT 1992
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #369: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
4414  28-Jun-92 KELLOGG@DUCVAX.AU The 4.5th Frontier Wierdness (chapter 3 part 
4415  26-Jun-92 bryan borich      GDW message << [You can post this to the enti
4416  30-Jun-92 d9bertil@dtek.cha Skill systems and reality (improving T2k) << 
4417  01-Jul-92 jdriver@netlink.c Star Frontiers and Traveller << Can someone w
4418  02-Jul-92 cat@fgssu1.fgs.sl Story Snippets (Donuts 4 of 4) << Stealing Do
4419  02-Jul-92 metlay@phyast.pit All right already << It's over with, and I se
4420  03-Jul-92 s3007048@mackay.m New Psi System - Introduction (As promised) <
4421  03-Jul-92 d9bertil@dtek.cha Almost gone... << On sunday, 8 AM, Pacific Ti

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

Archive-Message-Number: 4414
Date: Sun, 28 Jun 1992 17:53 CST
From: KELLOGG@DUCVAX.AUBURN.EDU
Subject: The 4.5th Frontier Wierdness (chapter 3 part 2)

Next week:  Back to the crew of the Flamboyant at Welles...

AND YOU KNOW SOMETHING'S HAPPENING,
  BUT YOU DON'T KNOW WHAT IT IS
     DO YOU, MR. JONES?
                    - VI -
I'm so tired
I haven't slept a wink
I'm so tired
My mind is on the blink
     "I'm So Tired" -The Beatles

     Hmmmmmmmmmmmmmmmmmmmmmmm?  Oh...  Well maaaaaybe...  I'm
tired...  Look, I'm reeeally tired...
     And anyway, I'm dead...  You shouldn't be bothering me when
I just died...  Why do you ask me all these questions?...
     What's that?  Oh... I've seen one before...  Ancients you
say?...  Oh, I know.  It's a disintegrator.
     How's it work?  Oh, don't worry about that some of my best
friends don't know how they work...  It's reeeally quite neat.
S'lllllike a laser... sort of... but the particles it fires - sim-
stimulated emission - radiation are NOooooooooOT photons...
KnowwhatImean?
     Oh, wellll...  just as photons int... inter... in-ter-react
with e-lec-trons and pro-tons... the particles from the disint...
well instead of exciting the e-lec-trons and heating the atom
up... well these particles are... the particular elem... (excuse
me) elements of the nuclear... BONDing forces.
     Yeah, you perturb those and you've got ONE shaky little
nucleus!  It falls apart...  POOF!  POP!... goes the weasel!
     What do you mean 'How does it wor... work'?  I just TOLD
you...
     OHHHhhh!...  How... do YOU work... it...  Well... you...
sho... shou... Should... ask your... quest... questions...
more... precisely.
     You see... you see... You... Can't... work it...
     It...  It...  It's...  Tel...  Tel...  Tele...  Tell me
you're coming... back to me!  You gotta... tell me...
     Oh...
          you...
               don't...
                    like...
                         my...
                              singing...?
                    - VII -
     Who's arguing?  Shhh!  Arguing...  I'm dead you shouldn't
argue in front of dead people...  Now, you listen to what she
says... She's right, I'm tooooOOO tired...
     And my head hurts...  I wanna aspirin...  So this is what
it's like being dead...  Who'd have thought it would be so dry...
I wanna drink...
     I don't like this being dead...  I've had much more pleasant
petite mortes than this one I can tell you that...
                    - VIII -
     Hmmm?  Oh, artifacts... yeah, there were artifacts there...
At Enoc there was this greaat bIg crystal...  You didn't get it?
No...  No...  No... You see Drert took it...  Who's Drert?
Gunner, he manned the turret on my ship...  Where IS my ship?
Don't YOU know?  They're pretty cool folks, I wonder where they
went?...
     Oh well, the crystal did some WeirD things let-me-tell-you.
It GLOWED.  It zapped Drert but GOOD!  He got some amazing psi
power from it...  Oh, he teleported and stuff and he healed
Niedrsha...  Him?  Oh, the pilot...  It did something to his mind
though...  Drert's mind that is...
     You know it made Jietlshaiepr a telepath too...
                    - IX -
     Truth drugs...  Memory drugs...  Hallucinogens...
Probing...  Psi-Dampers...  Sensory deprivation...  Truth
drugs...  Memory drugs...  Hallucinogens...  Psi-Dampers...
Probing...  Sensory deprivation...  Truth drugs...  Memory
drugs...  Probing...  Psi-Dampers...  Sensory deprivation...
Hallucinogens...
                    - X -
     The Interrogator sat perfectly still, "The subject is
recovering rapidly from the interrogation.  He came very close to
not reviving, though he has a remarkable capacity to regenerate
himself."
     "How long before we can continue?"
     She considered it, "Uncertain, at minimum:  five hours."
     "That quickly?"
     "The subject has proved exceedingly strong.  If
interrogation begins before five hours he will die before giving
any information.  After five hours wait, he would merely be
irrevocably damaged."
                    - XI -
Bend me,
shape me,
any way you want me.
You got the power
To turn on the light.
               -"Bend Me, Shape Me" - The American Breed

     ...The blackness of the bog was tinged with pale violet
iridescence as Mako felt his way along through the darkness.
Branches reached out overhead as the trees raked the sky with
their leafless bony limbs.  A moon peered down:  a red eye with a
black pupil studying the silent wilderness.
     Fog rolled about like a hungry creature draining the warmth
of it's victims.
     Mako froze as a lone howl sounded far off behind him.  He
glanced around.  He could see only a few meters as the fog roiled
about like an eplieptic ameboa seeking a warm body.  A second howl
sounded from the opposite direction.
     Malenkoviepr ran perpendicular to the line described by the
two howling things.  A few steps and his left foot sunk into the
mire, calf deep.  He stumbled, but rolled out onto the surface
grasping the gnarled roots of a nearby tree.
     Carefully, he pulled himself up to stand on the roots when
they resolved into bony fingers clawing into the bog.  The bark
of the tree seemed to have faces inside it:  tortured faces with
mouths agape in silent screams.
     Mako began to slog through the bog when a third howl
sounded:  still far off, but closing.
     He sank lower, the bog up to his knees now, but still
manageable as the murk flowed around him.
     A ghostly white shape hung from the ghastly trees.  It swung
silently he watched it.
     Slowly, the fog separated, revealing the shape had wings.
     Hloch hung curled in a ball, wrapped in a spider's web.  He
was cocooned by something.  It was difficult to make out the Ael
Yael's silhouette, the left wing's humerus and wrist were bent at
ugly angles, while the right appeared dislocated.
     With fear rising in his throat, Mako stared at the thing
before him swinging slowly in the bone chilling air of the bog.
     Slowly, it moved and looked at him.  "...Help me..."
     Mako jumped into action pulling the cocoon out of the giant
web with enormous strength.  Quickly, he began ripping apart the
venemous gossamer coffin.
     "...Thought you were dead..." managed the wounded scientist.
"That thing that swatted me..."
     "Viepchaklva, if I understand it, but this is a dream."
answered Malenkoviepr as he cleaned away the entangling web from
the creature's arms and legs.
     "...A dream...  a Nightmare...  Some one's been questioning
me...  Then the nightmares come..."
     "You've been questioned?  What about?"
     "...Imperial defenses...  research...  the ancients...  I
couldn't help but tell them...  Truth drugs...  sensory
deprivation..."
     "Who interrogated you?"
     "Don't know... never saw them..."
     "Somebody is very curious about you and me..."
     "Did they interrogate you too?"
     "Yes."
     "What about?"
     "The ancients mostly.  A lot of questions."  Slowly, the bog
faded around them, and they were alone in blackness.
     The Ael looked at him, "What do they want to know?  Maybe we
can figure out what they're up to."
     "Identification of certain artifacts, information about the
theories behind them."
     "What kind of artifacts?" asked Hloch in a strange voice.
     "Ancient... ...Well, I'm not really sure..."
     Hloch's voice grew strange:  less shrill and more husky,
"You saw them, didn't you?"
     A Siren went off in Malenkoviepr's head, "Well, yes..."
     "Then, what were they?"
     "Hloch, are you all right?  You sound very strange..."
     "What do you mean strange...?" he asked defensively, his
voice different now... almost human.
     "Who ARE you?!" growled Malenkoviepr.
     The creature was taken aback, "I am Dr. Hloch of the planet
Ael Yael."
     "Oh, indeed?  I thought your planet was Jaeyelya."
     The creature stared at him blankly.
     "Tell me," continued Malenkoviepr, "you're a physicist, what
is the equation of mass-energy equivalence?"
     The creature hesitated, "...E equals MC squared."
     "What do the terms mean?"
     The creature stared, desperately groping for an answer.
"What are you driving at?"
     "What is the definition of kinetic energy?  That's an easier
question."
     "Now see here, you've got to help me..." cried the creature.
     "I did not think you could answer it."  Malenkoviepr scowled, 
"You are not who you pretend to be." he turned to walk away.
     "Wait!  Come back!  I can explain!"  The thing hung suspended
by threads as a grotesque marionette jerking mechanically to the
commands of someone unseen, while screaming in a human voice.
                    - XII -
What's all these crazy questions you asking me?
This is the craziest party that could ever be,
Don't turn on the light's cause I don't wanna see.
Mamma told me not to come.
Mamma told me not to come.
That aien't the way to have fun!
No!  Uh-uh!
     -"Mamma Told Me (not to come)" by Three Dog Night

     Mako stood in the center of a raucous party holding a glass
of champagne.  Sophonts of all kinds laughed hysterically and did
very bizarre things while loud, insane music rippled forth.
     Three Vargr females in tie-dyed purple paisley mini-skirts
were Zero-G-Go-Go dancing in large cages.  Their eyes threw out a
bizarre kaleidoscope of colors.
     Seven humans were running in random directions carrying fire
extinguishers and blasting each other with them amid peals of
laughter.
     A large male Vargr was pulling oranges one by one, from thin
air, out of his left ear juggling them and tossing them to a
group of Droyne who were passing them from one to another and
building a towering pyramid with them.
     A pretty, young Aslan female in a feathered mask walked
through the room carrying a small wheel and kissing everyone.
     A huge obese woman was standing on a table, balancing on one
leg and crying rhinestones, while a man in an indescribable hat
asked her insane riddles.
     Hloch was standing on Kittan's shoulders.  Kittan was going
through a book, tearing out pages and handing them up to Hloch.
Hloch in turn handed folded them into small paper airplanes and
threw them to a young but very large male Aslan wearing a Darrian
Naval uniform.  The young Aslan ensign wore the circled eye
insignia of the Darrian Naval Intelligence corps.
     "Ah, Hloch, through hanging by someone's thread?" asked
Malenkoviepr.
     "Humans make lousy puppeteers!" laughed Kittan delightedly.
     "Yes, I haven't been myself lately but I'm alright now!"
leered Hloch as he swayed precariously on Kittan's shoulders.  "I
can only reach for who I have been, since not me."
     A squadron of colorful crystalline insects flew overhead in
diamond formation.  They executed a tight roll and changed into a
deck of cards.
     "This party is pretty mindblowing!  Eh, Mako?" chirped
Hloch.  "Out of sight!"
     "Out of mind!" cried Malenkoviepr.  "This is a dreamy
party!"
     "Who ever's in charge of reality seems to have the day
off..." called the Aslan officer, refilling Mako's glass with
champagne.
     "Yes," agreed Mako, "I'm in charge at the moment."
     The pretty Aslan female in the mask attached herself to the
ensign's arm, and turned to Mako, "Excuse me, have you seen a man
named Duran Durant?" she asked softly.
     "Achrrr!" cried Kittan in surprise. "Dr. Malenkoviepr, I
should introduce you."  She gestured the Aslan officer, "This is
Ensign Zdeldi of the Darrian Confederation, and his companion:
Surrealni."
     "Enchanted!" grinned Surrealni, then she slowly began do
disappear, from the tip of her tail up to her face, until only
her grin was left behind.
     "Pleased to meet you." smiled Zdeldi extending his hand
above his head in a very non Aslan way.  "And, what do you do?"
     Malenkoviepr gave him a high five, "Nearly the same as you
do, but I've resigned."
     "Oh really?  Why?"
     Mako smiled, and drew forth an holocrystal from his breast
pocket and put it back.  "I had my reasons...  some plans..."
     Zdeldi drew him aside, "Like to share your reasons?"
     "Share?" he asked incredulously.
     "In a manner of speaking.  There are other things to be
shared in such arrangements."
     "I am intrigued.  Shall we go?"
                    - XIII -
     The Interrogator looked up, "I thought you wanted to
question him about the ancient artifacts we possess."
     "I do.  But if we let this proceed, we can find out how
corruptible he is...  THAT we can use..."
                    - XIV -
If you think that
I don't know about the little tricks you've played,
And never see you when
you deliberately put things in my way.
Here's a poke at you.
You're gonna choke on it too.
You're gonna loose that smile.
Because all the while,
I can see for miles
and miles
and miles
and miles
and miles...        "I Can See For Miles" -The Who

     The gambling table was clear as Malenkoviepr and Zdeldi
faced each other.  Mako dealt five cards each.  Zdeldi considered
them carefully and handed back two.  Zdeldi spoke in a strange
voice, "Dr. Malenkoviepr, just what sort of deal were you
planning on?"
     Mako shuffled and handed him back his cards.  "No set plan
just yet.  I am merely interested in finding out what You have to
offer."
     The Aslan regarded his cards, "Selling to the highest
bidder?"
     Mako picked up his cards and studied them a moment and
exchanged one from the deck, "Now, now, you are putting words in
my mouth..."
     "Or thoughts in your head..." smiled Zdeldi, "Go fish."
     Mako eyed his cards and pulled three from the deck, "Yes,
just possibly, but then again, it might be the other way around."
He placed a card face down on the table announcing, "King's X."
     Zdeldi's eyebrows went up in a most human surprise, he
examined his cards and drew one from the deck.  "Well, what about
putting credit in your pocket...  Hit me."
     Mako took a card from the deck without looking, "Would you
mind being more specific?"
     Zdeldi's voice was quite human, "I want that crystal.  I'll
pay for it...  I'll stay."
     Mako dropped a card on the table, "What's so valuable about
this holocrystal?"
     Zdeldi took the bait, "I want anything you have to sell.
Therefore, I want that crystal."
     Mako put all his cards down except for one.  "Uno."
     Zdeldi rearranged his cards quickly and discarded three,
"The Consulate can't offer you what we can...  Box cars"
     "You want me to sell out the Consulate."
     "Has the Consulate treated you so well?" asked Zdeldi, "Not
from the looks of things."
     "Perhaps, but they are MY people."  Mako looked up at the
ceiling and threw his legs up on the table.  "So, when did *YOU*
sell out the Consulate?"
     Zdeldi froze.
     The entire dream world stopped mid sentence.
     Silence.
     Malenkoviepr glared through the ceiling to the outside
universe.  He addressed the crazy world and its makers.  "You
sold out the Consulate, didn't you?  What did they offer you?
What do you expect?  Did you get it?"
     "Or is someone holding your leash as we speak?"  He glared
at the prop of a world around him, and slammed his last card, the
twenty one of clubs down on the table.
     "This round," he announced, "I win."

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

Archive-Message-Number: 4415
Date: 26 Jun 92 01:04:40 EDT
From: bryan borich <70541.1410@CompuServe.COM>
Subject: GDW message

    [You can post this to the entire TML if you want]

> Yeah, well, there's a lot of brain time invested in the old rules for a
> lot of us; what can I say?

    In general I was getting the impression that the TML in general didn't
seem to understand that GDW was definitely using the T2K rules (i.e.
that it wasn't a debatable point).
    Though I had thought this point should have been cleared up long ago.

> As a result, anytime someone suggests changing the rules, there are a lot of
> flames.  Does it do any good to send the flames to GDW?  No.

    Agreed in general. But than I believe in Freedom of Speech, presumeably
others do, so therefore I don't see any reason to edit out the vitriolic
material (now if I were uploading it to the GEnie topic areas, I might
do some editing on any four letter stuff and such, but that's another
matter, teens and such).
    And of course calling each other names doesn't do much good either
(in point of fact GDW has taken the name calling rather lightly compared
to what some other companies would do).
    If things got to serious I would probbly do some editing though.

>      I am also of the personal opinion that having GDW looking over our
> shoulders, so to speak, tends to have an inhibiting effect on the discussion.
> It seems to me that the discussions on GEnie are pale and insipid compared to
> the discussions heere, and that seems to be one of the causes.  ($6/hr is the
> other, of course.)

    Well, offhand I haven't exactly seen all the inhibiting effect yet
(but than of course not everything is posted to everybody). Though
it's interesting (recalling a much earlier discussion about whether
GDW had any inhibiting effect on conversation on GEnie).
    As for whether the discussions on GEnie are pale and insipid is another
matter. The Traveller topic area is probably more of an area for HIWG
to meet and talk than GDW or DGP (though I don't think this had been the
original intent, it just happened that way) and HIWG being what it is,
most discussions don't occur on GEnie (the $6+ per hour, lack of access by
most members, etc... being an inhibiting factor), and a large part that
occurs happens via Email (being loads cheaper, the T2K<->Traveller
conversion being one such).
    Most of the TML stuff seems wasted disk space to me, but there is the
occasional nugget to be found.

>      The current little fracas began with Loren forwarding a generalized
> request for help, with no indication of what sort of help was desired.  The
> message included above clarifies that.  However, what would be nice ( and you
> can pass this along) would be some notion of schedule and boundaries of
> activity.

    Yeah, I had sent a note to GDW just after recieving that message that
maybe they should give you guys a pointer as to what they wanted
(although I probably could do it for them).

    Basically my suggestions would be the following, and you can post
it to the TML in general (for that matter the entire letter could be,
but than that's not exactly what you want):

...........
    Taking for fact that GDW is going to be using the T2K system in general
as the basic rules. The background is generally going to be lower tech
and small kingdoms are the way to go.
    Admitted it would be easier to criticize actual material, but....
    What areas need to be fixed?

    One set of problems has been some of the science behind Traveller,
to be specific, Power Plant outputs/fuel use for Fission were off,
Fusion Drives were off, and some didn't like the thruster drives (well,
we could always use Robert Forwards new drives).
    [One thing to keep in mind here, is that GDW is an RPG company,
    not a scientific research organization. And DGP was just a
    parttime RPG company at that. Granted, they might have done
    slightly better, but than Traveller is also a mass of widespread
    information that needed to be rewritten.]

    Another set of problems was the combat system, from personal to
starship.

    The third was vehicle/starship design. Basically the idea seems to
be something easier while still retaining the variety and detail of
the existing system.  (and we mustn't forget to install those airlocks
in starships.....)

    The fourth was system generation (and what Hard Times does to certain
worlds, like those low tech, high pop, vacuum worlds. Although if you
asked me, I'd try to figure out how such worlds would make sense first
before throwing them out, after all this is SF, no sense having every 
world behaving and looking like Earth right? Of course, making sense
also helps).

    The fifth was starport generation and capabilities (a favorite
topic of many, and seemingly the hardest thing to adequately describe).

    And I'm sure there are others that come to mind....

    Offhand I'd say the first was the most important (and it would be best
if 2 out of 3 people could agree on that part).
...........

> As far as complaints go, if you look back through the material from the first
> pass last fall, you'll find a good bit of material that they should read, once
> the flames have been extracted.

    I'm currently missing said info....though hopefully that will be
corrected in the next couple of weeks.

   In conclusion, it would be nice if GDW passed out certain sections
of the material so that it can be picked apart. But I'm not sure it's
their style (I've seen only three companies actually pass the info
to any large extent, FASA with parts of the Shadowrun material,
DGP experimenting with AI, and than Star Fleet Battles. And some
Traveller writers with their material.).


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

Archive-Message-Number: 4416
From: d9bertil@dtek.chalmers.se
Subject: Skill systems and reality (improving T2k)
Date: Tue, 30 Jun 92 15:00:57 MET DST

  A curious aspect of RPG's is that even though the mechanics for resolving
attempts to use (non-combat) skills are (hopefully) used more than the combat 
mechanics, the majority of the discussion erupts over the combat mechanics,
and this posting is no exception:) 

  But I'll try to use the combat mechanics and the way they relate to the
rest of the skill systems in MegaT and T2k2 to analyse how their skill systems
work, and if they are (the dread word) realistic.

  'Realistic' is a very misused and undefined word in RPGs. Some people
mistake gore or high character lethality for realism, in which case Rolemaster
or Call of Cthulhu would be the most realistic systems repectively. Some people
mistake complexity for realism and they probably think that Aftermath or
Rolemaster are the most realistic systems. What I mean by realism is that the
system should *seem* to work similarly to reality in the most basic respects:
Higher skills make it easier to succeed and things like that.

  MegaTraveller has, as opposed to many other games, a relatively integrated
skill and combat system. Combat and non-combat skill resolution both use 
difficulties, skill means the same and stats are used in the same way.

  The above paragraph also holds true for T2k2, so at the first glance their
skill systems appear similar, but there is a big difference in how they work:
MegaT use difficulty levels that one has to reach with the dice, modified by
skills, stats and special circumstances. T2k2 on the other hand use the skill
directly, halved or doubled according to the degree of difficulty.

  This leads to that no skill in MegaT is much superior to skill zero (or even
skill one in the d20 system) in T2k2, since you will still have a chance with
a low difficulty skill in MegaT while in T2k2 zero is zero no matter how many
times you double it.

  With the default skills and the automatic success in the d20 system, this 
has been partly rectified, but it is still not perfect, especially with the 
combat system: A strength stat of 10 will give you a 10% chance of hitting
a man-sized target at short range (About 55m for assault rifles, 30m for SMGs
and 12m for pistols. Personally I wasn't sure if this was resonable or not, so 
I had to consult an expert: My dad, who has spent a significant part of his 
life teaching people to shoot everything from 7.62 to 105.
 
  His answer was that even if we account for firing range vs real combat 
(military studies of tank crews say that a person will shoot three times better
on the range than in combat, make that four times for infantry out in the 
uncomfortable environment, so if you hit with 10% of the shots at 100m at the
range, you will hit with 10% at 25m in combat) it sounds way too low. The 
number he mentioned for an average green enlisted with a weapon that have had
its sights adjusted right and absolutely no weapons experience was more like
50% from prone and 25% from standing.

  Modifying the skill system to account for this by doubling the default skill
values isn't good either, since it would make the lower skill values worthless.

  I have two suggestions to solve these problems:

  The small modification: Let everybody have skill 2 (4) in all weapons
(small arms rifle and pistol, heavy weapons, archery, unarmed and armed melee)
if somebody have briefly told them how they work ("That's the safety and that
is the trigger"). If they put skill points on these skills during character
generation or put experience points on them during a campaign they will 
add to this 'default level' of 2 (4).

  The big modification: Use the default skill value as a level of skill that
can be increased as above. In the d20 system this would mean that a character
with Strenght 10 would have skill 2 all the strenght related skills and
if he gets small arms rifle 1 during character generation he would have
skill 3 in small arms rifle. (Each skill step in the d20 system is equal to
5%, naturally)

  This is a modification, I agree, but IMHO it isn't bigger than the 
change from the d10 system to the d20 system, and it will only be noticed 
during character generation which means that it will be even less disruptive
than the change to the d20 system.

- -bertil-
- -- 
"It can be shown that for any nutty theory, beyond-the-fringe political view or
 strange religion there exists a proponent on the Net. The proof is left as an
 exercise for your kill-file."
"This is the famous Hasan B Mutlu-trigger, insert it in your .sig file today!"

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

Archive-Message-Number: 4417
Subject: Star Frontiers and Traveller
From: jdriver@netlink.cts.COM (John Driver)
Date: Wed, 01 Jul 92 23:09:51 PDT

 
        Can someone who has experience with both systems please 
write a comparison between Star Frontiers (augmented by Zebulon's 
Guide and Knight Hawks) and Traveller/MegaTraveller and its 
constituent supplements?  The reason I ask is I have been holding 
off purchasing Traveller/MegaTraveller because of the rumoured 
MegaTraveller:  The New Era, and Star Frontiers, despite all the 
bashing I hear bandied around about it, is great.  The resolution 
system that appears in Zebulon's guide is excellent, and I love the 
skill system.  But, not having experience with 
Traveller/MegaTraveller, I don't know how well this system holds up 
in comparison.
 
        Should I hold off, as I have been doing, on the purchase of 
MegaTraveller any longer?  And I can get those black Traveller 
books for a very cheap price, around five bucks a piece, are they 
good investments as well?  Not from a collector's point of view, 
rather as source material/stuff that is not outdated by 
MegaTraveller.
 
        If someone wants to talk about Star Frontiers I'd be happy 
to.  I think I have everything ever published for it (and was 
bummed when they decided not to publish Zebulon's Volume II which 
would have covered bionics, power armor and robotics)


- --                    
INTERNET:  jdriver@netlink.cts.com (John Driver)
UUCP:   ...!nosc!ryptyde!netlink!jdriver
NetLink Online Communications * Public Access in San Diego, CA (619) 453-1115

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

Archive-Message-Number: 4418
Date: Thu, 2 Jul 92 10:13:27 PDT
From: cat@fgssu1.fgs.slb.COM (Juanna B. A. Sleep)
Subject: Story Snippets (Donuts 4 of 4)


Stealing Donuts, part 4 of 4

_or_  Gertie's Revenge

<in part 3 of 4, minutes earlier, MC tried one last but botched attempt
 at Gertie's donuts, followed by Sean's successful attempt using TK>

	Sean laughed a good long time; and Gertie merely looked at
him, one eyebrow raised in calculation.  Everytime Sean started to
calm down, all he had to do was look at Gertie looking at him, and he
would start up again.
	Over at the corner table, MC was telling Thilia in a low voice
what had happened.  The racoonid had caught a case of the giggles,
which isn't at all surprising since racoonids tend to think human
behavior is one of the funniest things going.

	(Ever seen a racoonid "laugh"?  They usually fall over and
	 roll up in a ball, make very high frequency chitters and
	 squeaks, and rub their noses frenetically. It looks very odd.)

	Gertie looked around her, took one last bite of donut, and
walked over to MC's table.
	"Correct me if I'm mistaken, MC, but what was one of the usual
spot punishments for grunts in the military - push-ups, wasn't it?"
Gertie had an calculating grin on her face.
	"That, Gertie, is a rhetorical question if I ever heard one,
and I myself try never to get trapped into leading questions,
especially when my mission commander is grinning at me like a vargr
toghk (whore) in heat..."
	I thought Thilia was going to fall off her seat at MC's term
of phrase, but Thilia has lead a very sheltered life, being blind,
wealthy, and noble.  Also, Thilia had never met anyone quite as blunt
as MC before - another artifact of her previously sheltered life.
Being rescued by our ship has been, I think, the most adventure she
has ever had.
	Gertie, hoever, didn't even blink at MC's reply.  In fact, the
sinister aspect of the grin deepened, if anything.
	"Yep, push-ups...yeah, that's the ticket.  Hope you're in
shape, Commodore."
	What MC said next can't be repeated in polite company.
Meanwhile, Gertie had paged the entire crew to assemble in the hold.
- ------------
	A half hour later, Gertie explained to the entire crew (all 23
of us) that enough was enough.  In addition, as a small object object
lesson, anyone involved in stealing her donuts (except Hyl) would now
drop and do push-ups.  While this was normal for the marines, she
explained, she included the Commodore, Rocky, and Sean also - their
behavior as senior members of the crew had set a very poor standard
for everyone else, especially where her donuts were concerned.
	"Yeah, how come Hyl gets off the hook?" MC asked, leaning
against a bulkhead, looking more and more disgusted with each passing
moment.
	"Hyl gave me the honorable opportunity to defend my donuts,
and I failed to do so - unlike the rest of you who went ahead and
stole my breakfast out from under my nose with no notice whatsoever!
As for those members of the crew NOT yet implicated in the purloining
of my pastries, let this be a warning for you: leave me donuts alone!
	Just to show you that I would never order anyone to do
something I was unwilling to do myself, I will join you.  Last, we
will all attempt to do as many push-ups as the Commodore.  When the
Commodore tires out, we can all stop, unless she tires us all out
first.  After all, as MC is so fond of telling me, seniors officers
_are_ expected to set an example for the crew."
	"Hot Damn!  We'll be done in no time!" said Grig, a marine
with a big mouth and a small brain.  Grig missed the dirty looks from
the sargeant and colonel; the look MC gave him grabbed all his
attention.  She didn't say anything; she just looked at him as if
contemplating dirty dishes in a sink, and rolled up her sleeves.  She
never blinked, and his mirth turned faded to apprehension.
	Never turning her attention from Grig, she pulled off her
boots and tucked her braid down the back of her undress overalls.
Last, she took her knighthood piece out of its holster, and after
Grig's eyes had widened, she turned to Haakim, the senior navigator,
and asked him to hold it for her.
	MC tossed one last withering look at Gertie, dropped to the
floor, and started push-ups at a moderate pace.  Morris, the marine
sargeant, growled at eveyone else, and in seconds, the hold was filled
with half the crew doing push-ups.  A few other crew members joined in
for the hell of it, including Thilia, the blind lady.  Me?  I'm just
an old fart - I watched and mentally inventoried the ship's supply of
analgesics.
	Nightshade (well, that's what she _says_ her name is) ran off
to get a camera.  Hyl got bored and left.  Anton was taking bets.
Rocky, not being one to take anything like punitive push-ups
seriously, was hanging from a ceiling panel by his claws, doing
upside-down push-ups (pull-ups?).
	Most of the marines burned-out early.  Morris, their sargeant,
lasted the longest and quit only after he had passed 1000 push-ups.
Sean, the master chief, had quit long before that.  Rocky quit after
the novelty wore off.  The last contenders still on the floor were
Thilia, Gertie, and MC.  Thilia quit not long after Morris.  Gertie
however kept right on going, keeping pace with MC.
	Finally, Gertie's breath started to run ragged, and she slowed
down.  Soon, she collasped on the floor.  Sean helped her to her feet.
And then we all stood around, frozen, staring at the Commodore still
doing push-ups at a steady and unfaltering pace.  Her eyes were shut,
and her teeth were clenched, her expression one of well-contained
pain.  The marines were humilated, ever last one of them; Svenwas, the
colonel, was ready to spit rivets, he was so mad.  Grig tried to fade
into the bulkheads, but Morris and Svenwas kept staring him down.
	Gertie broke the tableau.  She knelt next to MC, and said
quietly: "MC, you can stop now. Please, before you end up in sickbay."
MC ended a push-up, rolled over, and popped up to her feet.  No one
missed the lines of pain around her eyes.
	"Excuse me," she said very quietly, as she stepped into her
flight boots, and retrieved her piece, "I want a shower."  As she
walked out, Svenwas and Morris saluted, and the rest of the marines
followed suit immediately.
 -------------------
	MC walked stiffly into the mess the next morning, and joined
Gertie at her table.  She winced as she sat down.
	"You did that on purpose, Gertie," MC said quietly without
accusation.
	"Seen the doc yet, MC?" Gertie asked, just as quietly.
	"Oh yeah."
	"Donut?"
	MC gave Gertie a look.  When she done with her look, she said:
"better take me off the duty roster for a few days, Gertie.  I don't
think I could pilot right now if we popped out of jump."
	"That sore, eh?  I'm surprised.  I thought the artificial arms
would do all the work."
	"Yeah, they did do most of the work, but much of the muscle in
my back is real, and my back and shoulders are killing me."
	"You could have quit earlier, you know." Gertie pointed out
gently.
	"Sorry, Gertie, but between you and that marine twit, I had to
the last to quit."  It was Gertie's turn to give MC a look.  MC
replied by taking a donut.  
- -------------------

EPILOGUE
	A day later, Nightshade approached MC and Thilia in the mess,
and handed MC a 2-D print.
	"I suppose, young lady," MC raised an eyebrow, "that this is
already all over the ship?"
	"Yep!" Nightshade smiled.
	"I see."  MC gave the 2-D her close scrutiny, and handed it
back to Nightshade, and suppressed a laugh.  "For the record, young
lady, I have never ever seen this, nor heard of its existence.  Is
that clear?"
	"Yes Sir!"
	"What did Nightshade show you, MC?" Thilia asked when
Nightshade had walked away.
	"A 2-D photo-print she took during the push-ups, of Gertie's
ample posterior.  In addition, she touched up the print so that a
standardized shipping label of 'wide load' appears prominently across
one cheek."
	"How inappropriate," Thilia said haughtily.
	"Yes," the Commodore replied with vast dignity.
	And then they busted up laughing.
- ---------------------

FYI: the current world's record for push-ups is over 8000 push-ups.

Gertie, being the strongest human on the ship (Str 12), could probably
do 2000 push-ups.  Thilia is a psi - she used her self-awareness to
stretch her ability to do as many push-ups as she did.  Morris is
almost as strong as Gertie, and as the marine sargeant, there was no
way he was going to wash out early.  MC is a cyborg, though only a few
people on the crew know this.  Most of the narrative is told from the
point of view of the ship's doctor, an "old fart" named Pete.

This ends "Stealing Donuts - or 101 Thing to do in Jump."  Feedback on
whether folks would like to see more story snippets out of my
traveller group (sent in small pieces, on holidays and weekends when
volume is low) would be appreciated.  Please send me email direct if
you have comments, to cat@fgssu1.fgs.slb.com Thanks.

Catie Helm
	


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

Archive-Message-Number: 4419
From: metlay@phyast.pitt.edu (metlay)
Subject: All right already
Date: Thu, 2 Jul 92 17:29:14 EDT


It's over with, and I seem to have survived. Anyone I permanently offended
with my conduct over the past month or two (hi, Cynthia!) can hereby consider
me a new sophont. I have no idea how much I'll be able to do out here with 
y'all, what with getting drunk and then mastering my CD and then recording
the NEXT one, but if people got needs I'll do my best to help out. 

But please, no pbem requests until after Labor Day, okay? <shudder>

- -- 

Dr. Mike Metlay
metlay@minerva.phyast.pitt.edu
Atomic City, P.O. Box 81175, Pittsburgh, PA 15217-0675

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

Archive-Message-Number: 4420
Date: Fri, 3 Jul 92 14:12:41 EST
From: s3007048@mackay.mpce.mq.edu.au
Subject: New Psi System - Introduction (As promised)

FROM: Murray Atkinson
  TO: All
  RE: New Psionics System
 C/O: s3007048@mackay.mpce.mq.edu.au (Michael Glew)

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

Psionics

	The following is an introduction to the psionics system that
I have developed over the last four years, to fill out the original
Traveller (and MegaTraveller) psionics system which though easy to
use, wasn't complex enough to account for many realistic situations.
This though was probably due to an attempt at game balance, as the
existing rules worked under the premise that EVERYONE could have
access to psionic powers if they find someone to train them.  Therefore
it cost an incredible portion of your psionic strength to do anything,
psionic combat was also almost useless as it took almost all of your
psi to throw a mental blast at someone.

	The system that I have developed has been taylored to give
realism and playability.  It encompasses a wide range of psionic
abilities.  The basic system details psionics determination, psi
talents and general use of psionic abilities.

	The system is further expanded by the following options which
may be used at the GM's discrescion, making it a dynamic freeform
system ;-

	- BREAKING OUT, different ways in which psionic operancy
	may be achieved;

	- MENTAL COMBAT, using the full range of psi-powers in combat
	situations;

	- GESTALT, the mighty energy channelled when two or more
	minds are linked together;

	- PSI DRUGS, biochemical psionic enhancement;

	- ANIMAL PSI, the occurance of psi in plants and animals;

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

Any comments, flames, thanks, whatever to me, and i'll pass it on!


Regards,

	Mike.
- -----------------------------------------------------------------------------
Internet:	s3007048@mackay.mpce.mq.edu.au

                                       Traveller - The game of the far future
- -----------------------------------------------------------------------------
    Michael Glew - School of Math Phys Comp & Elec - Macquarie University
- -----------------------------------------------------------------------------


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

Archive-Message-Number: 4421
From: d9bertil@dtek.chalmers.se
Subject: Almost gone...
Date: Fri, 3 Jul 92 12:11:50 MET DST

  On sunday, 8 AM, Pacific Time, the system here will go down due to a
bomb scare (well, the people who rebuild a neighbouring house will blast in
the cellar, and the sysadmins are scared that the drives will crash:) and
on tuesday I'm not here, so if anybody want to reach me before I go, now
is the right time.
  Likewise, If I've told anybody that "I'll get in touch when I know better"
or anything, please remind me:)

- -bertil-
- -- 
"It can be shown that for any nutty theory, beyond-the-fringe political view or
 strange religion there exists a proponent on the Net. The proof is left as an
 exercise for your kill-file."
"This is the famous Hasan B Mutlu-trigger, insert it in your .sig file today!"

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

End of TML Bundle
*****************

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TML Bundles come from the archives of the Traveller Mailing List,
maintained by James Perkins, traveller-request@metolius.wr.tek.com.

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

Date: Sun Jul 19 21:00:18 PDT 1992
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #370: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
4422  03-Jul-92 bryan borich      Another GDW reply << Item 2193869 92/07/01 20
4423  03-Jul-92 Cynthia Higginbot We're baaack! << CHANGE OF ADDRESS: Sorry to 
4424  03-Jul-92 William Henry Tim Neutrino detectors << A friend (Byron Sinor, 
4425  04-Jul-92 "C. Roald"        Re: Big Bang in a Box << >A portion of space 
4426  05-Jul-92 KELLOGG@DUCVAX.AU The 4.5th Frontier War (Chapter 4 part 1) << 
4427  05-Jul-92 KELLOGG@DUCVAX.AU MegaTraveller Design Review (an excerpt) << L
4428  05-Jul-92 KELLOGG@DUCVAX.AU Neutrino Detectors << Hmmmm, The only forces 
4429  06-Jul-92 s3007048@mackay.m new psionics system - Introduction (Take II) 
4430  05-Jul-92 christofer bertan Re: aging in Traveller << Brandon Cope writes

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

Archive-Message-Number: 4422
Date: 03 Jul 92 09:44:21 EDT
From: bryan borich <70541.1410@CompuServe.COM>
Subject: Another GDW reply

Item    2193869                 92/07/01        20:50
From:   GDW.SUPPORT                     Loren K. Wiseman
To:     B.BORICH                        Bryan J. Borich
Sub: TML transfer

Bryan,
     Please post the following to the TML, if you haven't received it already.

 R. Dired, A reply to you will also serve as a general message to some on
 the TML. Here goes:

 < I simply cannot agree...with some of the most basic decisions you
 are making.

 I understand that, and I don't count that against you. I used to get
 PO'ed when people disagreed with me, or didn't take my advice, but
 I don't anymore (life's too short). I respect your opinions, but I
 expect others to respect ours in return. GDW will stay in business
 or not depending upon decisions that I and others here make. If
 it was only my paycheck I was risking, I'd be inclined to make
 different decisions, but other paychecks than my own depend on what
 course we take. We choose to do (or not do ) what we think will
 please the majority of our consumer base. We have to, or we won't
 stay in business. The fact that I am writing this letter on GDW's
 19th anniversary indicates to me that we make more good decisions
 than bad ones. I don't claim we always make good decisions...and I
 certainly don't claim that the ones we make please everybody
 (that's impossible).

 < Wouldn't a TNE/DJ be not only cheaper, but be an easy way to
 < expand the market of both? I'm not kidding about this.
 A combined Traveller: New Era/Dangerous Journeys is not possible. The
 reasons are too complicated to explain here, and some of them are
 proprietary anyway.

 < ...bad rules are not discarded. Was a single rule thrown out from
 Trav to MTrav?

 I don't know. The Traveller to MegaTraveller conversion was not
 well thought-out, and was badly handled both in-house and out.
 I was not and am not involved in any aspect of MegaTraveller or
 the shift from original Traveller to MegaT. No one connected with the
 T--->MT project is involved with the TNE project.

 As for bad rules not being discarded, an example to the contrary from
 Twilight: 2000 (1st): "1 game shot = 3 actual bullets" Even though we
 stated this in the rules, a large number of customers consistently
 failed to grasp the concept. The single most commonly asked
 question about the rules was "Why are all the firearm magazine
 capacitiies one-third what they are supposed to be?" This
 was obviously a rule that wasn't working (a "bad" rule, in my book),
 and we dropped it when we revised the game.

 In Twilight: 2000 (2nd), we did not give characters enough skills to
 suit many of our customers. We are in the process of correcting
 this (revisions will appear in the $4.50 Twilight: Ref's Screen).

 We made a number of realism vs playability trade-offs in Twilight,
 both in the first and second versions. One of these tradeoffs was
 to increase character survivability. In a game where firefights
 are common, characters die quickly and often if the lethality
 of the weapons is not carefully considered. Our early playtest
 sessions with a deadlier system convinced us that people REALLY
 don't like spending a lot of time generating a character only
 to have him/her killed in the first gunfight.

 < You are quick to dismiss any negative comments as attacks, and
 < then ignore them.

 How do you suggest that I react to a statement that implies that
 Twilight: 2000 has "autofire rules where being blind isn't any
 hindrance"? The word "blind" does not occur in the rules in the
 context you mean. I assume you are taking issue with the rules
 that separate fully automatic fire from semiautomatic fire, and
 which do not require firearms skill for "rock and roll"? Why
 don't you say: "I don't like the fact that autofire doesn't
 require firearms skill." Many of our customers did, and we will
 be changing the rules because of it.

 Frankly, I feel that pointing an M16 (or whatever) in the general
 direction of your target and holding the trigger down (which is
 what autofire means in the game) does not take much (if any)
 skill, and I know a couple of combat vetarans that agree with me.
 However, I have been convinced that some allowance for skill
 needs to be made, and I will be incorporating a rule change into
 the Twilight: Ref's Screen. Characters without firearms skill can
 still pick up an SMG and spray away, but people who know what end
 of the weapon the bullets come out of will be able to bring a
 little more control to their autofire.

 < No one I know will play any GDW games without heavy prodding -  < usually 
rule problems.

 And have any of these people bothered to tell us what these rule
 problems are? Are they really problems (like the ludricrous fission
 fuel requirements in Mega?), are they "I wouldn't have done it
 that way..." rules, like using D10s instead of D100, or are
 they misinterpretations (willful or otherwise) of the rules.
 < I and others could, if we thought we weren't wasting time, add heap
 helpful ideas

 We'd love to see them. Just don't get PO'ed if we decide not to use them.
 Just because we don't take advice doesn't mean we ignored or dismissed it.
 It doesn't even mean that it is wrong. It just means that we decided to
 do something different, for whatever reason. (One of the three laws of
 the universe I'd like to get repealed is "Alternatives Exclude.")

 Loren K. Wiseman

=END=


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

Archive-Message-Number: 4423
Date: 03 Jul 92 10:32:19 EDT
From: Cynthia Higginbotham <71035.1211@CompuServe.COM>
Subject: We're baaack!

CHANGE OF ADDRESS:
	Sorry to disappear on you all like that.  We rather suddenly and
hostilely lost net access.  Our new address (for both myself and Steve)
is:
	71035.1211@compuserve.com

	See you around....



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

Archive-Message-Number: 4424
Date: Fri,  3 Jul 1992 15:41:44 -0400 (EDT)
From: William Henry Timmins <wt0b+@andrew.cmu.edu>
Subject: Neutrino detectors

A friend (Byron Sinor, physics god... well, major) suggested this way to
have a neutrino-in-a-suitcase:

A portion of space within the box is heated to the point at which
physical laws rejoin (just about, oh, 300 million to 10 billion times
the core temperature of the sun, maybe much more). At that point,
neutrinos passing into this area will interact easily with other
particles. There is a 'decoupling' area, at which neutrino interactions
will jump to a great number of interactions.

Of course, the amount of energy involved is HIDEOUS. There are other
details: neutrinos will COOL this area, as their energy is much less.
That means a high-neutrino burst will cool your detector below threshold
level...


The world is much stranger than we'd like. That's the problem with
growing up... the universe doesn't try to make things easy for us.
(That's also why science fiction is so much harder than fantasy...
fantasy is human)

- -Me


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

Archive-Message-Number: 4425
Date: Sat, 4 Jul 1992 12:23 -0300
From: "C. Roald" <HOBBIT@AC.DAL.CA>
Subject: Re: Big Bang in a Box

>A portion of space within the box is heated to the point at which
>physical laws rejoin (just about, oh, 300 million to 10 billion times
>the core temperature of the sun, maybe much more). At that point,
>neutrinos passing into this area will interact easily with other
>particles. There is a 'decoupling' area, at which neutrino interactions
>will jump to a great number of interactions.

Well, yes, this might work, but to my mind the basic problem is that if 
I (as a warmongering weapons designer, of course) had a way to heat 
something to 300 million times the core temperature of the sun, I'm 
afraid the first thought to pop to mind wouldn't be, "OH BOY, now I can 
DETECT NEUTRINOS!"  :-)

   c.r.

- --
Isn't it weird how scientists can imagine all the matter in the universe 
exploding out of a dot smaller than the head of a pin, but they can't 
come up with a more evocative name for it than "the Big Bang"?  -- Calvin

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

Archive-Message-Number: 4426
Date: Sun, 5 Jul 1992 15:11 CST
From: KELLOGG@DUCVAX.AUBURN.EDU
Subject: The 4.5th Frontier War (Chapter 4 part 1)

Meanwhile, back on the Flamboyant...

     DOWN THE WELLES
          or
     Deep in a hole

     Scott Kellogg
          - I -
          Welles E655632-3
     Twelve System Defence Boats and an unidentified forty
thousand ton ship of the line bore in on the tiny gathering of
starships.
     The Flamboyant's radio crackled:  a woman's voice, "This is
Lt. Dragoon of the League of Suns Navy aboard the scout ship
Spindleman.  For the duration of this emergency I am proclaiming
martial law and assuming command of all vessels by the authority
of the League of Suns.  All vessels will report their status or
be judged hostile."
     Jietlshaiepr almost choked, "This is Lieutenant Jietlshaiepr
aboard the Gunned Escort Flamboyant out of the Zhodani Consulate. 
Lieutenant, you're out of your sphere of influence.  This is a
free and independent system."
     Lt. Dragoon snarled, "Welles has requested the League's
protection, and THAT makes it our sphere, Zho."
     A Droyne chirped in, "This the trader Shoolist is,
maneuverable, jump fuel have lost.  Re-enter atmosphere
impossible streamlining destroyed."
     "This trader Kivas, power plant damaged.  Computer
destroyed.  Wounded aboard.  Drone dead.  Rendezvous Flamboyant
with waiting."
     "Cruiser Chekbas here, hull by nuclear blast irradiated,
maneuver drives damaged, down to two point one G, two laser
batteries out of action, loss of some jump fuel.  Cutter
undamaged and deployed."
     Jietlshaiepr sighed in disgust as the Droyne surrendered the
authority of their vessels.  "This is the gunned escort
Flamboyant.  We are undamaged and are proceeding to rendezvous
with the Kivas.  Under our control is a VIXEN class missile
platform.  We have three light fighters deployed."
     The radio gave mute testimony to the fact that no other
would answer the call to friendly shipping.
     A note of hesitancy came into Lt. Dragoon's voice, "Droyne
Cruiser Cheekbass... you will rendezvous with the trader Shoe
list and remove all crew then make for jump point...  You should
just be able to make it.  On second thought, head for jump point
now.  Have your cutter take the crew off and rendezvous at jump
point you will jump for the Price system and contact the League
there.  Inform them to send reinforcements.
     "Droyne trader Shoe List, you will prepare to scuttle your
ship.  Head for jump point to shorten transfer time.
     "Droyne Trader Key Vast, prepare to scuttle.
     "Zho Escort Flamboyant, take off the crew of the Key Vast. 
Direct your missile platform and fighters to engage the enemy."
     The radio burst with tiny objecting voices as two Droyne
merchant captains heard the orders to scuttle.
     Kfoks audibly restrained himself over the radio, "Dragoon,
No disrespect intended... are you out of your Mind?  Do you Really
think *Three* *LIGHT* Fighters can take on *TWELVE* Vrrsheerrrsh
*SDBS*, and *DO* Something!?  *Other* than be Wiped out?"
     "Flamboyant squadron," answered Dragoon nastily, "Why don't
you pull some sneaking, underhanded Zho trick on them?"
     "My compliments on your bigotry, asshole, but I'm Vargr."
snapped Kfoks.  "Flamboyant, On mark, I'm switching frequencies
to preset B.  Mark!  Let's get the hell out of here.  We'll
rendezvous with you at the Kivas.  We'll pick up survivors and
jump the hell out of here."
     Niedrsha looked over the course projections.  "Forget
jumping, we'll never have time to pick 'em up and make jump
point.  They are coming in from outside the gravity well.  We'd
have to run right through them to get to jump distances.  We could
hide on the surface.  We'd loose the VIXEN if we did jump:  it's
out of fuel."
     "She could make an in system jump." chimed Miakr.
     "To where?" asked Niedrsha.
     "The system gas giant."
     "Program it in, but don't execute it." ordered Jietlshaiepr,
"We may need it's cover."
     "Coming up on the Kivas!" shouted Niedrsha.  The once sleek
needle like trader hove into visual range.  The hull was opened
up like a can just aft of the bridge.  The engine room was
visible through a rent in her stern just forward of the control
surfaces.
     Jietlshaiepr grabbed her surgeon's kit.  "I'm going to
teleport aboard.  Dock with the ship and be ready to receive
casualties..."
     Suddenly, Shtam came onto the bridge lugging a tool kit, "I
have a plan:  no time to explain.  Jietlshaiepr, take me across
with you."
     Jietlshaiepr looked startled for a moment.  "All right, it
had better be good.  Button up your battle dress.  I'm going to
take us outside the rent in the bridge, and then inside."
     "I am going to the engine room.  Leave me outside."
          - II -
     The bridge disappeared as the two winked over to the
stricken trader.  The Kivas leaped towards them as they matched
vectors with their grav belts.
     "What on Zhdant are you up to?" wondered Jietlshaiepr.
     Shtam smiled, "Just a sneaking, underhanded Zho trick I
heard of once:  preparing the power plant to overload.  The
pirates will take this ship aboard.  If I am quick, I can give
them a fusion bomb in the bargain."  He jetted around to the
engine room.
     Jietlshaiepr crawled in through the hole in the ships
plating.  Twisted wreckage showed a nearly vaporized computer
room.
     Shtam's disembodied voice came to her in the darkness, "You
will have to set up some explosives.  Perhaps Gresha if you can
not.  We have to make it appear as though we tried to scuttle the
ship but the attempt failed in the rush:  wire up some of the
ship's missiles with a bad detonator.  Once they've found one
surprise and defused it, it should satisfy them enough to take
this ship on the capital ship."
     The computer was half molten.  A small Droyne shadow lay
across the panels where it hadn't become glowing slag.  The
operator's body had shielded the computer for a tiny instant.  An
intact iris valve stood nearby going forward.
     "I found an injured one back here." called Shtam.  "Their
engineer I assume, unconscious.  It's in pressurized combat
armor."
     Jietlshaiepr called back, " We don't have time for full
treatment now.  Make sure it's not going to get banged around and
have Vole take him back to the Flamboyant when we're docked. 
We'll have to treat them there."
     Jietlshaiepr teleported through the iris valve, and onto the
bridge.  Suddenly, there was a huge metal beam at eye level,
millimeters away from her helmet.  "One more teleport like that
and I'm history."
     The bridge was a burning shamble.  The beam had fallen from
the ceiling along with other structural pieces causing the air to
hiss slowly into the vacuum.  The panels were ablaze filling the
room with black smoke.  Blue alien emergency lights lit the
bridge dimly through the smoke, but the sensors of the battle
dress saw clearly.  Two Droyne in combat armor were fighting the
blaze at the other end of the beam where it had pinned a third to
its acceleration couch.  The draft from the air leak was drawing
the smoke away from the fire keeping it alight.  It wouldn't be
long till the air was too thin to burn.  Why not dump the
atmosphere to put it out?
     The two barely noticed as she floated forward.  The pinned
Droyne's armor was cracked.  She tried the strength enhancement
of her battle dress to move the beam.
     It was set tight.
     "Flamboyant," radioed Jietlshaiepr, "We're going to need one
of the tillys on the bridge:  I need a heavy lifting crane.  Get
Rackan into the suit and get him over here."
     One Droyne managed in slurred Zhodani, "You sick make well?"
     "Yes, I am a surgeon." she replied quickly, "I have a team
coming with heavy equipment.  But we have to get it in here from
outside, we'll have to seal his suit."
     The two Droyne glanced back with indeciperably alien
expressions nearly completely hidden by armor.  "Chrr, what say
you?"
     In answer Jietlshaiepr bent to make a closer examination of
the trapped Droyne.  The beam rested across the chest and right
shoulder of the creature.  The shoulder was dented and cracked
but the chest armor hand held up under the impact and had kept
the mass from crushing the chest.  The armored wing casing was
bent at an odd angle.  A quick glance at the two uninjured Droyne's
wings showed the wing must be broken inside the casing, but the
armor appeared to be sealed.  For now it would serve as a temporary
cast but it would be crazy when it came time to take it off.
     Jietlshaiepr quickly began sealing the cracked plates of the
creature's armored suit.  The fire was fading: the air was
getting dangerously thin and poisonous.
     A minute later Jietlshaiepr was half finished with the
sealant when Niedrsha sounded on the radio, "Kivas, this is
Flamboyant, we are now positioned next to your air lock.  Lock to
lock docking appears impossible, your linkup system appears to be
shot away.  We are now ready for evacuation of casualties. 
Rackan estimates he will be with you in ten minutes."
     Jietlshaiepr transmitted, "Flamboyant, I want Gresha outside
with a fusion gun, some explosives and detonators.  First burn a
hole into the bridge big enough for the tilly.  Next take the
detonators and wire up the Kivas's missile magazines.  Vole, you
bring across casualties.  There is one unconscious in the engine
room.  Kaezorr, you know about micro-gravity, you go with Vole. 
Let's move, people!"
     Moments later she finished sealing the little Droyne's armor
and stood up.  The fire was out:  nothing left to burn.  Could
the trapped creature still breathe?  No way to tell if it was
even alive inside the dead combat armor.
     Turning to the other Droyne, she spoke in Zhodani, "Get to
the Flamboyant, the equipment..."
     "Galanglic speak please." interrupted the Droyne.
     She translated, "Get to the Flamboyant, the equipment will
be here in a few minutes.  I can't do any thing more until we get
you crew aboard the Flamboyant."
     "Leave my Kivas." said the captain quietly.
     A chirping sounded on her radio.  The Zhodani speaking
Droyne stood up.  "Teleport others to aid must I."  The creature
vanished immediately.
     The captain floated to the communicator on a side panel and
chirped into it.  Two colored hexagonal pie charts lit up:  three
slices of the first were out and two of the second.  In a moment
the lit slices became the video projections from the helmets of
the surviving Droyne crew.
     The captain chirped sadly into it's comm set.  The others
answered slowly.
     Two of the cameras flashed brilliantly as someone began
blasting away wreckage with a plasma gun.
     "Viepchakl," thought Jietlshaiepr, "they're well armed for a
merchant crew.
     She moved aft to the iris valve.  With the bridge in vacuum
there's no need to keep it closed.
     As it opened she saw Gresha with a fusion gun.
     "We need a pretty big hole to get the tilly in here.  Start
blasting around the iris valve.  Give me the detonators, I'll set
the magazine."
     "Right, Jiet.  You'd better get on the radio, Dragoon's
breathing plasma since the fighters started back."
     "Blast!  I haven't time to deal with that idiot!  Niedrsha,
do you read me?  Patch me into the ship's radio."  She moved aft
around the ship's hull as Gresha started blasting a hole in the
bulkhead.
     Lt. Dragoon's voice seemed hoarse as it came over the
circuit, "...boyant come in.  Damn you bastards!"
     "Spindleman, this is Jietlshaiepr of the Flamboyant we are
conducting vital rescue operations.  Do not jam this channel."
     "Flamboyant, you will redirect your fighters to engage the
enemy."
     "*Request* denied."
     "Flamboyant, do you know what ship that is?!  It's the
raider Star Rider.  If it gets away it'll kill hundreds!  Maybe
thousands!"
     "Dragoon, that ship is a ship of the line, it has a screen
of twelve ships that are individually more than a match for my
ship.  The combined firepower of all our ships couldn't even
scratch their defenses."
     "God damn it, Flamboyant!  If that ship gets loose there'll
be more victims than ALL our ships.  It must be stopped!"
     "Viepchakl!  You fool!  Don't you see WE CAN'T STOP IT!"
     "Ok, coward Zho punks!  We'll stop it ourselves!  Spindleman
out!"
     Miakr interrupted, "Jiet, they're on an intercept course."
     Jietlshaiepr shook her head, "Not for long, they're dead."
     In the engine room, she found Shtam working feverishly on
the drives.
     "How's it going?"
     Shtam didn't look up.  "I have the power plant operational,
I do not dare turn it on:  they would pick up the power and might
suspect the trick.  It will take a few more minutes to rig the
containment vessel for overload.  Then we can super-compress the
plasma and bang!"
     "We have twelve minutes before we have to leave.  Can you be
ready?"
     "I will be ready.  Is the magazine set?"
     "I'm on my way."  She opened the hatch that lead forward to
the turrets.  A tube lead up toward the turrets.
     Kaezorr was floating down leading Drert and two Droyne who
pulled a large Droyne figure in armor.  One of the Droyne was
carrying a PGDP-12.  "We had to dig something out of the
wreckage.  They said it's alive." she explained.
     Jietlshaiepr lowered her shield and probed the recumbent
creature:  no life.  In fact, there was nothing there.
     Confused, she put her psionic shield back up.  The Droyne
reappeared.  Psi invisibility?
     "Take them back to the ship.  I'll examine it there."
     She went up the tube to the turrets.  They weren't far
forward.  Quickly, she rigged the missile igniters together and
wired up the detonators.  Just fire up one missile and the whole
magazine would go.
     "...Nine, Eleven, Twelve missiles going up simultaneously...
that ought to look like a pretty good self destruct..."
     She set the detonator timer to zero and put the battery in
backwards.  An obvious mistake, it'll look like the timer went
down and didn't fire the missiles.
     "I only hope they buy it."
          - III -
     It took all of Jietlshaiepr, Gresha, Shtam, Kaezorr and Vole
to maneuver Rackan in the tilly to the bridge of the Kivas.  The
metal tyrannosaur tore the bars away like paper as it entered the
wrecked bridge.
     "All right, Rackan," cautioned Vole, "The armor may bend
back when we remove the beam so do it slowly.  It'll mess up the
sealant."
     Rackan growled, "I don't take order's from robots..."
     Jietlshaiepr cut him off.  "No, but you'll take them from
*me*.  Lift slow and easy like you're handling eggs.  I have to
reseal any leaks that open in the armor."
     Rackan locked the huge arms of the tilly onto the beam.
"Ready."
     "One millimeter at a time." She cautioned, "Go."
     The arms began to strain at the beam not moving it.
     "Vole, help him."
     Vole moved in and locked his own robotic arms on the beam. 
"I'm going to use my laser welder," he warned.  "It should help
bend the beam which is what we're going to have to do."
     The laser lanced out and began heating the beam.  A moment
later, Rackan focused the tilly's laser welder on the beam.
     Slowly, slowly, slowly the beam began to bend.
     A foggy mist began spraying from the Droyne's shoulder. 
Jietlshaiepr put a patch on the leak, but another came open worse
than the first.
     A second patch went on and the spray stopped.  "Ok,
carefully now..." she cautioned.
     Again they lifted.  The beam had moved about a centimeter
more when a trickle started from the Droyne's back.
     "Blast!  I can't reach it!  He's on top of it!  Keep going!"
     The leak changed from a trickle to a jet, still she could
not reach it.
     "All right!  Lift!  For all you're worth!"
     The beam came up faster, but still slowly.  Jietlshaiepr
threw her mind into her arms and lifted.  The strength enhancers
complained along with Vole's and the tilly's arms.
     Sweat dripped off her face as she watched the torrential
leak helplessly.  Other leaks began seeping from the shoulder.
     Suddenly, under the heat and strain, the superdense structural
beam buckled.
     Jietlshaiepr grabbed the suit patches.  One slammed over the
hole in the back plate slowed it.  A second closed it over.
     The leaks on the shoulder took three more patches.
     "Ok, get him back to the Flamboyant so we can get the fuck
out of here!" sighed Jietlshaiepr with relief.
          - IV -
     They jetted back slowly to the Flamboyant pushing Rackan in
the tilly.  The cargo lock beckoned invitingly.
     "Get moving team," warned Niedrsha from the bridge, "The
SDBs are closing.  Range: one point five million kilometers.  Our
escape margin's gone.  If we start running now they'll still get
us in range before we make the surface."
     They floated slowly toward the open hatch.  The massive bulk
of the modified cargo carrier-battle suit was hugely difficult to
maneuver.  It floated through the airlock and bashed silently
into the wall of the hold.
     Shtam punched the door control.  The lock door slid quickly
in place.  Gravity came up slowly but too quickly for Rackan in
the clumsy suit.  He collapsed onto the floor.
     Jietlshaiepr hit the pressure controls, "Full throttle,
Niedrsha, get us the fuck out of here!"
          - V -
     Jietlshaiepr counted heads.  Out of twelve passengers and
crew, two dead, four wounded, three of them badly.  She stripped
their armor off as she listened to Niedrsha's tactical report over
the intercom.
     "Four SDBs have peeled off after the Chekbas and Shoolist. 
They'll both reach jump point before they can intercept.  Chekbas
will reach jump point in seventeen minutes, the Shoolist in
thirty two.
     "The Shoolist's captain is out of his head!  They're gonna
try and jump outsystem with no fuel!  They're gonna misjump
deliberately!
     "One of the SDBs is closing on the Kivas.  Two more are
after the Spindleman.  The Star Rider is slower than the SDBs, it
also is closing on the Kivas.  It will intercept the Kivas in
about five hours.  Niedrsha cleared his throat, "That leaves five
SDBs after us and the VIXEN.  They will be in firing range in one
hour, fifty three minutes, thirty two minutes before we reach the
surface.
     "Spindleman will be in their range in forty five minutes."
     Miakr came over the intercom, "Jietlshaiepr, what should I
do with the VIXEN?  It can't follow us into the atmosphere..."
     "Send it after our tail.  It just might buy us some time. 
And it just might live if it makes one pass and keeps going."
     "Right Jiet...  It's on it's way.  Interception... thirty
six minutes... twenty seconds."
     The pilot Droyne was small.  Maybe a few centimeters shorter
than Dr. Malenkoviepr.  No wonder Mako had a rapport with such
tiny creatures.  Two of the four ribs were broken on the right
side along with what passed for the collar bone.  The right wing
was a ragged mess where hollow bone had made a compound fracture.
     Vole and Tuerz worked on a large patient with a broken leg. 
Suddenly, Drert leaned over the pilot.  He held the same blue
crystal from the Ancient site.  The point of the crystal flared
up like a star.
     Jietlshaiepr turned her head from the bright flare.  Her
hands trembled as she held the wing of the tiny creature. 
Freezing heat flowed into her fingertips.  She tried to let go
but her muscles were locked tight.
     Every hair on her hands began to stand on end.  The
sensation swept up her arm.  The hair of her head prickled as
though it had become thorns.
     Suddenly, everything changed.  The sensation swamped her
body like a wave of honey.  A low moan passed her lips as her
every nerve was kissed, stroked, fondled, wrapped in a fur
blanket and put by a warm fire.
          - VI -
     A minute later she found herself barely standing with Vole
peering into her face.
     "What happened?" she sang dreamily.
     "I don't know." the robot said confusedly. "I was preparing
to set the Droyne's leg when my limbs jammed:  my neural activity
sensor went off the scale.  Then you started moaning and Tuerz
howled.  He collapsed but you were still standing."
     "Too much for him I guess... Where's Drert?"
     The gunner was over in the corner surrounded by the Droyne
who were not stirring.  The examining tables were empty, instead
the tiny creatures were clinging to Drert like young opossums to
their mother.
     Jietlshaiepr picked out the one who had been half crushed. 
No sign of any injury, or that any had taken place.  It seemed
to be sleeping quite contentedly.
     "Tuerz!" Kfoks burst into sick bay.  "Are you all right? 
What happened?"
     The slender Vargr looked up dreamily.  "Vargr!  Taek, you
should have been here.  I haven't felt that good in..."
     "What happened?" Kfoks demanded.
     "I don't know cub, but I think I ruined my outfit..."

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

Archive-Message-Number: 4427
Date: Sun, 5 Jul 1992 15:28 CST
From: KELLOGG@DUCVAX.AUBURN.EDU
Subject: MegaTraveller Design Review (an excerpt)

Loren was anxious about glaring errors in MegaTraveller.
Here is an excerpt from some of the stuff which I am
preparing which points out the errors in the design construction
rules.

MEGATRAVELLER DESIGN CONSTRUCTION REVIEW PART 2
DESIGN EVALUATION

Maximum Speed:
In MegaTraveller, the thrust/weight ratio and it's correspondance
to maximum speed is way off.  Below is a list of aircraft and their
maximum speed listed aside their thrust/weight ratio.
(all speeds below are in kilometers per hour)

Thrust/Wt   Aircraft  Speed          MegaT     COACC
0.2G        C-135A    965            240       240
0.3G        A-6       1100           360       360
0.4G        F-5       1700           480       480
0.5G        F-8       1930           600       600
0.6G        F-105     2235           720       720
0.7G        F-106     2455           840       840
0.8G        F-14      2485           960       960
0.9G                                1080      1080
1G          F-15      2655          1200      1200
2G                                  2120      2000
3G          X-15      7274          2850      3000
4G                                  3400      3200
5G                                  3840      3750
6G                                  4200
(the SR-71's thrust to weight ratio is 0.3824.  Max speed is
unknown but around 3100kph)

In the light of the above, grav vehicles and starships max speed
should be vastly higher than they are.  Any 1G merchant ship should
be about Mach 2+, and any grav vehicle/ship with an excess thrust
of 3G would be about as fast as the X-15.  (Mach 6+!)

I therefore suggest the following table for evaluation of thrust vs
maximum speed.  For Grav vehicles and spacecraft, unstreamlined
hulls would be treated as Simple airframes, streamlined would be
treated as transonic and airframe hulls would be treated as
hypersonic.
     These limits apply only to craft while within an atmosphere.

                          AirFrame Type
Thrust/Wt Simple  Subsonic  Transonic  Supersonic  Hypersonic
0.1G      105       110        840        900       1500
0.15G     155       160        900        950       1750
0.2G      205       215        960       1000       2000
0.25G     255       270       1000       1200       2250
0.3G      300       325       1060       1400       2500
0.35G     ^         380       1100       1600       2750
0.4G      ^         430       1115       1800       3000
0.45G     ^         490       ^          2100       3250
0.5G      ^         540       ^          2200       3500
0.6G      ^         650       ^          2300       4000
0.7G      ^         760       ^          2400       4200
0.8G      ^         800       ^          2500       4400
0.9G      ^         ^         ^          2600       4600
1G        ^         ^         ^          2800       4800
2G        ^         ^         ^          ^          5000
3G        ^         ^         ^          ^          7000
4G        ^         ^         ^          ^          9000
5G        ^         ^         ^          ^        10,500
6G        ^         ^         ^          ^        11,000

As this table will greatly increase the speed of aircraft, the
thrust tables of the available aircraft engines will have to be
reduced to suit it.  This will have the effect of keeping the
aircraft within reasonable limits in terms of speed.  However, it
will have the effect of requiring large or multiple engines for
VTOL aircraft.  This is consistant with reality however.  VTOL
aircraft are VERY complex and COACC does not aedequately reflect
this.

VTOL Aircraft must suffer some thrust penalties due to the nozzles
necessitated by their VTOL design.  As all VTOL aircraft must have
a thrust to weight ratio greater than one, one would expect from
the table above that all VTOL aircraft would be extemely fast.  As
this is not the case, forward thrust for the aircraft must be
divided by 4.  Thus, the Harrier with it's Thrust/Wt of 1.227 would
have a modified thrust in forward flight of .307 and would (with
her transsonic airframe have a top speed of 1060kph.  This penalty
could be overcome by the use of dedicated lift engines.  This type
VTOL aircraft would have at least 2 engines.  One to get her off
the ground (with a thrust to weight ratio of 1+) and one to propel
the aircraft in forward flight.

(Note:  I'm not really happy about the subsonic and simple airframe
data up there.  The data I've been looking at has no thrust data for
me to use to compute it from, it's all in horsepower.  I will probably
change things around later.)

(Also note:  The above tables require a major rewriting of the COACC
engines.  The thrust must be reduced substantially from that given in
COACC.   This will be addressed later)

Scott 2G Kellogg

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

Archive-Message-Number: 4428
Date: Sun, 5 Jul 1992 15:48 CST
From: KELLOGG@DUCVAX.AUBURN.EDU
Subject: Neutrino Detectors

Hmmmm,

The only forces that have any effect on Neutrinos are gravity, and the
weak bonding force inside the nucleus of an atom.  Perhaps the neutrino
sensor has a gravitic lensing mechanism to capture more neutrinos.  Further,
with the advent of nuclear dampers (which effect the strong nuclear binding
force)  Maybe there is some other field similar which effects the weak force

Thus you would be able to gather a larger number of neutrinos into a confined
area for your (weak nuclear damper) field to detect them.

Scott 2G Kellogg

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

Archive-Message-Number: 4429
Date: Mon, 6 Jul 92 10:30:21 EST
From: s3007048@mackay.mpce.mq.edu.au
Subject: new psionics system - Introduction (Take II)

FROM: Murray Atkinson
  TO: All
  RE: New Psionics System
 VIA: s3007048@mackay.mpce.mq.edu.au (Michael Glew)

Oops, I forgot half of the document, so here is a repost...

Mike.

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

Psionics

	The following is an introduction to the psionics system that
I have developed over the last four years, to fill out the original
Traveller (and MegaTraveller) psionics system which though easy to
use, wasn't complex enough to account for many realistic situations.
This though was probably due to an attempt at game balance, as the
existing rules worked under the premise that EVERYONE could have
access to psionic powers if they find someone to train them.  Therefore
it cost an incredible portion of your psionic strength to do anything,
psionic combat was also almost useless as it took almost all of your
psi to throw a mental blast at someone.

	The system that I have developed has been taylored to give
realism and playability.  It encompasses a wide range of psionic
abilities.  The basic system details psionics determination, psi
talents and general use of psionic abilities.

	The system is further expanded by the following options which
may be used at the GM's discrescion, making it a dynamic freeform
system ;-

	- BREAKING OUT, different ways in which psionic operancy
	may be achieved;

	- MENTAL COMBAT, using the full range of psi-powers in combat
	situations;

	- GESTALT, the mighty energy channelled when two or more
	minds are linked together;

	- PSI DRUGS, biochemical psionic enhancement;

	- ANIMAL PSI, the occurance of psi in plants and animals;

	- 'MAGIC', the psionic rationale for the mystic art;

	- PSIONIC MATRICES, imprinting of psionic energy patterns in
	to objects;

	- 'GODS', deitistic beings and god-like abilities;

	- PSIONIC ABILITY MUTATIONS, quirks and oddities for psi-talents;

	- glossary of psionic terminology;

	- PSIONIC DEVICES, the technologised side of psi;

	- recommended reading list for further inspiration.

	All parts of the system are fully documented with examples.


	                                Written by Murray Atkinson




	The game mechanics of this system are my own ideas and thus are
subject to copyright.

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

	Submission of the actual rules will be to GDW, and if they are
not accepted as the author's guidelines state, then they will be released
to the public domain via TML nightly.

Regards,

        Mike.
- -----------------------------------------------------------------------
Internet:       s3007048@mackay.mpce.mq.edu.au
Compuserve:     >internet:s3007048@mackay.mpce.mq.edu.au

                        Traveller, the game of the far future
- -----------------------------------------------------------------------
 Michael Glew - School of Math Phys Comp & Elec - Macquarie University
- -----------------------------------------------------------------------


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

Archive-Message-Number: 4430
From: christofer bertani <chrisber@gorn.echo.COM>
Subject: Re: aging in Traveller
Date: Sun, 5 Jul 92 20:13:56 PDT

Brandon Cope writes:
> One thing I would *definately* like to see fixed is the aging rules (the ages
> at which the characters must make saves to avoid the reduction of stats). Now,
> the table may be appropriate based on the medical care we have today, but not
> what it'll be like in 2000-3000 years! 

	I agree.  I did some calculations, based on aging of the Strength
stat.  Assuming there is a 2d6 bell curve in Strength (1/36 of the population 
has a 2 Strength, 6/36 has a 7, etc.) and applying the aging rules, the 
average life expectancy in the Traveller universe is 76 years.  This excludes
people who gain Strength during character generation, people who die of
violence, and people who die of another stat reaching zero first.  Thus 
the actual value is probably lower.  According to the World Almanac for 1991 
the life expectancy in the USA is 72 for males, 79 for females.  
Additionally, the same life expectancy holds regardless of tech level in
Traveller. 
	So I came up with this quick fix:  If the average level of 
medical care a character is getting is tech level Pre-Industrial, 
use a DM of -2 on all aging rolls.  This gives an average life expectancy 
of 64.8 years.  See following table for other values

Tech Level			DM 	average life expectancy
0-3	Pre-Industrial		-2	 64.8
4-5	Industrial		-1	 69.7
6-8	Pre-Stellar		 0	 76.6
9-A	Early Stellar		+1	 89.7
B-D	Average Stellar		+2	110.5
E-	High Stellar		+3	(not figured)

	This gives average life expectancies more in line with what I 
would expect of varying tech levels.  The reason ther is no age figure
for High Stellar is that I originally used different categories, and 
just now decided to bring them in line with the categories used in 
MegaTraveller.  Most PCs will not have an average medical care of
higher than D, probably.  
	How does one figure average Medical care?  Well, it's a GM 
call, really.  During character creation, if one serves a 4 year term
on a Tl-13 starship, in a navy based on a Tl-13 world, it's easy to
decide.  I'd set The Imperial forces at about Tl-13, as I seem to
remember that being the average the navy was equipped to.  I one 
spends the entire 4 year term on one planet, the answer is again
easy, but such things as wealth should be taken into account.


> I also have a problem with the fact that even if a character recieves a 
> promotion every term, they will almost never serve more than two terms at 
> the highest rank. This makes no sense that the military is going to force 
> out their generals and admirals as soon as they get to that rank. The 
> maximum voluntary number of terms (6, I think) should be extended for 
> those of high rank (say 4+) by one term, with an additional term per level 
> of rank past 4 (so an Admiral could serve 9 terms (36 years, minimum
> age of 54)).

	This is a really good idea.  I've also considered forced mustering
out to be a problem, and this looks like a good solution to me.

	Chris Bertani			chrisber@cco.caltech.edu

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

End of TML Bundle
*****************

