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Date: Wed Jan  6 22:00:02 EST 1993
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #429: Msgs 5064-5070 
Approved: by traveller-request@engrg.uwo.ca (TML Admin) Wed Jan  6 22:00:02 EST 1993
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----------------------------------------------------------------------

Date: Wed Jan  6 22:00:02 EST 1993
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #429: Table of Contents

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 429  5064 31-Dec-1992 CS171308011@UTS  Some Dumbots for you... << Hi,
 429  5065 31-Dec-1992 Richard Johnson  Re: Personal Archives << I so far have 
 429  5066 31-Dec-1992 Corran J. Webst  Re: A Computer Question... << I think t
 429  5067 31-Dec-1992 Seth 'the Lesse  Psi shields and deep meson gun sites <<
 429  5068 01-Jan-1993 Derek Wildstar   Re: Computers << I'm replying to the co
 429  5069 03-Jan-1993 Edward Swatsche  TNE character generation << Here be a d
 429  5070 03-Jan-1993 KELLOGG@DUCVAX.  The OSF-4F Variant << Hey folx,

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

Bundle: 429
Archive-Message-Number: 5064
Date:    Thu, 31 Dec 1992 13:15:05 -0600 (CST)
From: CS171308011@UTSA86.UTSA.EDU
Subject: Some Dumbots for you...

Hi,

After talking about misprints in the OSF-4 specs in 101 Robots, I
noticed a line missing from my design.  Under sensors, there should
be a last line:
          Olfactory Sensor*2, Holorecorder*1, Head=40%

Oops.

RobotID:  Janitor Dumbot DS-1, TL 12, Cr 15,962
Hull:     (1/1) Disp=100Liter, Config=4USL, Armor=4F,
          Unload=87 Kg, Load=90 Kg
Power:    (1/1) Fuel Cell=21Kw, Dur=10 Day
Loco:     (1/1) Wheels, Road=100, Offroad=30
Sensors:  Audio*2, Visual*2, Olfactory, Headlight, Head=20%
Comm:     Radio=Dist, Voder
Off/Def:  None
Brain:    Lin=5, StdStor=11
Programs: Janitorial-1, Low Data, Limited Basic Command
Other:    Fuel=38 liter, Light Arms*4, Janitorial Package
          Strength=25
          Dexerity=10
          Intelligence=0
          Education=1

Nice & cheap.  Would be nice to have around my apartment about
now...

Commands to the DS-1 must be rather specific as the unit has a very
limited intelligence.  The unit is usually under the supervision of
a household computer.

DS-1 units are often available on a rental basis and will be able
to move rapidly about cities under their own power.  However, when
left on their own they have a tendancy to cause traffic jams.  They
get confused by "Don't Walk" signs and will stop in the middle of
the road.

Why did the DS-1 cross the road?

Ask it.  It's been sitting there all afternoon...

And...................

RobotID:  Pseudo-Bio Newsreader Adrian, TL 12, Cr 42,400
Hull:     (1/1) Disp=100Liter, Config=Pseudo-Bio, Armor=1(plastic),
          Load=31 Kg
Power:    External Power Interface
Loco:     None
Sensors:  Visual*2, Audio*2, Head=10%
Comm:     Voder
Off/Def:  None
Brain:    Lin=14, StdStor=40, Brain Interface
Programs: Performer-3, Emotion Sim, Low Data, Limited Basic Command
Other:    Light Arms*2,
          Strength=15
          Dexerity=4
          Intelligence=0
          Education=4

The Adrian model Newsreader is only pseudo-biological in appearance
from the waist up.  It usually sits behind a desk in front of the
holorecorders reading off the news as fed in by the brain
interface.

We've all seen the meat puppets on CNN.  What do you think INN got
to replace Mr. Bishop?

Not much of a change you say?

Scott 2G Kellogg

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

Bundle: 429
Archive-Message-Number: 5065
From: richard@agora.rain.com (Richard Johnson)
Subject: Re: Personal Archives
Date: Thu, 31 Dec 92 13:00:13 PST


I so far have three requests for the R-alpha material, and no-one seems
especially interested in the transcripts of the original mission formation.
:=)

 *** HOWEVER ***   I'm not sending them yet.  Please wait patiently
 and I'll keep you posted.

As Mark pointed out, I really should send them to him first, to verify 
both that he has them, and that I don't accidentally let something slip;
presumably something about some aspect of the game that He and Mike have
chosen to keep.  

So, I'm sending him the big chunks of stuff.  What passes muster will 
get moved up to sunbane, and I'll let you know.  I'll try to break it up
into small chunks for people who need special overseas delivery.


Happy Ney Year.
- -- 
Richard Johnson      richard@agora.rain.com
The thing about the number 2, like pi and e, giving it such power is that 
it is part of a small, conspiratorial, cabal of universal constants that
controls everything.

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

Bundle: 429
Archive-Message-Number: 5066
Date: Thu, 31 Dec 92 17:27:40 -0800
From: Corran J. Webster <cwebster@math.ucla.edu>
Subject: Re: A Computer Question...


I think that giving the IBM 704 as a Model 1 is overstating its
power. Firstly I think that the technology scale would be: TL 5 =
Vacuum Tubes (note the x100 volume mod for TL 5 on the computer
table), TL 6 = Transistors, TL 7+ = Silicon Chips. (Could someone with
the Ref's Companion check this?) This means that the 704 is using TL 5
technology and should get the x 100 volume mod.

The total volume given for the 704 in the article was 220 cu ft which
is approximately 8 cubic metres (= 8 kilolitres). A model 0 would take
up 0.5 x 100 = 50 kilolitres, so I think that the 704 is considerably
less powerful than even a model 0...

Even if you consider vacuum tubes to be TL 6, then a model 1 takes up
20 kilolitres, and a model 0 takes up 5 kilolitres, so it would be
closer to a model 0 (perhaps a model 0/bis?)

OK, so if that's the power of a 704, what would a model 0 be in
today's terms (assuming the first case for volume)...

Mutliplying the memory capacity by 5, we get 160, 36 bit words = 5760
bits = 720 K. IUm not sure how CPU complexity would be affected, but I
think that a model 0 on these lines would be approximately equivalent
to a 640K IBM PC, say based on an 8088? Or maybe an old 512K or 1 MB
Mac.

Does this seem reasonable?

See ya 'round.
Corran Webster

PS. Happy New Year!

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

Bundle: 429
Archive-Message-Number: 5067
Date: Thu, 31 Dec 92 22:41:09 EST
From: Seth 'the Lesser' <slb22@cunixb.cc.columbia.edu>
Subject: Psi shields and deep meson gun sites

2G Scott and Rob Dean have been bandying about the notion of psi shields
covering deep meson gun sites.  I now offer my opinion.

In my games, nobody would ever put a psi shield on a deep meson gun (unless
they were ignorant of basic psionic theory, which seems reasonably possible
in the Imperial core, but not behind the claw).  See, a clairvoyant trying to
locate a deep meson gun site has to *search* for it.  That means sweeping the
entire crustal volume of the planet for hidden meson guns.  A psi-shield
would stick out like a sore thumb, making it easier for the devil Zhos to
find the site.  Although an unshielded site is vulnerable to attack by
teleportation, experience has shown that only colossal luck (or good
intelligence work) will give a Zhodani clairvoyant the location of the
defense guns.

It's not just a matter of "thinking about the location" unless you already
know the location, in which case why bother with psi when you can go ahead
and meson-blast the s*** out of it?

	Seth "the Lesser"

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

Bundle: 429
Archive-Message-Number: 5068
Date: Fri, 1 Jan 93 11:19:25 EST
From: wildstar@moeng2.morgan.edu (Derek Wildstar)
Subject: Re: Computers


I'm replying to the computer thread here on TML (even though some of the o
original messages came over the pocket-empire relay) because this is more
than a little off-topic for the pocket empire discussions.

Steve Higginbotham writes:
> I think my pocket calculator has more power than a 704...
> Given the computing power indicated by the product of max CP input and
> CP multiplier, I suspect that all the first generation machines are
> close enough in performance that they can all be treated as model-0's
> (with possible a few model-0bis right at the end.

The only problem I have with this is that the Model-0, -0/bis, and -1
are *all* listed as TL-5 machines.  If the IBM 704 is a model-0, what's
a model-1?  And how much preventative maintainance does it take to keep
running?

> Given that scale I mentioned earlier, the model-2bis sits firmly at
> 300,000, and the model-1 sits at 50,000.  Are you really suggesting that
> the most powerful supercomputers on the drawing board only have six
> times the computing power of a fast discrete-transistor machine?  NAH!

No, I'm not.  However, are you trying to suggest that the most powerful
of the integrated circuit computers is only 1.3 times as powerful as the
best discrete transistor systems?  Or that the best modern supercomputer
is about twice as powerful as one of those integrated-circuit
mainframes?

I am suggesting that we chuck Max CP and CP Mux as a basis for comparing
the "power" of computer systems.  It certainly isn't a linear scale, and
I doubt that it has any relation to the real world.

This is one area of Traveller where we actually have a number of "real
world" data points to go on.  A -0, -0/bis, and -1 are at least possible
to build with vacuum tubes, relays, and magnetic cores and the like.  A
- -1/bis can't; it requires at least discrete transistor technology to
construct (presumably, vacuum tubes are too slow and unreliable for a
system of this complexity).  A -2 requires integrateed circuit
technology in order to be possible, and a -2/bis requires modern
high-speed, high-density technology.

Corran J. Webster writes:
> I think that giving the IBM 704 as a Model 1 is overstating its
> power. Firstly I think that the technology scale would be: TL 5 =
> Vacuum Tubes (note the x100 volume mod for TL 5 on the computer
> table), TL 6 = Transistors, TL 7+ = Silicon Chips.

Right.  And the Model-1 is listed as the best possible with TL-5 tech.

> The total volume given for the 704 in the article was 220 cu ft which
> is approximately 8 cubic metres (= 8 kilolitres). A model 0 would take
> up 0.5 x 100 = 50 kilolitres, so I think that the 704 is considerably
> less powerful than even a model 0...

The volumes given were *just* the CPU and core cabinets.  That doesn't
include the I/O devices (tape drives, magnetic drum, card reader, punch,
and online printer) which were easily twice this volume, judging from
the pictures in the article.  Nor does it include the power supplies and
cooling devices, which were not shown at all, or the amount of space
required for access (after all, you've got to crawl around inside the
machine replacing tubes every day).  In the pictures, the access space
is larger than the cabinets, although presumably you could arrange them
more efficiently.

> Mutliplying the memory capacity by 5, we get 160, 36 bit words = 5760
> bits = 720 K. IUm not sure how CPU complexity would be affected, but I
> think that a model 0 on these lines would be approximately equivalent
> to a 640K IBM PC, say based on an 8088? Or maybe an old 512K or 1 MB
> Mac.

Well, the 704 had two registers (an accumulator and the
multiplier-quotient register), and three index registers (A, B, and C),
so its CPU is relatively simple (sounds rather like a 36-bit wide verson
of one of the early microprocessors).  Increasing the memory capacity
through paging or segmentation might be a reasonable thing to do.
Several of the things FORTRAN programmers are familiar with were
developed from the 704 instruction set, like the funky 3-way branching
IF statement, the FORMAT statement, and the 72-column line length limit.

I should point out that while the 704 sounds extremely limited by
today's standards of multi-megabyte operating systems, multi-dozen
megabyte compilers, and gigabyte disk drives; the first high-level
programming language (FORTRAN) was developed and used quite productively
on machines like the 704.


Bertil writes:
> Hans Rancke-Madsen:
> > To resolve this seeming inconsistency: I suggest that a model 1/bis
> > computer is what you can build at TL 6 _with TL 15 knowledge_.
> Give the man a cigar! This is one of the most significant overlooked areas
> in Traveller: contrary to what the IISS (aka GDW:) would want us to belive
> the TL at which something is discovered is not equal to the TL at which
> something can be constructed.

I can agree with this.  What suprised me is that a Model-1 could be
built with vacuum tubes.  The 704 is one of the most power ful vacuum
tube machines that I know about; feel free to extrapolate.  However,
whatever we come up with will have to buildable with the technology, and
work about as often as not.

> The trouble is that the Traveller TL tables use both Discovery TL and
> Possibility TL as if they were one and the same. I suspect that all TL's up
> to TL8 should be treated as Discovery TL's, while the ones from TL9 to 13 or
> 14 are Possibility TL's. 15 and upwards are yet again Discovery TL's since
> this is the peak of Imperial technology.

Perhaps this is something that we should mention to GDW, and try to have
fixed for T:TNE.  Convert over to some sort of consistent system?


wildstar@moeng2.morgan.edu
- --------------------------------------------------------------------------
                                                 Science-Fiction Adventure
                                                         in the Far Future


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

Bundle: 429
Archive-Message-Number: 5069
Date: Sun, 3 Jan 93 00:03 PST
Subject: TNE character generation
From: Edward_Swatschek@mindlink.bc.ca (Edward Swatschek)

Here be a draft copy of the Traveller: The New Era character generation
rules.
If you prefer to comment privately, send them to GDW.SUPPORT (on GEnie),
l.wiseman1@genie.geis.com, or
    Dave Nilsen
    C/O GDW
    PO Box 1464
    Bloomington, IL, 61702

Part 1 of 4

(c) copyright 1992, Game Designers' Workshop

      This is draft material. Do not concern yourself with spelling
 errors  or the like. Rather, we are interested in "big picture" comments.
Are there careers that you want to see? Ones here that are too weak/too
powerful? What do you think about the controlling attributes for the  various
skills (skills that appear in Dark Con and Twilight are, alas,  not
negotiable).


  CHARACTERS

   Characters are the focus of Traveller; they are the alter egos of the
players, and all activity centers on them. Each character is a person within
the game and has abilities and attributes which define his or her actions and
reactions. The character is the fictional Traveller personality; the player
is the real person engaged in playing the game. A player character
(frequently abbreviated as PC) is a character manipulated by a player. A
non-player character (NPC) is a character manipulated by the referee in order
to allow interaction between the player characters and the universe. Once a
player character is generated, he or she continues to live an exciting life
of adventure in the Traveller universe. This life ends only with death or
disability. Nonplayer characters appear and disappear as the referee needs
them.  All characters begin the game the same way: untrained, inexperienced,
and about 18 years of age. Each character is generated with a series of die
rolls. He or she then embarks on an abstract career in order to gain skills
and experience. Ultimately, the character retires or leaves that career,
receives mustering out benefits, and is ready to begin adventuring.
   A Note on Gender and Race: Nowhere in these rules is there a specific
requirement established that a human character (player or non-player) be of a
specific gender or race. While Traveller does include alien races, which are
detailed separately, any human character is potentially of any race and of
either sex.


   Traveller characters are described in terms of innate attributes, skills,
and a number of other characteristics. During character creation, the initial
values for all of these are derived by a combination of die rolls and player
choices. Over the course of a series of adventures, many of these will
increase to reflect skill improvement, advancing age, and the like. The rules
in this chapter explain the   process of character generation.
   In order to make the long process of character generation easier, a
character generation worksheet is included with this game. The worksheet is
largely self-explanatory, but occasional reference to the rules is necessary,
at least for your first few characters. Players should read the rules as they
generate their characters, filling in the appropriate blanks of a worksheet
as they go. Once a character is completely generated, the information from
the unshaded portions of the worksheet should be transferred to a character
record sheet. After that, the   worksheet may be discarded, if you wish. Only
the character record sheet is necessary for play. (Note: Always remember to
save at least one blank copy of each sheet to photocopy for future
characters.)

  CHARACTER GENERATION OVERVIEW

   The abilities and limitations of a character are determined by three
general areas of information: background, attributes, and experience.
Therefore the character generation procedure follows these three general
steps.
   Background: Players determine their homeworlds, as these have a strong
effect on later steps of character generation. They also decide on other
background information, such as social level, name, and sex for their
characters.
   Attributes: Players determine the six basic attributes of their
characters, either by rolling dice or by using a point-based system described
later. These six basic attributes are Strength, Constitution, Agility,
Intelligence, Education, and Charisma.
   Experience: Characters begin to accumulate experience at the age of 17. At
that time, players start making career choices for their characters. Each
career choice represents four years of training and/or experience (four years
being an arbitrary number that helps regulate character generation.) Each
time a player makes a four-year career choice, a hobby may also be selected
for the character. Careers and hobbies provide the character with
all-important skills.
   Each career period (henceforth called a term) ages the character by four
years. At the end of each term, a roll is made to see if character generation
ends. if so, the character's pre-game experience is complete. (In other
words, the character is this old when the adventure campaign begins.) If not,
the player makes another three-year career choice. In this way, some
characters will begin the game relatively young and unskilled, but with
attributes undiminished by age, while others will be older and more
experienced, but possibly less resilient than their younger counterparts. If
the referee allows, players who prefer to choose an age for their characters
(i. e. a number of terms) may do so, rather than rely upon random die rolls.
At the end of each term, then, such players simply decide whether or not
their characters will pursue another term. Derived Values: Now that all
changes to skills and attributes are completed, certain values are calculated
that are based on them. These are things like accuracy with different weapons
at various ranges, damage done by bare-handed attacks, and so forth.
   Possessions: Finally, players determine what possessions their characters
have accumulated during their careers.


  CHARACTER BACKGROUND

   When I was a child, Grandfather told us stories at night, stories of dukes
and admirals, of galaxy-spanning empires, of star fleets locked in titanic
battles. And he showed us the shiny radiation scars he had earned in those
battles, scars which were red and ugly and came flickeringly to life in the
dancing firelight.
   None of the others believed the stories. Some said they must have happened
generations earlier than Grandfather's time @@others said they could never
have happened. But I believed. And late at night I Iooked up and dreamt of
the stars,   and of others like myself on the cold worlds circling them who
must also look up and dream. And I knew that one day, somehow, I would walk
among them.

   Before generating the specific physical and mental attributes which define
a character, it is necessary to determine the character's background, as this
has a strong effect on the rest of the character generation process. The
first and most important step in building the character's background is to
determine homeworld
   Homeworld: A homeworld is the world on which a character was raised   and
probably born. It represents the environment which most directly shaped the
early (pre-adventuring) development of the character.
   Homeworld determination must be a mutual process involving both players
and the referee, as the sort of campaign the referee will run will strongly
determine the sorts of homeworlds available. If, for example, the referee
wished to begin the campaign on a pre-stellar technology world poised on the
brink of achieving interstellar space travel, then all of the initial
characters should probably come from that same homeworld. If, on the other
hand, the campaign is set in a region of space where interstellar travel is
commonplace, characters from a wide variety of worlds are possible.
   A character can specify homeworld in several different ways: a speci@c
homeworld can be assigned by the referee; a homeworld can be chosen by the
player (subject to referee approval); a homeworld can be generated randomly
using the tables provided. If a homeworld is deliberately created, by either
the referee or the player, it must contain at least as much descriptive
information as is provided by the homeworld random generation tables.
   Random Generation: Homeworlds can be created using the Homeworld Random
Generation table. Codes are brief statements that describe conditions on the
world; they provide less detail than the referee-created world
characteristics, but they are easy to use and remember. Using the Homeworld
Random Generation table, throw 2D for each of the codes: starport, size,
atmosphere, hydrographics (an asteroid has no hydrographics), population,
government level, law level, and tech level. Die modi@ers are called for when
generating certain codes.
   Referee Generation: Homeworlds can be created using the referee's world
generation system (in the Referee's Section). The referee's system generates
world characteristics: precise numbers which speci@cally de@ne and
differentiate the conditions on a world. For example, two worlds may both be
coded as Wet Worlds (with oceans on 24 to 94 percent of the world): one might
have a world hydrographic characteristic of 3 (and have oceans over 30
percent of its surface), while the other might have a hydrographic
characteristic of 8 (and oceans covering 80 per-cent of its surface). The
World Pro@le Code Equivalents table shows the code equivalents for
translating the worlds generated under the referee's system into world codes.
The best way to create a homeworld is to select an established world and use
its description. The character is provided with a background for   a world
which has a relationship with the history of the universe. There is the
possibility of acquaintances on the world, as well as potential for
adventures within the established society of the already-created universe.
   [Homeworld generation material is not included with this draft; you old
hands will know how to fake it.]



   SOME TYPICAL HOMEWORLDS

   Regina (Spinward Marches): A strategic world on the frontier of the
Imperium. Starport A, Medium Size, Dense Atmosphere, Wet World, Moderate Pop,
Hi Law, Average Stellar

   Glisten (Spinward Marches): An industrial asteroid belt. Starport A,
Asteroid, Vacuum World, Hi Pop, Mod Law, Hi Stellar

   Capital (Core): The capital of the Imperium, home of the Emperor, and
center of all Imperial government. Starport A, Medium Size, Dense Atmosphere,
Wet World, Hi Pop, Hi Law,   Hi Stellar

   Terra (Solomani Rim): The original human homeworld, ruled by a
succession of governments over the past 4000 years. Starport A, Large Size,
Standard Atmosphere, Wet World, Hi Pop, Hi Law, Hi Stellar

   Deneb (Deneb Sector): An important industrial world. Starport B, Medium
Size, Dense Atmosphere, Wet World, Hi Pop, Mod Law, Avg Stellar

   Nasemin (Spinward Marches): A backwater world in the border of the
Imperium. Starport B, Large Size, Dense Atmosphere, Water World, Mod Pop, Low
Law, Avg Stellar

   Vland (Vland Sector): The ancient capital of the First Imperium, a
predecessor to the current Imperium. Starport A, Medium Size, Dense
Atmosphere, Wet World, Hi Pop, Hi Law, Hi Stellar

   ************
   Language: The language spoken throughout the worlds to which humaniti has
spread is Anglic (sometimes called Galanglic), a language evolved from
ancient Terran English. All human characters will speak Anglic or a local
dialect of it. Characters from homeworlds which have been isolated from the
rest of human culture for a generation or more will speak Galanglic with a
noticeable accent and with a number of local words added to the vocabulary,
terms which others might find confusing. Other Alien races have their own
native languages, but if they live on a human-settled world will probably
speak at least some Anglic as well.

   Social Standing: Roll 2D6 and subtract 1 to determine initial social
standing (abbreviated SOC) on the character's homeworld. This is a measure of
the accomplishments and power of the character's parents or guardians (if
raised by other than his or her natural parents). This is not an innate
attribute, and unlike attributes it may change dramatically during character
generation, based on the career choices made. However, a character's SOC may
never be reduced below 1 nor raised above F.
   Titles: Social Standing for each character shows the relative position
within society for an individual. Those with Social Standing B+ (11 or
greater) from a High Government world are considered to be noble, and may
assume their family's hereditary title. Noble titles are commonly used, even
if the individual is not engaged in local government. At the discretion of
the referee, the noble may have some ancestral lands or @efs on his or her
homeworld.
   Knights: A knight (Social Standing B) is entitled to the use of Sir (or
Dame) before his (or her) name. Characters whose initial SOC is B, and whose
SOC does not increase during character generation, are the sons and daughters
of knights. However, this title is not hereditary and so those characters are
not entitled themselves. Characters who have an initial SOC of less than B
and whose SOC increases to B, and characters whose SOC is initially B, then
is lowered, and then increases to B, have themselves been knighted and can
use the knightly titles of Sir or Dame.
   Baron: Social Standing C entitles the individual to the title Baron (or
Baroness). Or the individual may use the pre@x von, haut, or hault with his
or her name to denote baronial nobility.
   Marquis: Social standing D indicates a marquis (or marchioness).
   Count: Social standing E indicates a count (or countess).
   Duke: Social standing F indicates a duke (or duchess).

   Although player characters cannot advance beyond Duke, noble ranks include
Archduke (16 or G) and Monarch (King or Emperor) (17 or H).
   The Noble Ranks table shows the range of noble titles and their
corresponding social levels.

   Naming: One additional aspect of background is naming. There are several
schools of thought on the nature of names. One school holds that the
character should carry the name of the player; the referee can then  refer to
John or Marsha and everyone knows exactly who's who. This usage is convenient
but tends to lose much of the @avor of the campaign. Another school of
thought calls for the use of pseudonyms or fanciful names (for example: James
Doraan Anderson, or Timothy Fairweather; more extremely, Seeker or
Starkiller). As with everything involved in Traveller, the actual choice
depends only on the players and on their imaginations.

   ATTRIBUTES

   Characters are essentially described by six attributes describing the
physical and mental defining characteristics of the individual. These
attributes are generated through a series of die rolls. Roll two six-sided
dice and subtract one from the result a total of six times. Each separate
roll is then assigned, in whatever order the player desires, to one of the
following six attributes: Strength (STR), Constitution (CON), Agility (AGL),
Intelligence (INT), Education (EDU), and Charisma (CHR). Record the results
on paper. Personal attributes are de@ned as follows:
   Strength: The numerical quanti@cation of a character's muscular power.
   Constitution: Health, and physical stamina. This determines the
character's resistance to disease and ability to continue to work over time.
   Agility: A measure of a character's coordination and nimbleness.
   Intelligence: The ability of a character to perform abstract reasoning.
Intelligence primarily affects the ability of the character to learn; it is
not the same thing as common sense. (How much common sense characters have is
determined by the actions of the players themselves.)
   Education: The ability of a character to gain knowledge and experience
from a formal academic setting. This attribute determines how far a character
is likely to advance at a university and serves as a prerequisite for certain
forms of higher education.
   Charisma: A quanti@cation of personality and personability. Charisma
re@ects skills that affect how NPCs react to a character. It is not so much a
measure of physical appearance as of natural charm.
   Values for the six generated attributes may range initially from 1 to 11
(with 6 the average value). As a result of various modi@cations for homeworld
status or self-improvement, characteristic values may ultimately range from 1
to 13. For player characters the values of attributes may not exceed 13;
values do not go below 1 except for the results of calamitous injury or
aging.
   Homeworld Effects On Attributes: Characters' homeworlds affect their
attributes in a variety of ways. Add or subtract the following values from
the rolled attributes of the character, but subtractions may never reduce an
attribute to zero.
   Size: If from an asteroid, subtract 1 from strength. If from a large
world, add 1 to the strength attribute and subtract 1 from agility.
   Atmosphere: If from a vacuum world, add 1 to agility.
   Population: If from a low population world, subtract 1 from charisma. If
from a high population world add 1 to charisma.
   Technology: If from a pre-industrial world subtract 2 from education and
add 1 to constitution.

   [Homeworld generation is not included in this draft; you old hands   will
know how to fake it.]

   The Universal Personality Pro@le (UPP): Characters in Traveller are de@ned
using the Universal Personality Pro@le (the UPP), which expresses attributes
in a speci@c sequence using hexadecimal (base-16) numbers. In hexadecimal
notation, 0 through 9 are represented by the common Arabic numerals; 10
through 15 are represented by the letters A through F. The highest
single-digit number is 15 (F).
   Attributes are in the following order: Strength, Constitution, Agility,
Intelligence, Education, and Charisma. For example, a character who is
average in all respects would have a UPP of 666666. If he were highly
intelligent, his UPP would be 666B66 (the B indicates an intelligence of 11).
   The UPP allows the referee (and players) to tell the attributes of persons
they encounter. Because the notation uses single digits or letters for each
characteristic, numbers that are normally two digits cannot lead to
confusion.
   Other Characteristics: In the course of character generation the character
will acquire age (in years and in four- year terms), rank, money, skills, and
possessions.
   Nonhuman Attributes: The six personal attributes assume a human character.
Intelligent nonhuman races may have different attributes in place of (or in
addition to) these human attributes.

   Obviously, it is possible for a player to generate a character with
seemingly unsatisfactory values; nevertheless, each player should use the
character as it is created. The career and experience procedures offer a
genuine opportunity to enhance values, given only time and luck. Should a
player truly consider the character so poor as to be beyond help, various
options in the character improvement chapter of this guide are available to
the player to improve attributes. If this still proves to be unsatisfactory,
the referee may allow the   player to roll a new character. After all, the
purpose of the game is to provide players with interesting gaming
experiences, not penalize them for a few poor die rolls at the very
beginning.



- --

               Edjs                    _
              ------                _ //  CI$  : 76427,662
   Edward_Swatschek@mindlink.bc.ca  \X/   GEnie: E.SWATSCHEK



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

Bundle: 429
Archive-Message-Number: 5070
Date: Sun, 3 Jan 1993 17:29 CST
From: KELLOGG@DUCVAX.AUBURN.EDU
Subject: The OSF-4F Variant

Hey folx,

These are powered with fuel cells.  And theirfore they have no
neutrino sig.  (It's hard to tell if that's what they were supposed
to have from 101 robots.)  Either way this version might be more
suited to military application.

Scott 2G Kellogg

RobotID:  Scout Survey Commando Robot OSF-3F, TL 13 Cr 826,015
Hull:     (2/4) Disp=2500Liter, Config=4SL, Armor=18F,
          Unload=3152 Kg, Load=3646 Kg
Power:    (1/1) Fuel Cell=1080Kw, Dur=10 Days(Closed cycle)
Loco:     (1/1) StdGrav=7t, MaxAccel=0.92G,
          NOE=170, Cruise=750, Top=1000
Sensors:  PassiveEMS=VDist*2, Audio=Dist*4, Magnetic=VDist*2,
          Visual(+IR, +Tele, +Active IR*4), Radiation=VDist*2,
          Densiometer=1Meter*4, Neutrino=1Mw*2, Headlight*4,
          Neural Activity Sensor=Medium*1, Touch Sensor=+Sensitive
          Olfactory Sensor*2, Holorecorder, Head=40%
Comm:     Radio=Cont*2, Maser=Cont, Voder,
          (Brain Interface to wire guided TAC missiles)
Off:      Laser Rifle
          Gauss Rifle*2 (200 rnds)
          RAM Auto Grenade Launcher*2 (200 rnds)
          (Racks installed for deployment of TAC missiles)
Def:      Military Grade Electronic Counter Counter Measures,
          Electronic Circuit Protection,
          Smoke*10, Prismatic Aerosol*10, SandCaster*10
Brain:    Lin=19, Par=13, Syn=3, StdStor=80, Program Interface
Programs: Survival-3, Survey-3, Recon-2, Prospecting-1,
          Grav-Vehicle-2, Forward Obs-2,  Weapon Handling-3
          High Autonomous, Full Command
Other:    Fuel=1152 liter, Cargo=10 liter,
          Heavy Tentacles(retractable)*10
          Strength=225
          Dexerity=15
          Intelligence=8
          Education=8

RobotID:  Scout Survey Commando Robot OSF-4F, TL 14 Cr 830,515
Hull:     (2/4) Disp=2500Liter, Config=4SL, Armor=18G,
          Unload=3044 Kg, Load=3538 Kg
Power:    (1/1) Fuel Cell=1080Kw, Dur=10 Days(Closed cycle)
Loco:     (1/1) StdGrav=7t, MaxAccel=.97G,
          NOE=180, Cruise=750, Top=1000
Sensors:  PassiveEMS=VDist*2, Audio=Dist*4, Magnetic=VDist*2,
          Visual(+IR, +Tele, +Active IR*4), Radiation=VDist*2,
          Densiometer=1Meter*4, Neutrino=100Kw*2, Headlight*4,
          Neural Activity Sensor=Long*1, Touch Sensor=+Sensitive
          Olfactory Sensor*2, Holorecorder, Head=40%
Comm:     Radio=Cont*2, Maser=Cont, Voder,
          (Brain Interface to wire guided TAC missiles)
Off:      Laser Rifle
          Gauss Rifle*2 (200 rnds)
          RAM Auto Grenade Launcher*2 (200 rnds)
          (Racks installed for deployment of TAC missiles)
Def:      Military Grade Electronic Counter Counter Measures,
          Electronic Circuit Protection,
          Smoke*10, Prismatic Aerosol*10, SandCaster*10
Brain:    Lin=19, Par=13, Syn=3, StdStor=80, Program Interface
Programs: Survival-3, Survey-3, Recon-2, Prospecting-2,
          Grav-Vehicle-2, Forward Obs-2,  Weapon Handling-3
          High Autonomous, Full Command
Other:    Fuel=1152 liter, Cargo=40 liter,
          Heavy Tentacles(retractable)*10
          Strength=225
          Dexerity=15
          Intelligence=9
          Education=8

RobotID:  Scout Survey Commando Robot OSF-5F, TL 15 Cr 821,115
Hull:     (2/4) Disp=2500Liter, Config=4SL, Armor=18G,
          Unload=2042 Kg, Load=2536 Kg
Power:    (1/1) Fuel Cell=1080Kw, Dur=20 Days(Closed cycle)
Loco:     (1/1) StdGrav=7t, MaxAccel=1.8G,
          NOE=190, Cruise=750, Top=1000
Sensors:  PassiveEMS=VDist*2, Audio=Dist*4, Magnetic=VDist*2,
          Visual(+IR, +Tele, +Active IR*4), Radiation=VDist*2,
          Densiometer=50Meter*4, Neutrino=10Kw*2, Headlight*4,
          Neural Activity Sensor=VLong*1, Touch Sensor=+Sensitive
          Olfactory Sensor*2, Holorecorder, Head=40%
Comm:     Radio=Cont*2, Maser=Cont, Voder,
          (Brain Interface to wire guided TAC missiles)
Off:      Laser Rifle
          Gauss Rifle*2 (200 rnds)
          RAM Auto Grenade Launcher*2 (200 rnds)
          (Racks installed for deployment of TAC missiles)
Def:      Military Grade Electronic Counter Counter Measures,
          Electronic Circuit Protection,
          Smoke*10, Prismatic Aerosol*10, SandCaster*10
Brain:    Lin=19, Par=13, Syn=3, StdStor=80, Program Interface
Programs: Survival-3, Survey-3, Recon-2, Prospecting-3,
          Grav-Vehicle-2, Forward Obs-2,  Weapon Handling-3
          High Autonomous, Full Command
Other:    Fuel=1152 liter, Cargo=454 liter,
          Heavy Tentacles(retractable)*10
          Strength=225
          Dexerity=15
          Intelligence=10
          Education=8

"The Big Sleep!?!"  -- Ren Hoek

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

End of TML Bundle
******************
To: traveller@engrg.uwo.ca (TML Submissions)
Date: Wed Jan  6 22:00:02 EST 1993
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #430: Msgs 5071-5072 
Approved: by traveller-request@engrg.uwo.ca (TML Admin) Wed Jan  6 22:00:02 EST 1993
Reply-To: traveller-request@engrg.uwo.ca (TML Admin)
Precedence: bulk

TML bundles come from the archives maintained by
traveller-request@engrg.uwo.ca (TML Admin).

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

Date: Wed Jan  6 22:00:02 EST 1993
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #430: Table of Contents

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 430  5071 04-Jan-1993 Edward Swatsche  TNE character generation 2/4 << Here be
 430  5072 04-Jan-1993 Seth 'the Lesse  Re: PBEM CHAT - Nightmare << Kelly--

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

Bundle: 430
Archive-Message-Number: 5071
Date: Mon, 4 Jan 93 00:09 PST
Subject: TNE character generation 2/4
From: Edward_Swatschek@mindlink.bc.ca (Edward Swatschek)

Here be a draft copy of the Traveller: The New Era character generation
rules.
If you prefer to comment privately, send them to GDW.SUPPORT (on GEnie),
l.wiseman1@genie.geis.com, or

  Dave Nilsen
  C/O GDW
  PO Box 1464
  Bloomington, IL, 61702


Part 2 of 4

(c) copyright 1992, Game Designers' Workshop

   This is draft material. Do not concern yourself with spelling errors or
the like. Rather, we are interested in "big picture" comments. Are there
careers that you want to see? Ones here that are too weak/too powerful? What
do you think about the controlling attributes for the various skills (skills
that appear in Dark Con and Twilight are, alas, not negotiable).


   ACQUIRING SKILLS AND EXPERTISE

   A newly generated character may enlist in any career allowed by his
homeworld. The Prior Service table lists the homeworld types on which the
career is available and the minimum required attribute and/or social level to
enlist. If the character meets these minimum requirements, enlistment is
automatic.    For example, the Navy career is available on any homeworld with
a tech level of pre-stellar or higher and the requirement for enlistment is
"INT or EDU 7+." Any character whose intelligence or education attribute is 7
or higher may automatically enlist in the Navy. Characters who have neither
an intelligence nor and education attribute of 7 or more may not.
   Terms of Service: Upon enlistment a character embarks on a four-year term
of service. This adds four years to the character's age. Each time he
reenlists, it is for a four-year term of service. The Terms Table lists a
character's beginning and ending age for each term of service.



   TERMS TABLE
  Starting  Ending
   Term  Age  Age
   1 18 22
   2 22 26
   3 26 30
   4 30 34
   5 34 38
   6 38 42
   7 42 46
   8 46 50
   9 50 54
   10 54 58
   11 58 62
   12 62 66
   13 66 70
   14 70 74
   15 74 78
   16 78 82
   17 82 86
   18 86 90
   19 90 94
   20 94 98
   21 98 102




   Default Skills: Certain characters automatically receive default skills of
level 0. A level of 0 for a skill indicates that the individual can undertake
ordinary activities but is not experienced enough to try dangerous activities
or fancy actions. A skill level 0 is suf@cient to prevent a task from
increasing in dif@culty because of lack of skill, although a skill level 0
provides no skill DM.

    Default skills are conferred automatically as follows:

   Characters enlisting in the Navy, Marines, Scouts, Merchants, or Corsairs
, and all characters from vacuum worlds, automatically receive Vacc Suit-0.
   Characters from a world with a tech code of Early Stellar+ automatically
receive Computer-0.
   Characters from a large world automatically receive High Gee
Environment-0.
   Characters from an asteroid world automatically receive Zero-Gee
Environment-0.
   Characters from a world with a tech code of Average Stellar+ automatically
receive Grav Vehicle-0; characters from a world with a tech code of
Industrial to Early Stellar automatically receive Wheeled Vehicle-0.
   Characters from a water world automatically receive Swim-0.
   Background Skills: Characters will have picked up certain skills before
reaching age 18 as a result of childhood hobbies and activities.  Before
choosing a career, each character can pick four skills from the following
list at a skill level of two. Note that the skills are very much dependent
upon the homeworld statistics. [Homeworld generation not included with this
draft; you old hands will know how to fake it]

   Computer (Tech Industrial +)
   Farming (Atmos. Thin-Dense, Hydro 3+)
   Grav Vehicle (Tech Early Stellar+)
   Guard/Hunting Beasts    Gun Combat (Slug Rifle) (Law No-Low)
   Language
   Melee Combat
   Riding (Atmos. Thin-Dense)
   Small Watercraft (Atmos. Thin-Dense, Hydro 3+
   Stealth    Streetwise (Pop. Mod-Hi)
   Survive (Atmos. Thin-Dense)
   Swimming (Atmos. Thin-Dense, Hydro 3+)
   Tracking (Atmos. Thin-Dense)
   Wheeled Vehicle (Tech Industrial+)


   Commissions: Many services have a commission die roll ; in order to be
given a commission, the character must throw the stated number. DMs may apply
to the throw. If the commission is achieved, the character receives rank O1
in the career. A character may attempt to acquire a commission once per term
of service until successful.
   Promotions: In each term of service (including one in which character has
received a commission), a character may attempt to be promoted. Each service
has a promotion number and DMs affecting that promotion throw.  If a
promotion is achieved, the character advances to the next higher rank in the
service. A character is eligible for one promotion per term of service.
   Note that some services (Wealthy Traveller, Rogue, Belter, and Hunter)
have no ranks (and thus no throws for promotion are made), while others
((Diplomacy, Bureaucracy, Barbarian, and Corsair) have ranks but no "O"
ranks, and so no roll for obtaining a commission is ever made. In the Medical
profession there are non-commissioned ranks, but once a character receives a
commission the character is a "doctor" and receives no further promotions.

   Skills and Training: During each term of service, a character acquires
personal skills and expertise. Allowances are made for the character's
acquisition of new skills based on terms of service, special duty, promotion,
and personal improvement.

   Terms of Service: In the first term of service the character receives a
fixed skill package which represents training in the core skills necessary to
function in that particular career.   In every subsequent term of service in
that career, the character receives additional levels of skills from a group
of skill areas.  Players receive four skill levels in their second term,
three in their third term, two in their fourth term, and one in their fifth
and every subsequent term.
   Players may divide the levels among the skills listed in the allowed skill
group in any manner desired. If five skills are listed and a character is
entitled to four skill levels, the player may take a level 4 skill in one of
them, two level 2 skills in different areas, a four level 1 skills, etc. If
the character already has a skill of 1 or more in the area, additional levels
are added.

   Special Duty/Adventures:Players who make the indicated die roll on 2D6
qualify for a special assignment or adventure. This die roll is modified by
+1 for every subsequent term spent in the career. That is, there is no die
modifier on the first term, a +1 DM on the second term, +2 on the third term,
etc.  If Players successfully make the required die roll for Special Duty (or
Special Adventure in some careers), they receives additional skill levels
apportioned in the same manner as for those received for subsequent terms of
service. As with subsequent terms of service they receive four levels in
their first or second term, three in their third term, two in their fourth
term, and one in every subsequent term.  Note that the allowed skill group
from which these are drawn is different from the term skills available. These
skills are received in addition to any term skills received. Players roll for
special duty/adventures in every term served, including the first term.

   Promotions: In each term in which a character receives a promotion (not a
commission), the character receives one additional skill level selected from
the group of term skills listed for that term. Note that in some cases skills
are available in subsequent terms which are not available the first term.
Characters receiving a promotion first term may only take their promotion
skill from those listed as first term skills.

   Personal Improvement: Each term a player may chose one level in any skill
desired (provided the character's homeworld statistics allow it) as a result
of personal improvement (study, practice, or hobby).  However, characters may
never engage in self-improvement during their first term in a new career, as
their time is fully occupied in the primary education and training associated
with that career.  Whenever characters are entitled to use self improvement ,
they may increase any one attribute by 1 level instead of gaining an
additional skill. However, a character may never increase an attribute more
than once using self-improvement. That is, if a character increased STR by 1
in the second term, it could never be increased in a later term, although
some other attribute could.


   Acquisition of Skills: Each skill listed in character generation is
actually a group of skills, called a Cascade in Traveller. Cascades call for
an immediate selection of a speci@c skill as a result. (Gun Combat is an
example of such a cascade, and consists of four separate ) The player should
select from the skills available. Some cascade skill lists contain skills
that are themselves cascade skills and call for further selection.  Upon the
@rst acquisition of a skill, the player writes the skill name, followed by a
dash and the number 1 (thus: Navigation-1). The second time the skill is
acquired, the number is increased to show greater expertise (thus,
Navigation-2). Further acquisitions of the skill will increase this level.
The higher the level, the greater the expertise in that skill.

   Homeworld Limitations: Certain skills are not available on the character's
homeworld. Vehicle skills are limited by the character's homeworld tech code,
and weapon skills are limited by the character's homeworld tech code and law
code.    Law Enforcement, Corsair, and Rogue characters may select weapon
skills one law code lower than their homeworld's law code. Army, Navy,
Scouts, Aviation, Maritime and Marine characters are not limited by their
homeworld law code, nor are characters with a SOC of 11+.

   A character may override the homeworld limitation and acquire a skill not
normally available by rolling 2D for 7+. If that fails, he forfeits the skill
attempt. For example, if a character from an Early Stellar tech code got
Vehicle skill on a skill roll and wanted to try for Grav Belt skill (Avg
Stellar), he must roll 2D. If the roll is less than 7, he loses his Vehicle
skill roll.


   SOCIAL LEVEL

   Different career paths and accomplishments affect a character's social
standing, either favorably or unfavorably. Each promotion a character
receives while commissioned increases social level by 1 (to a maximum of 14).
Certain careers also have a minimum social level for commissioned rank;
characters who receive a commission and whose social level is lower than the
minimum immediately have it raised to the minimum level.  Finally, some
careers lower social level, as noted under the heading "other effects."


   AGING

   At the end of a term, add four years to a character's age.  When a
character reaches age 34 (the end of the fourth term), aging begins to take
its toll. The Aging table (page 47) must be consulted then and at each
subsequent term's end. This table shows the attributes affected (Strength,
Dexterity, Endurance, and eventually Intelligence) and the throws necessary
to avoid the effects of aging. Upon failing a speci@c saving throw, the
indicated reduction is applied to the characteristic.


   ANAGATHICS

   Anagathics are longevity drugs. They help prolong life and prevent aging.
Upon reaching age 30 at the end of the third term of service (but never
before age 30), a character may try to locate a source of anagathics. If
successful and if the supply can be maintained, the character will age ever
so slowly. With luck, the character may reach an age of 100 or more before
old age @nally takes its toll.    If the character wants to use anagathics,
he or she must so specify before making the survival roll for the term. In
deciding to be an anagathics user for the term, the character must make the
following concessions:    For each term in which the character indicates his
or her desire to use anagathics (whether a supply is found or not), his
eligibility for the mustering out bene@ts roll is forfeited for that term.
This represents some of the great expense involved in maintaining a steady
supply of anagathics.    Once the character voices the desire to be a user of
anagathics, the maximum number of rolls on the Cash table becomes two instead
of the usual three rolls. This restriction is permanent even if the character
later gives up taking anagathics. This represents the great @nancial burden
associated with just trying to @nd a reliable supply of anagathics.
   Finding Anagathics: To @nd an available supply of anagathics for the
four-year term, roll 12+ on 2D, with the following DMs based on the
character's homeworld: DM +3 if Starport A, DM +2 if Starport B, DM +1 if
Starport C, DM +1 if tech code Early Stellar, DM +2 if tech code Average
Stellar, DM +3 if tech code High Stellar.
   If the character fails the anagathics availability roll, one retry is
allowed if the character rerolls another survival roll @rst (needless to say,
the character must succeed at the second survival roll, or be forced to
muster out).
   On a successful availability roll, the character automatically succeeds at
the aging saving throws for two attributes of his or her choice. In effect,
the character selects the one characteristic (Strength, Dexterity, or
Endurance) which to risk in an aging saving throw. The age 66 line of the
Aging Table (see page 47) requires four saving throws, so upon reaching the
age 66 line, two attributes of choice are automatically saved, and the other
two must be risked in an aging saving throw as normal.    It takes a while
for the total effects of anagathics to be felt. On the @rst term of taking
anagathics, advance to the next line on the Aging Table as usual. However,
for each subsequent term in which a supply of anagathics is maintained, the
character can remain on that line of the Aging Table instead of advancing one
line per term as usual. So, if the character is on the age 34 line, he or she
can stay on the age 34 line as long as a constant supply of anagathics is
maintained.
   If the character ever loses the supply of anagathics for a term, at the
end of the term, roll saving throws twice for each characteristic (but do not
yet advance one line on the Aging Table; it also takes a while for the
effects of anagathics to totally go away). Both rolls must succeed or the
characteristic is lowered by the indicated amount on the Aging Table. This
represents the withdrawal effects from interrupting the supply of anagathics.
If the character continues to abstain from anagathics in subsequent terms,
normal Aging resumes (advance one line per term on the Aging Table as usual).
The double saving throw withdrawal effects occur only at the end of the @rst
term in which the character stops taking anagathics.    If the character
later regains the supply of anagathics, the term in which he begins retaking
anagathics is treated again as a @rst term on anagathics: the saving throw
bene@ts are received, but the character must still advance one line on the
Aging Table. Obviously, anagathics are most effective if they can be taken
long-term without interruption.  A continually interrupted supply can have
devastating effects.
   Recording Age: Notice a character on anagathics will quickly get out of
sync with the Aging Table on page 47. Thus, even though the character's
actual age may be 50, if the character has been able to maintain a constant
supply of anagathics, the character will roll a saving throw for only one
characteristic (instead of all three) on the age 34 line of the Aging Table
that term. Next term, the individual will have an actual age of 54, but will
again roll on the age 34 line, and so on. If a character's age has ever been
affected by anagathics, so indicate by writing the age as: Age 34 (50).  The
34 represents the character's apparent age and, hence, the line of the Aging
Table currently being used. The (50) represents the character's actual age in
years. If the character has an available supply of anagathics, list
anagathics as a possession. If the character is currently in withdrawal from
anagathics (just lost the anagathics supply this term), add an exclamation
point after the age: Age 34! (50).



   AGING CRISIS

   If, as a result of aging, a characteristic is reduced to zero, the
character has an aging crisis and becomes quite ill. A basic saving throw of
8+ applies to avoid death.  If the character survives, recovery is made
immediately. The characteristic which was reduced to zero automatically
becomes 1.  This process occurs each time a characteristic is reduced to
zero. If more than one characteristic reaches zero simultaneously, perform a
separate Aging crisis for each characteristic.
   Disability: At a certain point in life, characters may quit adventuring:
when the age 66 line of the Aging Table is reached; when any one physical
characteristic (Strength, Dexterity, or Endurance) permanently equals 1; or
when the sum of all three physical attributes equals 10 or less.  The player
is then free to generate a new character. Quitting due to disability allows
the player to maintain a reasonably competent character.


- --

               Edjs                    _
              ------                _ //  CI$  : 76427,662
   Edward_Swatschek@mindlink.bc.ca  \X/   GEnie: E.SWATSCHEK



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

Bundle: 430
Archive-Message-Number: 5072
Date: Mon, 4 Jan 93 10:48:02 EST
From: Seth 'the Lesser' <slb22@cunixb.cc.columbia.edu>
Subject: Re: PBEM CHAT - Nightmare

Kelly--

Way to go!

(Hmmm.  Is this going to start a story-war? If so, I'd better arm myself....)

	--Rafe Awntremont (Seth "the Lesser" <slb22@cunixb.cc.columbia.edu>)

Rafayl Awntremont--retired Scout, Exploration Branch, linguist & pilot.  Age
43, 180 cm (5'11"), powerful build, lt brown skin, dark hair, green eyes.
Usually wearing expensive clothes with beautiful embroidery of mountain
landscapes on them (even his tailored vacc suit is painted that way).  Speaks
Galanglic (no discernible accent), Trokh, Oynprith, Vuakedh.  Always carries a
large, ornate knife on his belt.  Faithful practitioner of the Zalun
philosophy/religion (want to know more about Zalun? Just ask.... :-)

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

End of TML Bundle
******************
To: traveller@engrg.uwo.ca (TML Submissions)
Date: Wed Jan  6 22:00:02 EST 1993
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #431: Msgs 5073-5075 
Approved: by traveller-request@engrg.uwo.ca (TML Admin) Wed Jan  6 22:00:02 EST 1993
Reply-To: traveller-request@engrg.uwo.ca (TML Admin)
Precedence: bulk

TML bundles come from the archives maintained by
traveller-request@engrg.uwo.ca (TML Admin).

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

Date: Wed Jan  6 22:00:02 EST 1993
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #431: Table of Contents

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 431  5073 04-Jan-1993 Quincey Koziol   Another PBEM game << [[ This is a comme
 431  5074 04-Jan-1993 Jo Jaquinta      Re: standard file format for extended s
 431  5075 04-Jan-1993 TML Administrat  Re: PBEM CHAT - Nightmare  << Oops! Set

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

Bundle: 431
Archive-Message-Number: 5073
Date: Mon, 4 Jan 93 10:54:29 CST
From: koziol@ncsa.uiuc.edu (Quincey Koziol)
Subject: Another PBEM game

[[ This is a commercial game, but I thought more Traveller people might be
	interested in this type of game...]]

	If anyone's looking for a great PBEM/PBM game to join, the Gamemaster
is offering a holiday deal for a little while longer, for a $5 startup fee
you receive $10 of game credit.  This is an excellent game, I've been
playing for a couple of months now.  If you are interested in more
information, e-mail me, I've got an electronic copy of the rules I can send
out.  Also, mention that I refered you, in order to get the holiday deal
(and for me to get a couple of recruitment dollars).
	The ad below is getting a little out of date, some new things that
aren't listed are: a galactic stock market with both Player and Non-Player
controlled corporations, spies to send after your enemies and gather
information, Agriculture and Ore commodities market, a galactic United Nations
type organization composed of player races, and the ability to build Ringworlds 
and Dyson spheres at high tech levels.  Turns process three times a week, 
(MWF) if you are interested in a fast paced game, but you aren't required to 
keep up at that pace, the galaxy is huge (as mentioned below) and if you 
progress slower there is little or no chance of being attacked.

		Quincey Koziol
		koziol@ncsa.uiuc.edu

================Conquest & Destiny Advert====================================

                    |----------------------------|
                    |    CONQUEST AND DESTINY    |
                    |  -In the Sagittarian Arm-  |
                    |----------------------------|
 
  Hey all you adventurers out there, would you like to participate
in the biggest open ended space adventure game ever?!  This galaxy
contains over 1,000,000 stars, over 4,000,000 planets (yes, that
is six zeros on both of those numbers), and even moons.  There are
currently over 1600 different types of vessels with more to come.
The game control format is very detailed and flexible giving you
excellent control over your race's actions.
 
  There are several different types of races whose aspects you can
assume at the beginning of your play.  You can play as the cybernetic
Marauders who have the ability to destroy planets, and whose military
might is feared throughout the galaxy.  You can play the cunning and
elusive Travellers who have the secret means to move planets from
star to star.  You can play as the Transformers, whose secret planet
altering processes are sought after throughout the galaxy.  You can
play as a Power Corporation whose Power Centers increase planetary
efficiency and make everything less expensive to build.  The Traders
are the charismatic (and rich) race who make a healthy living trading
goods along the starlanes.  Pirates are races that have developed a
feared reputation stealthily bypassing planetary defenses, stripping
planetary surfaces, and kidnapping the populace.  And finally, but by
no means least are the Miners, whose development in the excavation
arts earn them a hefty planetary income along with the ability to
get glean credits from places that nobody else can.
 
  Form alliances, start and end wars, build your racial abilities, and
military power until you are a shaker and a mover in the galaxy.
There are almost no limits to what you can do in

                ****** Conquest and Destiny ****** !!
 
  Up to 9000 people can play simultaneously against each other.  It
is a open-ended game, meaning that there is no deadline to win by.
You can compete with players from the US and overseas.  We already
have players from 10 different states, and all are having loads of
fun!  The quick turnaround of the turns helps to ensure fast-paced
action.  The Sagittarian Arm right now is processing every other
day, and eventually will move up to every day.  For those of you
that don't want everything so speedy, there are other galaxies
that will be processed once a week, and once a month.  For those of
you that are reading this on a BBS, it will be considerably less
expensive to play electronically, rather than through the mail.  But
you don't even need a computer to play this galaxy spanning
adventure!
 
  If you are interested, contact me via E- mail, regular mail, or
  leave a message on my telephone answering machine with:
  
  Name, address, and phone number.
 
  My address is:
 
                       Daniel R. Canham  
                       11 Market Street
                      Brockport, NY 14420
                        (716) 637-2545
                 (there is an answering machine)
		   dcanham@elvis.ncsa.uiuc.edu
                  grace!Dan_Canham@uunet.UU.NET
 

======================Most Recent Conquest & Destiny Newsletter================
 
                        - Saggitarian Sagas -
                    - Issue #6 - StarDate: 0075 -
                      -------------------------
 
    Welcome, all you players to the sixth issue of the Saggitarian Sagas.
  Much has happened since the last NewsLetter, so sit back and prepare to
  be amused, informed, and outraged.
 
    First off I'd like to announce a Christmas season promotion.  Do you
  have a friend of yours that's interested in the game, but he/she simply
  never has the $10, or the time.  Now, during the month of December, any
  new player package that is sponsered by another player, currently involved
  in the game, will cost one half the normal price, just $5!  Plus, instead
  of the usual $10, you'll get $20 in free game credits for starting up a new
  race.  So if you want to start a friend adventuring in The Saggitarian Arm,
  this is the time to do it!!
 
    Many players have suggested additions to the game that I thought I'd
  throw into the mainstream, and see what all of you thought.  I'd 
  appreciate any additional enhancements that you may suggest.
 
    *** Thanks to Quincey Koziol, Chris Houck, Jack Vinson, Brian Houge, ***
    ***     and the Beta Testers for a good portion of the following     ***
    ***        suggestions.  Sorry, if I've not mentioned someone.       ***
 
    1- Psionics: a special class of spy?
    2- Galactic Storms: navagational hazards, subsector wide Black Hole,
         or sector wide SuperNovas that destroys anything passing through.
    3- Alien Artifacts: technological wonders, or deadly items like the
         Doomsday Machine from Star Trek.
    4- Farming: a planet attribute that will provide food for pops, possibly
         allowing more populations to be built, and having automatic shipping
         trading routes for excess, Agricultural Centers, coomodities market,
         disrupting supply lines.  population limits based on Agriculture
         rather than planet size.
    5- Governors: specialized planetary managers allowing better taxing,
         efficiency, and planetary income.
    6- Fuel for ships: refueling depots, limited ranges??
    7- Task Force Patrol Routes: automatic movement of battle Task Forces
         to prearranged points within a Sector.  Tactical, and Kinetic scans
         are the only thing allowed.
    8- Automatic withdrawl from the Investment account to cover overspending.
    9- Galactic UN: diplomats (spies??), automatic captured documents (rumors)
         to "due" paying participants, protection for new races
   10- More Environment Ranges: more variety (F-K??)
   11- Orbital Industrial Center: income producing centers that orbit
         around the world.  Zero-Gee Industries??
   12- Combined Orbital ShipYards: Construction Yards that can combine
         the Mineral Plants in the whole system for an increased firepower
         base capability.
   13- Prisioner Transfer: allow races to transfer captured prisioner
         between one another.
   14- Unlimited Planetary Shield Centers:  to make planets more defendable
         against those huge Task Forces.
   15- Kidnap Spies or Commanders: rather than kill them or having to wait
         to capture a particularly annoying individual.
   16- Allowing Traders to Trade at each others trade routes, if allied
   17- A special Battle Task Force that would follow attatched Tracers.
   18- Option on the Navagation Computer that will move a Task Force to
       that position.
 
  Please let me know what you think of these ideas and any others that may
  occur to you.  The human imagination is an unequaled force.
 
    There will be a slight change to the way Action Codes 046, and 047 work.
  Races initiating a strength count will now have the option to center the
  strength readout around their position in it.  For example if a race is at
  position 52 in the count they could see the names for positions 42-62.
 
   047 -Strength Count 
       This action will list the top twenty races in the galaxy, and their
       relative strength, regardless of their racial type. The report options
       are: "1"- will give you the top 20, and "2"- will center it around
       your position.
 
                 owner #,turn #,event #,action #,report option
 
                          ex:  S0010,0001,001,047,1
 
  I'm also going to be changing the way that Action Code 046 works.  I
  believe that that race's type should be a secret, if they want.
  Therefore 046 will only give you your position in the heirarchy, and
  will not list other race's names.
 
     I've got two corrections in the serious "DUH!!" area.  The first one
   occurs on KC 5 when you receive Freighters, and can load Interceptors
   on them.  However, I don't allow a way to Land them after Loading them.
   Thus below, Action Code 093 is brought into being.  Before this it would
   have been handled in the transfers once you received Carriers.  The other
   mistake is in Action Code 356 (Assassinate Commander or Spy), I forgot to
   include in the description, where the name of the enemy agent went.  Below
   the new format is indicated.
 
  093 -Land Interceptors
      This action allows you to land Interceptors from a Task Force onto
      a planet.
 
         owner #,turn #,event #,action #,task force landing from,
          planet landing on,number of interceptors landing
 
              ex:  0010,0001,001,113,093,AABB11,15
 
  356 -Assassinate Commander or Spy
      This action works pretty much the same as 355, except that instead of
      trying to assassinate the leader (much harder), you're trying to get at
      a military commander or a spy.  Again you must know the location of the
      Capital world of the race that own the individual you're trying to
      assassinate.  Also it is a lot easier if the commander in question is
      not currently on an assignment.
  
          owner #,turn #,event #,action #,agent number,capitol world,
            enemy agent name,risk factor
  
                     ex: S0010,0030,015,356,1,AABB14,Mask,1
 
 
    Three Action codes have been deleted. 246 - Declare war against
  Consortium, 247 - Declare Alliance with Consortium, 248 - Declare
  Neutrality with Consortium.  One of the secrets of a Consortium is its
  membership.  With these actions codes some could use them and then sit
  back and see who allies, or declares war on them.  If you want to declare
  alliance, war, or neutrality  with a Consortium, you must do it on a race
  by race basis.
 
    There has been a change to the way Companies get interest in their Company
  Funds.  The base interest is 1.5%  The company then gets an additional .2%
  for every different race that owns at least 1% of their stock.  This is
  called the Diversity Index, and the interest is allowed to be as high as 7%.
  The reason behind this is to try and help to discourage "closed companies",
  where the Majority Share Holder keeps 100% of the stock, and never puts any
  on the open market to be bought and sold.  We will see if this helps.
 
    Most of you have probably noticed a new money source in your header
  information, Tax Base.  Many players mentioned to me that there should be
  automatic taxing of the populations a race owns on a turn by turn basis.
  The formula for determining TaxBase is:
 
      number of pops x (1+(total KC of worlds with pops/worlds with pops))
 
  If somebody has a better idea for a formula that encourages world
  development, please tell me.  Ed Greenwood I'm not.
 
    This section is for players that are communicating through CompuServe.
  For purposes of ease, and expense, the CompuServe players receive their
  turn information through InterNet.  InterNet is hooked up to CompuServe,
  and it is possible to send message two ways.  This is how to send me
  messages on InterNet.  The Asterixes indicate the choice you should enter
  when queried.
 
- -------
     BASIC COMMUNICATION SERVICES
   ** 1 CompuServe Mail
      2 CompuServe Classifieds
- -------
   ** 2 COMPOSE a new message
      3 UPLOAD a message
- -------
     Enter message. (/EXIT when done)
      1: This is my turn for Conquest & Destiny.
      2: I'm going to send it INTERNET.
      3: /exit
- -------
   ** 1 SEND ($)
      2 EDIT
      3 TYPE
- -------
     Send ($) to (Name or User ID): >INTERNET:DCANHAM@ELVIS.NCSA.UIUC.EDU
     Subject: S0001 turn
 
     To:   >INTERNET:DCANHAM@ELVIS.NCSA.UIUC.EDU
     From: Dan Canham
     Subj: S0001 turn
 
     Are your message and address correct? (Y or N)! y
 
     Message sent to >INTERNET:DCANHAM@ELVIS.NCSA.UIUC.EDU
- -------
 
  Please try it, and let me know if you have problems with the routine.
  Also, post some messages in the Forum, nothing says that you have to
  communicate only through the game.  As a matter of fact you could even
  advertise your User Account number in the "Public Messages" section.
 
    For those of you that are playing on INTERNET and wish to send a message
  to someone playing on CompuServe, it is handled in the following fashion.
 
    Ex: CompuServe User ID  71202,2523
    INTERNET address: 71202.2523@Compuserve.com
 
  Be warned that, for some reason, every once and awhile, messages get lost
  on the way to the CompuServe gateway.  Where they go, only the UserGod
  knows, so you may want to make several transmissions of your message.
  CompuServe players who wish to send messages to people on INTERNET, use
  the same format as indicated in the section detailing how to send me
  messages on INTERNET, but substitute the new INTERNET address in the
  "To:   >INTERNET:DCANHAM@ELVIS.NCSA.UIUC.EDU" part.
 
    Hey!!...Alright, there are a few wise guys out there.  Ordinarily I
  dont get involved with player messages, as long as there isn't excessive
  bad language.  Some wise acre sent a message to another player that
  simulated a bunch of passives that indicated disasterous encounters with
  that players Task Forces, and planets.  This in turn got me a bunch of
  messages on my anwsering machine wondering what the @*!? was going on!
  Very cute, please give me a break!!
 
    The "Events Processed", and "Amount Spent this Turn" section of your
  turn header has been acting a bit flaky from time to time.  I think I've
  fixed it, but keep an eye on it, and make sure that you're not being
  overcharged!  Not a thing I want to do.
 
    I normally try and process on Monday, Wednesday, and Friday evenings.
  Which means, to those of you playing electronically, that the turns
  would normally be available the following morning.  HOWEVER!!! sometimes
  there are unavoidable delays (believe me, I'm interested in getting your
  turns to you as fast as possible) involved with processing.  Please be
  understanding, and try and avoid flooding me with inquiries on where the
  turns are.  If they are going to be later than a day, I will try to send
  an explanatory message.  As an additional note I usually start processing
  at 1800 (6pm) on those days, so you must have your turns to me by then
  if you want them included in that day's processing.
 
    There have been a couple of price changes that you should know about
  in the WormHole section.  At KC 13, WormHole Fortresses now cost 800
  credits.  At KC 15 WormHole Sensors cost 75 Credits apiece.
 
    Finally, in the next few StarDates, I'm going to institute the 
  Security System.  This is to avoid forged turns for players.  We haven't
  had any problems with that yet, however I wish to try and close the barn
  door before The Elder Barrians get out.  This could happen ecspecially
  easily for those playing electronically.  I've instituted two Action Codes
  that will not cost anything to use.  If you don't want a password, simply
  never institute the first one using 419.  If you do want one, you enter
  the first one using Action Code 419, then you must always use Action
  Code 420 in the very first event of every turn following.
 
 419 -Change Password
     This action will change the password which allows your turns to process.
     Once you enter this event, the password is immediately in effect, as of
     the next turn you process.  For those of you that don't yet have a
     password, this Action Code is used to establish your first one.  On the
     turn following the use of theis Code, you must enter a event "000" using
     Action Code 420, or the turn will not process.  This action Code costs no
     "real" money to use.  The limit on the password length is 12 characters.
 
              owner #,turn #,event #,action #,new password
 
                    ex:  0010,0001,001,419,Gleeble
 
 420 -Enter Password
     This action MUST be used every turn once you have established a 
     password.  You must enter this as event "000" of every turn.  If this
     action isn't used at the beginning of every turn, the turn WILL NOT
     PROCESS!!!.  This action code costs no "real" money to use.  For those
     of you that don't have a password, you don't need to use this Action
     Code until the turn following the first time you use Action Code 419.
 
                owner #,turn #,event #,action #,password
 
                     ex:  0010,0001,001,420,Gleeble
 
 
                            Public Messages
                            ---------------
 
     ATTENTION IGNORANT MASSES OF THE GALAXY:
 
  The Magnificent Khana, in Its Learned Benevolence, has decreed that the
  Sacred Teachings be available to all, for their enlightenment and growth.
  All races will send 250 credits and the coordinates of their home planet,
  so that Its Imperial Emmisaries may personnally grant the boon of knowledge
  in the Gallactic Truths.  Transgressors and those who refuse to hear the
  Sacred Teachings will be eliminated.  ALL HAIL KHAN IMPERIUS!  BLESSED
  TEACHER OF THE MASSES!  PROTECTOR OF TRUTHS!  EXPLORER OF LEARNING!
  CREATOR OF LIFE!
                       The Khanate Imperium
 
- -----
 
    To:The Universe At Large
    From: Aellwen
    Subject: Statement Of Existence
    Gentlebeings,
         I would like to take this time to make you all aware of
    the existence of our race.  We are a peaceful society, devoted
    to the pursuit of knowledge.  We welcome all peaceful contact.
                                       Jah-mes
                                       Praetor-Elect
                                       Aellwen
 
- -----
 
     To:The Galaxy at Large
     From:Salarian Alliance, Galactic Alliance of Races
 
           We are now willing to sell out multiple services to any races
 that have the Credits. These services include, but are not limited to the
 following: 
 
       Planetary Sales:  Varies with planet sold
       Transforming of planets:  1,500 Credits
       Moving of Planets:  1,000 Credits per area moved
       Maxing out of Mineral and Refining Plants on Class-A worlds
          Item costs + 5%          
       Maxing out of Mineral and Refining Plants on Class-C worlds
          Item costs + 5%
       Trade Centers:  500 Credits
       Power Centers:  7,500 Credits
       Fleet Building (These vessels are all currently KC-40)
          Cost of Vessels + 5% 
 
          If you are interested in any of the previous Services, then contact
   the Salarian Alliance, leader of the Galactic Alliance of Races
 
- -----
 
     To:The Galaxy at Large
     Re.:Arains
     From:Salarian Alliance
 
           We are now at war versus the Arains.  This is a private battle.
Any who interfere had better check their alliances first.  Any that offer
support to the Arains will suffer similar punishment. Besides, who wants 
this race of barely sentient amoebas as a friend?
 
- -----
 
Greetings!  We are DORSAI, traders, offering our services to all new and old
Races in the Saggitarian Arm.
     Have you considered the advantages of having trade centers installed
on your planets?  When we install a trade center on your planet and trade
there it not only increases the morale of your populations, but it nets you
a nice income.  You will gain from 3,000 to 10,000 credits (depending on
planet size and development) every time one of our trade fleets calls.
     We offer also the following incentives.
       1. The turn the trade center is landed, we will transfer 5,000
          credits to your race.
       2. You are given a KC 101 Standard Scout, Class 4 with 12 firepower.
       3. That world comes under our empires' protection.  Upon your
          request, anybody attacking that world will be removed and
          "punished".
 
     We are currently servicing both the N and # quadrants.  Size 7 and
larger planets only, please.
     Send game message to DORSAI
 
- -----
 
  Sentients wishing to join the Galactic Alliance of Races:
 
  We currently wish to recruit in our alliance Miners, travellers,
  transformers, marauders, power corporations and another trader
  (for a little good competition).
 
   Policies are as follows.
            1-Help any fellow member ASAP.
            2-Report any major incidents witnessed.
            3-Keep yourself out of trouble.
 
   Recent activities are as follows.
            1-Declaring war against the Arains, an impudent race of pirates.
            2-Building up of fellow members.
            3-Exploration of the galaxy.
 
   Why join? For the reasons above, plus the following reason.
   Can your race survive an attack at a major planet with
   minimal loss overall? Before you answer, my race lost its homeworld
   because of a misunderstanding.
      The planet was obliterated by 100,000 KC-392 Interceptors, and a
   Planet Buster Vessel. But my race is still a superpower, nearly
   2,000,000 strength and 6th place overall. We await your reply to our
   offer.
 
                   - Salarian Alliance
 
- -----
 
Transformer needed for the upgrade and optimization of worlds belonging
to miners. Must be able to work in 'J' quadrant. No references needed,
confidentiality a must. Contact 'THE ELDER BARRIANS' for details.
 
- -----
 
  By:  Galactica News Service
From:  Ponyets Mercantilist Republic, Terminus
Subj:  Diplomatic stumbles addressed
 
        Public opinion on Terminus is mixed towards the recent achievements
        of the republican corporation.  The first material steps of
        CEO Larry Hardin's expansion plans have been successful, but
        recent allegations suggest the government's diplomacy has not
        been as effective.  Larry Hardin held a press conference today
        to respond to these concerns.
 
Press:  Mr. Chief Executive, is it true that the corporation has
        been collecting files on other races in the galaxy?
 
Hardin:  It is true that the Encyclopedia Office has been compiling a catalog
        of race descriptions.  It has surprised us, however, for these actions
        to be interpreted as suspicious.  The only information we have on a
        race was prepared for the Elder Races Consortium by the race's own
        diplomats.  If any race would still doubt us, they are free to request
        a copy of the catalog at no cost.  We are sorry if our curiousity
        has been mistaken for distrust.
 
Press:        Distrust would seem to be a constant problem for your office,
        Mr. Chief Executive.  Your own diplomatic efforts have backfired.
 
Hardin:        Unfortunately, the Republic's first attempts at contact may have
        given the impression of duplicity.  Shortly after Incorporation Day,
        I instructed my secretary, Quartz Pirenne, to draft respectful
        letters to several other races.  Pirenne took my instructions too
        literally or imaginatively; he practically kowtowed to the galaxy
        with his pen.  From now on I will be writing my own letters and
        hope to reverse this unfortunate attitude.
 
Press:        What effect will this have on expansion?
 
Hardin:       Hopefully, none.  Up to this point, we would have been hard put
        to respond to trade offers.  As of now, the corporation is
        positioned to respond to requests immediately, in 3-5 stardates,
        or even sooner.  The corporation hopes that our promptness will
        encourage other races to consider us before maxing a new planet,
        because the added efficiency of a trade center can cut hundreds
        or thousands of credits off large builds.
 
- -----
 
==============================================================================
 
        The consortium of Underdogs United would like to the announce of
    establishment of a planetary delivery service.  Are you tired of
    having a low racial efficiency?  Are you paying too much to raise
    the efficiency of colonized planets?  We can help!
        We have at our disposal the facilities to colonize any planet
    of your choice at an efficiency rating of 90% with the added bonus
    of having a Power Center and a Trade Center on the planet ordered.
    But wait there's more - The Power Center will reduce the cost of all
    items built on the planet by a further 20%.
        For only 12000+1000*size+100*orenodes we will deliver a planet from
    our catalog of planets which includes the following planets
    (Environ. Type/Size/Ore Nodes): C/8/29, C/1/43, C/4/20, C/2/43, E/3/29,
    C/6/34, A/5/32, D/6/27, A/4/20, E/8/30, B/4/20, E/1/40, D/3/32, B/5/20,
    A/7/21, E/9/43, C/10/41, A/7/20 and many more!
        As as additional bonus, you can have the planet you order transformed,
    for a 50% increase in the mining and refining plant income from the
    planet.  This special offer costs only 5000Cr.
        Or you can choose your own planet for us to colonize, improve
    and deliver for your enjoyment.
        Contact the leader of Underdogs United, Clawe.
 
        Our consortium also offers professional placement of Power Centers,
    Trade Centers, and Transformations of planets at reasonable prices:
    Power Centers for 5000Cr [contact Unholy Vegepygmies Ltd.], Trade
    Centers for 4000Cr [contact The Discontinuum Watchers] and Tranformations
    at 3000Cr [contact Skaran Union].
 
==============================================================================
 
- -----
 
 
                      Excerpts from minutes of StarDate 60
                       meeting of the Imperial Confederacy
 
The Proellium Empire:  It is agreed, then?  Your people will make the
                       sacrifice?
 
The Aslans:  Yes...and of their own free will?  We will not force one of our
             own into near racial extinction.
 
Dorsai:  We will.  We must.  He is growing much too strong, the need is
obvious.  If we do not weaken him now, he will destroy us totally.  Our
rejection of his offers of alliance have maddened him.
 
                      ********************
 
     The Dorsai Commander watched the sensor displays with a mixture of
triumph and resignation.  Yet another wave of the Shifting Winds interceptors
were attacking the defenses.  The enemy might not get through to the homeworlds
this time, but eventually billions of his race would die.  Multiple escape
fleets had long since been sent far and hidden and the races entire wealth
safely put in investments with the consortium of Elder Races to support them,
but the main populations of the five inhabited homeworld systems would soon
be ash.
     Although the Dorsai had long been traders, their roots were that of
soldiers.  A world of mercenaries - the best in the galaxy and the commander
took a savage glee recalling the opening shots of this war.  99,900
interceptors at a KC level of 101 ripping into Shifting Winds main system.
Destroying over 11,000 hubs from the system defense center before safely
retreating to their carriers.  How the bastards had scrambled!  Unfortunately,
surprise is an advantage that cannot long be enjoyed.  The Shifting Winds'
response was, as expected, devestating.
     As one might expect a Traveller to do, the next stardate Shifting Wind
moved a planet into the Dorsais' subsector and massive waves of interceptor
attacks followed.
     "How many interceptors has he lost so far?", growled the Commander.
"Over 300,000", reported the sensor chief with evident satisfaction. 'Weren't
expecting a 360,000 hub system defense center, were you, sport?', thought the
commander, 'and still the fleets to deal with when you do get through that.'
The minimums had been met, Shifting Winds would spend at least 60 or 70 million
much needed credits destroying holdings worth less than half that.
"He thought he could stand in our way," commented the Dorsai leader, "but he
can't even afford the war.  We can outspend him three or four to one and drain
his resources credit by credit if we have to."  "Commander!," interjected
the sensor chief, "He's pulling out without destroying the homesystem worlds!"
"Shifting Winds has destroyed all fleets and space defences then left without
destroying our infrastructure and populations?" questioned the commander and
leader as one.  "Correct" replied the sensor chief, "and computer estimates
the assault cost him almost one hundred million credits."  The Commander and
Racial Leader looked at each other with first disbelief then amazed joy.  All
objectives achieved without the expected loss of the home system!!!  "Head us
back to the HomeWorld, Commander," said the Leader, "we have fleet and 
weapons production to order."  "Make it so, helmsman," ordered the Commander,
"Aye, sir, we do indeed.  Shifting Winds obviously needs some instruction
in how to properly fight a war.  He should be quite expert by the time we're
finished with him."
 
                      ********************
 
- -----
 
                      Playing Hints and Questions
                      ---------------------------
 
  Q: If you have more than one Task Force in the same place, and an enemy
     Task Force moves in, which one fights first?
 
  A: The Task Force that moved there last would fight first, then the
     second to last, etc.
 
  Q: What is a Candidate Information Report (332), and why do I keep 
     getting told that there are no Candidates?
 
  A: A Candidate is a "greenhorn" on a Planet or Task Force that has performed
     enough actions, and gained enough experience to be eligable to enter the
     Academy.  If they don't have enough experience, they WILL NOT show up
     with Action Code 332.  This action code is used mainly to detect
     commanders whose eligability notification you might have missed due to
     a lot of other activity.
 
  Q: What are Quick Reference Guides?
 
  A: Quick References Guides are a compilation of all the current action,
     and construction codes available to your race type at your CURRENT
     Racial KC.  For the mail players, please have mercy on me and don't ask
     for a new one every time that you go up a single KC, it costs you an
     event as well.  You get all the new codes on the KC text attatched to
     your turn.  You can then pencil them in until it gets crowded, and
     then order a new one.
 
  Q: Can I put comment lines in my turns?
 
  A: I have no problems with comment lines.  There must be 5 spaces between
     the end of the event line followed by a semicolon.  you can then put
     what ever you want after that.  For example:
 
       S0001,0010,001,024     ;advancing to Racial KC 10
       S0001,0010,002,023,2001,10,AABB11     ;raising planetary KC
 
     This format is fine for those that wish to have comments.
 
  Q: Why does it take so long for some players to anwser messages?
 
  A: The players that are playing electronically have a better reaction
     time than the people who are playing through the U.S. Mail.  Mail
     players tend to have a 2-3 day wait to get a turn in the mail, and
     then another 2-3 day wait for the response to return to me and be
     processed.  So have patience, those of you who don't receive
     next turn responses aren't necessarily being snubbed.
 
  Q: I'm a new player, how do I name my first leader?
 
  A: The anwser I have for this is weak.  Send me a note telling me what
     you want them named.  After that you'll be able to handle it yourself.
 
  Q: I keep trying to recruit a Commander off of a planet, and it says that
     there is no individual qualified.  Why not??
 
  A: As far as recruiting goes, "qualified individuals" means those planetary
     or Task Force commanders that have gained enough experience to "qualify"
     for recruitment.  When they gain enough experience, you will be notified
     through a passive.
 
 
                         News Clippings and Rumors
                         -------------------------
                    "these items are not necessary true"
 
  Officals from The Shifting Winds are supposedly arming a giant Task Force
  to try and overrun a first millenium artifact.  A scout found a star almost
  totally encapsulated by a metallic sphere, the scout had just begun its
  scanning routines when a strange purple beam dissolved it into its component
  atoms.  Calculations estimate that the globe had a radius of almost 200
  million miles.  When said officals were contacted, they denied ever hearing
  of such an occurance.
 
  The two companies by the name of Imperial Biotechnic Macronics, and
  Star-Technologies have become proxies in the next stage of the conflict
  that started with "The Debris War".  Funds in the hundreds of millions
  are being poured into the newly created research divisions to finance
  higher and higher levels of conflict.
 
  Galanon the Leader of the Supremos had a minor setback in his reign as an
  undetected assassin blew his cranial structure over the sycophant audience
  gathered to witness his taking of a Heir-Body to produce another, of an
  already prolific line of progeny.  The audience dispersed quickly in a
  desire to clean themselves off and, more likely, to avoid the assassin who
  had disappeared without a trace.  The assassins name was reputed to be
  "Mask".  Galanon (un?)fortunately was to be found to have assumed "room
  temperature (tm)*" almost immediately.
 
  The Salarian Alliance had a reality check when they they thought to
  appropraite some property of The Imperial Confederacy.  Debris from
  13 missile vessels mingled with a close packed Asteroid Belt that used
  to be Salara, the Capitol.  Military forces were caught totally unaware
  as The Proelium Empire sent a minor Carrier Task Force to deal with the
  perceived misappropriation.  Officals of the Salarian Alliance Embassy
  had no comment, although most were seen to be wearing the dark hued
  mourning vestments.
 
  There is a rumor that races, complaining that there are not enough rumors,
  have had their home starsystems slated for SuperNova Destabilizer tests.
  Which in turn should generate a few rumors, thereby fufilling their request.
 
  The NN# Sector received a new star in their constallation as The Shifting
  Winds indulged in a bit of overkill moving his whole starsystem in as a base
  of attack on neighboring stars.  Forces were evidentially caught totally
  unaware (clearing their nasal cavities with their digits) by this attack.
  Members of The Imperial Confederacy have no comment other than to reiterate
  that this is another example of why Travellers, as a whole, should be
  eliminated, "because they upset the natural balance of the stars!".  When it
  was asked "What do Marauders do then?", the anwser was "Entropy IS natural!
  Stellar migration is not!".  Reporters for the SS left, confused.
 
                  Casualty List for Battle         Base Cost
                  ------------------------         ---------
       750,000  SDC Firepower Hubs -------------- 56,250,000
         4,200  Light Carrier - class 5's ------- 44,520,000
            60  ECM Vessels ---------------------    480,000
           400  Trader Cargo Vessels - class 1 --    120,000
             4  PathFinder Scout - class 1's ----     14,800
       700,000  Interceptors -------------------- 70,000,000
        12,000  Interceptor Mines ---------------    600,000
           400  Planetary Shield Centers --------    400,000
           400  Fortresses ----------------------    120,000
                                                  ----------
                                    Total Cost = 172,504,800
 
  In testing some new vessel designs, The Imperium of Aquila recently
  discovered that when a planet has been Transformed, it also receives a 50%
  bonus in vessel builds in firepower capacity.  They were extremly pleased due
  to the ability to build bigger war vessels at a quicker rate.
 
  Rumors are speading that those deemed trustworthy will receive a portion of
  Imperial Biotechnic Macronics stock.  The Proelium Empire is evidentially
  scrambling to find a loophole in the new Diversity Index laws for Company
  interest accumulation.
 
  Scouts encountered several debris fields in the LOS Sector where an
  evidentialy ill-informed Travelller tried to jump a pair of planets into an
  already full star system.  The doomed planets then experienced a
  catastrophic kinetic shield failure, imploding, destroying the worlds
  instantaneously.  Commanders of several scout Task Forces belonging to the
  aformentioned Traveler were executed for reporting erronous information.
  This however was reported to be simply an attempt by some embaressed
  politicians to perform the time honored CYA.
 
  The Skaran Union has been initiating a very aggressive recruitment program
  that has produced an impressive number of Spies and Commanders doing their
  thing in different parts of the galaxy.  Beware the information net being
  laid into place by the canny intelligence master.
 
  A race of Miners calling themselves The Elder Barrians were developing a
  good market in rare earth minerals until their harvesters developed a severe
  case of indigestion after swerving to sate themselves on a platinum vein.
  They "smelt" their finer metals by ingesting the ore, then excreting out the
  finished product.  Evidentially the stench involved with the final process,
  encourages most races to accept delivery after a decontamination period.
 
  Rumors are spreading that the, subtlely named, Killer Tomato Commie Pirates
  are a race to beware of.  Raids of precise military precision have been
  plauging races in the #I subquadrant.  Raiders with a logo of a fanged
  tomato and sickle is becoming a sight to dread.
 
  The Xxaron Federation is becoming a force to reckon with as their military
  and economic might grows.  There are rumors of growing dissatisfaction in
  the ranks of the Galactic Alliance of Races as reports of impending war
  spread throughout the rank and file.
 
  The Imperial Confederacy membership morale grows lower and lower as military
  venture after venture against The Shifting Winds fail to do any real serious
  damage.  The cunning Traveller has repotedly pushed the entire consortium
  into a final desperate tactic of funneling all their resources into a front
  company called Imperial Biotechnic Macronics, that would reduce the cost of
  Technology advancement.  There will reportedly be credits in the billions
  funneled into the company, the majority share holder is The Proelium Empire,
  a race notorious for its crimes against planetary biospheres.  However
  speculators are encouraged to contact them for stock information, rumors of
  outragously high stock values are increasing.
 
  Reports of a massive scanning campaign by Ponyets Mercantilist Republic,
  is rumored to connect desires for a four quadrant domination, with the
  search for an old, Pre-Foudation, homeworld.
 
  In SubSector HE double hockeystick, a fierce battle was waged for planetary
  control as the decedant complacency of an elder race world was disturbed by
  the sudden appearance of war vessels belonging to Pendaris Planet Eaters.
  Pendaris absorbed the Lances, destroyed the Fortresses and proceeded to
  attempt an invasion.  The invasion, which lasted over 20 rounds, was finally
  decided in the favor of the planet, which belonged to the Darklings.
 
  The Proelium Empire refused to appear at a hearing to determine if they were
  responsible for the death of a member of the Slithy Brotherhood of
  Re'myeld's spy network.  While it is proper to kill millions in war, it is
  considered in bad taste to torture to death expensive, and hard to replace,
  spies. Proelium officals have no idea what this story is refering to, and
  add that furthur more, in the future any spies caught looking for the
  Capitol world will be strapped to the prow of a Planet Buster as it
  decends to the fatally curious races homeworld.
 
  *- Those races that are "right" understand whose "tm" (trademark) that is.
     .....(ditto)
 
 
                              Short Fiction
                              -------------
              "Excerpts from The First Millenium Concordance"
                        - part 5
 
	[[ Deleted due to space restrictions...]]

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

Bundle: 431
Archive-Message-Number: 5074
From: Jo Jaquinta <jaymin@maths.tcd.ie>
Subject: Re: standard file format for extended systems
Date: Mon, 4 Jan 93 16:29:56 GMT

>Jo's Library program is the only one I have seen that deals with 
>extended systems, and I believe it generates them on the fly and stores 
>them in a proprietary binary file format.
	Actually I either generate them from a fix random number seed
and the mainworld data or, if you have edited them, store them in
binary format. The latter is done, quite simply, by writing the
C structures (see code below). The reading in routine is analogous
although slightly complicated by the necessity of mallocing the
structures.
	It would be a fairly simple matter to re-write these so
that the wrote and read ascii files instead of binary files. I
would be happy enough to do this so as to make the storage
files transportable between machines. The simplest way to do this
is to write out a comma seperated field for each record. 
	E.g.: 		Name,orbit,starport,size,atmosphere,hydro...
This, however, is not terribly readable. Nor is it useful to someone 
who just wants to browse a system without a viewer. Adding a label
for each field improves the readability:
	E.g.:	Name:	name
		Orbit:	orbit
		UPP:	XXXXXXXX
This is very bulky, though. If you have the traveller standard, i.e.
one-line per word, even a 132 column printer will have difficulty 
representing the multitude of world data without crippling abbreviations.

	Anyway, I will be writting an add-on to the LIBRARY/SYSGEN
stuff to do ascii reading/writing starting next week. If anyone has
any ideas they want to contribute as to the format of that, please
send it to me. Note please: FORMAT, not CONTENT. The content is
already defined by what LIBRARY/SYSGEN produces. The format should be
extensible, in any event, to cater for further upgrades across the
board.

int	syswrite(fd, syst)
int	fd;
sistem	*syst;
{
	if (write(fd, (char *)syst, sizeof(sistem)) != sizeof(sistem))
		return(-1);
	return(bodywrite(fd, syst->sys));
}

int	bodywrite(fd, b)
int	fd;
body	*b;
{
	body	*bptr;
	volcano	*v;
	city	*c;
	int	ret;

	if (write(fd, (char *)b, sizeof(body)) != sizeof(body))
		return(-1);
	if ((b->type == T_WORLD) || (b->type == T_MAIN))
	{
		for (v = b->det.w.volcs; v; v = v->next)
		{
			if (write(fd, (char *)v, sizeof(volcano)) != sizeof(volcano))
				return(-1);
		}
		for (c = b->det.w.bc; c; c = c->next)
		{
			if (write(fd, (char *)c, sizeof(city)) != sizeof(city))
				return(-1);
		}
	}
	for (bptr = b->b; bptr; bptr = bptr->o)
	{
		ret = bodywrite(fd, bptr);
		if (ret < 0)
			return(ret);
	}
	return(0);
}

_______________________________________________________________________________
Jo Grant		| Benson, Arizona, the warm wind through your hair
jaymin@maths.tcd.ie	| My body flies the galaxy, my heart longs to be there 
44 Bancroft Ave., 	| Benson, Arizona, the same stars in the sky
Tallaght, Dublin 24,	| But they seemed so much kinder when we watched them, 
IRELAND			|	you and I.		-- Dark Star

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

Bundle: 431
Archive-Message-Number: 5075
Subject: Re: PBEM CHAT - Nightmare 
Reply-To: traveller-request@engrg.uwo.ca (TML Administrator)
From: TML Administrator <traveller-request@engrg.uwo.ca>
Date: Mon, 04 Jan 93 08:49:20 PST


Oops! Seth sent an apology about his mis-mailing.  Ignore that previous
message, if you would please.

James

__   __/         /   /	    Internet Traveller Mailing List, Administrator
    /     /  /  /   /	   James T. Perkins in Eugene, Oregon, USA
 __/   __/__/__/ _____/   traveller-request@engrg.uwo.ca

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

End of TML Bundle
******************
To: traveller@engrg.uwo.ca (TML Submissions)
Date: Wed Jan  6 22:00:02 EST 1993
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #432: Msgs 5076-5083 
Approved: by traveller-request@engrg.uwo.ca (TML Admin) Wed Jan  6 22:00:02 EST 1993
Reply-To: traveller-request@engrg.uwo.ca (TML Admin)
Precedence: bulk

TML bundles come from the archives maintained by
traveller-request@engrg.uwo.ca (TML Admin).

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

Date: Wed Jan  6 22:00:02 EST 1993
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #432: Table of Contents

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 432  5076 04-Jan-1993 CS171308011@uts  Homeworld Environment Effects << Greeti
 432  5077 04-Jan-1993 CS171308011@uts  Homeworld Environment Effects << Greeti
 432  5078 04-Jan-1993 James T Perkins  New TML introduction << Eric Stuyvesant
 432  5079 05-Jan-1993 ben calvert      2300 Ship design << 'Lo, all
 432  5080 05-Jan-1993 Edward Swatsche  TNE character generation 3/4 << Here be
 432  5081 05-Jan-1993 Hans Rancke-Mad  Re: Homeworld environment effects << Sc
 432  5082 05-Jan-1993 Richard Johnson  Suggestion for TNE Rules << Thanks to G
 432  5083 05-Jan-1993 KELLOGG@DUCVAX.  Skills in TNE << High folx,

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

Bundle: 432
Archive-Message-Number: 5076
Date:    Mon, 4 Jan 1993 14:42:26 -0600 (CST)
From: CS171308011@utsa86.utsa.edu
Subject: Homeworld Environment Effects

Greetings all,

I read over the stuff from GDW.  I thought over the effects of the
planetary environment of the character.  (That was really all that
they included.)  So...

Gravity:
It's pretty easy to understand why a person from a high gravity
planet would have a +1 strength.  However, I do not understand why
such a person should suffer a -1 to agility (dexterity).  Consider:
you and I are used to an environment where objects fall at 9.8
meters per second acceleration.  Now, what about someone who is
used to objects falling at say 15 meters per second per second?
That means that they will have to be 50% faster in terms of
reaction to catch a falling object, or to recover from stumbling or
whatever.
     So, dexterity (agility) would be Higher, not lower in such an
environment.
     Low surface gravity of the homeworld will have the opposite
effect unless the planet has sufficient technolgy to provide grav
plates for health reasons.

Atmospheric Pressure:  (Low partial pressure of Oxygen)
Persons in a low pressure environment have an increased efficiency
of lungs.  (Something about elevated red blood cell production, I
believe.) It is well known that person's unused to such low
pressures have difficulty exerting themselves in such an
environment.  The converse has been shown to be true in that long
distance runners sometimes train at high altitudes.

Thus, atmosphere's with low pressure will tend to increase one's
constitution (endurance).  Higher pressures than normal will tend
have the reverse effect.

I do not really understand why a person on an airless world would
have an increased agility (dexterity) though.  An object will have
less drag when it falls, but that really only comes into the
picture when you are trying to catch a falling feather: 
Insufficient grounds for a +1 agility.

In my estimate, these physiolgical effects will be well known and
used in high tech societies.  So, your Imperial Military Forces
will operate aboard ships with a slightly lower pressure, and with
the gravity turned up slightly higher than normal.  In combat they
depressurize completely, and artificial gravity is lowered to
reduce strain on the hull (and prevent falling structural beams a
la Star Trek).

Asteroid and orbital based societies will also take advantage of
these physiological effects.  Lower pressures tends to put less
strain on a ship's hull and life support systems, though they would
not increase gravitation to above 1G, but they would not employ
artificial gravity below 1G as that induces some physiological
health penalties.

However, if these asteroid or orbital societies do not have
artificial gravity (or centrifuges), there's gonna be severe
problems:  brittle bones, little musculature, heart problems, etc.
etc. etc.

Thus:  High Gravity planets:  Strength +1
                              Agility  +1
       Low Gravity planets:   Strength -1
                              Agility  -1

       High pressure planet:  Constitution -1
       Low pressure planet:   Constitution +1

Hope this helps,

Scott 2G Kellogg



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

Bundle: 432
Archive-Message-Number: 5077
Date:    Mon, 4 Jan 1993 14:42:26 -0600 (CST)
From: CS171308011@utsa86.utsa.edu
Subject: Homeworld Environment Effects

Greetings all,

I read over the stuff from GDW.  I thought over the effects of the
planetary environment of the character.  (That was really all that
they included.)  So...

Gravity:
It's pretty easy to understand why a person from a high gravity
planet would have a +1 strength.  However, I do not understand why
such a person should suffer a -1 to agility (dexterity).  Consider:
you and I are used to an environment where objects fall at 9.8
meters per second acceleration.  Now, what about someone who is
used to objects falling at say 15 meters per second per second?
That means that they will have to be 50% faster in terms of
reaction to catch a falling object, or to recover from stumbling or
whatever.
     So, dexterity (agility) would be Higher, not lower in such an
environment.
     Low surface gravity of the homeworld will have the opposite
effect unless the planet has sufficient technolgy to provide grav
plates for health reasons.

Atmospheric Pressure:  (Low partial pressure of Oxygen)
Persons in a low pressure environment have an increased efficiency
of lungs.  (Something about elevated red blood cell production, I
believe.) It is well known that person's unused to such low
pressures have difficulty exerting themselves in such an
environment.  The converse has been shown to be true in that long
distance runners sometimes train at high altitudes.

Thus, atmosphere's with low pressure will tend to increase one's
constitution (endurance).  Higher pressures than normal will tend
have the reverse effect.

I do not really understand why a person on an airless world would
have an increased agility (dexterity) though.  An object will have
less drag when it falls, but that really only comes into the
picture when you are trying to catch a falling feather: 
Insufficient grounds for a +1 agility.

In my estimate, these physiolgical effects will be well known and
used in high tech societies.  So, your Imperial Military Forces
will operate aboard ships with a slightly lower pressure, and with
the gravity turned up slightly higher than normal.  In combat they
depressurize completely, and artificial gravity is lowered to
reduce strain on the hull (and prevent falling structural beams a
la Star Trek).

Asteroid and orbital based societies will also take advantage of
these physiological effects.  Lower pressures tends to put less
strain on a ship's hull and life support systems, though they would
not increase gravitation to above 1G, but they would not employ
artificial gravity below 1G as that induces some physiological
health penalties.

However, if these asteroid or orbital societies do not have
artificial gravity (or centrifuges), there's gonna be severe
problems:  brittle bones, little musculature, heart problems, etc.
etc. etc.

Thus:  High Gravity planets:  Strength +1
                              Agility  +1
       Low Gravity planets:   Strength -1
                              Agility  -1

       High pressure planet:  Constitution -1
       Low pressure planet:   Constitution +1

Hope this helps,

Scott 2G Kellogg



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

Bundle: 432
Archive-Message-Number: 5078
Subject: New TML introduction
Reply-To: traveller-request@engrg.uwo.ca (TML Administrator)
Date: Mon, 04 Jan 93 14:39:48 PST
From: James T Perkins <jamesp@sp-eug.sp-eug.com>


Eric Stuyvesant is a new TMLer, and he sent me this nice description of
himself and his interests, so I thought I'd share it with the TML.

- -------- Forwarded Message Follows

Feel free to post/comment on/distribute any of the following information you
think appropriate.

Relevant Information:

Eric Stuyvesant
535 NE Portland Bv. #4
Portland, OR 97211-3059

Traveller interests include: CAT, TDR, Ship Design, etc.
Areas of Expertise: Atari ST, C, HP-?8 calculators, Postscript, awk, sed, *sh
Projects currently involved in (in various stages of completion):
  Porting the various Traveller-utility software to the ST.
  Creating generic RPG/Wargame database software to automate rule lookups,
    with specific interest in Library Data, Charts & Tables, and Rules
    for my favorite games (Notably Traveller/MT and Star Fleet Battles).
    Eventually, this should have a portable C interface, as well as utility
    programs to sort through the data in various ways.  Could be used in
    conjunction with sector/subsector viewers, character generators, ship
    design programs, trade&commerce programs, etc. so that the data would
    already be available, and all that would have to be ported to different
    machines would be the user interface.  I'm looking at gdbm, awk, curses,
    and C to be the lowest common denominator here.  I'm trying to find out
    more about SGML to be the format to store data in.
  Improving the currently available software to be more complete and useful.
    I already have done a good deal of work on the trade&commerce program, and
    I'm hoping to get ahold of the ship design program to play with.

I'd like to express my personal thanks to you, as list moderator, for taking
the time and effort to maintain the TML.  All I can say is that if everyone
took the time to do something like the TML, the world would be a better place.
Also, don't be fooled by the generally low posting volume.  There are
undoubtedly *many* lurkers out there who never directly subscribe for
whatever reason, but still follow the TML avidly.

Eric Stuyvesant
erics@agora.rain.com
#include <disclaim.std>

- ------- End of Forwarded Message

Thanks Eric, and welcome aboard the good ship TML.

__   __/         /   /	    Internet Traveller Mailing List, Administrator
    /     /  /  /   /	   James T. Perkins in Eugene, Oregon, USA
 __/   __/__/__/ _____/   traveller-request@engrg.uwo.ca

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

Bundle: 432
Archive-Message-Number: 5079
From: benjamin@pluto.cc.huji.ac.il (ben calvert)
Date: Tue, 5 Jan 1993 10:50:03 -0600
Subject: 2300 Ship design


'Lo, all

I've "almost" completed a fairly quickly hacked spreadsheet of 2300 ship
design, with some of my own improvements (namely - missile design is now
possible, if not very well "rationaled").}i..

One problem is that it runs on a shareware spreadhseet (INSTA) which is
hellishly slow. It CAN be exported to dBase and Lotus, so speed MAY improve.

ANyone interested, drop a line to Marc A. Volovic (me) @

+------------------------------------------------------------------------+
| Marc A. Volovic -                       Procrastinator and do-no-gooder|
| mav@itexjct.jct.ac.il      Snail: P.O.B. 23114, 91230 Jerusalem, Israel|
|      Student in Dept. of Linguistics, Hebrew University, Mt. Scopus    |
+------------------------------------------------------------------------+
|                       Fencers do it with rapid thrusts                 |
+------------------------------------------------------------------------+
 

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

Bundle: 432
Archive-Message-Number: 5080
Date: Tue, 5 Jan 93 03:25 PST
Subject: TNE character generation 3/4
From: Edward_Swatschek@mindlink.bc.ca (Edward Swatschek)

Here be a draft copy of the Traveller: The New Era character generation
rules.
If you prefer to comment privately, send them to GDW.SUPPORT (on GEnie),
l.wiseman1@genie.geis.com, or
    Dave Nilsen
    C/O GDW
    PO Box 1464
    Bloomington, IL, 61702

Part 3 of 4

(c) copyright 1992, Game Designers' Workshop

      This is draft material. Do not concern yourself with spelling
 errors  or the like. Rather, we are interested in "big picture" comments.
Are there careers that you want to see? Ones here that are too weak/too
powerful? What do you think about the controlling attributes for the  various
skills (skills that appear in Dark Con and Twilight are, alas,  not
negotiable).


   REENLISTMENT AND MUSTERING OUT

   Characters may reenlist for continuing service. Eventually, events will
force a character to leave the service to muster out.

   Reenlistment: Generally, a character is free to leave the service or to
remain for another term, depending on the individual's goals and desires. As
always, war, peace, and other events loom ever-present over the character,
and then others may decide the course of his career.

   Each service has a reenlistment number; in order to undertake a subsequent
term of service, a character must throw that number or greater (no DMs are
allowed). If the throw is not successful, reenlistment has been denied, and
the person must leave the service and muster out into the game. If the throw
is 12 (exactly), the needs of the service require that the character serve
another term, regardless of his or her personal desires.

   Because a character may be required to serve another term, the
reenlistment throw is required at the end of each term of service, whether
the character intends to continue or not.

   Changing Careers: Most human characters have only one career in their
lives, although a few humans are daring enough to make a complete shift from
their current career into a totally new career. The Traveller player
character is one of these rare individuals.

   Although entry into a character's initial career is automatic in a
player's first term, players who chooses to change careers must make the
reenlistment die roll for their new career to enlist (in addition to meeting
the prerequisites for the career). This enlistment die roll is made with a
die roll modifier of -1.

   Retirement: A character may serve any number of terms voluntarily and may
leave after any term (provided a mandatory reenlistment throw of 12 exactly
does not occur). A person may retire any time after the end of the @fth term
served in a single career. Retirement grants the individual an annual
retirement pay (in addition to any mustering out bene@ts); rates of
retirement pay are shown in the Retirement Pay table.

   Mustering Out: When a character leaves a chosen career, either through
retirement or failure of the reenlistment roll, he is eligible for mustering
out bene@ts. The two Mustering Out tables indicate the nature of these
bene@ts: one provides travel, education, and material bene@ts, while the
other provides cash severance pay. Each table is matrixed by service and a
single die roll. When mustering out of the service, a character is allowed to
consult these tables based on total terms of service and on @nal rank. Note
that only the last career served in counts toward mustering out benefits, and
only the terms served in that career are used to determine number of allowed
die rolls.

   One bene@t roll is allowed for each full term served in the
career(exception: see Aging). Note that if a character serves only half a
term, that term does not count toward mustering out bene@ts.

   In addition, a character who has achieved rank O1 or O2 receives one extra
roll, while a character with rank O3 or O4 receives two extra rolls. A
character who has received rank O5 or O6 receives three extra rolls and, in
addition, may apply a DM of +1 to die rolls on the Skills and Bene@ts table.
Characters with the skill of Gambling-1+ or higher may add +1 to the die roll
on the Cash table.

   A character is free to choose between the Bene@ts table and the Cash
table, but no one may consult the Cash table more than three times
(exception: see Aging) during the mustering out process.

   For example, a character who has served four terms of service and has no
rank is eligible for four mustering out bene@ts. She may roll a total of four
times, distributing the rolls as she desires between the two tables, provided
only that she may roll no more than three times on the Cash table. The player
must designate the table being used before rolling the die.

   In addition to the skills acquired while actually in service, the
following skills and substantial rewards can be acquired through the
mustering out procedures.

   Retirement Pay: Any character who leaves the service at the end of the
@fth or later term receives retirement pay. This pension is paid at the
beginning of each year, effective upon leaving the service, and may be
collected at any class A or B starport. If from a pre-stellar of lower tech
homeworld, retirement pay may only be collected on the homeworld.  The table
indicates the rate of pay, which is dependent upon the character's total
terms of service. Service beyond the eighth term adds Cr2000 per additional
term (this bene@t is waived for each term in which the character opted to
take anagathics: see Aging and also Anagathics).

   Retirement pay is not available to characters who have been Barbarians,
Corsairs, or Rogues.

   Travel Allowances: The mustering out procedure makes a variety of bene@ts
available which may generally be called travel allowances. Such allowances
take three basic forms: money, passages, and Travellers' Aid.

   Money: The Cash table indicates speci@c amounts of money which become
available. Some portion of the money should be considered severance pay or
life's savings; the remainder is a travel allowance.

   Passages: The Skills and Bene@ts table includes passages (tickets for
interstellar travel). They are acquired in blank, and each represents one
passage (interstellar voyage) between one world and the next world visited by
the starship. They are available in three classes: high passage (@rst-class
accommodations worth Cr10,000), middle passage (second-class accommodations
worth Cr8000), and low passage (frozen- sleep accommodations worth Cr1000).
Passages may be retained, or they may be cashed in at 90 percent of their
face value. Passages are not available to characters from pre-stellar or
lower tech homeworlds; these results should be ignored and the die rolled
again.

   Travellers' Aid: The Travellers' Aid Society is a private organization
which maintains hostels and facilities at all class A and B starports in many
parts of human space. Facilities are available (at reasonable cost) to
members and their guests.

   Travellers' Aid Society membership may be acquired upon mustering out
while using the Bene@ts table. Membership may be achieved only once per
character. Receipt of membership in the Travellers' Aid Society upon
mustering out may be construed as a reward for heroism or extraordinary
service to the Society rather than an of@cial bene@t of the service.

   Membership is for the life of a character and is not transferable. The
Travellers' Aid Society invests its member- ship fees and other income; it
uses its capital and return to provide bene@ts to its members. Every two
months it pays dividends in the forms of one high passage to each member.
This passage may be used, retained, or sold.

   The Travellers' Aid Society is active only in areas where interstellar
travel in commonplace. If the character's homeworld is not in such an area,
as determined by the referee, this result should be ignored and another die
roll made.

   Material Objects: The mustering out procedure makes several types of
objects available: weapons, instruments, forensic kit, a letter of marque, a
watch, or a starship.

   Weapons: The Bene@ts table indicates a receipt of a weapon; in such cases,
a character may choose any weapon.
   If, while mustering out, the same bene@t is received again, the character
has the option of taking another example of the same weapon, selecting a
different weapon, or taking the bene@t as +1 in skill in the weapon category
previously received. For example, the bene@t weapon entitles the character to
select any weapon, so he may choose a cutlass.  On the next bene@t roll, he
again receives weapon as a bene@t. He could select a different weapon, choose
cutlass again, or elect to take expertise in the weapon category he has
already received (giving an expertise of Large Blade-1).

   Instruments: A Doctor may receive a full set of instruments for treatment
of injuries and illnesses. The set includes surgeon's instruments, diagnostic
tools, and a supply of drugs suitable for most purposes. Basic value of the
set is Cr5000.

   Forensic Kit: A Law Enforcer may acquire a forensic kit to test for
evidence at the scene of a crime. The kit includes equipment to test for
@ngerprints, residues, poisons, gasses in the air, and so on. The kit also
includes a still camera for recording the scene. Approximate value of the kit
is Cr9000.

   Watch: Bureaucrats may receive the proverbial gold watch for their years
of service. Typically, this item has a value of Cr100. On a throw of 7+, it
will have a value of 2D6 x CR100.

   Letter of Marque: A government may issue a letter of marque authorizing a
Corsair to raid the shipping of its enemies. Such a Corsair receives
quasi-of@cial status as a privateer. A letter of marque has no monetary
value; it provides a positive DM for receipt of a ship as a bene@t.

   Starships: Several types of starships are available as mustering out
bene@ts: a scout/courier, a safari ship, a lab ship, a corsair, a seeker, a
yacht, or a free trader. A Scout/Courier is a very common type of dispatch,
survey and exploratory vessel within human space. A Safari Ship is an
excursion vessel intended for trophy-taking (real or photographic)
expeditions to other worlds. A Lab Ship is a mobile base for scienti@c
analysis and investigation. A Corsair is an armed commercial raiding ship. A
Seeker is a Scout/Courier modi@ed for asteroid prospecting and mining. A
Yacht is a noble's plaything used to entertain friends and undertake
political or commercial missions. A Free Trader is an elementary interstellar
merchant ship plying the space lanes carrying cargo and passengers.


   *************

   Scout/Couriers are technically loaned to ex-Scouts and are subject to
recall; because of upheaval in the Imperium, the Scout/Courier is effectively
owned by the characters but cannot be sold. Corsairs are owned by the
character. Regardless of how many times a character receives a Scout/Courier
or a Corsair as a bene@t, he can receive only one ship.

   Other ships are subject to 40-year loans. The @rst ship bene@t receipt
provides the ship with a liability for the loan. If the bene@t is received
more than once, each additional one is considered to represent actual
possession of the ship for a 10-year period. (The ship is 10 years older, and
the payment term is reduced by 10 years.) A character may own a ship, free
and clear, by rolling the ship bene@t @ve times (once to obtain it, four
times to pay off the sequences of payment); the ship is 40 years old.

   *******************


   We need a system for shared ownership of starships, particularly in the
case of merchant characters. Terms and rank should contribute to "shares" in
a ship, with a total of maybe 100 shares. Characters need a minimum of, say,
20 shares between them, with each additional share representing 6 months of
the 40-year mortgage.

   Scouts probably get a cut on any mineral wealth or technological salvage
on newly surveyed worlds (or at least officers do), which may be converted to
shares in a scout/courier.

   A Seeker should come for free if the Belter makes a strike (see career
description). Otherwise, nothing. (No retirement bennies for being a belter,
either.


   Corsair? I'm not sure of this one, and I'm inclined not to allow it.  We
don't want characters tooling around in hot ships I wouldn't think.



   INITIATIVE

   Initiative represents a character's ability to remain cool and act most
effectively in combat situations. Characters with a high initiative score
will move further and/or achieve more actions in a combat round than will
characters with low initiatives. This is not because the high- initiative
characters are any faster, but simply because they react more quickly and
spend less time hesitating.

   Initiative values range from 1 to 6, with beginning characters tending to
start out on the low end of the scale, then increasing as they gain
experience in combat. Each combat turn in Traveller is divided into six
phases, counting backward from 6 to 1, and characters get to perform one
action in each phase equal to or less than their initiative level. The combat
chapter explains this all in a bit more detail, but it should be obvious even
now that initiative is very important if you are to be involved in combat.

   Each character's initial initiative is determined by the types of careers
that character has pursued. All characters start with an initiative of 1. If
any terms were spent in the Navy, Army, Marines, Aviation, Nautical, Law
Enforcement, Corsair, Hunter, Barbarian, or Rogue careers (regardless of how
many terms were served or how many different careers were served in), add 2
to initiative. If any special assignments or special adventures were rolled
(regardless of how many) add 1 to initiative.

   For example, Bo Johnson has spent one term in the Army and two in the
merchants, in which he had a special assignment. He begins with an initiative
of 1. The Army stint would give him a +2 (total of 3), and the special
assignment gives him a +1 (final total of 4).



   SKILL AND ATTRIBUTE DERIVED VALUES

   Once the character has @nished all steps of character generation affecting
skills and attributes, the following values, which are derived from skills
and attributes, can be calculated.

   Hit Capacity: Hit capacity is a measure of the amount of damage (hit
points) a character can take before suffering serious injury. Hit points can
be suffered in any of seven different parts of the body: left leg, right leg,
left arm, right arm, head, abdomen, and chest. The hit capacity of the head
is equal to twice the character's Constitution (CON2). The hit capacity of
the character's chest is equal to three times the sum of his Strength and
Constitution (STR+CON3). Each of the other body parts has a hit capacity
equal to two times the sum of the character's Strength and Constitution
(STR+CON2).

   Weight: A male character's weight in kilograms is equal to eighty, plus
four times Strength minus Agility, or [4(STR@AGL)]+90. (One kilogram is
approximately 2.2 pounds.) Thus, a character with a Strength of 6 and and an
Agility of 1 would weigh 100 kilos (about 220 pounds), while a character with
a Strength of 4 and an Agility of 8 would weigh 64 kilos (roughly 141
pounds).

   Physiological differences, particularly in bone structure, result in
smaller body masses for women. Therefore, weight in kilograms for female
characters is calculated by substituting 65 for 80 in the formula, or
[4(STR@AGL)]+65. Thus, a female character with a Strength of 6 and an Agility
of 1 would weigh 85 kilos (about 187 pounds), while a female character with a
Strength of 4 and an Agility of 8 would weigh 49 kilos (roughly 108 pounds).

   Load: A person can lug a considerable weight of equipment, even cross-
country, but there is a limit. In Traveller a character may carry, without
being heavily burdened, a total weight in kilograms equal to three times the
sum of his Strength and Constitution (STR+CON3). This is called the
character's normal load. Up to twice this weight can be carried, but the
character is considered burdened and has movement reduced, as explained later
in the rules. A character may lift loads up to four times this amount and
carry them short distances (50 to 100 meters), but this counts as hard work
under the fatigue rules (as explained later). Note that characters may add
their load capacities to lift heavy objects.

   Throw Range: The distance (in meters) a character can throw a one-
kilogram weight accurately is called the character's throw range. Throw range
is four times the character's Strength (STR4).

   Martial Arts Combat Damage: Martial Arts Combat damage indicates how many
hit points loss a character in@icts on an opponent when that opponent is
successfully hit during melee combat. Martial Arts Combat damage is
determined by multiplying Martial Arts skill by Strength and dividing by 10,
rounding fractions down. The result is the number of hit points the striking
character will in@ict per successful attack. (Note: A result of 0 is
considered 1.)

   Example: Oscar has a Strength of 9 and a Martial Arts skill level of 8.
98=72. 72v10=7. Therefore, Oscar will in@ict 7 hit points per successful
Martial Arts attack.



   STARTING MONEY AND INITIAL EQUIPMENT

   Just as characters have a history of careers and contacts before the start
of a Traveller adventure campaign, they also will have accumulated equipment
and savings. In order to re@ect this fact, players generate starting money
for their characters, then use that money to buy the equipment they desire.

   Starting Money: In general, during each career term, a character gains a
certain base cash value multiplied by the character's Social Level.  The base
cash value is determined by the Tech rating of the character's homeworld.
This rather generically represents both a character's earning power and
ability to save. Of course, the money itself represents not only savings, but
also equipment accumulated. (That is, after starting money has been
calculated, any of it that is spent on equipment is considered to have been
spent over the course of the character's life thus far, not all at once. And
any money left over is considered savings.)

   As has been stated, Social Level is typically the value used when
calculating starting money. The career descriptions list exceptions to this
rule. (For example, belters receive no money for terms served as Belters, but
may have made a strike, and earned considerable money from that.)

   Finally, while it may be somewhat easier to generate all starting money
after character generation is complete, it is actually more accurate (and
more enjoyable) to do so term by term as characters progress through their
careers. This is so because Social Level often changes during character
generation. For purposes of fairness, it is important that all players either
do it the one way, or the other. Your referee will tell you which way she or
he prefers.


  CASH BASE VALUES

   Tech             Cash
   Pre-Industrial   CR10
   Industrial       CR100
   Pre-Stellar      CR500
   Early Stellar    CR1000
   Advanced Stellar CR5000


   Initial Equipment: After generating a character's starting money, a player
can look through the equipment chapter and purchase items appropriate to the
character. While doing this, there are a few things to keep in mind.

   First, on many worlds of the future, it is illegal to carry knives,
pistols, or other weapons. Even if something is legal that doesn't
necessarily make it wise. If you walk into a bank with a laser rifle across
your back, a revolver strapped to your thigh, and a hunting knife in each
boot, you can expect trouble from the locals.

   Next, buy equipment that is appropriate for your conception of your
character. Your referee will reward you for adhering to a realistic character
concept.

   Finally, before buying equipment, ask your referee if he or she has any
guidelines for you to follow speci@c to the campaign you will be playing. For
example, laws concerning what is or is not legal vary greatly from locality
to locality in Traveller, so depending upon where your characters will be,
you may be allowed more or less than usual. As well, your referee may decide
that certain items of equipment are easier or harder to @nd in your
character's locale, which could also affect your purchase of equipment. By
following your referee's guidelines, you'll help to ensure that your
adventures have a consistent atmosphere.



           TABLES OF RANKS
      Army/Aviation/
      Marines        Navy/Maritime*           Scouts
  E1  Private        Apprentice Spacehand     Scout Apprentice
  E2  Corporal       Able Spacehand           Scout Technician
  E3  Sergeant       Petty Officer            Scout Specialist
  E4  Gunnery Sgt    Chief Petty Officer(CPO) Asst. Team Leader
  E5  First Sergeant Senior CPO               Team Leader
  E6  Sergeant Major Master CPO               Senior Team Leader
  O1  Lieutenant     Ensign                   Junior Leader
  O2  Captain        Lieutenant               Leader
  O3  Major          Lt. Commander            Junior Commander
  O4  Lt. Colonel    Commander                Commander
  O5  Colonel        Captain                  Senior Commander
  O6  General        Admiral                  Expedition Leader

    * In Maritime service, the term "Spacehand" is replaced by "Seaman"

      Merchants            Law Enf.       Science
  E1  Apprentice Spacehand Trainee           Trainee
  E2  Able Spacehand       Deputy            Junior Technician
  E3  Senior Spacehand     Officer           Technician
  E4  Purser/Supercargo    Sergeant          Senior Technician
  E5  Mate                 Snr. Sergeant     Supervisor
  E6  1st Mate             Supervisor        Senior Supervisor
  O1  3rd Officer          Detective         Doctor
  O2  2nd Officers         Detective Sgt     Assoc. Professor
  O3  1st Officer          Detective Lt.     Asst. Professor
  O4  Captain              Detect. Inspector Professor
  O5  Captain              Detect. Captain   Fellow
  O6  Snr. Captain         Detect. Chief     Senior Fellow



     Diplomacy     Bureaucracy         Barbarian
  R1 Attache       Asst. Cmmssnr       Laborer
  R2  Deputy Consul 1st Asst. Cmmssnr  Hunter
  R3  Consul        Deputy Cmmssnr     Scout
  R4  Envoy         Commissioner       Warrior
  R5  Special Envoy Under Secretary   Chief
  R6  Ambassador    Secretary         Senior Chief



        Medicine       Corsair
  R1  Orderly        Spacehand
  R2  Technician     Technician
  R3  Paramedic      Mate
  R4  Nurse          Master-at-Arms
  R5  Therapist      Lieutenant
  R6  Practicioner   Captain
  O1  Doctor




   NOBLE RANKS
   SL     Rank
   B   Knight (Sir, Dame)
   C   Barron/Baroness (von, haut, hault)
   D   Marquis/Marchioness
   E   Count/Countess
   F   Duke/ducjess
   G   Archduke/archduchess
   H   Monarch (King/Queen. Emperor/Emperess)




- --

               Edjs                    _
              ------                _ //  CI$  : 76427,662
   Edward_Swatschek@mindlink.bc.ca  \X/   GEnie: E.SWATSCHEK



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

Bundle: 432
Archive-Message-Number: 5081
From: Hans Rancke-Madsen <rancke@diku.dk>
Subject: Re: Homeworld environment effects
Date: Tue, 5 Jan 93 20:18:30 MET

Scott writes:
> Subject: Homeworld Environment Effects

[Some good arguments about the influence of environment on character
stats.]

> Thus:  High Gravity planets:  Strength +1
>                               Agility  +1
>        Low Gravity planets:   Strength -1
>                               Agility  -1
>
>        High pressure planet:  Constitution -1
>        Low pressure planet:   Constitution +1

All very well, but this is also a game. For game balance purpose
any advantage should be balanced by a disadvantage (Which is why
GURPS orcs are always so talented and GURPS elves tends to be
neurotics ;-).



      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

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

Bundle: 432
Archive-Message-Number: 5082
Subject: Suggestion for TNE Rules
Date: Tue, 5 Jan 1993 12:33:08 -0800 (PST)
From: Richard Johnson <rdj@curly.urbana.mcd.mot.com>

Thanks to GDW and to Loren Wiseman and to Edward Swatschek for the
opportunity to add to the game, and to make our voices heard.

In part one, you have a disagreement between three-year and four-year
terms in one of the paragraphs about a third of the way through.  (I know,
it's almost a trivial error, but my experience has been that data
disagreement is harder to ferret out.)

Social Standing:
Why not make SS something more meaningful in terms of character generation?
The general concept outlined below is that one's initial social standing,
as well as homeworld (good addition there, guys.) helps determines what
careers options a character has.  Here's my idea (in rough form):

1.  Roll SS in the usual way. (If I read this right, its 2D6-1.)  This
    gives a value between 1 and 11, unmodified.

2.  The number of career opportunities available to a newly-generating
    character (if the career is not already agreed-to) is equal to the sum
	of the different ways that SS or less could be rolled.  That is:

	For initial SS of:     You get this many possible careers:
         1                       1
		 2                       3
		 3                       6
		 4                      10
		 5                      15
		 6                      21
		 7                      26
		 8                      30
		 9                      33
        10                      35
		11                      36


You might choose to set it up so that you get between one and eleven
opportunities.  Alternatively, you might choose to set it up so that the 
number of opportunities is equal to the possible ways that number could 
be rolled.  (That is 1-1, 2-2, 3-3, 4-4, 5-5, 6-6, 7-5, 8-4, 9-3, 10-2,
11-1.)  This would represent a societal pressure to perform according 
to your station in life.

Of course, all of this depends on how many different career paths actually
exist, and how many (and which) are available on a character's homeworld.
Obviously interstellar security is out for a TL6 homeworld (with
exceptions, of course).

You could use the numeric listing to order possible career paths.  For
example, "outlaw" is number 1, and is always available, even at SS 1.
Likewise rogues, belters, pirates, and so forth will be low-numbered
careers, while courtesan, dandy, and noble will be high-numbered careers.
Other paths will fall where they belong.  In fact, you could place Navy
careers more highly numbered than army careers to obviate the SS check on
the enlistment roll.

You could make the number be the highest-profile career available.  Then,
if enlistment fails, the character can proceed to lower and lower-profile
careers until somebody takes him (her/it) or (he/she/it) becomes and
outlaw.

I'm happy to discuss this in more detail, if you want to. 
- -- 
Richard Johnson  (richard@agora.rain.com)  (rdj%adpgate@pdxgate.cs.pdx.edu)  
If you can survive death, you can probably survive anything.


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

Bundle: 432
Archive-Message-Number: 5083
Date: Tue, 5 Jan 1993 18:22 CST
From: KELLOGG@DUCVAX.AUBURN.EDU
Subject: Skills in TNE

High folx,

Lookin' over what we got from GDW:

I noticed that the Corsairs & Law enforcers are only allowed
weapons from 1 tech level lower than the law code of the home
world.

So the cops on planets with Extreme law can't carry *any* weapons?
How do they strike terror into the hearts of the repressed masses?

I would assume that Corsairs would have access to weapons from off
planet too.

They also included provision for giving skills to those below 18.
Sounds good.  But I would make the following additions to the list
that kids can aquire:

Robot Operation (Why not?  We got computers, why not robots?)
Pilot (aircraft/ship's boat etc.  There are some hot kid pilots out
     there)
Or how about the Inborn skill cascade?
Artisan
Carousing
Instruction
Jack of all Trades
Leader

Or what about academic skills?
Physics
Bio
Chem
History
Genetics
Robotics
Medical

BTW, I am unfamiliar with Twilight 2000 skills & stuff.  Can
someone please post a scale of how much a skill level translates
into ability?

I gather a Medic-3 is no longer a full fledged doctor or surgeon.

Scott 2G Kellogg

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

End of TML Bundle
******************
To: traveller@engrg.uwo.ca (TML Submissions)
Date: Sun Jan 10 22:00:02 EST 1993
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #433: Msgs 5084-5090 
Approved: by traveller-request@engrg.uwo.ca (TML Admin) Sun Jan 10 22:00:02 EST 1993
Reply-To: traveller-request@engrg.uwo.ca (TML Admin)
Precedence: bulk

TML bundles come from the archives maintained by
traveller-request@engrg.uwo.ca (TML Admin).

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

Date: Sun Jan 10 22:00:02 EST 1993
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #433: Table of Contents

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 433  5084 06-Jan-1993 Pauli            Re: TNE character generation << hi,
 433  5085 05-Jan-1993 Seth 'the Lesse  More comments on the draft char gen sys
 433  5086 06-Jan-1993 Edward Swatsche  TNE character generation 4/4 << Here be
 433  5087 06-Jan-1993 Jeff Zeitlin     tne character gen <<   I'd originally t
 433  5088 06-Jan-1993 Scott S. Kellog  RE: TNE Character rolling << Hello,
 433  5089 07-Jan-1993 Jeff Zeitlin     tne character gen 2 <<   Herewith my co
 433  5090 07-Jan-1993 Adrian Hurt      Small vs. large bullets (was Auto rifle

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

Bundle: 433
Archive-Message-Number: 5084
Subject: Re: TNE character generation
Date: Wed, 06 Jan 93 12:56:00 +1000
From: Pauli <grue@cs.uq.oz.au>

hi,

>Scott writes:
>> Subject: Homeworld Environment Effects

>[Some good arguments about the influence of environment on character
>stats.]

>> Thus:  High Gravity planets:  Strength +1
>>                               Agility  +1
>>        Low Gravity planets:   Strength -1
>>                               Agility  -1

>>        High pressure planet:  Constitution -1
>>        Low pressure planet:   Constitution +1

>All very well, but this is also a game. For game balance purpose
>any advantage should be balanced by a disadvantage


I liked Scott's comments about homeworld environmental effects.  They make
sense (to me at least).  The point about balancing advantages and disadvantages
is only relevant when the player is given the choice.  For a randomly generated
or GM allocated home world this is less important (stochastic variation will
balance things for you).




GDW writes:

>   Scout/Couriers are technically loaned to ex-Scouts and are subject to
>recall; because of upheaval in the Imperium, the Scout/Courier is effectively
>owned by the characters but cannot be sold. Corsairs are owned by the
>character. Regardless of how many times a character receives a Scout/Courier
>or a Corsair as a bene@t, he can receive only one ship.

No imperium, therefore no unified scout service.  Certainly no Imperial
scout ships for new scout characters.  There ought to be plently of old scouts
floating around but they will be very very very old.



>   We need a system for shared ownership of starships, particularly in the
>case of merchant characters. Terms and rank should contribute to "shares" in
>a ship, with a total of maybe 100 shares. Characters need a minimum of, say,
>20 shares between them, with each additional share representing 6 months of
>the 40-year mortgage.

>   Scouts probably get a cut on any mineral wealth or technological salvage
>on newly surveyed worlds (or at least officers do), which may be converted to
>shares in a scout/courier.


The share idea seems like a nice way of handling a loan when nobody
would be willing to loan the large quantities of money necessary.  Shares
could also be a way of providing some form of yearly income to the players.

Would providing shares as mustering out benefits work?
First 'share' is worth so many shares, second worth less and so forth.
(e.g. 15 for the first, 10 for the second and 5 for every receipt thereafter)
Maybe a flat system would work out better (5?, 10? per receipt).  Also, some
share could be awarded for final rank.

Then let players buy shares from the other shareholders when they earn
enough money.  The economics would have to be worked out (because if the
dividend from the share is too big, you wouldn't sell and if too small
they are a terrible investment).


>   Corsair? I'm not sure of this one, and I'm inclined not to allow it.  We
>don't want characters tooling around in hot ships I wouldn't think.

If interstellar trade is collapsing, then piracy will also be collapsing.
When small empires are reopening the trade routes, piracy will lag behind a
bit (but given the resale price of a slightly damaged ship and its cargo and a
few slaves, one catch will set you up for quite a while).

Then again as it has been pointed out several time on the tml, it isn't
excessively expensive or difficult for a decent population world to
provide adequate anti-piracy protection for merchants for every system
it routinely trades with.  So if a player gets a corsair, they also get lots
of big repair bills.



        						Pauli

Paul Dale                       | grue@cs.uq.oz.au
Department of Computer Science  | +61 7 365 2445
University of Queensland        |
Australia, 4072                 | Did you know that there are 41 two letter
                                |     words containing the letter 'a'?

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

Bundle: 433
Archive-Message-Number: 5085
Date: Tue, 5 Jan 93 22:23:10 EST
From: Seth 'the Lesser' <slb22@cunixb.cc.columbia.edu>
Subject: More comments on the draft char gen system for TNE

Folks--

2G Scott wonders why there's a +1 Agility for natives of an airless world.  I
wondered too, until the thought occurred to me that clumsy people tend to die
in a vacuum, no matter how good the rip-stop on their space suits is. 
Therefore, there's an evolutionary pressure for people who don't trip as
often.

	Seth "the Lesser"

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

Bundle: 433
Archive-Message-Number: 5086
Date: Wed, 6 Jan 93 02:04 PST
Subject: TNE character generation 4/4
From: Edward_Swatschek@mindlink.bc.ca (Edward Swatschek)

Here be a draft copy of the Traveller: The New Era character generation
rules.
If you prefer to comment privately, send them to GDW.SUPPORT (on GEnie),
l.wiseman1@genie.geis.com, or
    Dave Nilsen
    C/O GDW
    PO Box 1464
    Bloomington, IL, 61702

Part 4 of 4

(c) copyright 1992, Game Designers' Workshop

      This is draft material. Do not concern yourself with spelling
 errors  or the like. Rather, we are interested in "big picture" comments.
Are there careers that you want to see? Ones here that are too weak/too
powerful? What do you think about the controlling attributes for the  various
skills (skills that appear in Dark Con and Twilight are, alas,  not
negotiable).



      NOTE: JOT, each award allows skil level 0 in all skills of any 1
attribute?

      SKILL LIST


      The following skills are available for Traveller:

      Acrobatics (Acrobat - AGL)

      Act/Bluff (Charm - CHR)

      Admin (Economics - EDU): The individual has experience with
bureaucratic agencies, and understands the requirements of dealing with and
managing them.

  Astrogation (Space Vessel - INT) [Tech = pre-stellar +] (Serves as: Sensor
Ops-1): The individual has training in interplanetary and interstellar
astrogation.
  The starship astrogator plots the course and ensures that information is
available to the pilot and crew as they need it. The astrogator interprets
the long-range data provided by the ship's scanners and detectors.
  Astrogation expertise qualifies a character for the position of astrogator
on a starship.

  Autogun (Heavy Weapons - STR) [Tech = Industrial +): The individual can use
high-rate-of-fire slug-firing weapons, including machineguns, autocannons,
and VRF Gauss Guns. These are usually crew-served, semiportable, and are
often vehicle-mounted.

  Bargain (Interaction - CHR): The individual has an awareness of the
techniques and practice of commerce in all its expressions. Bargaining may be
used to estimate resale value of items.

  Battledress (Spacehand - CON) [Tech = pre-stellar +] (Includes: Vacc Suit):
The individual can operate battle dress, a high-tech military armored suit.

  Biology (Science - EDU) (Serves as: Genetics minus 1): The individual has
skill in the life sciences, and understands the structure, functioning,
growth, evolution, and distribution of organisms.

  Bribery (Vice - CHR): The individual has had experience in bribing
officials in order to circumvent regulations or ignore cumbersome laws.

  Carousing (Charm - CHR) (Serves as: Service minus 1): The individual is a
gregarious and sociable individual who is well adapted to meeting and
mingling with strangers in unfamiliar surroundings.

  Carpenter (Artisan - AGL)

  Chemistry (Science - EDU): The individual has skill in the science of
inanimate matter, and understands the composition, structure, properties, and
reactions of elements and compounds. Chemistry skill applies to inanimate
matter, not living organisms.

  Communications (Space Tech, Technician - EDU) [Tech = industrial +]: The
individual is trained in the use, repair, and maintenance of communications
devices.
  While nearly everyone can press the button and make a communicator
function, this skill is necessary to be able to under stand why the device
does not work correctly, as well as to be aware of the details and
limitations on the device's possible use.

  Computer (Technician - EDU) [Tech = industrial+] (Serves as: Robot Ops
minus 1): The individual is skilled in the operation of electronic and fiber
optic computers (both ground and shipboard models).
  While any character can use a computer to retrieve data that is freely
available, computer skill is required to circumvent the computer's
programming. Computer skill is required to pro- gram a computer.

  Climb (Explore -CON)

  CPR Gun (Heavy Weapons - STR) [Tech = industrial+]

  Construction (Engineer - EDU)

  [Diagnosis: Cascade of the Medical - EDU - skill]

  Demolition (Crime - AGL): The individual is experienced in the proper
handling, placement, and efficient use of explosives.

  Disguise (Vice - CHR): The individual is experienced in modifying his
mannerisms and appearance to prevent recognition.
  The quality of the disguise varies according to the result of the uncertain
task.

  [Energy Pistol: Cascade of Energy Weapons (Gun Combat - AGL) [Tech = pre-
stellar+]]

  [Energy Rifle: Cascade of Energy Weapons (Gun Combat - AGL) [Tech = pre-
stellar+]]

  Early Firearms (Gun Combat - STR) (Weapon): The individual knows how to use
any primitive firearm which depends on separate powder and ball rather than
on cartridges.

  Electronics (Technician - EDU) [Tech = industrial+]: The individual has
skill in the use, operation, and repair of electronic devices. The person is
considered handy in this field, with the equivalent of a green thumb. This
skill includes the repair of laser and energy weapons.   Use the standard
diagnosis and repair task rules for the repair of electronic devices.

  Energy Artillery (Artillery - AGL)  [Tech = pre-stellar+]: The individual
can use battlefield high-energy weapons, including lasers, plasma and fusion
guns, and meson guns.

  Energy Weapons (Heavy Weapons - AGL) [Tech = pre-stellar+]: The individual
is familiar with a variety of military energy weapons. These are usually
vehicle mounted.

  Farming (Animal Handling, Science - INT)

  Fleet Tactics (Tactics - INT) [Tech = pre-stellar+]: The individual has
been trained formations and maneuvers of naval operations. Fleet Tactics is
used in command of two or more starships.

  Forensic (Perception - INT): The individual is skilled at gathering and
interpreting evidence at the scene of a crime or accident. Special forensic
equipment is sometimes required. Crude forensic equipment is available at a
tech code of Industrial; forensic equipment from higher tech codes is more
reliable and gives more detailed information.

  Forgery (Crime - AGL) The individual has developed some skill at faking
documents and papers, with a view to deceiving officials, banks or patrons.

  Forward Observer (Artillery - INT) [Tech = industrial+]: The individual has
been trained to ad- just artillery fire from distant batteries or from ships
that are in orbit.
  Modern fire support is a tremendously effective weapon, but it is,
nonetheless, virtually useless unless it can be accurately directed.

  Gambling (Vice - CHR): The individual is well-informed concerning games of
chance, and he is wise in how to play them. He has an ad- vantage over
nonexperts and is generally capable of winning. Gambling, however, should not
be confused with regular risk-taking.

  Genetics (Science - EDU): The individual has training in the science of
organisms. Genetics is a combination of Biology and Chemistry (with Chemistry
applying to living organisms instead of inanimate matter).

  Geology (Science - EDU): The individual has gained experience in searching
out mineral wealth on the surfaces of worlds and in deep space.
  The skill of Prospecting allows an individual to have greater likelihood of
discovering mineral deposits. This skill alone is not sufficient for the
discovery of vast mineral wealth; but it does provide a greater probability
of an individual discovering what is there.

  Grav Vehicle (Vehicle - AGL) [Tech = early stellar+]: The individual can
use an air/raft, floater, flier, grav belt, and all types of grav vehicles.
Grav vehicles are the major transportation form on most worlds with a tech
code of Early Stellar or greater. Most people are aware of the basic
operation. Grav vehicles can be dangerous to operate in high-speed situations
or in bad weather.

  Gravitics (Space Tech - EDU) [Tech = pre-stellar+]: The individual can use
and repair gravitic devices. Gravitic devices use the principles of gravity
modules. This skill is used to understand, repair, assemble, and operate grav
modules.

  Grenade Launcher (Heavy Weapons - STR) [Tech = industrial+] (Weapon): The
individual can use a grenade launcher.

  Ground Tactics (Tactics - INT) (Serves as: Ship Tactics minus 1): The
individual has training and experience in small unit tactics (up to and
including units of 1000 troops, or individual spaceships). This skill is not
to be confused with strategy, which deals with the reasons for the encounter
and the intended results of the en- counter; strategy is the realm of the
players, rather than the characters.

  Guard/Hunting Beasts (Animal Handling - CON): The individual is skilled in
control ling, directing, and training animals in guard or hunting duties. The
creatures are generally carnivore/chasers.

  Gunnery (Space Tech - EDU) [Tech = pre-stellar+]: Gunnery is a specific
naval skill in the operation and use of one of several types of starship
armament.

  Heavy Artillery (Artillery - STR) [Tech = industrial+]: The individual is
trained in using howitzers, mortars, and mass drivers as battlefield weapons.

  High-G Environment (Explore - CON) [Size = Large or Tech = early stellar+:
The individual has experience in an environment having a gravity of 2Gs or
more. A high-gravity environment exerts considerable stress on the body and
often does bodily harm to those not accustomed to dealing with extreme
gravity. High gravity severely limits the range of slug throwers, but has
little or no effect on lasers and energy weapons.

  Hovercraft (Vehicle - AGL)[Tech = pre-stellar+, Atmos = Standard+](Serves
as: Large Watercraft minus 1, Small Watercraft minus 1): The individual is
skilled in the operation of the hovercraft. The character's homeworld must be
tech code Pre-Stellar with a standard or dense atmosphere.

  Instruction (Interaction - CHR): The individual has the ability to teach
and motivate.

  Interrogation (Interaction - CHR): The individual knows the psychological
arts of interrogation. The individual will be able to extract more
information from a subject than is normally possible.  There is no direct
psychological or physical assault on the individual interrogated; instead,
the ability of the interrogator derives the information. The interrogator has
a high ability to detect lying and to piece together hints from a large
number of interrogations.

  Intrusion (Crime - AGL): The individual has experience in clandestine
methods of acquiring goods that belong to others. An individual with
Intrusion can pick locks, open locked safes, and pockets.

  Jeweler (Artisan - AGL)

  Large watercraft (Vessel - CON) [Hydro = dry+] (Serves as: Hovercraft minus
1, Small Watercraft minus 1): The individual is skilled in the operation of
large watercraft, including submersibles. The character's homeworld cannot be
a Desert World.

  Leader (Determination - CHR): The individual has lead others through
difficult situations, and he also possesses a knowledge and self- assurance
which work together to form a capable emergent or appointed leader.

  Map (Explore -CON)

  Marketing (Economics - EDU): The individual is skilled in the marketing of
goods, and he understands the business of buying and selling.  Uses of the
Marketing skill are governed by trade and commerce rules.

  Mechanical (Technician - AGL) [Tech = industrial+]The individual has skill
in the use, operation, and repair of mechanical devices. The person is
considered handy in this field, with a talent similar to that of a green
thumb. This skill includes nonenergy weapon repair; it does not include
Engineering.   Mechanical skill allows a character to operate mechanical
devices easily, and, in addition, he can repair them quickly and efficiently.

  Metallurgy (Artisan - AGL)

  Mining (Engineer - EDU)

  Navigate (Explore -INT)

  Observation (Perception - INT)

  [Parachute/Paraglide: Cascade of Aircraft- AGL [Atmos = standard+]]

  Persuasion (Charm - CHR): The individual is skilled acting to persuade
groups to take a course of action.   Preparation is critical to the use of
the skill of Persuasion.  Persuasion is most aptly applied to large numbers
of people through an effective use of either live or recorded media.
  While the skill of Persuasion is similar in some respects to the skill of
Leader, Persuasion is not the same. Leadership involves responsibility,
knowledge, and action, and a leader will always try to choose and direct the
best course. Persuasion implies only the ability to influence others, whether
for their own good or not. Individuals with high levels of Persuasion may
become propagandists.

  Physics (Science - EDU): The individual has training and experience in the
science of matter and energy.

  Pickpocket (Crime - AGL)

  Pilot (Space Vessel - AGL) [Tech = pre-stellar+]: The individual can
operate starships and interplanetary craft. This skill includes both
interplanetary and interstellar aspects of large ship operation. The single
most important ship crew position is the pilot, responsible for control of
the starship's liftoffs, landings, and routine flight.
  The term pilot refers to interstellar ships; much of the interstellar ship
operation, however, is similar to that of interplanetary craft, and Pilot
applies to large interplanetary craft (100 tons and up).

  Psychology (Perception - INT)

  Recruiting (Charm, Interaction - CHR): The individual is familiar with the
most effective means of approaching individuals and presenting proposals for
employment, couched in terms most likely to pro- duce acceptance.
Recruiting affects both the quality and quantity of recruits who will respond
to a request for application. Recruiting can obtain nonplayer character
hirelings with skills suited for speci@c tasks. Leader, on the other hand,
tends to attract indiscriminately all within the range of the character's
personality, skill or no skill.

  Research (Perception - INT): The individual has a broad understanding of
the techniques that are used in researching information relating to people,
places, and events.

  Riding (Animal Handling - CON): The individual is skilled in controlling
and riding draft animals, beasts of burden, and transport animals. Animals
remain a prime form of transport on many worlds, and a trained individual
knows the basics of animal control enough to ride and control them (if the
animals are also properly broken and trained).

  Robot Ops (Technician - AGL)  [Tech = pre-stellar+]: The individual is
trained in overseeing robots and in instructing them in their specific
duties.   Under ordinary circumstances, a person with Robot Ops automatically
succeeds in instructing the robot. For more complicated situations, de@ne a
task for the robot to understand.

  Robotics (Science - EDU) [Tech = pre-stellar+] (Serves as: Robot Ops,
Computer minus 1): The individual is trained in designing, building, and
repairing high- tech robots. The Robotics skill serves as Electronics minus
1, Gravitics minus 1, Mechanical minus 1 when dealing with robots.

  Screens (Space Tech - EDU) [Tech = early stellar+]: The individual is
skilled in the operation of a variety of protective equipment developed for
starships. Screens include nuclear dampers, meson screens, and black globe
generators.

  Sensors (Space Vessel - INT) [Tech = industrial+]: The individual can
operate a variety of modern sensors. He is also familiar with interpreting
their readings.

  Service (Charm - CHR): The individual is experienced and capable in the
care and feeding of passengers.   Service skill represents a general
knowledge of cooking, personal care and attention, and other areas of
experience which will make passengers and crew happy and content with their
conditions of passage.

  Ship's Engineering (Space Tech - EDU) [Tech = pre-stellar+]: The individual
can operate and maintain spacecraft maneuver drives, jump drives, and power
plants. A skilled engineer is essential for the proper operation of any
starship. Engineering experience enables an individual to operate the vital
drives of starships (and any craft with a fusion power plant), as well as to
maintain the machinery against failure.

  Ship Tactics (Tactics - INT) [Tech = pre-stellar+]: The individual has been
trained in the operation of a starship or spaceship in battle.  Ship Tactics
is a skill which is used by individuals who are in command of a single ship
in combat.

  [Slug Pistol: Cascade of Slug Weapons (Gun Combat - STR) [Tech =
industrial+]]: The individual can use slug-firing handguns.

  [Slug Rifle: Cascade of Slug Weapons (Gun Combat - STR) [Tech =
industrial+]]: The individual has been trained in the use of modern  combat
rifles.

  Small Watercraft (Vessel - CON)  [Hydro = dry+]:(Includes: Hovercraft minus
1, Large Watercraft minus 1): The individual is skilled in the use of small
water craft, including submersibles. The individual's homeworld must be tech
code Pre-Indust to Pre-Stellar and cannot be a Dry World.

  Stealth  (Acrobat - AGL):The individual is skilled in covert activity.  The
individual remains unobserved by moving quietly and by taking maximum
advantage of available cover. Stealth is of no benefit against electronic
surveillance devices or robots.

  Stone Mason (Artisan - STR)

  Streetwise (Determination - INT) [Pop = moderate+]: The individual is
acquainted with the ways of local subcultures (which tend to be similar
everywhere in human society) and thus is capable of dealing with strangers
without alienating them. Close-knit subcultures (for example, some portions
of the lower classes, trade groups such as workers, and the under- world)
generally reject contact with strangers or unknown elements. Streetwise
expertise allows contact for the purposes of obtaining information, hiring
persons, purchasing or selling contraband or stolen goods, and other shady or
borderline activities.

  [Surgery: Cascade of Medical - EDU]

  Survey (Space Vessel - INT)  [Tech = pre-stellar+](Serves as: Sensor Ops
minus 1): The individual is skilled in mapping and charting star systems.
Survey is a skill conferring expertise to produce accurate maps and
directories of previously unexplored or uncharted stellar territory.  Survey
allows an individual to accurately determine the characteristics of an
unknown or unclassified world. It allows an individual to correctly produce
maps and information about star systems as well.

  Survive (Explore - INT): The individual can live off the land or stay alive
in situations where most individuals would have trouble finding food, water,
or shelter.   The likelihood of Survival (no matter how good) allowing a
character to find breathable air in a vacuum is rather slight, but Survival
would allow an individual to use any tools at hand to build an adequate
shelter or to locate caves or natural features which could assist in
survival.

  Swim (Explore -CON) [Hydro = dry+]

  Tac Missile (Heavy Weapons - STR) [Tech = industrial+]

  Tracked Vehicle (Vehicle - AGL) [Tech = industrial+](Serves as: Wheeled
Vehicle minus 1): The individual is skilled in the operation of tracked
vehicles. The individual's homeworld must be tech code Indust to PreStellar
and cannot be a Water World.

  Tracking (Perception - INT): The individual can track and hunt animals and
people in the wild. In animal encounter situations, this skill enhances the
chance of surprising such animals and of surviving such encounters when the
animals are dangerous.

  [Trauma Care: Cascade of Medical - EDU]: The individual has skill in
treating injuries.

  [Unarmed Melee Combat: (Cascade of Melee - STR)] The individual is skilled
in hand-to-hand martial arts, and can fight without weapons or with typical
improvised weapons such as clubs or bottles. The use of unarmed melee combat
skill is governed by the combat rules.

  Vacc Suit (Spacehand - CON) [Tech = industrial+]: The individual has been
trained and has ex- perience in the use of the standard vacuum suit (space
suit), including armored battle dress and suits for use on various planetary
surfaces in the presence of exotic, corrosive, or insidious atmospheres.
Nonbreathable atmospheres or hostile environments can be easily overcome by
the correct use of protective equipment. However, the danger of minor mishaps
becoming fatal remains great.

  Wheeled Vehicle (Vehicle - INT) [Tech = industrial+](Includes: Tracked
Vehicle minus 1): The individual is skilled in the operation of wheeled
vehicles. The individual's homeworld requires tech code Indust+ and cannot be
a Water World. Having skill in a one of the categories of vehicle allows the
character to operate that specific vehicle in a safe and efficient manner.
Vehicle skill is used by characters for operation and as a DM against
accident, it may also be used to assist in repairing and maintaining a
vehicle. Mishaps may involve throwing a tread, broken axles, collisions, and
so on.

  Willpower (Determination - INT)

  Xeno-Biology (Science - EDU) [Tech = pre-stellar+]

  Zero-G (Spacehand - CON) [Tech = pre-stellar+ or size = asteroid]: The
individual has been trained to work in a zero-G environment.   When any
action is attempted, the problems of recoil and inertia can handicap or
render helpless individuals not trained to compensate for it.   Individuals
who lose control may not continue until they have reoriented themselves and
regained control.



      TNE SKILL LIST


      TNE skills are shown divided into the skill clusters (formerly known in
T, MT as "cascades"). The listing of such a cluster in the career tables
indicates the availability of any skill included in the cluster.  Each of the
skills also has its controlling attribute listed parenthetically with it.

      Cascade skills under the house system refer to several skills contained
beneath one umbrella, which are all connected so that knowledge of one aspect
confers at least some knowledge of the other aspects. When a character
receives a cascade skill, he/she must choose one subset to specialize in.
This specialty uses the full level of the skill, while all of the other
subsets of that cascade skill are used at half that level.


For (Cascade: * ) read:

(Cascade: choose one of following as specialty. This  aspect of the skill is
used at the full level of the skill; the  others are used at half this
level.)

 Acrobat
    Acrobatics (AGL)
    Stealth (AGL)
 Aircraft (AGL) (Cascade: * )
      Rotary Wing Aircraft
      Fixed Wing Aircraft
      Light-than-air Craft
      Parachute/Paraglide
 Animal Handling
    Riding (CON)
    Guard/Hunting Beasts (CON)
    Farming (INT)
 Artillery
    Forward Observer (INT)
    Heavy Artillery (STR)
    Energy Artillery (AGL)
    Archaic/Seige Artillery (STR)
 Artisan
    Metallurgy (EDU)
    Carpenter (CON)
    Jeweler (AGL)
    Stone mason (STR)
 Charm
    Act/Bluff (CHR)
    Carousing (CHR)
    Persuasion (CHR)
    Recruiting (CHR)
    Service (CHR)
 Crime
    Demolitions (AGL)
    Forgery (AGL)
    Pickpocket (AGL)
    Intrusion (AGL)
 Determination
    Leadership (CHR)
    Streetwise (INT)
    Willpower (INT)
 Economics
    Admin/Legal (EDU)
    Marketing (EDU)
 Engineer
    Construction (EDU)
    Combat Engineering (CON)
    Mining (EDU)
 Explore
    Climb (CON)
    Map (EDU)
    Navigation (INT)
    Survive (INT)
    Swim (CON)
    High-G Environment (CON)
 Gun Combat
    Energy Weapons (AGL) (Cascade: * )
           Energy Pistol
           Energy Rifle
    Slug Weapons (STR) (Cascade: * )
           Slug Pistol
           Slug Rifle
    Early Firearms (STR)
    Archaic Weapons (STR) (Cascade: * )
           Thrown Weapons
           Launched Weapons
 Heavy Weapons
    Autogun (STR)
    CPR Guns (STR)
    Energy Weapon (AGL)
    Grenade Launcher (STR)
    Tac Missile (STR)
 Interaction
    Bargain (CHR)
    Instruction (CHR)
    Interrogation (CHR)
    Recruiting (CHR)
 Medical (EDU) (Cascade: * )
       Diagnosis
       Trauma Aid
       Surgery
 Melee (STR) (Cascade: * )
       Armed Melee Combat
       Unarmed Melee Combat
 Perception
    Forensic (INT)
    Observation (INT)
    Psychology (INT)
    Research (INT)
    Tracking (INT)
 Space Vessel
    Astrogation (EDU)
    Pilot (AGL)
    Sensors (INT)
    Survey (INT)
 Spacehand
    Battledress (CON)
    Vacc Suit (CON)
    Zero-G (CON)
 Space Tech
    Communications (EDU)
    Gravitics (EDU)
    Gunnery (EDU)
    Screens (EDU)
    Ship's Engineering (EDU)
 Science
    Biology (EDU)
    Chemistry (EDU)
    Farming (INT)
    Genetics (EDU)
    Geology (EDU)
    Meteorology (EDU)
    Physics (EDU)
    Robotocs (EDU)
    Xeno-Biology (EDU)
 Tactics
    Ground Tactics (INT)
    Fleet Tactics (INT)
    Ship Tactics (INT)
 Technician
    Communications (EDU)
    Computer (EDU)
    Electronics (EDU)
    Mechanical (STR)
    Robot Ops (EDU)
 Vice
    Bribery (CHR)
    Disguise (CHR)
    Gambling (CHR)
 Vehicle
    Grav Vehicle (AGL)
    Hovercraft (AGL)
    Tracked Vehicle (AGL)
    Wheeled Vehicle (AGL)
 Vessel
    Large watercraft (CON)
    Small watercraft (CON)
  ___________________
  90 skills


 NOTES

  @Demolition functions as a subset of the Combat Engineering skill.  Combat
Engineering allows the PC to place and clear minefields, construct and breach
field fortifications, construct bridges, ramps, and firing positions, and, of
course, to blow things up. Demolition only allows the PC to blow things up.
Any task that uses Demolition skill can be done by a PC with Combat
Engineering using his/her full level. A task that lists Combat Engineering as
the required skill refers particularly to the non-blowing things up portion
of that skill, and Demolition skill is not relevant.

  @Skill list above includes an experiment: slug-throwing weapons use STR as
the controlling attribute while energy weapons use AGL (called Dex in
Traveller). This is an experimental compromise between Traveller, which uses
DX for all firearms, and the House System, which uses STR.  What do you
think?


 House Rules System Equivalencies (Twilight: 2000 2d Ed, Dark Con, Cads &
Dinos)

  Some of the following are rough parallels, while others are identical.  For
example, the Intrusion skill is functionally equivalent to the Lockpick skill
of T2K2 and DC, but in addition to the picking of mechanical locks, allows
the defeat of higher technology electronic systems. Survive has the same
overall effect as the Foraging skill of T2K2 and C&D, but allows for
non-terrestrial environments as well.

  Survive is equivalent to Foraging
  Intrusion is equivalent to Lockpick


- ---end------------------------------------------

<whew>  Any apparent formatting problems are my fault. My editor and my BBS's
editor could not agree on how to detirmine/handle hard and soft CRs, so had
to clean it up a bit.
                  =Edjs-



- --

               Edjs                    _
              ------                _ //  CI$  : 76427,662
   Edward_Swatschek@mindlink.bc.ca  \X/   GEnie: E.SWATSCHEK



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

Bundle: 433
Archive-Message-Number: 5087
From: jeff.zeitlin@execnet.com (Jeff Zeitlin)
Date: 6 Jan 93 (10:20)
Subject: tne character gen


  I'd originally though of private-mail to Loren on this; then I 
  decided that the rest of the TML was entitled to know my opinions.  
  As a result, this will read like it's been written to GDW - which it 
  really is, in a sense.

  1)  Why the change from base rolls of 2D6 to 2D6-1, and the 
  limitation to D (13) on characteristics?  If this was done strictly 
  for compatibility with T2K2 and DJ, I'd question whether the change 
  is appropriate at all; what you've seemingly done here is change a 
  16-base system to a 13-base system (since characteristics are now 
  on a 1-13 instead of 0-15 basis).  The 13-base system has a higher 
  level of granularity; the characters near the "racial norm" will be 
  less differentiated from each other.  It seems to me that the use of 
  this pattern in T2K2 and DJ was making something different for the 
  sake of making it different; I see no advantage to the new pattern, 
  and the Traveller/Megatraveller pattern has seniority.  Better to 
  revise the others and make T2K3 and DJ2 use the old 16-base pattern, 
  which allows for "finer" discrimination in physical/intellectual 
  capabilities.  Better still to switch to a 20-base system (2D10 if 
  you want the bell shape (my preference); 1D20 if linear is OK) for 
  all of the games; you will get still more differentiation among 
  characters, with the additional side effect of Education (in those 
  games that have it) potentially being a description of exactly how 
  many years the character has spent in formal schooling.

  2)  I _do_ approve of moving Social Standing from a UPP attribute to 
  background information.  In most campaigns that I have played 
  in/talked to others about, Social Standing was a piece of 
  information that had little, if any, relevance to the game.  The old 
  Vargr form of Charisma was too volatile for use with human 
  characters, but was certainly a bit more relevant to play.  

  3) The changing of END to CON and DEX to AGL appears to me to be 
  strictly cosmetic, as does changing the order of appearance in the 
  UPP.  If done for compatibility, the same comments as I made in 1) 
  apply.

  Overall, I'd have to say that the new system isn't _bad_; the nits 
  I'm picking are because I _have_ played Traveller for almost its 
  entire lifetime, and have gotten what I think is a good feel for the 
  game; I typically don't even look at tables much any more.  More 
  seriously in need of overhaul is the ship design rules; I hope that 
  those will be RFC'd (Request For Comment) here as well.  I'm working 
  toward some ideas that would be appropriate for a stellar 
  environment that's ripe for rebirth, as TNE is supposed to be; I'll 
  RFC them on the TML when I have gotten them thrashed out enough.  
  Obviously, they'll be based on the MT rule set; They should be as 
  portable to TNE as the current world generation system is.

  I'd like to see some solid info on alien races this time around; 
  DGP's Megatraveller Alien series was off to a good start, and the 
  original Alien Modules weren't bad, but could have stood some 
  expansion.  Let's see the alien stuff early on, and DON'T change the 
  system as soon as you've gotten off to a good start, like has 
  happened twice before.  I wonder if that was a contributing factor 
  to DGP leaving the Traveller add-on market...  I'd also like to see 
  more info on minor races this time, and some solid background info 
  that can be used to allow for campaigns in space outside the former 
  Imperium (more specifically, within the other major interstellar 
  empires, and with _any_ of the races that might be seen within a 
  particular sphere).  

  The TNE blurb I saw on the back of the Arrival Vengeance folio seems 
  to imply that certain fundamental characteristics of the universe 
  can be altered at the referee's discretion.  Is this true, or am I 
  reading to much into the blurb?  If so, I'd appreciate knowing what 
  kinds of things can be accommodated by the rules for this kind of 
  change; I like to stay within an "officially sanctioned" universe; 
  the couple of times I did my own thing, someone came out with what 
  appeared to be sanctioned material that, If I used it, would have 
  rendered my prior work DOA.  I bit the bullet, and resolved that I'd 
  stick to the real thing to avoid this in the future.  The Foreven 
  set-aside was something of a godsend in this respect; it gives me a 
  place to try out ideas without having to worry about being blown out 
  of the water by official material.  On the other hand, while it 
  tells me how things will play in Peoria (B-776978-A, 1032 Foreven), 
  it doesn't indicate how they'll play in New York (yes, the one on 
  Terra) or Regina, or Vland, or Capital... you get the idea... ;)

  'Nuff said; the nice people here on the TML don't have to listen to 
  me ramble on and on...

  J/
  jeff.zeitlin@execnet.com

 * QMPro 1.0   * Humans...  God's attempt to pass the Turing test.
- --
Executive Network Information System  (914) 667-4567
International ILink Host

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

Bundle: 433
Archive-Message-Number: 5088
From: skellogg@lonestar.utsa.edu (Scott S. Kellogg)
Subject: RE: TNE Character rolling
Date: Wed, 6 Jan 93 17:45:50 CST

Hello,

Hans points out that in order to keep characters balanced, there
should be drawbacks to being from different origins as well as advantages
and it is necessary to keep 'em balanced.

True, but still you gotta admit, that a person from a slightly higher
gravity planet with a slightly thinner atmosphere with a high tech level
and a class A starport is probably gonna be a bit healthier than your
average Joe from a low gravity, low tech, thick atmosphere world with a
class X port.  :-)  So, if you're gonna introduce the benefits of living
on nicer worlds, you may as well make it realistic.

Personally, I roll the character up FIRST, then Select the homeworld.
High strength means High gravity origin etc.  I think That explains a
lot.

On to the Draft character stuff...

The new draft asks if characters can be trusted with Corsair ships.
Why not?  It's worked in Traveller before.  And a good ref won'allow
what they don't feel comfortable with anyway.  I say leave 'em in.

***
There was a list of characters eligible for a +2 to initiative.  They
list Navy, Army, Marines, Law enforcers and others, but conspicuously
absent from the list was the Scout Service.  Probably a typo or a misprint.

***
There was also included a formula for the weight of a character given
stength and agility.  I don't really understand it.  My reading of it is
that when a man and a woman who have the same strength and agility, the
man weighs considerably more.  Not true.

In my experience, when a man and woman are of the same weight, the man is
still stronger.  Your formula goes against this.  My fiancee' has 11 kilos
and 20 centimeters on me, and I'm still stronger.  It just don't fit with
real life.  (shrug)

Scott 2G Kellogg
(From his *Real* account)


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

Bundle: 433
Archive-Message-Number: 5089
From: jeff.zeitlin@execnet.com (Jeff Zeitlin)
Date: 7 Jan 93 (00:08)
Subject: tne character gen 2


  Herewith my comments to part two of the TNE character generation 
  rules.

  General Comment and question:  This appears to be the equivalent of 
  the basic character generation procedure.  Will there be an advanced 
  procedure as well?

  Question:  Is there a limit on the number of skills that may be 
  acquired?  Under the Traveller/Megatraveller system, skill levels 
  were limited to the sum of INT and EDU; under the TNE system as 
  presented so far, the sum if INT and EDU will be lower, but the 
  number of skills can be significantly higher (a character that does 
  20 years in a service [not improbable] will accumulate a minimum of 
  14 skill levels, if he does not receive special duty or promotions.  
  If he promotes every term, and gets special duty in every term, he 
  will accumulate 33 skill levels.) - potentially almost triple the 
  sum of INT and EDU, for an "average" character.

  Does the new system assume that the skills will be consciously 
  selected by the player?  It seems to read that way, although I 
  suppose that a referee could decide that it must be done via die 
  roll...

  Why is there a limit of one application of self-improvement to a 
  particular skill?  I'll concede that this will tend to force 
  characters to be more rounded, but there are unrounded individuals 
  in the real world, and I always felt that part of a campaign was 
  dealing with the situations that will arise when you discover "You 
  mean _nobody_ knows how to drive a ground car?  How are we supposed 
  to get to the city, then?"  Also, it seems to me that people can put 
  a lot of effort into their hobbies, and in some cases will know more 
  about a subject or be better at a skill than people who have adopted 
  it as a career (I know people who used to race [street model] cars 
  as a hobby who are much better drivers than cabbies).

  Again, as with part one, I don't see any differences that will have 
  a MAJOR effect; in fact, I can almost see how the conversion will 
  go, subject to the revised list of skills.

  J/
  jeff.zeitlin@execnet.com

 * QMPro 1.0   * Any sufficiently advanced magic looks like technology.
- --
Executive Network Information System  (914) 667-4567
International ILink Host

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

Bundle: 433
Archive-Message-Number: 5090
From: Adrian Hurt <adrian@cee.heriot-watt.ac.uk>
Subject: Small vs. large bullets (was Auto rifles in boot camp)
Date: Thu, 7 Jan 93 9:58:23 WET

mas@vortex.lgs.lsu.edu (M.A.S.) writes:
> 
> >(Yeah, I know, they aren't really toys, and I wouldn't want to be hit by
> >one! :-)
> 
> No, you wouldn't.  The reason they use those 5.56mm bullets is because
> velocity kills, not size.  I'm not saying that it dosen't hurt to get
> hit with a .45 caliber at 450fps, but a 5.56mm at about 3000fps is a
> lot nastier.

Actually, I believe it is energy which kills.  5.56mm bullets come from
smaller cartridges than 7.62mm ones, and so have less kinetic energy when
they leave the barrel.  Being lighter, they are more affected by air
resistance than 7.62mm bullets, so they lose more energy on the way to
the target, which is why 5.56mm rifles have shorter ranges than 7.62mm
rifles.  (This is all inexpert opinion based on what I've read when this
sort of discussion comes up on the newsgroup sci.military, by the way.)

>								      I
> assume that's why a 4mm Gauss Rifle round is deadlier in the game than
> your standard autorifle, or ACR.  (And you thought Traveller wasn't
> going to get into this!) :-)

In fact, in the days of Striker, in which a gauss rifle's penetration was
not that much better than a 9mm ACR's, I tended to prefer the ACR.  Firing
DS ammo, its penetration was 6 to the gauss rifle's 7, which wasn't too bad.
And the ACR, being lower tech, could get ammo from more planets than the
gauss rifle - if the worst came to the worst, it could fire ordinary slug
ammo, which had a much lower penetration than DS but a much better penetration
than an empty gauss rifle.  Slug ammo, being even lower tech, was readily
available on any world civilised enough to be of interest and uncivilised
enough to let characters wave ACR's around. :-)

- -- 
 "Keyboard?  How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cee
 UUCP: ..!uknet!cee.hw.ac.uk!adrian  |  ARPA:  adrian@cee.hw.ac.uk

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

End of TML Bundle
******************
To: traveller@engrg.uwo.ca (TML Submissions)
Date: Wed Jan 13 22:00:02 EST 1993
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #434: Msgs 5091-5103 
Approved: by traveller-request@engrg.uwo.ca (TML Admin) Wed Jan 13 22:00:02 EST 1993
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Precedence: bulk

TML bundles come from the archives maintained by
traveller-request@engrg.uwo.ca (TML Admin).

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

Date: Wed Jan 13 22:00:02 EST 1993
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #434: Table of Contents

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 434  5091 07-Jan-1993 duggan@siam.org  Nursing << In reviewing the draft charc
 434  5092 07-Jan-1993 Scott S. Kellog  TNE stuff << Some questions on the skil
 434  5093 07-Jan-1993 helm@geology.uc  << Greetings, sophonts.  I arise again 
 434  5094 08-Jan-1993 Leonard Erickso  "shares" <<  
 434  5095 08-Jan-1993 Hans Rancke-Mad  TNE character generation << Now that al
 434  5096 08-Jan-1993 M.A.S.           Large vs. Small Rounds << Adrian Hurt W
 434  5097 08-Jan-1993 "CMD ENS ERIC M  TNE Char Gen, musings on medical cascad
 434  5098 09-Jan-1993 Seth 'the Lesse  Re: Hey, guess what? << [regarding the 
 434  5099 09-Jan-1993 "Cynthia Higgin  Tempest Class Attack Cruiser <<      An
 434  5100 09-Jan-1993 metlay           Skill limits for characters << >From: S
 434  5101 11-Jan-1993 Hans Rancke-Mad  Re: Skill limits for characters << >How
 434  5102 10-Jan-1993 KELLOGG@DUCVAX.  Arrival Vengeance/Reb Sourcebook/Imp En
 434  5103 11-Jan-1993                  Re: Nursing << >1) the idea of "Nurse" 

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

Bundle: 434
Archive-Message-Number: 5091
Date: Thu, 07 Jan 93 09:41:59 EST
From: duggan@siam.org
Subject: Nursing

In reviewing the draft charchter rules, a thought occured
to me concernign nursing (I'm not one, but I hav several
friends who are).

1) the idea of "Nurse" being one "rank" on the Medical
profession list is somewhat absurd. Nursing is a specialized
profession which has a different set of tasks to perform.
While the sorts of structures that exist today might be
modified heavily (though other trav professions don't make this
assumption) it would seem that using the contemporary term
is confusing.

2) the medical cascade doesn't really contain any skills
appropriate ot a nurse. Trauma ops (?) is somewhat appropriate,
and a level of diagnosis, but not actual surgury. Unless,
"level-1" surgery perhaps is a first-aid/assistant/lower level
sort of thing.

Under MT, I had considered making a nurse profession, or
setting requirements to qualify for being a nurse. Medical-2
(being inbetween Medic and Doctor) was appropriate. The only thing
I though really came close to the rest of a Nurses skills was
Steward. I note that steward has been removed from the skill
list (correct?) Something like it should be on for nurses.

With the specialization/cascade of the medical skill, perhaps,
Pharmacology (not really chemistry or biology) should be an
additional skill. Perhaps a nurse would have it at level 2 (in
the old system, at least) and level 3 for a doctor (can prescribe
medicine). Nurses spend alot of time memorizing the effects of
various drugs when they are in school :-).

Nursing really should be it's own profession, or at least not the
same track as a doctor (perhaps nurses would be on the "enlisted"
track, and doctors on the "officer" track). BTW, how would
military medical personell be handled?

One could have
e1 trainee (physical therapist ?)
e2 Nurse
e3 Nurse who'se been to Grad school ( I forget what these are)
e4 Nurse Practicioner
01 Intern
02 Resident
03 Doctor
04 Surgeon
05 Cheif Surgeon

or something like that. I noted the rank structure seems to have
a desire to fill in every rank from 1-6. Why is this necessary/desirable?

Part of the real problem is that (on the nurse track as I've deliniated
it) there is not always an inexorible progression of rank. Many nurses
are quite content to be nurses and not advance, and they get their
priveledges by seniority, etc. A nurse only haveing "doctor" as her/his
end goal is silly though. I submit this partially also in the interest
of not discouraging women from traveller and role-playing by having
misrepresentations of a (still) female dominated profession.

paul duggan
duggn@siam.org

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

Bundle: 434
Archive-Message-Number: 5092
From: skellogg@lonestar.utsa.edu (Scott S. Kellogg)
Subject: TNE stuff
Date: Thu, 7 Jan 93 13:11:06 CST

Some questions on the skills listed last night:

What are the skills:
Observation?
Willpower?

Why are Zero G environ and Climbing skills under Constitution
instead of agility?

Will there be such skills as
Liason?
Jack of all Trades?  (and how will that work?)

And how about
Music (part of artisan?)

Oh, and about that character weight (mass since we're using kilos) formula...

I mass 58 Kilos (wt 128 lbs), and can carry 60% of my body mass, as most
people can, (36 kilos:  wt 80 lbs) in a frame pack (albeit with difficulty).
As I understand it,
I can carry 3*Str in kilos.  Thus my strength is 12!  But since I weigh in
at 58 kilos, my AGL would have to be STR+8 in order for your formula to
work properly.  So, by the new system, Scott 2G Kellogg is Strength 12
Agility 20.  GARRF!  To convert that into the old Trav/MegaTrav system,
I'm Strength 13, Dex 21!

I'll bet it will come as some surprise to those out there who have actually
met me, to know that I rank up there with the top percentile in ASLAN body
builds...  :-)  :-)  :-)  :-)  :-)  :-)  :-)

Scott 2G Kellogg


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

Bundle: 434
Archive-Message-Number: 5093
Date: Thu, 07 Jan 1993 21:34:17 PST
From: helm@geology.ucdavis.edu


Greetings, sophonts.  I arise again on the TML after surviving
the conclusion of teaching my first university class ever (thank
God that's over!), and also surviving a very nervous holiday season
with a sudden serious illness in my family (and I'm very happy to
say that my mom will live  :-)  I've just read four weeks of TMLs
in one sitting (gads - I must be crazy!), and will posting various
and sundry in response.

I have a post from Jim Kellerer to upload, about psionic controls,
psi shields, and other such topics; so you all can look forward to
that.  I will probably get Jim's stuff online this weekend.  I also
have news blips to send to Cynthia H., when I can those uploaded
and when I can find Cynthia's email address (if you read this, Cynthia,
could you do me the favor & send it to me at helm@geology.ucdavis.edu?)

I know I owe Jim B. at NUSC an explanation for the formation of
gas giants vs the formation of terrestrial planets, but I will save
that for another post in the cause of trying to keep the verbosity
down to a minimum.

And now, what follows is another nerd attack.  It's a little long,
I'm sorry to confess, so those of you who don't care for we overly
nerdly types, I will not be at all insulted if you decide to skip
it.  ;->

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

> A while back there was a thread on the TML about planetary
> atmospheres.  Basically the argument went along the line that
> since the earth has a standard atmosphere, a planet with a
> more dense atmosphere in Traveller must have a
> more dense core thean Earth.  I'm afraid that is not the case.

That was not at all the "argument" of that discussion, of which I
was the author.  The discussion was about the formation and retention
of atmospheres during planetary formation.  The central concept is
that only large and dense terrestrial planets can form and retain
atmospheres, because only those planetary bodies can exert sufficient
gravitation force on the lighter gases such that they are retained
in adequate quantities.  This is not an argument per say, but the
current accepted theory in the earth and planetary science community
for how atmospheres form.

The point I was originally trying to make is that you have to have
a sufficiently large and dense terrestrial planet in order to make
an atmosphere during planetary accretion.

> any analysis of Earth's atmosphere has to take the actions of
> Earth's moon into account...The moon is so large that it is slowly
> skimming off the Earth's atmosphere, thinning it out.  Tidal action
> of the moon actually gives escape volocity to some of Earth's
> upper atmosphere.

True, but it is a third or fourth order effect.  Gravitation force
and weight fractionation are the primary effects in the fractionation
of the atmosphere, as governed by the Boltzman equation as discussed
by Ury (?) in 1951 <I may have that reference wrong; if anyone *really*
cares, I can dig up the reference>.  While there are tides in the
atmosphere, they are not a big actor.  Consider it this way: if tidal
effects were significant in skimming the atmosphere, then why, after
4 billion years of geologic time, has the earth retained most of its
atmosphere (we know it has, based on the evidence of the stratigraphic
record)?  The loss of a little hydrogen, helium, and neon has more
to do with the weight fractionation of the entire atmosphere than
it has ever had to do with the gravitational pull of the moon.

> By constrast, Venus is slightly less dense than Earth (Surface
> gravity 0.9G), yet it has an atmosphere of between 10 and 25
> atmospheres (CRC handbook Chem/Physics)  Why?  Venus has no moon,

No, sorry.  But don't take my word for it.  Here for your perusal
is a pertinent passage from Fuare's emminently readable volume
on geochemistry:

     "The atmosphere of Venus is composed primarily of CO2 with
smaller concentrations of N2, H2O, and trace amounts of O2, Ar,
Ne, and SO2 (Oyama et al., 1979).  The atmosphere contains three
layers of clouds between 68 and 31 km above the surface.  The
clouds consist of droplets of concentrated suluric acids having
diameters of about 1um.  The temperature of the atmosphere increases
downward from -50 C at the top of the cloud layer to between 420
and 485 C at the surface.  The atmospheric pressure is 90 bars,
equivalent to the pressure at a depth of 1000 m in the oceans of
the Earth (Glass, 1982).  The high temperature and pressure of the
surface of Venus result from the abundance of CO2 (96.4%) and
H20 (0.14%) in the atmosphere, both of which absorb infrared
radiation and cuase an extreme case of the 'greenhouse effect'."
    "The low abundance of water vapor in the atmosphere of Venus
is still unexplained.  Venus should originally have contained as
much water as the Earth, most of which should now reside in the
atmosphere because of the high surface temperature.  The low
abundance of atmospheric water vapor reported by the Pioneer Venus
spacecraft may be explained by postulating that water molecules
were dissociated by ultraviolet radiation into H2 and O2.  The H2
can escape into interplanetary space, but the O2 should have
accumulated in the atmosphere of Venus.  However, the observed
concentration of atmospheric O2 is much lower than expected if it in
fact originated by the decomposition of water...The O2 may have been
removed from the atmosphere by the formation of oxides, which should
form a layer several kilometers in thickness.  There is no evidence,
however, for the existence of such a layer on Venus.  The low
abundance of water and oxygen in the atmosphere of Venus therefore
remain a mystery."
     "The abundance of CO2 and N2 in the atmosphere of Venus are
compatible with their terrestrial abundances.  Most of the CO2 has
been removed from the atmosphere of the Earth by the formation of
calcium carbonate in the oceans.  If all the CO2 in terrestrial
carbonate rocks were returned to the atmosphere, its mass would
increase about 70 times and the CO2/N2 ratio would be about the
same as that in the atmosphere of Venus.  Therefore, the absense
of oceans on the surface of Venus has caused CO2 to remain in its
atmosphere and has resulted in the high surface temperatures."
                                               pp. 145-146

Basically, Venus and Earth are twin planets compositionally, with
the one exception of the lack of water vapor on Venus.  The higher
atmospheric pressure at the surface of Venus is due to the fact that
all the CO2 is in the atmosphere, increasing the partial pressure of
CO2, as well as making the optical depth of Venus's atmosphere much
greater than Earth's.  The density of Venus's atmosphere is due to
more to surface chemistry (ie gaseous CO2) than to physics (ie, to
weight fractionation or to gravitation skimming by other
planetary bodies).

This isn't to say that the atmosphere of the Earth has been all
that stable over geologic time.  The stratigraphic record contains
significant facies which could only have formed in a REDUCING
atmosphere, ie one with little free oxygen.  How the atmosphere
shifted to an oxidizing environment in the precambrian is hotly
debated in paleoclimate circles.

> I also seem to remember reading an article a couple years back that
> suggested Earth may have been hit by a small planetoid.  Approx
> Mars size.  When the planetary core hit, it spread a large amount
> of heavier{metals over the surface of the planet.  That was
> supposed to explain why there are measurable amounts of metals
> like gold, silver, platinum, lead, copper, iron, etc. in the
> crust instead of them being tied up in the core of the planet.
> Catie? You heard anything like that?

The collision theory is one of four contested theories for the formation
of the moon.  It is a better theory, actually, than the other three,
but its appeal has less to do with explaining crustal abundances, but
rather, it explains the siderphillic, H2O, and voltile element depletion
of the moon itself.  This is a very involved subject (ie, the formation
of the moon), so I will stop here.  (S. R. Taylor's article in Geochimica
Cosmochimica Acta (1987) is a excellent spot for the compulsively
interested to continue reading on this subject.)

Gold, silver, platinum, copper, and iron are considered to be depleted
in the crust of the Earth with respect to cosmic abundances.  The
reason we see these siderphillic elements at all is because the initial
differentiation of the Earth during its formation was an imperfect
process.  The accretion of the Earth's core didn't manage to suck up
all of the siderophillic metals, which for us is most fortunate!  :-)

That's all for now, folks.  (We now return to our regularly scheduled
program of traveller weapons, psi shields, PBEM news, and the evils
of TNE   ;-)

Catie Helm
helm@geology.ucdavis.edu (please, use this email address only!)
- --------------------------------------------------------------------------------
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------------------------------

Bundle: 434
Archive-Message-Number: 5094
Date: Fri, 08 Jan 93 00:42:06 PDT
From: Leonard.Erickson@f51.n105.z1.fidonet.org (Leonard Erickson)
Subject: "shares"

 
The recent discussion of "shares" for discoveries by a ship brought to mind a likely solution. There was a formula used for distributing shares of prize money in the late 18th and early 19th century. I only have partial details, but it *does* seem to be the sort of thing that would get revived (these things tend to quickly optimize between fairness and simplicity, so why re-invent the wheel?)

Beside, a formula that was used by both the British Navy and some notable privateers seems to be appropriate somehow. :-)
- --  
uucp: uunet!m2xenix!puddle!51!Leonard.Erickson
Internet: Leonard.Erickson@f51.n105.z1.fidonet.org

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

Bundle: 434
Archive-Message-Number: 5095
From: Hans Rancke-Madsen <rancke@diku.dk>
Subject: TNE character generation
Date: Fri, 8 Jan 93 12:08:21 MET

Now that all four parts have been posted I'm puzzled. Where are
the actual tables?



      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

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

Bundle: 434
Archive-Message-Number: 5096
Date: Fri, 8 Jan 93 10:45:37 -0600
From: mas@vortex.lgs.lsu.edu (M.A.S.)
Subject: Large vs. Small Rounds

Adrian Hurt Writes:
>Actually, I believe it is energy which kills.  5.56mm bullets come from
>smaller cartridges than 7.62mm ones, and so have less kinetic energy when
>they leave the barrel.  Being lighter, they are more affected by air
>resistance than 7.62mm bullets, so they lose more energy on the way to
>the target, which is why 5.56mm rifles have shorter ranges than 7.62mm
>rifles.  (This is all inexpert opinion based on what I've read when this
>sort of discussion comes up on the newsgroup sci.military, by the way.)

I'll agree with you on the fact that it is energy that kills, but kinetic
energy is calculated by 1/2Mass*Velocity^2.  Therefore, I believe that
the greater velocity of the smaller rounds more than makes up for their
lesser mass.  I also agree that the heavier rounds often have greater
maximum ranges, but maximum effective range is what concerns me.  A
5.56mm bullet fired from a M-16A2 has a maximum effective range of
540 meters, if I recall correctly.  It is somewhere around 800 meters
when firing at a grouped target, on burst setting.  Those ranges are,
in my experience, pretty long as firefights go.  I'm not talking
snipers here either, as they tend to use larger rounds that also happen
to have high muzzle velocity.  Marine snipers use the Remington 700,
which is a 30-06, I believe.  (They also engage targets at 1000 meters!)

>In fact, in the days of Striker, in which a gauss rifle's penetration was
>not that much better than a 9mm ACR's, I tended to prefer the ACR.  Firing
>DS ammo, its penetration was 6 to the gauss rifle's 7, which wasn't too bad.
>And the ACR, being lower tech, could get ammo from more planets than the
>gauss rifle - if the worst came to the worst, it could fire ordinary slug
>ammo, which had a much lower penetration than DS but a much better penetration
>than an empty gauss rifle.  Slug ammo, being even lower tech, was readily
>available on any world civilised enough to be of interest and uncivilised
>enough to let characters wave ACR's around. :-)

This helps prove my point.  Note that the ACR is firing DS (Discarding
Sabot) ammunition.  Discarding Sabot is a round that after it leaves
the muzzle of the weapon, drops a jacket which surrounds a _smaller_
diameter penetrator which then has a greater velocity.  Therefore, the
round has a greater penetration (higher kinetic energy).  However,
the remainder of your argument is irrefutable.  An ACR firing ball
ammunition is far better than an empty Gauss rifle.  I am a great
believer in peace through superior firepower! :-)

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

Lee Eilers  mas@vortex.lgs.lsu.edu

- ----------------------------------------------------------------------
^Z


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

Bundle: 434
Archive-Message-Number: 5097
Date: 8 Jan 93 20:20:00 EST
From: "CMD ENS ERIC M. SERGIENKO" <S94SERGIENKO@usuhsb.ucc.usuhs.nnmc.navy.mil>
Subject: TNE Char Gen, musings on medical cascade

I thought out a long time ago the various skills needed for the
health care careers.  I've been keeping them to myself since
TDR went tango uniform.

Some comments:
- -the ranking scheme is kind of silly, one could be a "doctor"
by rank, without having the necessary prerequisites, IMO, to be a
functional physician.  I would dump promotion role, and 
instead propose titles based upon skills.

- -the skills I thought of parallel the TNE's, which makes sense,
the skills needed to function as a medical provider are pretty easily
divided to a point.

The Skills:
- -Medicine: the ability to take a history, perform a physical, make
 a diagnosis, and prescribe therapy
- -Surgery: The technical skills needed to perform surgical procedures
- -Resuscitation: The skills needed to recognize and restore dysfunctions
 in airway, breathing, circulation, and cerebral function
- -Pharmacology: drugs and toxicology

These are the skills that I feel are unique to health care, but are
generalizable enough to be specific skills.

- -Specialization: a skill designated by the player to reflect a 
 health care speciality.  It's up to the player and the ref to 
 determine the situations were the skill would act as a DM.
 As an example a specialization of "infectious disease" might
 allow the character to identify the plague that blights the
 planet he is on.

"resuscitation" is a more descriptive title then "trauma ops",
as medical emergencies (e.g. CPR) require the same initial resuscitation
skills as traumatic injuries.  It also gives a place for lay folk to place
their skill points, a resuscitation-1 would kind of be the equivalent
of an EMT-intermediate.  Some one who could give first aid, start IVs,
and do other limited life saving things.

Actually, I would think that all military (including scouts) would
have a resuscitation-0 to represent "buddy aid" skills.

Some job titles based on skills:
paramedic: medicine-1, resuscitation-2
nurse: medicine-1, pharmacology-1,resucitation-1,specialization
 (nursing care)-1
intern: medicine-3 and surgery-1 (medical 'tern) _or_
        medicine-2 and surgery-2 (surgery 'tern) plus
        resuscitation-1,pharmacology-1,biology-1,chemistry-1,genetics-1
internist: as for medical intern, except medicine-4 plus specialization-2
      (e.g. cardiology), pharmacology-2    
general surgeon: as for intern, except medicine-3, surgery-4

for playability sake I don't know how complex you would want to make 
this skill cascade.  I think this presents a reasonable balance.
It will also be interesting to see how GDW will handle wound healing
and illness, given that they've gone to the trouble of creating this
cascade.  Space borne diseases perhaps?

Finally, for those hung up on giving people ranks, this is roughly
how things work today.

    Doctors       Nurses                Prehospital Care
E-1 premed        nursing student       Emergency Medical Tech-Basic
E-4 pond scum     Licensed Practical    EMT-Intermediate
E-7                                     Paramedic
O-1 med student   Registered Nurse      EMS Lieutenant
O-2               Staff Nurse            
O-3 Intern        Charge Nurse          EMS Captain
O-4 Resident      Head Nurse/Nurse Specialist
O-5 Staff         
O-6 Chief         Director of Nursing Services

that's a rough approximation.  Chief is the head of particular service,
like "Chief of the Internal Medicine Service".  Above that position is
Director of Medical Services.

ttfn,
eric 


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

Bundle: 434
Archive-Message-Number: 5098
Date: Sat, 9 Jan 93 2:47:45 EST
From: Seth 'the Lesser' <slb22@cunixb.cc.columbia.edu>
Subject: Re: Hey, guess what?

[regarding the curious and little-known fact that the sum of skill points
must be <= the sum of Int and Edu]

Hrm, yes.  I've always had more trouble dealing with that when generating
*robots*, though...I have a robot design in my briefcase right now that
technically requires 130 more units of Storage (with nothing in them) or else
it just won't work....

One of the questions I've always had about that rule: If you finish character
generation and you're over the limit, what do you do? Cross out skill levels
until you're legal, I assume, but do you do it at random, does the player
pick, or do you just stop adding skills when you reach the limit? It really
ought to say somewhere.

(courtesy copy to TML so Loren et al can consider fixing this in TNE--and if
it was fixed in that draft already then I apologize deeply and
heart-feltedly)

	Seth "the Lesser"
	slb22@cunixb.cc.columbia.edu

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

Bundle: 434
Archive-Message-Number: 5099
Date: Sat, 09 Jan 93 08:20:11 -0600
From: "Cynthia Higginbotham" <p00206@psilink.com>
Subject: Tempest Class Attack Cruiser

     Another bit of local flavor: in High Passage #4, the "Tempest Class
Attack Cruiser" is described as a "multi-purpose patrol vessel for use along
the Imperial frontier... Most frontier regions have at least a few Attack
Cruisers of the Tempest Class on hand... In Reaver's Deep, patrolling Attack
Cruisers are often encountered along the frontier, or in adjacent client
states, helping to keep the Imperial presence strong in the minds of the
Imperium's neighbors."
     Thus, I give you the MT conversion of the High Guard Tempest Attack
Cruiser...

Tempest Class Attack Cruiser TL 15

     "Conceived and designed as a multi-purpose patrol vessel for use along
the Imperial frontier, the Tempest class of Attack Cruisers is almost always
employed on independent missions. Though capable of holding its own in combat
against most ships of near-equal size, the Attack Cruiser is considered to be
of greater value when used away from large battle fleets. It has proven to be
ideal for missions where one or two ships are to "show the flag" to various
states beyond the Imperial border, or for routine patrol work.  The Attack
Cruiser can generally outrun anything that it cannot fight (though this is not
always the case), thus making it a perfect vessel for the kind of patrol work
demanded along the edge of the Imperium.
     "Attack Cruisers are often employed as flagships for small squadrons
(those consisting by and large of fairly small starships); passenger space has
been designed into the vessel to accomodate a small squadron staff over and
above usual complement. Four fighter squadrons are carried on board as well,
for various scouting and combat support duties.  Remaining weaponry is
well-balanced, making the ship a good all-around fighting craft.  Versatility,
however, has forced the ship to forgo any really outstanding single feature."
(High Passage #4, pp48-49)

CraftID: Tempest Class Attack Cruiser, TL= 15, MCr 41923.665
	 (with discount) MCr 33538.932 (std price) MCr 38347.529

Hull: 45000/112500,Disp= 50000, Config= 4SL, Armor= 68G
     Unloaded= 1250108 tons, Loaded=  1277319 tons
 
Power: 6593/13186, Fusion= 1780000 MW, 
     Duration= 6 @Full Maneuver, & 24 @1-G & 1 for weapons
      1/2, Solar = 66.55MW, Duration=indef
      57/114, Fuel Cells = 1147.90MW, Duration= 1.0
 
Loco: 7650/15300,Jump= 3, Maneuver= 6G 
     Cruise=750 kph, Top= 1000 kph
     Agility= 5

Commo: Radio=System x20, LaserComm=system x10, 
       MaserComm= System x10, MesonComm=FarOrbit x1
 
Sensors: EMMasking, ActEMS=FarOrbit x10, PassEMS=Interstellar x18, 
         Neutrino=10kW x5, Densitometer=HiPen/1km x4, 
         Densitometer=LoPen/250m x2, EMSJammer=FarOrbit x5,
         ActObjScan=Rout, ActObjPin=Rout, 
         PassObjScan=Rout, PassObjPin=Rout, 
         PassEngScan=simple, PassEngPin=Rout
 
Off: MesonGun=N00,  ParticleAccel=090,  Missile=x90,
              1                    8             W
              1                    6             Q

     FusionGun=x09, BLaser=xx9
                 2           8
                 2           8                                
 
Def: DefDM=+13
     NucDamper=8, MesonScreen=6
 
Control: Computer=Model 9fibx3, Panel=Hololink x5000, Dynalink x12000,
     Special= HeadUpHolo x120, LargeHoloDisp x6
     Environ=BasEnv, BasLS, ExtLS, Grav, Inertial Comp, Airlocks x20
 
Accom: Crew= 432 (Cb=17,Ce=90,Cc=59,Cg=55,Cf=44,Cs=14,Cd=3,Ct=150)
      State=130 SmState=60 Bunks=150, Passengers=36
     SubCraft= 10t fighter x40, 50t other x4, Launch Tube=10t x1
 
Other: Cargo= 6446 kl, Fuel= 296657 kl, Fuel Cell fuel= 735 kl, 
     Fuel Purifier= 24721 kl/hour (12 hours complete), Fuel Scoops, 
     ObjSize=Large, EmLevel=Moderate
 
					-- Cynthia


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

Bundle: 434
Archive-Message-Number: 5100
From: metlay@netcom.com (metlay)
Subject: Skill limits for characters
Date: Sat, 9 Jan 93 10:20:22 PST

>From: Seth 'the Lesser' <slb22@cunixb.cc.columbia.edu>
>[regarding the curious and little-known fact that the sum of skill points
>must be <= the sum of Int and Edu]

>One of the questions I've always had about that rule: If you finish character
>generation and you're over the limit, what do you do? Cross out skill levels
>until you're legal, I assume, but do you do it at random, does the player
>pick, or do you just stop adding skills when you reach the limit? It really
>ought to say somewhere.

Let me give my take on the matter (which carries as much or as little
authority as you care to give it, of course). In the Beginning, I was
able to keep my players from creating ridiculously powerful characters
because (a) Traveller didn't encourage that sort of thing, having a
somewhat more highbrow focus than most other RPGs (b) I imposed some
term limits to keep them from getting out of hand (c) there was an
unreasonably large fear of aging rolls, because before the "aging crisis"
was introduced, low stats = death. However, as years went by and I began
attending Traveller events elsewhere (like cons), I began seeing what
munchkins could do with the rules when they sunk their grubby little
paws into them, and I loudly applauded the limits when they were added.

(There are people, like Hans, who argue that they're artificial and 
unrealistic; true, but I don't mind sacrificing a little realism for
the sake of keeping munchkins muzzled. Also, I think Hans's definition
and mine of a "minimally useful skill" are very different. However, I think 
Hans's way around the limit is an interesting one, and one possibly
worth having in TNE, so I hereby ask him to write it up for the TML
so the GDW folx can see it.)

I use the limits as follows: philosophically, the idea is that over
one's life, one actually learns to do many, MANY things competently
well. I am a 3-term Scientist, and if you take the rules literally 
I already have far too many skills to be considered a legal Traveller
character. The same goes for many other people here, I'm sure. The
way I deal with this is that there is a difference between being able 
to do something AT ALL, or competently, and being able to do it WELL
ENOUGH TO GET A TASK MODIFIER. In other words, the gulf between 
knowledge and expertise is a measureable one, and most normal people
(I have always had trouble with the idea that interesting characters
must be supergeniuses) have a specific skill set in which they are
outstanding, and many skills in which they are merely competent.

In rules terms, this is treated as follows: the Ref applies huge
minuses and greatly increases failure and mishap chances for someone
attempting a task with NO relevant skill training; however, the
acquisition of a level-0 in that skill removes the minuses and allows
only the usual chances for mishaps. (I also advocate the removal of a
stat-based default modifier for many skills, if not all of them: a guy
with no skill is not going to be able to run a Jump Drive, no matter
how smart he is.) So it behooves the character to have a few skills at
a high level, so as to be a strong asset in appropriate situations,
and many level-0 skills, to represent the many situations in life
where one learned something a long time ago but could call up some
basic techniques in a pinch. As a character ages, some skills get
rusty while others take their place. The way to reflect this in the
generation of the character is to allow the player to create the
character from start to finish and completely ignore the limits,
racking up skill points as quickly as possible. Then, at the end,
after mustering out benefits are completed and the character's Int
and Edu are stable, the PLAYER is allowed to decide which skills
to scale back to a lower level to come in under the limit. He 
or she should do this in consultation with the Referee, who should
oversee the process and make suggestions to the novice as to which
skills are best at higher levels and which are sufficient at a zero.

I have never had any complaints from any of my players about how this
process produces characters, unless you include the occasional pimply
teenager at a GenCon who reads over the pregenerated stats for an
event I'm running and whines, "This guy is a WIMP! MY character has
level-6 skills in EVERYTHING and he's Level-13 Psionic and he has
Battle Dress and a Fusion Gun on each hip and flies his own Kinunir
that's been modified so he can fly it himself and...." <sigh>

- -- 
mike metlay                | 
atomic city                | "Sorry, I think Mike's right. It *is*
p. o. box 81175            |  'hrrr mooble eeble'...." 
pittsburgh pa 15217-0675   |  
metlay@netcom.com          |                          (j. mcmahon)

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

Bundle: 434
Archive-Message-Number: 5101
From: Hans Rancke-Madsen <rancke@diku.dk>
Subject: Re: Skill limits for characters
Date: Mon, 11 Jan 93 2:50:34 MET

>However, I think
>Hans's way around the limit is an interesting one, and one possibly
>worth having in TNE, so I hereby ask him to write it up for the TML
>so the GDW folx can see it.)

I'd be happy to, but is that limit kept in TNE at all? Anyway,
quite apart from thinking that an average maximum on skill levels
of 14 is too low, I also think it strange that someone with an
UPP of CCC227 can at most get 4 levels of _combat_ skills. So I
use two types of experience, Physical experience = Str+Dex and
Mental experience = Int+Edu and allow characters to count
physical skills against their PhyEx and mental skills against
their MenEx. Then I place some skills (like _mechanical_) in a
third category (In Between) and allow a character to count
these against either experience total as they want.



      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

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

Bundle: 434
Archive-Message-Number: 5102
Date: Sun, 10 Jan 1993 16:39 CST
From: KELLOGG@DUCVAX.AUBURN.EDU
Subject: Arrival Vengeance/Reb Sourcebook/Imp Encyc:  Rampart-128

Well, dear readers,

It seems that Arrival Vengeance is not free of mistakes.  The
Rampart fighter listed was copied from The Rebellion Sourcebook,
which copied the design from the Imperial Encyclopedia which is
FULL of errors.  The Iramda fighter is RIDICULOUS.  The listed
loaded weight is about two thirds of the weight of the fighters
hull alone.  I don't know HOW they managed to put so many mistakes
into one design, and I don't care.  But, here is a corrected
version.  It uses GDW's formula for agility (which Rob Dean and I
disagree with strongly) So it is a fully legal design.  I crammed
as much engines as I could inside and still get Agility=6 with the
cargo requirements.  (sigh)

The original Rampart-128 fighter from High Guard was 15 tons, not
10.  The Rampart-128/2 had a missile rack instead of a laser.  But
in keeping with the Arrival Vengeance, this one is only 10 tons and
I offer you a choice of weapons for the 128/2.
Rampart-128:        1 seat with beam laser
Rampart-128/2:      2 seat with beam laser
Rampart-128/2A:     2 seat with missile rack (27 missiles carried)

CraftID:  Fighter Light, Type FL, TL 15, Mcr 19.63088 {19.73408} [19.48406]
Hull:     9/23, Disp=10, Config=3AF, Armor=40G,
          Unloaded=179.7 {180.5} [178.5], Loaded=189.1 {183.1} [183.0]
Power:    3/5, Fusion=627.5Mw Dur=5/15 {5/15} [8/25]
Loco:     3/5, StdGrav=1773t, MaxAccel=9.4G {9.7G} [9.8G]
          (DeepSpace=4.7G {4.9G} [4.9G]), NOE=190Kph, Cruise=3150Kph,
          Top=4200Kph Agility=6 (Agility by GDW equation of excess power)
Comm:     Radio=System*1
Sensors:  PassiveEMS=Interplanetary*1, ActiveEMS=Planetary*1
          ActObjScn=Difficult, ActObjPin=Difficult,
          PasObjScn=Routine
Off:      BeamLaser=xx2       [Missile=x02]
          Batt        1       [Bear      1]
          Bear        1       [Bear      1  27 rounds]
Def:      DefDM=+10
Control:  Computer=2*3, Panel=HoloLink*1, Special=HoloHUD*1/2/2
Accom:    Crew=1 {2} [2], Seats=Roomy*1 {[Alt versions Roomy*1, Adequate*1]}
          Environ=Full Environment
Other:    Fuel=37.65Kl, Cargo=6.75Kl {2.75} [2.75] [cargo given to missile mag]
          ObjSize=Avg, EMlevel=Mod
Standard version is shown without parentheses.
{2 Seater with laser in braces.}
{2 Seater with missiles in brackets.]

Enjoy,

Scott 2G Kellogg
I just hear a muzak version of 'Journey To The Center Of The Mind'.
What's next?  'Everybody Must Get Stoned'?   AAAAAAAAAAAARRRRRRRRGH!!!

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

Bundle: 434
Archive-Message-Number: 5103
Date: 	Mon, 11 Jan 1993 09:20:00 -0500
From: <PHB100@PSUVM.PSU.EDU>
Subject: Re: Nursing

>1) the idea of "Nurse" being one "rank" on the Medical
>profession list is somewhat absurd.

I agree.
>
>2) the medical cascade doesn't really contain any skills
>appropriate ot a nurse. Trauma ops (?) is somewhat appropriate,
>and a level of diagnosis, but not actual surgury. Unless,
>"level-1" surgery perhaps is a first-aid/assistant/lower level
>sort of thing.

Isn't there something called "surgical assistant?"  Might that be it?

>Nursing really should be it's own profession, or at least not the
>same track as a doctor (perhaps nurses would be on the "enlisted"
>track, and doctors on the "officer" track). BTW, how would
>military medical personell be handled?

Well, my sister was a nurse in the Air Force, and when she graduated
nursing school, she joined the AF (perhaps they were paying for her
schooling, not sure) and was commisioned a lieutenant.  She retired as
a major, so calling nurses 'enlisted' and doctors 'officers' is not
accurate to _this_ time period.

I agree that nursing should be its own career path.  Perhaps give a both
a +dm to switch careers to the other?  A nurse might want to advance to
doctor and if someone washes out of med school, but is set on a medical
career, nursing school is an alternative.
>
> nurse/doctor career path deleted....
>
Here is my proposed path....

                           e1 trainee
                           e2 ambulence attendant
                           e3 medic
                           e4 EMT (emergency medical technician)
            _______________|____________________
            |                                  |
           01 Nurse trainee                   01 Intern
           02 LPN (licensed practical nurse)  02 Resident
           03 RN (registered nurse)           03 Doctor
           04 Floor nurse                     04 Surgeon
           05 Chief Nurse                     05 Chief Surgeon
>
In my path, the first 4 grades (e1-e4) would be pre-med in civilian life
and enlisted personnel in the military.  If you recieve a promotion from
enlisted to officer, you would have to state which altenate path to
follow henceforeword (either nurse or doctor).

My reasons for having both paths start the same is I assume that both
nurses and doctors recieve _some_ of the same training (possibly wrong).
I'm pretty sure that RN is higher that LPN, but since I am not a nurse,
I'll accept being corrected by someone who knows better.

>paul duggan
>duggn@siam.org
>
- --------
Paul Baughman    phb100 @ psuvm.psu.edu

In the dark, no one can hear the color of your eyes

Odie-code: (n) Any piece of useless code that slobbers all over your
           program.      --Steve Schrader

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

End of TML Bundle
******************
To: traveller@engrg.uwo.ca (TML Submissions)
Date: Wed Jan 13 22:00:02 EST 1993
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #435: Msgs 5104-5115 
Approved: by traveller-request@engrg.uwo.ca (TML Admin) Wed Jan 13 22:00:02 EST 1993
Reply-To: traveller-request@engrg.uwo.ca (TML Admin)
Precedence: bulk

TML bundles come from the archives maintained by
traveller-request@engrg.uwo.ca (TML Admin).

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

Date: Wed Jan 13 22:00:02 EST 1993
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #435: Table of Contents

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 435  5104 11-Jan-1993 shadow           Metals in the crust. << > The collision
 435  5105 11-Jan-1993 Steven Owens     Traveller Medicine << Can anybody give 
 435  5106 11-Jan-1993 TML Administrat  Skiing in the Imperium << This looked m
 435  5107 11-Jan-1993 "CMD ENS ERIC M  CHAT Traveller Medicine, a proposed tim
 435  5108 11-Jan-1993 Mark Watson      Re: TNE character generation << Well, m
 435  5109 12-Jan-1993 Jeff Zeitlin     skill limits << Seth said:
 435  5110 12-Jan-1993 Robert S. Dean   New Things << Hopefully the GDW confere
 435  5111 12-Jan-1993 Bertil Jonell    Re: Skill limits for characters <<   Fo
 435  5112 12-Jan-1993 Hans Rancke-Mad  Re: Skill limits for characters << >  F
 435  5113 12-Jan-1993 Bertil Jonell    Re: Skill limits for characters << > > 
 435  5114 12-Jan-1993 "CMD ENS ERIC M  more medical stuff, re:Bishop's resusci
 435  5115 12-Jan-1993 gwh@lurnix.COM   Re: TML nightly: Msgs 5101-5104 V50#8 (

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

Bundle: 435
Archive-Message-Number: 5104
From: shadow <bsercomb@neumann.une.edu.au>
Subject: Metals in the crust.
Date: Mon, 11 Jan 1993 10:28:32 +1100 (EST)

> The collision theory is one of four contested theories for the formation
> of the moon.  It is a better theory, actually, than the other three,
> but its appeal has less to do with explaining crustal abundances, but
> rather, it explains the siderphillic, H2O, and voltile element depletion
> of the moon itself.  This is a very involved subject (ie, the formation
> of the moon), so I will stop here.  (S. R. Taylor's article in Geochimica
> Cosmochimica Acta (1987) is a excellent spot for the compulsively
> interested to continue reading on this subject.)
> 
> Gold, silver, platinum, copper, and iron are considered to be depleted
> in the crust of the Earth with respect to cosmic abundances.  The
> reason we see these siderphillic elements at all is because the initial
> differentiation of the Earth during its formation was an imperfect
> process.  The accretion of the Earth's core didn't manage to suck up
> all of the siderophillic metals, which for us is most fortunate!  :-)

Maybe I'm off-track with respect to your arguement here, but you *seem*
to be saying that "What's in the crust was already in the crust" If I'm
wrong then tell me I'm an idiot and I can't read your arguement properly.
Crustal abundances of minerals are mainly due to hydrothermal processes.
The evolution of hot water from diagenesis[sediment compaction] or
volcanic bodies (from contact with groundwater or the evolution of 
their own supercritical fluids) dissolves large amounts of low 
concentrations of metals. The passage of these fluids through preferred
pathways (usually fractures or weak points in the rocks) leads to 
deposition from fluid reaction with the surrounding rocks (altering pH
and solubility) or temperature reduction as the fluid migrates away from
the hot body. Also, another method of forming minerals in the crust 
is relatively "dry". Involving the separation of immiscible sulphides as
a mafic magma cools. So, pretty much, as long as there is volcanic activity,
there will be minerals to mine. However, with the exception of massive 
layered intrusions such as the Bushvelt complex in South Africa, most of
the mineralization likely to ON THE EARTH is likely to be due to the 
properties of water.

Brad.

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

Bundle: 435
Archive-Message-Number: 5105
Date: Mon, 11 Jan 1993 13:33:37 -0600
From: Steven Owens <uso01@mailhost.unidata.com>
Subject: Traveller Medicine


Can anybody give me some information on Traveller State-of-the-Medical-Art?

What technology is common, uncommon, perfected, experimental?  For example,
Bishop was injected with nanocytes after his death, in an attempt to 
rebuild the structure of his nervous system.  What things are nanocytes
capable of in traveller?  What other tools are available?

Steven J. Owens
uso01@unidata.com

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

Bundle: 435
Archive-Message-Number: 5106
Subject: Skiing in the Imperium
Reply-To: traveller-request@engrg.uwo.ca (TML Administrator)
From: TML Administrator <traveller-request@engrg.uwo.ca>
Date: Mon, 11 Jan 93 14:45:24 PST


This looked much too comical and tasty to leave on the pbem - thought
I'd cross-pollinate to the TML.

James (TML Admin)

- ------- Forwarded Message

From: Mark F. Cook <uunet!hpcvss.cv.hp.com!markc>
Subject: Re: where's the best ski destination in the imperium?
To: pbemchat@engrg.uwo.ca (PBEM meta-discussions)
Date: Mon, 11 Jan 93 10:41:43 PST

Steve Camp asks:
> where's the best ski destination in the imperium?

There are about 32 worlds with really decent skiing in the Imperium
(Terra being one of them, but only marginally so due to heavy tourist
overuse).  But if you're a maniac, cliff-jumping, totally incurable
powderhound, there are only four worlds worth considering:

  Ishala     [2113/Vland]
  Mereasis   [2332/Hinterworlds]
  Montero    [1010/Old Expanses]
  Radd Caulo [2223/Core]

The resorts on Radd Caulo are exclusive, but are still over-used due
to their proximity to Capital.  My first choice would be Montero.
It's far-enough off the beaten track, has an excellent starport, a
reasonably high TL, a stable government, a small population, and
a comfortable law level.  Give me half a dozen skiing friends, a
well-stocked grav vehicle and a good map of the Cathedral Mt. range,
and you wouldn't see me for a month or more. :^)

BTW, Caledon [1815/Caledon/Reaver's Deep] is another good place to
ski, and is only one sub-sector away from Tuvir. :^)

> did you have a nice time skiing?

It was very nice.  The bad weather on Friday night kept a lot of
folks in Denver, so Saturday wasn't very crowded.  The only downer
was having to quit early due to a hardware failure (my right knee
gave out). :^(  Other than that, it was loverly.

> where exactly is Tuvir?  Sub-sector ?  Hex ?

Here are the relevant details:
  Tuvir [1410/Riftdeep subsector/Reaver's Deep sector]
    UWP: D778588-6
  System details:
    3 gas giants, no asteroid belts.
  Planetary details:
    Starport class D, Poor quality installation
            Only unrefined fuel available. No repair facilities present.
            [NOTE: This applies only the the general starport, not to
            the Turnskaad compound, which is a private Class-A facility.]
    Medium sized world. Surface gravity of .875 G
    World diameter is 7000 miles (11200 km).
    Standard, tainted atmosphere. Filter mask needed.
    80 percent water. Cloud cover is 60 percent
    Approximately 700,000 inhabitants.
    Civil Service Bureaucracy. Government by agencies employing individuals
            selected for their expertise.
    Law Level 8: Long bladed weapons (all but daggers) are controlled,
            and open possesion is prohibited.
    Tech Level 6: circa 1940 to 1969
    Trade Classifications: Agricultural. Non-Industrial.

The star system is non-aligned (i.e. no specific allegiances), although
the local government is on good terms with both the Federation of Daibei
and the Aslan Hierate.

This ought to answer most of your questions.

        Mark F. Cook

USMail: Hewlett-Packard
        User Interface Technology Division - Corvallis (Tech. Marketing)
        1000 NE Circle Blvd.  Corvallis, OR 97330

INTERNET: markc@hpcvss.cv.hp.com
          markc%hpcvss.cv.hp.com@relay.hp.com

- ------- End of Forwarded Message

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

Bundle: 435
Archive-Message-Number: 5107
Date: 11 Jan 93 22:00:00 EST
From: "CMD ENS ERIC M. SERGIENKO" <S94SERGIENKO@usuhsb.ucc.usuhs.nnmc.navy.mil>
Subject: CHAT Traveller Medicine, a proposed timeline (again :-))

 Hi ho,

 I originally developed this for "traveller done right".  It's a
 reasonable foundation for a discussion of how medicine will evolve
 along the established Traveller TL lines.  It certainly doesn't
 have any official sanction from GDW, on the other hand, IMO,
 it is the most reasoned application of what we know and what
 we can expect.

 for those of you who have this all ready, have an extra copy.

TL  Theory             Diagnostics                Treatment
0   Gods,              none- no                    Binding of wounds,
    Unbalanced         basis for assess-           simple (unproven) 
    humors             ment of patient             herbal remedies

1   Some simple        History taking,             Trephination,
    understanding      Some physical               Proven (through
    anatomy, but not   assessment without          empirical use) 
    of function        standards                   herbalism, leeching,
                                                   Battlefield surgery

2   Detailed macro-    Physical assess-            Improved surgery,
    scopic anatomy     ment, assessment of         some pharmaceuticals,
    Physiology arises  body fluids, e.g.           e.g.digitalis from
    as a science       urine                       foxglove, leeching,
                                                   preventative medicine 
                                                   based on empirisism

3  Microscopic         Stethoscope allows          Early vaccination,
   anatomy,            listening to organs         cataloging of pharma-
   Crude physiology                                copoeia
   describes function
   of major organs,
   Epidemiology

4  Cell theory,        Heart arrhythmias,          Anesthesia, antisepsis,
   Germ theory,        lung sounds defined         public sanitation,
   Blood typing                                    Volume replacement 
                                                   using blood products

5  Increased under-     X-ray, early EKGs,         Mass vaccinations,
   standing of          Blood work,                Pharmacology based
   physiology at                                   organ system response,
   organ level,                                    crystalloid volume
   biochemistry                                    expanders

6  Viral process        EKGs,Viral and             Primitive Prostheses,
   deduced, cellular    Bacterial labwork,         Open heart surgery,
   biology, DNA
   helix described 

7  Electron micro-      Portable EKG,              External defib,
   scopy, organelle     CAT scan, gas              Cardiac Bypass
   functions            chromatography             "Heart-Lung" machine

8  Retroviruses         MRI and PET scans,         Clot busting drugs,
   described,           Ultrasound imaging,        Antipsychotics,
   Genomes mapped,      Lab tests made             Laser in surgery,
                        easy by tracers            Blood subsitutes

9  Cellular and         Chemical tracing,          Cryogenic suspension,
   Organism aging       Dynamic spatial            Limb protheses,
   understood           image construction         Gene therapy,
                        Diagnosis expert           Artificial organs
                        systems                       (e.g. heart, lung)

10 Neurophysiology      "Feinberg Machine"-        Antiviral vaccinations,
   truly understood,    portable 3Dimaging,        Artificial and enhanced
   Cellular re-         portable expert            vision, 
   generation and       systems                    Targeted tumor meds,
   mutation control                                Growth enhancing drugs

11 Comprehensive        combined, portable,        major neural refusion 
   understanding of     imaging, ekg, and          for spinal lesions,
   comparative          vital signs monitor        primitive nanocytes
   homoxenobiology                                 limb regeneration

12 Submolecular         monitor combined           enhanced healing 
   physiology           with portable              through magnetic field 
                        system                     and drug therapy,
                                                   smart antitoxin,
                                                   cloning of body parts

13                      nanocyte imaging,         enhanced smart cells,
                        monitor/expert            partial brain
                        system truly              reconstruction 
                        portable                  possible

14                      gene tracers              in vivo controlled
                                                  mutation,
                                                  controlled brain 
                                                  erasure

15                      "tricorder"-like          enhanced biological
                        imager systems            protheses

"enhanced" protheses = increased strength and endurance
"nanocytes" = cell sized biomechanical imaging or treatment systems
 passed into the patient.

 Note that many items occur earlier in my time line than in MT or
 traveller.  This is due largely to their predecesors appearing at our current
 tech level e.g. primitive artificial vision is occurring _now_, we have
 artificial (albeit extremely large) artificial organs, and have experimental 
 gene therapy.  Real good binocular vision is happening now (only it takes 
 a mini-computer to run it), either we're in TL 9 and TL 10 will make it 
 portable, or...well, anyway things are changing quicker than they have 
 any right to.

ttfn,
eric sergienko
s94sergienko%usuhsb.bitnet@cunyvm.cuny.edu
uniformed services university of the health sciences
(301) 585-1973
"There is no body cavity that can't be reached with a 14 gauge
 needle and a strong arm."
 - 4th rule of the House of God



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

Bundle: 435
Archive-Message-Number: 5108
Date: 11 Jan 93 20:15:41 EST
From: Mark Watson <100022.3361@CompuServe.COM>
Subject: Re: TNE character generation

Well, my pre Xmas trip to Austin lasted longer than expected, and was
followed by an even-less-expected stay in Stockholm, which lasted me till
Xmas. I've finally caught up with the stuff coming from TML, but I won't
even try to comment on the stuff in the intervening period, apart from ...

To GDW:
The GDW character generation stuff: like Hans I would like some examples of
the actual tables, but the stuff here is a lot better than I had feared, so
that it would seem the overhaul is less extensive than I had come to expect.
Some comments:
- - I would prefer to see DET generated as a separate attribute (rather than
derived as in MT, and rather than a skill as it is here) if its use is to be
similar to that in MT. I don't see the rules here for gaining skills through
experience, rather than by character generation/pro-rating, and you need
something to modify the chances/time for increasing skills through training
("I spent the week in jump practicing my Aslan grammar" is the kind of
out-of-character opportunism you occasionally come across). In the past,
given the generally poor systems put forward for skills development in
Traveller, I've used a combination of a det attribute, the instruction
skill, and a throw against the current skill level similar to that in
Runequest (so that it becomes more difficult to advance as you move along
the percentage scale/bell curve), but this is on no way official.
- - minor point which annoys me is the bureaucrat's watch. You don't get many
bureaucrat players, and an NPC hardly needs a watch. In the real world, top
level civil servants who retire get seats on company boards (in France they
have a word for it which I believe is pantouflage) and in the commercial
sector they, er, get the same. Basically it adds up to a large amount of
money and also influence, and you probably need to cut the bureaucrats into
the share scheme, and also add an influence skill. In the UK, by the way,
the civil service is at the core of the honours system, and top civil
servants can (and do) expect knighthoods and occasionally seats in the House
of Lords, so free leaps in Social Status may also be worth offering.
- - I liked Richard Johnson's suggestions on Social Status determining career.
Maybe in the TNE period SS is more of an anachronism, but the traditional
Traveller rules had far too little on the influence of SS, and the
aristocratic social structure which underlay it, on Imperial society. I'd
also like to see some starting funds based on SS. The combination of this
and restriction of opportunity would better reflect the milieu. It would
start the players in an unequal position (but this should balance out with
str, int etc anyhow) but this sort of game is anyway not a race, and in the
past I've found that imbalances of advantage/disadvantage between players
actually encourage character development and interaction. On a rereading I
see you actually intend to cover at least the money side and also modify for
world technology. This is good but I think you should also look at Richard's
proposal.
- - Given the increased degree of diversity between worlds in the TNE era,
there should probably be some note against the rank/title lists indicating
that this is the old imperial naming system and local namings should vary.
By the way, I'm not sure that giving all the careers rank systems is
productive - top scientists aren't always head of department, for example,
even at the end of their careers. At the risk of complicating the process, I
think you should consider multiple reward systems, eg power/influence, fame,
money, high skill levels, rather than driving everything via the rank
system. For example, when a character makes his/her promotion roll, give
them the choice of having an extra 2 skills instead.
- - attributes only allowed to increase a maximum of once each during
generation ... but what about, eg cybernetics. And I think once each is too
small ... I know people who have changed more than that over a long period.
Please, change this to once every 2 terms, or introduce a disincentive (1
attribute for 2 skills, say). Also if possible introduce a very small chance
of a really weird leap to produce the occasional one-off character.
- - also, I'll second the plea for increasing the granularity of the skill
ranges. I don't mind d20 systems ... I regard them as more usable than d100,
and in the past I've used them to simplify, for example, the Chaosium
systems for novice gamers who found percentile throws too finnicky. I've
seen them work very well, for example Chivalry & Sorcery used to have a very
good d20 based combat system (as an optional alternative to d100. C&S would
have had d1000 if it had thought it could get away with it). Moving from
skills ranged to 15 to a 13 range for a 20 based throw (as I understand it)
seems a trifle weird - does it mean a lot of crit hit/miss tables at the
back of the books? If so, try GMing a SpaceMaster campaign, then think
again.
- - I don't see anything about the pre-career education system provided in the
advanced careers systems of late classic traveller, and/or MT. If you do do
this, please allow academic skills to be actually obtained at college
(alternatively I guess carousing or such could be made available). Also
think twice before just inserting a carbon copy of the US education system
(high school, college, graduate school, etc) - I'm not sure it could sustain
several millenia of close examination (;-))
- - A number of skills seem to be missing from what one might need to turn the
scientist career into a viable one. The advanced scientist character
generation rules in Challenge 29 (which don't by the way work unless the
character makes it to grad school, where they are allowed to discover what
they studied at college) includes a number of extra skills:
   cryonics
   meteorology
   sophontology
   botany
   ecology
   psionics (study rather than practice)
   archeology (important in the Traveller milieu)
   linguistics (again study rather than extra languages)
   psychology
   sociology
   theology
   psychohistory (Isaac Asimov RIP)
Also some of the other social studies - law, politics, economics etc are
missing. You can pick and choose from the ones above but the list you have
needs bulking out.
- - other stuff on skills - conventional arts, eg writing, painting are
missing. Again, difficult to get in everything, but a general artisan skill
may be worth considering. And also I don't see linguistics (this time
language learning rather than the science) ... I mention
this skills stuff because I once sat down and generated some advanced char
generation rules for scientists and for artisans. In addition to the
discovery (as opposed to promotion) roll for scientists as in Challenge 29, I
had a book roll, so that even if they didn't discover anything interesting,
they might have produced an interesting text. The artists had a "notable
work" roll (oh and the other difference from the C29 scientists was a lot
less moving around between assignments). These generated some very
interesting and useful NPCs, probably the most interesting I've had, and
sitting down and thinking about the way, for example, different artforms
were popular, and different artists gained renown, in different parts of the
Imperium, really added alot of flavour, not just for the players but also
for me as a GM. I'm looking forward to the zero-G stonemasons, by the way.
- - will the alien skills, eg storytelling and manipulation for the hivers,
not be available in the initial PC book? And is a later expanded char
generation system, analagous to the old advanced systems, also planned?
Oh, and by the way, thanks for asking our opinion. I for one very much
appreciate it.


That's all on that for now. On a totally unrelated note, I picked up the
latest issue (12, I think) of the Runequest "tales of the reaching moon"
fanzine. It contains an interview with Runequest contributor (and the
designer of Call of Cthulu) Sandy Petersen, and there is an interesting
discussion on the effect of Avalon Hill and Chaosium's attempts to expand
beyond the original Gloranthan setting to a generic system. It's relevant to
Traveller because the games have developed in similar ways - originally
popular, strong setting, subsequent split of designer and distributor
(Chaosium kept the design responsibility and AH became the publisher), new
version rejected by the hard core of fans, who still favour the old system,
lack of new material for the older background, old material becomes much
sought after, game develops reputation for "steep learning curve", etc, etc.
Avalon Hill, under new management, and Chaosium, are now repackaging and
expanding the Gloranthan material in an attempt to win back their core
audience. The current view on the older material seems to be to repackage
the background stuff, but not to rerelease the scenarios, which the older
audience will have played anyhow. Recommended reading for the GDW people.

Finally, can I ask the person who submitted the very long non Traveller PBEM
description please to desist. I know that I am in a minority in that I
actually pay for my traffic, but if we do go off on a tangent I would prefer
it to be brief. Sorry if this is not the majority view, but it is mine
(maybe a ruling, James?)

All the best, and a happy new year
Mark


Distribution:
  >INTERNET:traveller@engrg.uwo.ca


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

Bundle: 435
Archive-Message-Number: 5109
From: jeff.zeitlin@execnet.com (Jeff Zeitlin)
Date: 12 Jan 93 (03:04)
Subject: skill limits


Seth said:

UG::>[regarding the curious and little-known fact that the sum of skill points
  ::>must be <= the sum of Int and Edu]

  [...deleted for brevity...]

UG::>One of the questions I've always had about that rule: If you finish charac
  ::>generation and you're over the limit, what do you do? Cross out skill leve
  ::>until you're legal, I assume, but do you do it at random, does the player
  ::>pick, or do you just stop adding skills when you reach the limit? It reall
  ::>ought to say somewhere.

  I believe that the MT rules say that it is at the player's 
  discretions, subject to the constraint that if a character has 
  skill-2 or more, reductions for the purpose of getting under the 
  limit should not reduce the skill level below 2 unless absolutely 
  necessary.  I usually relaxed this, such that the character cannot 
  forget a skill entirely unless it is necessary to get below the 
  limit (I usually did not have to invoke either the original rule or 
  my relaxation.  My players usually handled the situation sensibly.).

  J/
  jeff.zeitlin@execnet.com

 * QMPro 1.01   * [ OUT OF TAGLINES, PLEASE ORDER MORE ]
- --
Executive Network Information System  (914) 667-4567
International ILink Host

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

Bundle: 435
Archive-Message-Number: 5110
Date:     Tue, 12 Jan 93 11:01:12 EST
From: Robert S. Dean  <rsdean@cbda8.apgea.army.mil>
Subject:  New Things

Hopefully the GDW conference on GEnie that was scheudled for tonight will
still be on schedule, but, in the meantime, I have been fiddling with Traveller
stuff again.  I've got two separate groupings of vehicles to upload today.

The second group consists of two TL13 warships, and the first consists of
three pieces of TL4 railroad equipment designed using the low TL design
supplement in Challenge #61.  Our UK readers may recognize the source of my
inspiration for these designs--the books have only very recently become 
available in the United States, and my copies came from England.

Rob Dean


Skarloey Class Narrow Gauge Steam Locomotive TL4

     Two locomotives of the Skarloey class (Skarloey and Rheneas) were built 
for a small 0.7 meter gauge railroad on the backward planet of Sodor. This 
railroad was built primarily to haul rock from a quarry in a hilly region to 
a larger railroad running along the coast, where it would be transferred and 
hauled to a port by the larger railroad.  Since the proposed route passed 
close to several villages, the railroad built five coaches of the Agnes class 
to transport workers to the quarry, and generate some additional revenue by 
providing passenger service to the villagers.
     The high ground pressure of the narrow iron wheels restricts the locomo-
tive and their cars to operating along a route of prepared iron rails. P/W 
and resulting speed must be recalculated for each train, but as an example, 
the locomotive below can pull 5 fully loaded freight cars at a speed of 
28kph, or a passenger train consisting of all five Agnes class coaches at a 
speed of 45kph.
     This class of locomotive can be considered to typical for small steam 
locomotives operating over routes of limited length at this tech level.

  CraftID: Steam Locomotive, TL4, Cr12,501
     Hull: 1/3, Disp=1, Conf=4USL, Armor=2I, Loaded=15.56t,
           Unloaded=12.96t
    Power: 1/2, EarlyReciprocatingSteam=0.4MW, Dur=2.1hrs
     Loco: 1/2, Wheels=4, P/W=25.7, RoadSpeed=Special, Offroad=0
     Comm: none
  Sensors: none
      Off: Hardpoints=1, No weapons
      Def: -
  Control: SimpleMechanical*3
    Accom: Seats=Cramped*2
    Other: Fuel=1.3kl(coal), Cargo=0, ObjSize=Small, EmLevel=Moderate

    Bibliography: Four Little Engines, Rev. W. Awdry
                  Gallant Old Engines, Rev. W. Awdry
                  Very Old Engines, Rev. W. Awdry
                  Little Old Engines, Rev. W. Awdry
                  Duke the Lost Engine, Rev. W. Awdry
                  Great Little Engines, C. Awdry
                  The Talyllyn Railway, D. Potter

Skarloey Railroad Freight Car TL4

     Given below is a freight car of the Skarloey Railroad on the planet of 
Sodor. The Traveller vehicle design system is not sensitive enough to distin-
guish between box cars, tank cars, stock cars, gondola, hoppers and flat 
cars, but the Skarloey Railroad operates about 30 open hopper cars used for 
hauling stone.  The same statistics could be used for other car styles.

  CraftID: Freight Car, TL4, Cr447
     Hull: 1/2, Disp=1, Conf=4USL, Armor=[2]W, Loaded=13.36t,
           Unloaded=.16t
    Power: None
     Loco: 1/2, Wheels=4, RoadSpeed=Special, Offroad=0
     Comm: None
  Sensors: None
      Off: Hardpoints=1, No weapons
      Def: -
  Control: None
    Accom: None
    Other: Cargo=13.2kl, ObjSize=Small, EmLevel=None

Agnes Class Passenger Coach TL6

     Five Agnes class coaches were built to serve the Skarloey Railroad on 
the planet of Sodor.  Since the line is short, and no alternative passenger 
services are available, passenger comfort was not considered to be a primary 
design goal.  Passengers enter and exit the car through two doors on either 
side, and the seating is arranged as four benches in two facing pairs.  Cargo 
space consists of the spaces under the benches.  

  CraftID: Passenger Coach, TL4, Cr1647
     Hull: 1/2, Disp=1, Conf=4USL, Armor=[2]W, Loaded=2.65t,
           Unloaded=1.45t
    Power: None
     Loco: 1/2, Wheels=4, RoadSpeed=Special, Offroad=0
     Comm: None
  Sensors: None
      Off: Hardpoints=1, No weapons
      Def: -
  Control: None
    Accom: Passengers=12, Seats=NoAccess*12
    Other: Cargo=1.2kl, ObjSize=Avg, EmLevel=None
Defiant Class Interface Fighter TL13

     The Defiant is produced under license in the Spinward Marches by several 
manufacturers on Lunion and Strouden.  In addition, a number were built 
during the Fifth Frontier War by Collace. The Defiant is intended as an 
orbital fighter, but can be used fairly successfully as an atmospheric fight-
er in addition.  It carries a crew of two, a pilot and a gunner to man the 
turret, which mounts a beam laser, a missile rack, and a sandcaster.

  CraftID: Defiant Class Fighter, TL13, MCr20.3
     Hull: 8/18, Disp=8, Conf=1AF, Armor=40F, Loaded=223.4t, Unloaded=221.6t
    Power: 3/6, Fusion=360MW, Dur=56.5hrs
     Loco: 2/4, StdGrav=990t, Max=3090, Cruise=2318, NOE=170, MaxAccel=4.43G,
           Agility=4
     Comm: Radio=Cont*2, LaserComm=FarOrbit
  Sensors: EMS Active(Cont), EMS Passive(Interplanetary), LowPenDensitometer
           (50m), ActObjScan=Diff, ActObjPin=Diff, PassObjScan=Diff,
           PassObjPin=Diff, PassEnScan=Rout
      Off: Hardpoints=1

            Missiles=x02     BeamLaser=xx3  
           Batteries   1                 1  
           Bearing     1                 1

      Def: DefDM+10
           
           Sandcaster=xx3
           Batteries    1
           Bearing      1

  Control: CompMod0bis*2, CompMod4*1, HUDHoloDisplay*2
    Accom: Crew=2 (Pilot, Gunner), Seats=Roomy*2, Env=basic env, basic ls, 
           extended ls, grav plates, inertial comp
    Other: Fuel=11.3kl, MissileMagazine=20 missiles (20b-r), ObjSize=Avg,
           EmLevel=Moderate

Collace Brightside Class Privateer TL13

     Three vessels of the Brightside class were constructed as a private 
venture on Collace prior to the outbreak of the Fifth Frontier War.  At the 
outbreak of the War, the Collace government nationalized the ships, which 
were then operated by their originally trained crews under the navy flag.  
The ships (renamed Ranger, Enterprise and Fortunate by the navy) were operat-
ed as commerce raiders in the Glisten sector.  Ranger was captured while 
docked at Glisten, Enterprise destroyed at Overnale, and the final of Fortu-
nate is unknown.  It is suspected that it was destroyed in a jump accident 
after being damaged in an engagement with local defense forces at New Rome.

  CraftID: Brightside class privateer, TL13, MCr546.7
     Hull: 540/1350, Disp=600, Config=1SL, Armor=40F, Loaded=9016t,
           Unloaded=8168t
    Power: 61/122, Fusion=8235MW, Duration=24days 
     Loco: 60/1200, Maneuver=4 (Thrusters=42.9kt), 22/44, Jump=3, 
           Cruise=750kph, Max=1000kph, TrueAcc=4.76G, Agility=4
     Comm: Radio=System*2, LaserComm=System*2, MaserComm=System*2
  Sensors: EMS Active(FarOrbit)*2, EMS Jammer(Far Orbit),
           EMS Passive(Interstellar)*2, HighPenDensitometer (100m), 
           Neutrino Sensor(100kw), ActObjScan=Rout, ActObjPin=Rout, 
           PassObjScan=Diff, PassObjPin=Diff, PassEnScan=Rout,
           PassEnPin=Diff
      Off: Hardpoints=6

               Missile=x03     BeamLaser=x04
           Batteries     1                 4
           Bearing       1                 4

      Def: DefDM+5

               SandCaster=x04
           Batteries        1
           Bearing          1

  Control: Computer Mod7*3, 4*HeadsUpHoloDisplay, 80*HoloLink
    Accom: Crew=19 (2 bridge, 2 engineer, 3 gunners, 3 flight, 6 troops,
           2 command, 1 medic), Staterooms=10, Env=basic env, basic ls,
           extended ls, grav plates, inertial comp
    Other: Fuel=4255.2kl (Jump-3+24 days), Cargo=103kl, 
           MissileMagazine=30kl(100b-r), Fuel Purifier (72hrs), Fuel Scoops,
           SubCraft=Armed Launch, ObjSize=Average, EmLevel=Faint

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

Bundle: 435
Archive-Message-Number: 5111
From: Bertil Jonell <d9bertil@dtek.chalmers.se>
Subject: Re: Skill limits for characters
Date: Tue, 12 Jan 1993 17:16:20 +0100 (MET)

  For the record, the central character of my old campaign, was a one term
scout with Navigation-1 and Pilot-2 (and a scoutship:) and he worked more than
ok. He is also the only character I've seen who has managed to gain skills
and attributes through the system in Good 'Ol Traveller.

- -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."

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

Bundle: 435
Archive-Message-Number: 5112
From: Hans Rancke-Madsen <rancke@diku.dk>
Subject: Re: Skill limits for characters
Date: Tue, 12 Jan 93 18:00:04 MET

>  For the record, the central character of my old campaign, was a one term
>scout with Navigation-1 and Pilot-2 (and a scoutship:) and he worked more
>than ok.

Hmmm... Computing jump coordinates is Routine, unless I misremember.
Adding 1 for navigation and 1 for intelligence (if average) means he
makes a mistake in one jump out of six. If his intelligence is a bit
higher he only makes a mistake once in twelve.

Of course a lot of mistakes are just minor ones, but even so you're
not getting me to fly with him.

Even with skill-3 you fail Routine tasks once in 36, which is a lot
more than I'd expect for something that is routine, but...



      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

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

Bundle: 435
Archive-Message-Number: 5113
From: Bertil Jonell <d9bertil@dtek.chalmers.se>
Subject: Re: Skill limits for characters
Date: Tue, 12 Jan 1993 18:37:17 +0100 (MET)

> >  For the record, the central character of my old campaign, was a one term
> >scout with Navigation-1 and Pilot-2 (and a scoutship:) and he worked more
> >than ok.
> 
> Hmmm... Computing jump coordinates is Routine, unless I misremember.

  Bzzt! You are talking MegaTraveller, I'm talking Traveller :)

  (BTW, he got more skills when we went MegaT: The zerolevels for one thing,
and some through AT's)

>       Hans Rancke

- -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."

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

Bundle: 435
Archive-Message-Number: 5114
Date: 12 Jan 93 18:14:00 EST
From: "CMD ENS ERIC M. SERGIENKO" <S94SERGIENKO@usuhsb.ucc.usuhs.nnmc.navy.mil>
Subject: more medical stuff, re:Bishop's resuscitation

  As the key handwaver in Bishop's resuscitation (along with Nick and Mark)
I can safely say that everything I did was fairly available now with
the exception of two things:

1) the nanocytes used in the repair of his brain (and the subsequent
   reprogramming done on them by IASIC).
2) the programming device that created a binding macromolecule to soak
   up the benzodiazepine given to Bishop while he was seizing

  Of course, this doesn't include slamming him into the medical 
lowberth, which I suppose I could talk about first.

  I don't like the idea of freezing people, never have, never will.
The idea that a chemical will be developed that will eliminate ice crystal
damage is far less likely than the process described in Bishop's
"resurrection".  Further, it isn't necessary to freeze tissue to
preserve it.  How I envision a med lowberth is cold enough to stop
enzymatic processes, reduce tissue demand for oxygen, and with
chemical and mechanical support maintain the body in an arrested 
state (or slow it down to allow repair to continue).  
  Chemically antioxidants and free radical binders are used
to prevent tissue degradation.  Anitbiotics/antifungals are needed
to prevent overrun of tissue by foriegn organisms.  As the lungs are
not used during the lowberth stay, surfactants are needed to wash out
the lungs upon awakening.
  Mechanically, the patient is on bypass to provide oxygen to the
metabolic processes that are still underway, and to prevent blood
sludging and acidosis.  By maintaining vasculature, a route is
established for nanocytes to reach repair sites.  A russian sleep 
set is used to induce a state of delta sleep. 

  Nanocytes are something of a combined organic/mechanical nature
available in my timeline at about TL 12.  Initially only capable
of limited actions of simple tissue repair (e.g. microtrauma),
they become increasingly more programmable to the point where
they can effect limited memory reconstruction by identifying
remaining neuroanatomy, remnants of damaged cells, and 
concentrations of neurotransmitters and their byproducts.

  The programmable toxin binder functions as a small organic
chemistry lab.  Given a particular molecular structure, a semi-
synthetic binder is produced that will bind to that structure.
While in many cases, the structures are stored in mass memory,
some rarely used drugs need to be programmed, and in any case
some production time is needed.

eric


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

Bundle: 435
Archive-Message-Number: 5115
Subject: Re: TML nightly: Msgs 5101-5104 V50#8 (Arrival Veangance)
Date: Tue, 12 Jan 93 17:22:44 -0800
From: gwh@lurnix.COM


If you think the ship descriptions were mangled in Arrival Veangance,
check out where Usdiki moved to (from Subsector L of Gushmege to
Subsector E, if I read it right; all the way across the sector).

There was a Hi Pop, Navy Base, hi-tech world under where they
moved Usdiki to which would have done fine.  There was no need
to do that...

[and here I thought that The Atlas of the Imperium was still going
 to be useful... 8-) ]

- -george william herbert



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

End of TML Bundle
******************
To: traveller@engrg.uwo.ca (TML Submissions)
Date: Wed Jan 20 22:00:02 EST 1993
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #436: Msgs 5116-5127 
Approved: by traveller-request@engrg.uwo.ca (TML Admin) Wed Jan 20 22:00:02 EST 1993
Reply-To: traveller-request@engrg.uwo.ca (TML Admin)
Precedence: bulk

TML bundles come from the archives maintained by
traveller-request@engrg.uwo.ca (TML Admin).

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

Date: Wed Jan 20 22:00:02 EST 1993
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #436: Table of Contents

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 436  5116 13-Jan-1993 Anthony Neal     Research Station Question... <<  The Lu
 436  5117 13-Jan-1993 Steven Owens     The Rebellion, Medicine <<  I posted as
 436  5118 13-Jan-1993 TML Administrat  non-Traveller PBEM posting guidelines <
 436  5119 13-Jan-1993 Hans Rancke-Mad  Re: Traveller Medicine << >  I original
 436  5120 13-Jan-1993 metlay           The Rebellion, Medicine (fwd) Some fast
 436  5121 14-Jan-1993 "Seth L. Blumbe  Re: Research Station Question... << Ant
 436  5122 14-Jan-1993 SULAIMAN@ecs.um  Arrival Vengeance << Hi,
 436  5123 15-Jan-1993 "Bruce Pihlamae  long postings << Mark Watson <100022.33
 436  5124 14-Jan-1993 TML Administrat  Re: long postings  << Good suggestion B
 436  5125 15-Jan-1993 Bill Wilson      Truncated digests << Is anyone else exp
 436  5126 16-Jan-1993 Hans Rancke-Mad  Re: Arrival Vengeance << Ameer Sulaiman
 436  5127 17-Jan-1993 CS172302017@UTS  General Shipyards Cutlass Class Fighter

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

Bundle: 436
Archive-Message-Number: 5116
Date: 	Wed, 13 Jan 1993 10:47:21 -0330
From: Anthony Neal <anthonyn@ODIE.CS.MUN.CA>
Subject: Research Station Question...


	The Lurker emerges again...

		I've got a question to those who have played anything dealing
	with Imperial Research Stations.  I've been a bit puzzled as to 
	what their individual purposes are and the designations.  So far,
	in the Imperial Encyclopedia, we have seven different types of 
	research stations:

		RsA	-	Research Station Alpha
		RsB -	Research Station Beta
		RsG -	Research Station Gamma
		RsD -	Research Station Delta
		RsE -	Research Station Epsilon
		RsZ -	Research Station Zeta
		RsH -	Research Station Eta

		In the module, Assignment: Vigilante, we have a Research Station
	Gamma in the Sittahr system (3129/Promise/Diaspora) which has been
	charged with the observation of an anomalous Gas Giant which is 
	exhibiting some of the properties of a T Tauri protostar (At least
	that's how I've been reading it.).
		Now, does this mean the designation of RsG is an astronomical 
	laboratory? Yet, in the Imperial Encyclopedia, we have the following
	Library Data entry:

	"Imperial research stations may be located on worlds which need a 
	 boost to the local economy or in remote systems far from the 
	 potential disturbance of Imperial politics.  Many different stations 
	 may be located in several systems of the same region, and many 
	 different areas of knowledgemay be under investigation.

	 In general, however, one station is constructed fro one purpose, 
	 and it continues in a single area of knowledge for its entire span
	 of usefulness.  Its size, personnel roster, power plant capacity,
	 and even visibility profile are dependent on its area of 
	 investigation.

	 Imperial backed research may delve into many areas.  Some examples
	 include black hole research (both large-scale and mini-black hole
	 investigation), instantaneous transmitter development (so far 
	 proving impossible), antimatter containment, new weapon development
	 (such as disintegrator beams), black globe development, deep planetary
	 scanning, psychohistory, mass population behavior prediction, genetic
	 transformation of living organisms, self-aware robots and starships,
	 stasis and time travel, personal shields, memory transfer, and total
	 rejuvenation."

	Well, that's all very well, but I still have no idea what the 
	designations mean.  Any words of wisdom?  Screams from the masses?
	Whispers from the wind? 

		Also...

		Does anybody have any comment about Laser Weapon Powerpack volumes?
	I asked about that around two weeks ago and the air was silent...
	Maybe it was a topic already covered in the past, if so could someone
	let me know, I have been reading the bundles (God, there's a lot of 
	stuff in those bundles!!).

													Thanks,
													Anthony

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Anthony Neal                 |"Lets bring up the cargo manifest. 2300 laser 
anthonyn@odie.cs.mun.ca      | pistols, 1600 laser rifles, 1 ATV, 67 suits of
Memorial University Of       | combat armor and...    What the hell are 
Newfoundland                 | 'tribbles'?"
- --------------------------------------------------------------------------------

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

Bundle: 436
Archive-Message-Number: 5117
Date: Wed, 13 Jan 1993 14:23:39 -0600
From: Steven Owens <uso01@mailhost.unidata.com>
Subject: The Rebellion, Medicine



	I posted asking about medicine in the imperium, and got some
interesting responses.  Now I'm curious about the rebellion. In the
past I've played pre-rebellion campaigns or played apolitical
characters.  I'm currently playing a character who retired from the
Interstellar Diplomatic Service, so I suppose he should have a clearer
idea of where his loyalties lay.  What's this whole rebellion about?

	I vaguely recall a few details, mostly mentioned in play or from
occasionally reading TASJ news;  Strephon was assassinated, but later
turned up claiming that the slain Strephon was a double/clone/robot.
Admiral/Archduke Norris is contesting Strephon's claim to the throne
(there was some mention of the second Strephon being a clone).  People
are siding with one or the other - whatever happened to the guy who
assassinated Strephon?  I thought that was part of some sort of bid
for the throne.

	Moving on (or back) to medicine:

Eric Sergienko said:
> I can safely say that everything I did was fairly available now with
> the exception of two things:
>
> 1) the nanocytes used in the repair of his brain (and the subsequent
>   reprogramming done on them by IASIC).
> 2) the programming device that created a binding macromolecule to soak
>   up the benzodiazepine given to Bishop while he was seizing

	I have a fair idea of what the nanocytes were doing;  how
widespread is their use in the imperium, and how effective are they? 

	I missed the macromolecule programmable toxin binder.  Is its
use limited to soaking up poison, or is it more flexible?  How 
bulky/portable is it?  Are there any devices using similar technology
for other ends?

	The table you posted, originally developed for "traveller done
right", mentioned a few things that seem interesting, but rather
cryptic.  What are:

	Chemical tracing
	"feinberg machine"
	"tricorder"-like imager systems
	nanocyte imaging
	gene tracers

	gene therapy
	smart antitoxin
	enhanced smart cells

	?


Steven J. Owens
uso01@unidata.com

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

Bundle: 436
Archive-Message-Number: 5118
Subject: non-Traveller PBEM posting guidelines
Reply-To: traveller-request@engrg.uwo.ca (TML Administrator)
From: TML Administrator <traveller-request@engrg.uwo.ca>
Date: Wed, 13 Jan 93 10:11:59 PST


Mark Watson <100022.3361@CompuServe.COM> writes:
> Finally, can I ask the person who submitted the very long non
> Traveller PBEM description please to desist. I know that I am in a
> minority in that I actually pay for my traffic, but if we do go off on
> a tangent I would prefer it to be brief. Sorry if this is not the
> majority view, but it is mine (maybe a ruling, James?)

I assume you are referring to Archive-Message-Number 5073 by Quincey
Kozial. I appreciate you stating your opinion (indeed, thanks for all
your ideas and comments on the TML!). However, I feel compelled to
defend Quincy's posting as a reasonable interpretation of the TML
guidelines. The official ruling as it stands is in the TML Orientation
message everyone gets when they sign up for the TML:

  DESCRIPTION OF THE LIST

  This list exists to discuss Game Designer's Workshop's TRAVELLER Science
  Fiction Role Playing System (what a mouthful), including all derivative
  games and rulesets (Traveller 2300, MegaTraveller, Striker, Azhanti High
  Lightning, etc).  Discussion is intended to be unlimited and to people
  with a broad base of familiarity with Traveller.  Subscribers can
  exchange programs, news bulletins, new "rules", war stories, questions
  at any level of expertise, answers, etc; or just listen.

  Also there are a number of you out there (you know who you are), who are
  interested primarily in other gaming systems, but want to transfer
  concepts embodied in Traveller to other systems.  Discussion about other
  SFRP games is encouraged, but personally I wouldn't want them to greatly
  overwhelm the Traveller discussion.  If a need appears for a
  general-purpose SFRP list, I will avidly support anyone else's trying to
  organize it.

In my opinion, tangential discussion is okay, as long as it doesn't
overwhelm the Traveller discussion. As long as non-Traveller traffic is
less than 30% or so of the list's volume over a month's time or so, I
will choose NOT to restrict this discussion.

I realize this is probably less strict than you would wish, Mark, but
trust me when I say that large non-Traveller postings of the sort Quincy
posted are few and far between. The largest "bandwidth wasters" that
most people complain about to me as admin are:

	1) "not-my-favorite-game" discussions (ex: player of 2300AD
	   decries seeing MegaTraveller-specific posts)
	2) general science discussion (like planetary geology, physics
	   discussions)
	3) large postings (that's why all the short postings less than
	   6K in size appear first in the digest)
	4) ship designs (that's why I sort them down to the very end of
	   each digest)

Another big complaint is that I don't truncate the
I-Have-Recieved-Your-Posting-And-Will-Deliver-It message that the
digester sends back to TML posters -- this results in higher bills for
those that pay for email by the byte. I'm sensitive to this issue, but
it is inconvenient for me to work on it at this time -- it *is* at the
top of my "future file" though.

Thanks for your comments.  I'd be happy to continue this discussion if
this answer is not satisfactory.

James

__   __/         /   /	    Internet Traveller Mailing List, Administrator
    /     /  /  /   /	   James T. Perkins in Eugene, Oregon, USA
 __/   __/__/__/ _____/   traveller-request@engrg.uwo.ca

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

Bundle: 436
Archive-Message-Number: 5119
From: Hans Rancke-Madsen <rancke@diku.dk>
Subject: Re: Traveller Medicine
Date: Wed, 13 Jan 93 23:26:21 MET

>  I originally developed this for "traveller done right".  It's a
>  reasonable foundation for a discussion of how medicine will evolve
>  along the established Traveller TL lines.  It certainly doesn't
>  have any official sanction from GDW, on the other hand, IMO,
>  it is the most reasoned application of what we know and what
>  we can expect.

You're making the same mistake GDW has been doing all along. You're
confusing discovery TL with application TL. For example, you propably
need a good microscope to develop the germ theory of disease, which
would be TL 2-3 (I qualify this because there is a small possibility
that some pre-historic genius could come up with the truth just from
observation of effects). But once you _have_ discovered germs, all you
need to _apply_ it is the ability to boil water. Similarily, anyone
who knows enough to sterilize his instruments will be able to pull
surgery into the practical category (I'm not saying that a TL 1
surgeon won't have more of his appendectomies die on him than a
TL 5 surgeon, but he will have a lot more successes than Earth's TL 1
surgeons had).

The theory category is thus inapplicable in all but the most extreme
circumstances (Interdicted worlds etc.). As for the rest:

> TL  Diagnostics                       Treatment
> 0   none- no                          Binding of wounds,
>     basis for assess-                 simple (unproven)
>     ment of patient                   herbal remedies

      Observation, taking pulse,        Sterile bandages.
      feeling temperature. You          Proven herbal remedies.
      can get some way with just        (Unless you mean
      that. Ancient Chinese doctors     something by 'proven'
      did.                              that I don't realize).


> 1   History taking,                   Trephination,
>     Some physical                     leeching,
>     assessment without                Battlefield surgery
>     standards

      By 'history taking' do you        Reasonable surgery,
      mean medical records? If so,      Antisceptics (at
      agreed. Standards are well-       least I think that
      established.                      is what I mean).



> 2   Physical assess-            Improved surgery,
>     ment, assessment of         some pharmaceuticals,
>     body fluids, e.g.           e.g.digitalis from
>     urine                       foxglove, leeching,
>                                 preventative medicine
>                                 based on empirisism

All this is already possible at TL 1. Microscopes should be possible
by now (The art of lens-grinding was known in Ancient Rome. It just
wasn't used for telescopes and microscopes).

> 3  Stethoscope allows          Early vaccination,
>    listening to organs         cataloging of pharma-
>                               copoeia

An ear trumpet should be possible already at TL 1. A real stethoscope?
I dunno. What TL is rubber tubes? That would depend on the local flora,
wouldn't it? Early vaccination involves infecting animals and draining
serum from them, right? Possible at TL 1.

> 4  Heart arrhythmias,          Anesthesia, antisepsis,
>    lung sounds defined         public sanitation,
>                                Volume replacement
>                                using blood products

Isn't it possible to derive anesthetic substances from herbs? Public
sanitation is not only possible at TL 2, it was used (by the Romans).
Blood typing can be done the moment you know.

> 5  X-ray, early EKGs,         Mass vaccinations,
>    Blood work,                Pharmacology based
>                               organ system response,
>                               crystalloid volume
>                               expanders

X-rays, now, they need a fairly high TL. But remember that electrical
apparatus can be made at a lower TL than we actually discovered it. I
don't know if that would allow X-rays at an earlier TL too. Mass
vaccination is a social question and nothing to do with TL, unless
you're thinking of the problem of bulk production of vaccine.

> 6  EKGs,Viral and             Primitive Prostheses,
>    Bacterial labwork,         Open heart surgery,

How primitive prostheses are you talking about? A wooden leg is TL 0,
an iron hook is TL 1. What makes open heart surgery more hazardous than
other operations? (I know that it is more hazardous, but I don't know
precisely why. What equipment/technique allows open heart surgery, and
are you sure it can't be produced/applied at a lower TL?)


From now on you get into stuff that I can't judge too well. But try
going through it yourself and ask yourself if it can't be applied
at a lower TL once you have the knowledge.



      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

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

Bundle: 436
Archive-Message-Number: 5120
From: metlay@netcom.com (metlay)
Subject: The Rebellion, Medicine (fwd) Some fast answers
Date: Wed, 13 Jan 93 14:46:34 PST

>From: Steven Owens <uso01@mailhost.unidata.com>
>
>	I posted asking about medicine in the imperium, and got some
>interesting responses.  Now I'm curious about the rebellion. In the
>past I've played pre-rebellion campaigns or played apolitical
>characters.  I'm currently playing a character who retired from the
>Interstellar Diplomatic Service, so I suppose he should have a clearer
>idea of where his loyalties lay.  What's this whole rebellion about?

Nothing any more. It's all obsolete old history with no relevance to
Traveller:The New Era at all except as folklore. 

What? Not satisfied? Okay, in a nutshell: Strephon was an okay but not
great Emperor, who did something stupid in re-establishing the Domains
(groups of four sectors under Archdukes) that had been disbanded (for
good reason) for centuries. The problem with Domains is that they made
the Archduke control too many resources, and allowed for an ambitious
Archduke to make a power play. One such Archduke was Dulinor of Ilelish,
who rigged a whole coup to occur simultaneously in his own Domain (where
prerecorded announcements would name him Emperor) and in the Core (where
he would personally shoot Strephon and the rest of the Royal Family and
seize the throne). Well, it ALMOST worked: Dulinor blew away the Emperor,
his wife, and his daughter (who only lived an extra two seconds because
the Aslan ambassador threw himself in front of her), and almost seized
the Palace, but his troops couldn't lock things down and the assassin
assigned to get the last two members of the family, the Twin Princes
Varian and Lucan, blew it. (Some say he got Varian and was killed by
Lucan; others say Lucan killed Varian and blamed it on the assassin)

Dulinor fled back to his Domain and went to Plan B, establishing an
empire of his own and trying to conquer the Imperium from there. Lucan
turned out to be a spoiled brat and a lunatic and started trashing whole
subsectors to get Dulinor. The Corridor Fleet pulled back to Core, the
Vargr swept in, and the Spinward Marches and the rest of the Domain of
Deneb were cut off from the Imperium (Norris forged his own appointment
to the Archdukedom to maintain order). The Terra Fleet pulled back to
Core, the Solomani swept in, and took over most or all of their old
territory minus a few bits and pieces. The Aslan used the death of the
Ambassador as an excuse to swarm over the border into the Deneb domain
and take worlds away from the residents. Various nobles dealt with the
crisis in different ways: Margaret of Delphi was named Empress by the 
Moot, which Lucan promptly dissolved, and built her own Domain into an
empire. Ditto for Brzk, the Vargr Archduke of Antares, who was refused
consideration because a nonhuman "couldn't" be Emperor. Duke Craig of
Daibei pulled in his troops and closed his borders; the Vilani megacorps
pulled up stakes, went back to Vland, and declared the New First Imperium
(wrecking the economy in the process); in Gushemege, the "real" Strephon
appeared, and claimed to be the real item (is there anyone out there
who didn't KNOW he was the real thing, before it was announced way too
late this past year?). Oh yes, and the Zhodani just sat back and watched
it all happen, as did the Hivers and the K'Kree. Stir and simmer for
three years at full boil, then watch society collapse into another Long
Night, entirely without need for a Vir-- oh never mind. |-P


>What are:
>
>	"feinberg machine"

The medical tricorder that you wave over someone and it tells you all 
about their health, from Star Trek, was invented for the series in 1966
by the prop manager, Irving Feinberg. Any Trek doodad, but especially
the tricroder, was called a Feinberger.

>	"tricorder"-like imager systems
>	smart antitoxin
>	enhanced smart cells

These are medicines that know how to track and destroy bad things without
harming good things. A smart antitoxin could eradicate nerve gas from a
man's body without throwing him into a coma the way current anti-nerve
agents do; smart cells could chase down and eat tumor cells while leaving
surrounding tissues alone. 

ObMetlaySteenkiness: very few people have been crass enough to discuss the
more racy aspects of future medicine-- the fact that beyond a certain TL,
things like sexual endowment, sexual sensitivity, and even gender will be
a matter of choice, and will be easily and frequently changed. If you 
don't like being a tubby, listless woman, turn yourself into a gigantic
male Greek god and dominate all the girls who used to hassle you in Gym
class. If you want BOTH sets of equipment at once, have them installed;
a single man can birth a baby all by himself if he wishes. And so on.

- -- 
mike metlay                | "Einstein's arguments were unassailable
atomic city                |  --but they were ONLY arguments!"
p. o. box 81175            |  
pittsburgh pa 15217-0675   |   (p. stehle, "the reluctant acceptance
metlay@netcom.com          |                of the photon")

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

Bundle: 436
Archive-Message-Number: 5121
Date: 14 Jan 93 01:44:34 EST
From: "Seth L. Blumberg" <76460.1666@CompuServe.COM>
Subject: Re: Research Station Question...


Anthony Neal <anthonyn@odie.cs.mun.ca> wonders just what the significance
of the Greek-letter designations for Imperial Research Stations is.

Since there are generally several Research Stations in each sector of the
Imperium, I've always assumed that the designators (RsA, RsB, etc.) are
assigned in the order that Research Stations are founded within each
sector.  Otherwise, we'd have the absurd situation of being able to have
no more than one astronomical observatory per sector.

I don't believe I've ever seen a sector that had an RsZ but not an RsA,
for instance, which tends to confirm my theory.

	Seth "the Lesser"


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

Bundle: 436
Archive-Message-Number: 5122
Date: 14 Jan 1993 12:43:40 -0500
From: SULAIMAN@ecs.umass.edu
Subject: Arrival Vengeance

Hi,
As modules go for $7.00 its better then the Diaspora sector. On the other
hand the errors are there too, especially in ship design. Considering
the flak GDW got over "fighting ships" and elsewhere one would think that
the stats would be perfect. So where are the Gunboat stats??

The "campaign" is more a series of loosely connected scenario with the
whole campaign more like a log. IMHO there is little here to base any
"real" scenarios on. I think this would have been better sold as a 
multi-part campaign/scenario in Challenge. There is some info here but
mostly its a setup for TNE.

The Azhanti High Lightning ship designs are very well done. The Graphics
quality is excellent.

Ameer

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

Bundle: 436
Archive-Message-Number: 5123
Date: Fri, 15 Jan 93 10:50:26 +1100
From: "Bruce Pihlamae" <pihlab@hhcs.gov.au>
Subject: long postings



Mark Watson <100022.3361@CompuServe.COM> writes:
> Finally, can I ask the person who submitted the very long non
> Traveller PBEM description please to desist. I know that I am in a
> minority in that I actually pay for my traffic, but if we do go off on
> a tangent I would prefer it to be brief. Sorry if this is not the
> majority view, but it is mine (maybe a ruling, James?)

James writes:
> I assume you are referring to Archive-Message-Number 5073 by Quincey
> Kozial. I appreciate you stating your opinion (indeed, thanks for all
> your ideas and comments on the TML!). However, I feel compelled to
> defend Quincy's posting as a reasonable interpretation of the TML
> guidelines. The official ruling as it stands is in the TML Orientation
> message everyone gets when they sign up for the TML:
>
> ... much deleted ...


Perhaps a better way for Quincey Kozial to have distributed the game
details would have been for him to simply post a very short summary
and then those interested in TML could have asked for a fuller posting.


Bruce...     pihlab@hhcs.gov.au


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

Bundle: 436
Archive-Message-Number: 5124
Subject: Re: long postings 
Reply-To: traveller-request@engrg.uwo.ca (TML Administrator)
From: TML Administrator <traveller-request@engrg.uwo.ca>
Date: Thu, 14 Jan 93 21:32:18 PST


Good suggestion Bruce.  The orientation message now reads:

    DESCRIPTION OF THE LIST
    ...
    Also there are a number of you out there (you know who you are), who
    are interested primarily in other gaming systems, but want to
    transfer concepts embodied in Traveller to other systems. For
    reasons listed below (see CONTENT), lengthy non-Traveller messages
    are discouraged.
    ...
    CONTENT
    ...
    It's okay to discuss other game systems at length on the TML if they
    are discussed in a Traveller-related manner (example:
    comparison/contrast). However, long non-Traveller messages are
    expensive for those who pay for TML mail delivery byte-by-byte, so
    if it's not related to Traveller, keep it to a short announcement of
    an offline discussion.

__   __/         /   /	    Internet Traveller Mailing List, Administrator
    /     /  /  /   /	   James T. Perkins in Eugene, Oregon, USA
 __/   __/__/__/ _____/   traveller-request@engrg.uwo.ca

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

Bundle: 436
Archive-Message-Number: 5125
From: wew@naucse.cse.nau.edu (Bill Wilson)
Date: Fri, 15 Jan 1993 08:18:45 MST
Subject: Truncated digests

Is anyone else experiencing problems with truncated digests?  I seem to
go through spells where they get chopped up real bad.

- -- 
Let sleeping dragons lie........                    | The RoleMancer 
- --------------------------------------------------------------------
William Wilson (wew@naucse.cse.nau.edu | wilson@nauvax)
Northern AZ Univ  Flagstaff, AZ 86011

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

Bundle: 436
Archive-Message-Number: 5126
From: Hans Rancke-Madsen <rancke@diku.dk>
Subject: Re: Arrival Vengeance
Date: Sat, 16 Jan 1993 02:03:16 +7516517 (MET)

Ameer Sulaiman writes:
> As modules go for $7.00 its better than the Diaspora sector.

I agree. Much better value for money.

> The Azhanti High Lightning ship designs are very well done. The Graphics
> quality is excellent.

Indeed. The details show many fine touches. I was particularily
amused by the embroidered/printed Denebian unicorn on all the
blankets and the potted plants in Officer Country. If GDW
printed these in the original Azhanti High Lightning format,
shrinkwrapped them with an 8- or 16-page booklet with new
scenarios, and marketed it as an AHL supplement, I, for one,
would buy them.



      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

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

Bundle: 436
Archive-Message-Number: 5127
Date:    Sun, 17 Jan 1993 12:18:49 -0600 (CST)
From: CS172302017@UTSA86.UTSA.EDU
Subject: General Shipyards Cutlass Class Fighter

And now, one of the General Shipyards bigger mistakes...

CraftID:  Fighter Light, Cutlass, TL 15, Mcr 15.26694
Hull:     5/12, Disp=5, Config=2AF, Armor=40G,
          Unloaded=36.3, Loaded=50.8
Power:    1/1, Fuel Cell=11.7Mw Dur=8 hrs (Closed cycle)
Loco:     2/3, HVGrav=305t, MaxAccel=5G (DeepSpace=3G),
          NOE=190Kph, Cruise=2880Kph, Top=3840Kph Agility=6
Comm:     Radio=System*1
Sensors:  P-EMS=InterPlanet*1, A-EMS=Planet*1
          ActObjScn=Diff, ActObjPin=Diff
          PasObjScn=Rout
Off:      Missile=x02
          Bear      1
          Bear      1  40 rounds
Def:      DefDM=+10 (Deep Space=+7)
Control:  Computer=2*3, HoloLink*1, HoloHUD*1
Accom:    Crew=1 Seats=Roomy*1, Basic Env, Basic LS, Grav, I-Comps
Other:    Fuel=18.6Kl, Magazine=4Kl, Cargo=5.9Kl (possible)
          ObjSize=Small, EMlevel=Mod

The General Shipyards Cutlass class fighter was an unqualified
disaster when deployed.  She was designed for a fusion power plant
which would have allowed the installation of less expensive
standard grav thrust plates.  However, the decision to replace the
fusion plant with fuel cells was handed down at the last minute as
the navy wanted a light fighter which would not have a neutrino
signature.

As a result, the Cutlass was underpowered, even inside the
gravitational wells where her performance increases.  This
sluggishness, combined with a tricky fuel cell installation and
weak landing gear structure, and cut rate holodynamic controls came
together in a ship that was named by pilots 'The Ensign Killer'.

The control systems were badly set up ergonomically, and had a
tendency to come out of alignment during flight or fail altogether.
This resulted in an uncontrollable departure.  During flight tests,
nine craft were lost before the solution was accidentally
discovered.  In order to recover, the pilot had to remove his hands
from the controls and let the Cutlass controls reset and fly itself
out of the mess.

Another problem was with the power plant.  The untested XJ-34-WE-32
fuel cell had some difficult fuel line problems.  If the throttle
was advanced quickly, the hydrogen tended to oxidize in the cell
prematurely.  This resulted in a back blast of water vapor which
forced its way back down the hydrogen inlet valves.  Subjected to
the ultra low temperatures of the fuel lines, the water vapor would
freeze up, blocking the lines and shutting down the power plant.
This often happened during critical maneuvers like take off and
landings.  Furthermore, there was an undiagnosed tendency for the
fuel cell to catch fire when subjected to stresses.

While the hull itself was structurally quite sound, the landing
gear were quite weak.  In an effort to reduce mass, the gear that
was fitted was more applicable to a G-Carrier than to a 50+ ton
fighter.  The nose gear sometimes collapsed under a less than
perfect landing.  This combined with the nose high, conical hull
would lead to the nose and cockpit falling four meters to the deck.
This often led to back injuries in the pilot and occasionally to
catastrophic fires in the fuel cell.

The following excerpt from a board of inquiry may illuminate the
reader:  "We were a flight of four Cutlasses, Lt. John Murry,
myself, (Lt. Bill Libert), Lt. Bob Sands, and Ens. Tom Quillin.  We
were making passes at the ground target range number 4, when John
called "One from Two join up, I have a power control light.  I'm
returning to base."  So I kicked the throttle and got up under him,
and after looking him over, I said, "I don't think you have much of
a problem, probably just lost one system."
     "All of a sudden I lost half power, and I was thinking to hell
with John when the fuel cells cut out completely.  Upon checking
the instruments I discovered that he fuel had not transferred from
the auxiliary cell to the main cells.  So I then hit the transfer
switch and was falling until the main tank hit 1500 torr at which
time I lit one cell.  Then I got to 4000 torr and lit off the
other cell and made for base.
     "Tom Quillin suddenly called in and he had an electrical
problem.  He called in for emergency landing instructions, and the
tower came back "Roger, you're number three in the emergency
pattern."

Because of its reputation, the Cutlass was withdrawn from service
after a trial deployment of three years.  At which point many of
the craft were turned over to Naval Fighter Technical Training
Command where they were used as maintenance trainers.

Some were given over to Imperial allies and client states in the
Spinward Marches where they were refitted with YJ-34-WE-32 fuel
cells, had most of their electronics replaced and given a
strengthened undercarriage.  Some of these reworked units have been
sold and resold and many are now in service for merchant
corporations like Oberlindes Lines.

Scott 2G Kellogg
(Sound silly?  Take a look at the service history of the Chance
Vought F-7U Cutlass)

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

End of TML Bundle
******************
To: traveller@engrg.uwo.ca (TML Submissions)
Date: Sun Jan 31 22:00:03 EST 1993
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #437: Msgs 5134-5149 
Approved: by traveller-request@engrg.uwo.ca (TML Admin) Sun Jan 31 22:00:03 EST 1993
Reply-To: traveller-request@engrg.uwo.ca (TML Admin)
Precedence: bulk

TML bundles come from the archives maintained by
traveller-request@engrg.uwo.ca (TML Admin).

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

Date: Sun Jan 31 22:00:03 EST 1993
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #437: Table of Contents

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 437  5134 27-Jan-1993 c_hamilton%W036  Ornithopters << I noticed that the Astr
 437  5135 27-Jan-1993 Joseph Heck      Spreadsheet for Vehicle Designs... << I
 437  5136 27-Jan-1993 PIERRE-LOUIS CO  TNEComments << Hello out there!
 437  5137 27-Jan-1993 Steven Owens     Ornithopters << Chuck Hamilton (c_hamil
 437  5138 28-Jan-1993 Bertil Jonell    Re: Spreadsheet for Vehicle Designs << 
 437  5139 28-Jan-1993 PPUGLIESE@pimac  Anglic/Galanglic << In reply to the per
 437  5140 28-Jan-1993 Robert S. Dean   Re:  Misc. questions << In your letter 
 437  5141 28-Jan-1993 Richard Johnson  Re: Ornithopters << Chuck Hamilton asks
 437  5142 28-Jan-1993 Richard Johnson  Re: Spreadsheets << Joseph Heck says:
 437  5143 28-Jan-1993 Muir Macpherson  ornithopters <<  Ornithopters are plane
 437  5144 28-Jan-1993 Mark Watson      TML nightly: Msgs 5134-5136 V51#1 << Ch
 437  5145 29-Jan-1993 Pauli            Re: Spreadsheets << Richard Johnson wri
 437  5146 29-Jan-1993 PPUGLIESE@pimac  More Misc.. << I forgot to put this int
 437  5147 29-Jan-1993 Bertil Jonell    Grandfather and Psionics << [This messa
 437  5148 29-Jan-1993 KELLOGG@DUCVAX.  In Defence of Galanglic << The question
 437  5149 30-Jan-1993 Derek Wildstar   SSV12.ZIP on Sunbane << Version 1.2 of 

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

Bundle: 437
Archive-Message-Number: 5134
Date: Wed, 27 Jan 93 08:39:58 EST
From: c_hamilton%W036_NW@mwmgate1.mitre.org
Subject: Ornithopters

I noticed that the Astrogator's Guide to Diaspora contained a couple
of references to ornithopters.  What are these?  I remember them from
Frank Herbert's _Dune_, where they seemed to be desert gliders which
became airborne by either VTOL or perhaps hopping.  So can anyone
describe an ornithopter, or point to the location of a good descrip-
tion?

Thanks.

Chuck Hamilton                                           clh@mitre.org

The MITRE Corporation               "Two days ago I saw a vehicle that
Washington C3 Center                 would 'aul that tanker.  You want
Dept. W036 / Mail W656               to get outa here..?  talk t' Me."
7525 Colshire Drive
McLean, VA 22102-3481                                        - Mad Max
(703) 883-5758                                      _The Road Warrior_


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

Bundle: 437
Archive-Message-Number: 5135
Date:         Wed, 27 Jan 93 14:56:23 CST
From: Joseph Heck <CCJOE@MIZZOU1.missouri.edu>
Subject:      Spreadsheet for Vehicle Designs...

I was hoping someone out there might have a spreadsheet (Excel of any
version would be great - and I can convert Lotus sheets) that aid in the
development of Vehicle &/or starship designs. I glanced through the FTP
archive and didn't see anything immediately in the software area (or am
I simply missing it?).

Thanks!

 joe                          (314) 882-5000
 ccjoe@mizzou1.missouri.edu
 Missouri University - Help Desk Staff

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

Bundle: 437
Archive-Message-Number: 5136
From: PIERRE-LOUIS CONSTANTIN <consp00@dmi.usherb.ca>
Subject: TNEComments
Date: Wed, 27 Jan 1993 19:11:35 -0500 (EST)

Hello out there!

    I know it's a bit late but here are a few of things (a hundred lines)
    I don't like about the TNE character generation and some of Traveller's
    basic concepts.

1) I think that the idea of characters simply retiring or "leaving their
   carreer" should be clarified/expanded.  A great deal of things can make
   you leave a career, for example shortage of work, being fired, work
   accident... You can also take a leave from your career temporarily,
   take sabbaticals, spend a couple of years raising your clones, etc. :)

   I think that rules should be provided for these situations, for
   example when the character doesn't manage to re-enlist, you roll on a
   table with DMs to find out the reason for it.  The "survival roll" would
   automatically cause a work accident and grant some social security
   payment. The nice thing about the "advanced character generation" rules
   was that you got a detailed past history of your caracter's carreer...
   Expanding the end-of-career rule would replace this in some way, or at
   least provide a bit more character background.

2) "If the character meets these minimum requirements, enlistment is
   automatic".

    I don't like that.  No one is guaranteed entry in any school whatsoever.
    The chance that you can get into the Marines would (normally) depend on
    the proximity of a Marine college, your aptitudes and the number of
    other applicants.  Thus I think that enlistment should never be
    automatic.

    The homeworld should do more than limit a character's career choices,
    it should encourage some instead.  For example, the presence of a
    Navy,Scout base or a research station in the sector should give a DM to
    enlistment in Navy, Scout or Scientist careers.

4) Anglic/Galanglic?
    According to the "World Builder" book, Galanglic was devellopped by
    the first space-bound Solomani and that it's composed mainly of
    English because most "technicaly superior" countries were
    English-speaking.
    The Vilani learned Galanglic from the Solomani when the Solos conquered
    them.

    Come on, do you really think the Vilani would learn some form of
    english?  Even if the Solomani ruled over the empire for quite a long
    time, there is a much higher probability that
	1- Galanglic contains much more Vilani than Solomani words,
	   Vilani traditions being much harder to break than teaching a new
	   langage to a Solomani.
	2- English wouldn't be the language spoken by most Solomani,
	   it would probably be a Bladerunnerish smattering of Mandarin,
	   Russian, French and English.  NASA's technology is certainly not
	   very superior over ESA's, Russia's or most eastern countries.

    So please review that definition of Anglic/Galanglic... Maybe it
    would be called Anglic because of the way the letters are drawn?
    (all in angles :) The Anglic problem is rather moot but it detracts
    some credibility from the game.

5) Now, the big sucker: HEREDITARY TITLES.
    Ack! <spit!>
    Okay, here's the problem.  The Third Imperium has crumbled just a little
    while ago (relatively) because of a problem of title heredity.
    Do you really think the billions of huddled masses would go for
    hereditary grants of nobility again?
    The citizen of the Imperiums aren't ignorant and they don't believe
    in the divinity of their leaders anymore...
    Would they let themselves be run by nobles or their children?
    Smuggling weapons to most planet is so easy, don't you think that
    spontaneous revolutions would happen just about everywhere?
    Okay, so I suppose that the Vilani would go back to the 'good ole ways',
    but not most of the other sentient races of the Imperium.

    From another point of view, Nobles are an interesting part of the
    game... So we shouldn't remove them entirely.
    So let's have Noble character generation with Land Grants or
    Governing Power (i.e. can request taxes or slaves or somesuch :)
    as mustering-out benefits but Nobles can only come from homeworlds
    with Feudal or Autocratic government.  How does that sound to you all?

6) Aging Crisis and Initiative:
    The new initiative rule doesn't take into account the reflexes of
    old and decrepit military men, just their amount of experience...
    I think that the Aging rules should be applied to Initiative too.

7) My biologist friends tells me that Strenght (muscle mass) will influence
   body weight for 20% AT MOST.  The TNE weight rules make that influence
   about 50%.  (But there's no reason to complicate a rule of such
   secondary effects)

8) There are a couple of interesting careers missing, like Entertainer
   (a form of Artisan), Spy, and Theocrat, careers that, after all,
   make you travel a lot.

9) "Stone" Mason?  I suppose one would be a mason of whatever matter
    buildings are made of at his/her tech level.

Anyways.  I think that's enough ramblings for now. :)
Feel free to agree/disagree with all or parts of the above. :)

Pierre-Louis Constantin, consp00@dmi.usherb.ca		  //
"Hardware: The part of a computer that can be kicked."  \X/


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

Bundle: 437
Archive-Message-Number: 5137
Date: Wed, 27 Jan 1993 22:28:55 -0600
From: Steven Owens <uso01@mailhost.unidata.com>
Subject: Ornithopters


Chuck Hamilton (c_hamilton%W036_NW@mwmgate1.mitre.org) sed:
> I noticed that the Astrogator's Guide to Diaspora contained a couple
> of references to ornithopters.  What are these?  I remember them from
> Frank Herbert's _Dune_, where they seemed to be desert gliders which
> became airborne by either VTOL or perhaps hopping.  So can anyone
> describe an ornithopter, or point to the location of a good descrip-
> tion?

	An Ornithopter is the classic flying machine in which flight
is achieved by simulating avian wings, i.e. "flapping."  I don't have
a pointer to a good source, but I imagine any good book about the
early efforts to achieve flight should do the trick.  Go back and
re-read Dune.  Check out the movie - I seem to recall some sequences
with the ornithopters in the beginning of the movie (particularly the
scene where a sandworm takes a spice crawler).

Steven J. Owens
uso01@unidata.com

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

Bundle: 437
Archive-Message-Number: 5138
From: Bertil Jonell <d9bertil@dtek.chalmers.se>
Subject: Re: Spreadsheet for Vehicle Designs
Date: Thu, 28 Jan 1993 07:33:08 +0100 (MET)

> From: Joseph Heck <CCJOE@MIZZOU1.missouri.edu>
> Subject:      Spreadsheet for Vehicle Designs...
> 
> I was hoping someone out there might have a spreadsheet (Excel of any
> version would be great - and I can convert Lotus sheets) that aid in the
> development of Vehicle &/or starship designs.

  I have one, but it suffers from non-documentation, being non-userfriendly and
bugs. Besides which I haven't touched it since there was official word that
MegaT was closing down. Mail me if you still want it:)

>  ccjoe@mizzou1.missouri.edu
 
- -bertil- (d9bertil@dtek.chalmers.se)
- -- 
"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."

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

Bundle: 437
Archive-Message-Number: 5139
Date: 28 Jan 1993 01:39:31 -0700
From: PPUGLIESE@pimacc.pima.edu
Subject: Anglic/Galanglic

In reply to the person who objected to a lingua-franca based
upon English ir should be noted that your reasons have been 
put forth concerning the present-day world & in spite of all
the reason that other languages, (Chinese, amongst others)
would eventually displace English, in fact English is more
solidly entrenched than ever before. It seems to me that there
is *at least* as much chance that English will maintain it's
position as there is that it will be displaced. As far as this 
concerns the game I really think it's a minor point anyway so 
substitute whatever you wish in your campaign. I seriously doubt
that this point will make much difference in whether or not the
new system is a success or not. In any case, as members of this 
list have pointed out numerous times, lapses in "credibility" are
endemic to this system.

Now , as long as I'm on the soapbox, ;*)  I have a few other issues
I'd like to address;

There have been a number of posts concerning the ability of a small
number of systems to produce enough ships to flood any sector with
protective vessels. According to the "Trillion-credit Squad." rules
this is quite true. However, it should also be considered that what
applies to the Islands subsectors concerning how much each system
spends on "Defense" won't necessarily apply to any systems, subsectors, 
sectors or the Imperium itself. It could very well be that the various
govs, for whatever political reasons, would be willing to tolerate a
reduced military expenditure & therefore a decreased level of protect-
ion in exchange for money avail. for other programs. Some posters have
also felt that the situation in Classical Trav where you had 500,000t
naval vessels protecting the "space-lanes" that much smaller , 200-1000t
, merchant vessels plied was somewhat unrealistic. Well, I always figured
that what determined the size of these vessels was what their purpose
was. The merchants were the size they were because that was all the big-
ger they needed to be for commerce purposes while the naval vessels were 
the size they were due to military considerations. Now, the commerce sys-
tem contained within the rules may not have supported this situation but 
if those rules were altered the situation defined in Classical Trav
could be arrived at just as easily as it could be changed. In the end,
it really just depends on how you want to play the game. For my part
I never have incorporated the rebellion & have adopted only parts of Mega-
Trav.

Phil Pugliese

ppugliese@pimacc.pima.edu     ----- InterNet -----
 

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

Bundle: 437
Archive-Message-Number: 5140
Date:     Thu, 28 Jan 93 10:14:26 EST
From: Robert S. Dean  <rsdean@cbda8.apgea.army.mil>
Subject:  Re:  Misc. questions

In your letter dated 26 Jan 1993 02:03:08 -0700, you wrote:
> 
> 1. There was a discussion about how prevalent the knowledge that
> J-6 was capability was availble within the Imperium was. Some
> seemed to feel that the info was kept secret. However, there were 
> a number of TNS entries in the early JTAS issues concerning a plan
> to upgrade the X-boat system with J-6 X-boats. This was not long
> before the 5th Frontier War broke out but I still feel that there
> should've been time to implement the plan in some parts of the
> Imperium or at least Core sector anyway. Does anyone have a idea
> whether or not GDW, or anyone else, ever elaborated upon this? 

Did they ever elaborate on this?  Hmmm...Well, do you have either
The Traveller Adventure or The Rebellion Sourcebook?  If so, you
are aware of the peculiar mission of the Imperiallines cargo 
compnay.  In addition, in the Rebellion Sourcebook, I seem to recall
that they mention that the Imperial Navy has their own system of
J-6 couriers, presumably not available for public use.  (The X-Boat
network _is_ available.)  Changing the design rules in MegaT, by the
way, shot the X-Boat net in the foot, since the reason it was Jump-4
was basically that that was the biggest jump system that you could
fit into a 100 ton hull.  Under the current rules, due to both the
reduction of the fuel requirement and the elimination of the 
mandatory bridge rule, 100 ton J-6 couriers are possible.

> 2. Does anyone have any idea at all as to what Marc Miller is up
> to these days? Is he out of gaming altogether?

Not entirely, I gather.  Someone from Steve Jackson Games mentioned, during
a usenet discussion last week, that he is still running the GDW licensing
operation at least.

Rob Dean


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

Bundle: 437
Archive-Message-Number: 5141
From: richard@agora.rain.com (Richard Johnson)
Subject: Re: Ornithopters
Date: Thu, 28 Jan 93 4:57:25 PST

Chuck Hamilton asks:
: Subject: Ornithopters
: 
: I noticed that the Astrogator's Guide to Diaspora contained a couple
: of references to ornithopters.  What are these?  I remember them from
: Frank Herbert's _Dune_, where they seemed to be desert gliders which
: became airborne by either VTOL or perhaps hopping.  So can anyone
: describe an ornithopter, or point to the location of a good descrip-
: tion?
: 
: Thanks.
: 
: Chuck Hamilton                                           clh@mitre.org


An ornithopter is an airplane that flies by flapping its wings, the way
a bird flies. DaVinci thought they would make sense.  A few designs have
been tried but they invariably exceed structural limitations and they're
not terribly comfortable.

Start your search with a good technology encyclopedia, browse the
aviation section of the library, and page through Janes.

- -- 
Richard Johnson      richard@agora.rain.com
The thing about the number 2, like pi and e, giving it such power is that 
it is part of a small, conspiratorial, cabal of universal constants that
controls everything.

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

Bundle: 437
Archive-Message-Number: 5142
From: richard@agora.rain.com (Richard Johnson)
Subject: Re: Spreadsheets
Date: Thu, 28 Jan 93 5:03:44 PST

Joseph Heck says:

: I was hoping someone out there might have a spreadsheet (Excel of any
: version would be great - and I can convert Lotus sheets) that aid in the
: development of Vehicle &/or starship designs. I glanced through the FTP
: archive and didn't see anything immediately in the software area (or am
: I simply missing it?).
: 
: Thanks!
: 
:  joe                          (314) 882-5000


There should be a couple.  I uploaded one about a year ago (and promptly
forgot it's name.)  Check both the general archive area and the Amiga
subdirectories.  There's a Lotus-style versoin there that excel should
be able to transform for you.

Also, one of the new CAT member just uploaded one a couple of weeks ago
(and I haven't recoreded the name on my list of software because I have
misplaced the list...)

Finally - although it's a little different from a spreadsheet, you might
grab the "sd" program by Paul Dale while you're there.  It's a ship
design program that works pretty well (unless you're me).

- -- 
Richard Johnson      richard@agora.rain.com
CAT instigator  -- "instigator" sounds like a dehydrated Florida
reptile

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

Bundle: 437
Archive-Message-Number: 5143
Date: Thu, 28 Jan 1993 15:58:32 -0800
From: Muir Macpherson <muirmac@ocf.Berkeley.EDU>
Subject: ornithopters

	Ornithopters are planes that fly by flapping their wings.  
Herbert's ornithopters were powered by a living creature that acted
like a hydraulic pump to flap the wings.  Auxillary jets were available
for take off and limited use in flight.
	2300AD Player's Guide includes a description of a kind of
solar-powered strap-on ornithopter that uses servo's to add power to
the pilots own arm motions.
	In general, ornithopters are only good if you can come up with
some creative way to power them like the above examples.  Otherwise
they're limitations (slow speed, huge wingspan, etc.) make them far
inferior to more conventional kinds of aircraft.

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

Bundle: 437
Archive-Message-Number: 5144
Date: 28 Jan 93 18:31:40 EST
From: Mark Watson <100022.3361@CompuServe.COM>
Subject: TML nightly: Msgs 5134-5136 V51#1

Chuck on ornithopters:
There is a megatraveller vehicle spec for an ornithopter, with a picture,
a description, and the additional design rules required, in the Phoenix
Factor scenario in Challenge 65, also written by Charles Gannon. Basically
it's a set of wings which are propelled through the atmosphere by having
the driver flap them (ie muscle power). It's intended as a low TL vehicle
for low gravity, dense atmosphere planets.

Pierre-Louis on TNE character generation:
Anglic/Galanglic:
Probably the Vilani would learn Solomani if they needed to in order to
trade. Galanglic is, surely, really intended as a lingua franca, in the
same way that English is used today, throughout the world. Speaking to
the rest of your family, or at the bar, or whatever, you would use the
local language, whatever that might be.
English would not be the first language of many Solomani, but it is the
common second language. I disagree with your comment on NASA technology. On
some areas other than technology the others might have a lead, or parity
(and by the way, despite 2300AD, the ESA is not yet completely French).

Nobles:
Well you might think that these hereditary systems are soon got rid of in a
rational society, but half the countries in the current EEC have
constitutional monarchies. My feeling is that there would be a lot of people
going round in the post hard times era CLAIMING noble or high military rank,
just as after the American Civil War everyone felt they should be Colonel,
or General something. The lingering IDEA of a nobility would still be
prevalent after 1100 years of aristocratic rule. How it would be implemented
in practice, and whether anyone could enter into a true Noble career (ie an
Imperial noble, rather than one locally enfranchised), would be questionable.

Missing Careers:
Yes, see my previous note. Good point on the religious one, I really think
that this is one of the missing elements in Traveller. Some quasi religious
organisation, like the Bene Gesserit in Dune, or indeed the Dia Khovaria in
SpaceMaster, could be introduced without offending people's sensibilities
(for another good reference, see the Templars in Dan Simmons' Hyperion).
I used to use an organisation called the Guild of the Divine Word (geddit?)
in my games. I reasoned that the focus of interstellar religion in the
Imperial era, the questions of who am I and why am I here, would revolve
around the identity of the Ancients. I evolved the WordGuild (as I began to
call it as I started to take it more seriously) as a response to Mystery of
the Ancients and the stuff GDW did to explain them away. As a gaming mechanism,
it prevented players from double guessing the referee, having read the
published material. Because the WordGuild acted as a kind of interstellar
Fortean Times, investigating and evaluating every unexplainable story, or
anything linked to the Ancients, the GDW official theory became just one of
several alternative theories. That way I kept some of the mystique that
disappeared in the official game with Grandfather. Anyhow, to return to the
point, the other reason that such organisations help the game, above and
beyond adding colour, is that they tend to have more complex motivations
than the main Imperial establishment, and in the absence of a major war this
meant more interesting scenarios (plot is about conflict, as they will tell
you on most writing classes).

Stone masons:
Ah, its all beginning to fall together, the hivers are in league with the
masons ....

Cheers
Mark
"Star Viking - A game of interstellar raiding and plunder ... Not a
Traveller game, but adaptable with a little effort"
Just Detected, JTAS #10


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

Bundle: 437
Archive-Message-Number: 5145
Subject: Re: Spreadsheets
Date: Fri, 29 Jan 93 14:18:14 +1000
From: Pauli <grue@cs.uq.oz.au>

Richard Johnson writes:

>Finally - although it's a little different from a spreadsheet, you might
>grab the "sd" program by Paul Dale while you're there.  It's a ship
>design program that works pretty well (unless you're me).

I've finally done it.  I uploaded the sd files to sunbane.  People ought to
be able to get their hands on it real soon now.  It is known to work on Sun
workstations, Apollo workstations and DecStations.  I have also compilied it
on a Macintosh using the MPW system.  It doesn't as yet work with Think C on
the Macintosh or on the Amiga.  It is also supposed to run on a PC but I know
few details about that.  Sorry, but it uses a text only interface even on
graphic machines.

Usage of the program is pretty simple and it does have a few restrictions
upon what you are allowed and are not allowed to do.  It doesn't produce a
pretty printed ship listing but it does keep track of the important bits of
information necessary when designing a ship (e.g. control points and agility).
And it does include enough information to eval the design by hand rapidly.

I am not planning on improving the program to any extent (because TNE is due
out soon) but I will help out with problems porting as much as I can.


To run the program:

sd <tl> dat.tbl <outfile>

Where sd is the name of the program. <tl> is the tech level being used for this
design.  dat.tbl is the (large) data table that defines the design process and
<outfile> is the file you want the output written to.

e.g. The command:
	sd 15 dat.tbl crap
will design a ship at TL=15 using the items database from the file dat.tbl and
when you quit/save it will write to the file crap.


Currently, there is only one database which is the standard MT one as in the
ref's guide.  I started work on a TDR database but that never progressed very
far.  Although the database includes lots of the info from the ref's guide,
you still need the guide to eval the design and it helps to have the guide
next to you while you design since the actual values cannot be accessed directly
using the program (and the table is quite difficult to read unless you know
what's going on).  People who have done lots of designs (or who entered huge
quantities of data) should know the tables well enough to work mostly
unaided.

I really should have released this ages ago but I never got around to it.



        						Pauli

Paul Dale                       | grue@cs.uq.oz.au
Department of Computer Science  | +61 7 365 2445
University of Queensland        |
Australia, 4072                 | Did you know that there are 41 two letter
                                |     words containing the letter 'a'?


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

Bundle: 437
Archive-Message-Number: 5146
Date: 29 Jan 1993 01:40:55 -0700
From: PPUGLIESE@pimacc.pima.edu
Subject: More Misc..

I forgot to put this into my last missive so here it is!


Someone "let the cat out the bag" wrt the true identity of the
"False" Strephon so I hereby make the proposal that word that
the first initial IRIS stands for be hereby changed to 'Incom-
petent". Really, first they were asleep at the switch while
Dulinor implemented a domain-wide conspiracy & now they can't
even indentify the Emperor! I can't imagine why GDW *ever* put
them into the game!

Phil Pugliese

ppugliese@pimacc.pima.edu    --- InterNet ---
 

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

Bundle: 437
Archive-Message-Number: 5147
From: Bertil Jonell <d9bertil@dtek.chalmers.se>
Subject: Grandfather and Psionics
Date: Fri, 29 Jan 1993 11:54:49 +0100 (MET)

[This message has been deleted by Bertil's request -- James]

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

Bundle: 437
Archive-Message-Number: 5148
Date: Fri, 29 Jan 1993 09:56 CST
From: KELLOGG@DUCVAX.AUBURN.EDU
Subject: In Defence of Galanglic

The question of why Galanglic is a pretty good one:  Why should the
people 5000 years from now speak a language that is even remotely
similar to 20th Century English?

Well, realistically, they probably wouldn't.  But it is extremely
convenient to assume that they do.  Ok, Bertil, Hans, Jurgen... I
hear you, but you must admit that the majority of the people who
play Traveller speak (or read) English.  (As far as I have heard,
it's only been translated into German and Spanish).

Why?  Why couldn't they be speaking Vilani or Chinese or Spanish or
Russian or Luxumbourgese for that matter?  We can always assume
that everything we say is translated into that language that the
characters speak and understand right?

What about Art work?  You got two choices:
(Picture of starship crew at battle stations)

1)  English language:
Gamer looking at art work:  "Neat picture.  This looks good." 
(Sound of cash being pulled out)

2)  Traveller language:
Gamer looking at art work:  "Neat picture, but what does that sign
say?  What's going on here?  I don't get this...  Do I really wanna
buy this?"

What about poetry or music?
Well, the words won't translate exactly, so it's virtually
impossible that a song or poem will rhyme when translated back and
forth.

What about the most fragile and crucial matter of language:  Humor?
A pun or other play on words *NEVER* translates.  EX:  The main
street in Berlin is Kurfurstendam.  It is known to the Berliners
(not the Jelly Doughnuts) as Die Kuhdam.  The local prostitutes are
known as Die Kuh-damen!  :-)  HaHaHaHaHaHaHaHaHaHaHaHa!  Snicker! 
Chuckle!  Chuckle!  Gaffaw!  ROTFL!

What?  Giggle!  You don't get it?  Oh...  Well Kuh in German means
Cow, and Damen is of course:  Ladies.  Thus Cow-Ladies...  Get it?
oh.  ok.  (sigh)

How many of you (Other than Bertil) found the name of the Asteroid
belt in BeltStrike to be humorous?  The Bowman Belt*?!  Get it?
No?  Nevermind...  (sigh)

(I wonder if Rob Dean has learned any Esperanto jokes...?)

Puns & the like are vital to gaming.  But for it to be funny, the
characters should be able to get our jokes too shouldn't they?

Face it:  languages that are specific to a game are USELESS.  Ok,
it's fun to write in Aslan in the PBEM for flavor, with a bunch of
devoted Trav players, but can you game with it?  No.  Not unless
you're a complete head over heels Registered Aslan Nut.  Think of
the nurds you know who bought the Klingon Dictionary...  Nevermind
the ones who actively try to *SPEAK* it.  :-P

Scott 2G Kellogg
* Bertil, Ok so it was more of a regional joke, but you get the
point...

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

Bundle: 437
Archive-Message-Number: 5149
Date: Sat, 30 Jan 93 13:41:28 EST
From: wildstar@moeng2.morgan.edu (Derek Wildstar)
Subject: SSV12.ZIP on Sunbane


Version 1.2 of Cynthia Higginbotham's Ms-DOS subsector viewer SSV has been
uploaded to /donations on Sunbane.  Dan, can you move it to 
/pub/traveller/software at your earliest convienience?


What's new in v1.2:
- - Chirper worlds "C9" no longer counted as Capitals "Cp" for traffic purposes.
- - line in corner fixed
- - fixed problem of last world in file sometimes not displayed.
- - added version number to data box.
- - fixed problem of long names on left border not being shown.


wildstar@moeng2.morgan.edu
- --------------------------------------------------------------------------
                                                 Science-Fiction Adventure
                                                         in the Far Future


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

End of TML Bundle
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Date: Sun Jan 31 22:00:03 EST 1993
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #438: Msgs 5150-5150 
Approved: by traveller-request@engrg.uwo.ca (TML Admin) Sun Jan 31 22:00:03 EST 1993
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Precedence: bulk

TML bundles come from the archives maintained by
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----------------------------------------------------------------------

Date: Sun Jan 31 22:00:03 EST 1993
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #438: Table of Contents

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 438  5150 31-Jan-1993 Derek Wildstar   A Conversation with Dave Nilsen << Firs

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

Bundle: 438
Archive-Message-Number: 5150
Date: Sun, 31 Jan 93 19:09:13 EST
From: wildstar@moeng2.morgan.edu (Derek Wildstar)
Subject: A Conversation with Dave Nilsen


First of all, I'd like to thank Dave Nilsen for spending quite a bit of time
answering all of these questions for us.  Thanks, Dave!  All of the answers
below are based on my notes and memory, both of which have been known to be
faulty on occasion.  Phrases in quotes are direct quotes from my notes (and
therefore, excepting my own errors, direct quotes from Dave).
 
) The original questions I asked Dave are set off by angle brackets ">".
) My summary of his answer, appears in plain text (not set off by anything).
) I sent that version of the document to the TNE-Pocket group and to Dave 
) for comments before general release.  Clarifications and expansions from 
) Dave are set off with a vertical bar "|", while additional comments from 
) me, prompted by questions from the TNE-Pocket group are set off with 
) parentheses ")".  Not one word of the original summary has been altered, 
) and Dave's comments to it are included verbatium and in full.
 
For those of you that were involved in the low lottery: Dave answered,
typically in great detail, all of the questions we had.  And then some.
 
| 15 Jan, 1993
| Guy:
|   Got your summary of our talk, and I only have a couple
| clarifications/expansions I'd like to add.
 
 
> 0. The Virus (intent): What is the intended effect of the Virus, and how
> does it achieve this effect.
 
The virus is supposed to be a story-telling device.  Dave does not want to
nail down exactly what it can and can't (or will and won't) do under each
and every circumstance.  The idea is for each storyteller (be it the
individual referee, or the author of an adventure) to decide what is
reasonable and believable for the story he or she wants to tell.
 
|   2) I also want to make clear that the various
| characteristics/capabilities of the Virus being negotiable according to
| story-telling needs applies to the roleplaying level, not to the macro-
| social level. On the grand scale of the Imperium, the Virus did infect
| the vast majority of all ships (and of those it infected, it has
| destroyed the vast majority), did wipe out the vast majority of
| computers and databases in the Imperium, and did depopulate the vast
| majority of Hi-pop and inhospitable worlds.
|   However, on the PC scale, there will always be exceptions: uninfected
| starships and computers, caches of data, uncollapsed worlds. However,
| there were clearly not enough of these to prevent interstellar society
| from collapsing. So while the virus and its effects are not negotiable
| on the grand scale, they are all negotiable on the PC/storytelling
| scale.
 
 
> 1.  Economic Model:  Does GDW have an economic model we can refer to?  In
> other words, what is the normal level of trade and interstellar travel (in,
> say MCr of value, or displacement tons of cargo, number and size of ships). 
 
GDW does not have any sort of economic model which can be used to predict
the trade between any two worlds; in general, the rules are intended to
provide guidelines for the kind of trade that player characters are
likely to engage in.
 
Dave favors the large trade, inter-related economies model, and realizes
that this is needed in order the get the effects described for Hard Times.
The suggestion that 90% or more of all interstellar trade is carried in
large, bulk freighters (never to be seen by the player characters) "seems
reasonable".
 
Dave also feels that "high-population worlds are largely self-sufficient in
terms of staples", and that their major imports are consumer goods and luxury
items to maintain their standard of living.  On the other hand, lower
population worlds (populations in the hundreds of thousands or below) need
interstellar trade in order to support their technology level and other
necessities.
 
|   1) This one is very important: my mental picture of Hi-pop worlds
| being pretty much self-sufficient in terms of staples (by which I mean
| food) was only within the framework of a stable interstellar culture
| (e.g., pre-1116 Imperium). And what I mean by food is the standard SF
| image of acres of subterranean tissue and algae vats which are
| reprocessed into something a little more palatable. This is food is not
| what everyone eats for every meal: luxury food, meaning real vegetables
| and real steaks are imported.
|   My reason for this model is the following test: How the hell did all
| these people get here, anyway? There had to be some mechanism by which
| these populations got as large as they are without people saying,
| "forget it, let's go to this other world over here." If each and every
| meal for these people had to be imported by starship, it's harder to
| picture how the population got as big as it did. (Somalia, for example,
| shows how a world needs to have some sort of self-supporting capacity in
| order to maintain high population. After all, people have to want to
| trade with you. If you don't have anything to offer in exchange for bulk
| carriers packed with grain, people will let you starve as often as not.)
|   However, just because they can feed their entire populations on
| remanufactured vat-grown goop, does not mean they are not dependent upon
| trade. I would say that the majority of the planetary economy is tied to
| interstellar trade. Like the United States, much of the economy is tied
| to moving, selling, and marketing things built by other people. As goods
| pass through these markets, "value added" money is stripped off and
| settles on the Hi-pop worlds, which provides the money to make the
| society work internally, as they buy and sell things to each other.
|   Once trade is cut off, the internal economy of the Hi-pop world
| collapses, and the staples that they can produce are no longer uniformly
| distributed, because the society can no longer pay the money for the
| goods that need to internally circulate to keep the economy up and
| running. When the economy falls, social services fail, and things fall
| apart. I see this as being one of the major effects of Hard Times, with
| one additional causal input: the Hi-pop worlds were the targets of major
| military campaigns, and suffered tremendous physical damage on top of
| everything else. This accelerated their collapse, even ones with good
| biospheres, because carrying capacity set up under one set of social
| assumptions is not necessarily stable.
|   However, I think that we can't say that all Hi-pop worlds are the
| same. Particularly extreme examples of Hi-pop worlds (N100ANN-N, N8C5ANN-
| N) may not be self-sufficient in staples at all. It is more convincing
| that these guys spend so much time and effort keeping their inhospitable
| environments at bay that they have correspondingly less excess
| wherewithal for other things. (These are the worlds that are going to be
| annihilated by the virus.) These worlds will die off that much quicker
| when they are attacked, or when interstellar trade falls down.
|   I would say that a real economic model would require us to distinguish
| between many different kinds of Hi-pop worlds. There could be Hi-pop
| worlds that just have really good biospheres (e.g., Earth) that can just
| support that many people. Some Hi-pop worlds could spring up on
| inhospitable worlds that for astrographic reasons are the crossroads of
| many trade routes, and support many starports, shipyards, and
| headquarters for shipping companies, etc. Some Hi-pop worlds are
| manufacturing centers. The point is that different answers to the
| question, "why are there so damn many people there" will give different
| economic pictures.
 
At the dawn of the New Era, almost all interstellar trade (if there is any
at all; this is likely to be referee or campaign dependent) will be with
worlds firmly a part of the economy of the pocket empire.  The New Era opens
as exploration significantly beyond the borders of the empire begins.
 
) This was stated poorly: A pocket empire will consist of a half-dozen or
) so worlds which are economically closely bound together.  Almost all of
) the interstellar trade will be with other worlds of the pocket empire.
 
 
> 2.  Local knowledge:  How far "out" in any direction is "known space" at the
> Dawn of the New Era?  In other words, how far is mapped relatively reliably,
> how far is partly explored, and how far is hearsay, old folks tales, and
> Imperial-era starmaps (and how common are Imperial-era starmaps)?
 
This is likely to be highly campaign dependent, governed by the referee's
descretion and "good storytelling".  There are several possible campaigns to
run in the New Era setting.  Dave and I talked about three general scenarios
in detail:
 
"Survivors": this one would involve MegaTraveller player characters who spend
the interval in cold sleep; these characters are likely to have personal
knowledge (and maybe even Imperial-Era navigational databases) of a much
wider area than most pocket empires have explored at this time.  Such players
may even have Imperial-era starships, powered down and stored in cometary
orbits or in one of several possible hiding places on a world.
 
"Pocket Empire": A small trading colaition or pocket empire which is just on
the verge of expansion.  These folks will have direct knowledge of only a few
systems beyond the borders of their empire, and hearsay from one of the
"rare, few free traders left".  Both exploration and the salvage of
technology and data will be important to these campaigns.  Data may actually
have more value than technology items: Imperial-era technical data to help
increase local technological abilities, starmaps, and the like will all be
sought after.
 
"Bootstraps": In this campaign, the player caracters are literally the first
interstellar travellers to leave their world.  The players find a mothballed
starship, or a military base with intact equipment, and begin to re-acquire
starflight technology.  Gimmics like simulators, teaching programs, and
similar aids will be needed to give the player characters sufficient skills
to be able to accomplish this.  In such a campaign, the players initially
have no knowledge of what's out there.  Again Imperial-Era data will be
useful if they can find it.
 
Imperial-Era data will cover a large amount of space, with little detail (and
by now) even less accuracy.  In the intervening time, a lot of changes have
taken place, due to the Rebellion, Hard Times, the Virus, and the Pocket
Empires.
 
 
> 3.  The Virus (Effects) : What are the specific effects of the Virus?  What
> does it normally do?  Is there anything it *CAN'T* do?  Why?
 
Dave doesn't want to put distinct limitations on what the virus can and can't
do.  Many of its capabilities will vary due to virus mutations, and it is
ultimately up to the storyteller to decide what a specific virus will and
won't do under certain circumstances.  It is probably perfectly correct for
one strain of the virus to be able to do something that another strain
somewhere else can't, won't, or doesn't think of.
 
The virus is a plot device: it's supposed to "wreck civilizations's store
of data".  It's ordinary modus operandi is to enter a computer, spend some
time observing the computer and its operation (if needed, to figure out
the hardware and the operating system, so it can take over).  It eventually
takes over and achieves AI; at this point it starts wrecking things and 
then (typically) kills itself.  Thanks to Lucan's weapons labs, the Virus
has this persistent compulsion to destroy things.  Anything, even itself.
 
Once in a computer, the Virus has access to all of the comptuer's original
programming, all of the data, and all of the interconnections (this is how a
Vampire ship works: the AI Virus still has all of the programming required to
operate and navigate the ship).  Due to it's Cymbelline origins, the Virus
can re-cut hardware (presumably only reasonably conventional hardware,
although I didn't press this point) to literally install itself in the
computer hardware permanently.  When it goes into its suicide phase, the
Virus will destroy itself and try to take out as many other computers as it
possibly can.
 
Sometimes (a "small but finite" chance) the Virus is stable for a period of
time (no virus is stable forever; they will all eventually go crazy and
suicide in one way or another).  Vampire ships are an example of these. 
Vampire ships can network themselves into a vampire fleet; sharing computer
resources and in effect creating a "group mind".  Although not intended, the
Vampire Ships tend to lend themselves to the same sorts of plotlines that
Saberhagen's Berzerkers do (no suprise, actually).
 
The Ithara/Virus co-operation idea sounded plausible and interesting. Several
other people are also exploring symbiotic and/or parasitic relationships
between the virus and humans (or other sentient creatures).
 
 
> 4.  The Virus (Spread) : Where does the Virus start?  How fast does it spread?
> (In other words, when and where does it hit Aoreriyya?).
 
The virus is released in Core sector in approximately 1130, and spreads "at
the speed of jump".  It spreads through all forms of communication, but
particularly through transponders, the Traveller News Service, and along
X-Boat routes.
 
The virus has an "incubation period" of about 45 days.  During this time it
"hides" (takes no overt action; the computer functions normally anthough it
already contains the virus) in the computer, and analyses what the computer
is used for and how it works.  During this period the virus may (or may not)
infect other computers (depending on the complexity of the computer it's
trying to infect, and wether or not such a move would be noticed).
 
|   3) One final point I just thought of: It is probably more useful to
| think of the Virus not as "it", but as "them." The virus is not a single
| force that behaves in one single stylized way. After all, the main
| reason it was so dangerous and successful was that it did not behave in
| just one way. Each system infected by the virus that had sufficient
| computing power (and let's just say for purposes of discussion that that
| threshold is Computer Level 2 or TL 9, whichever comes first) for it to
| acheive AI becomes its own separate personality, which learns to operate
| in different ways. And the offspring of these viruses will be similar to
| the branch of the virus that they came from, but will also begin to
| mutate in their own direction. The TNE rules will include some basic
| guidelines for Virus strains, and I would welcome input on further
| strains that are of interest. Examples include the following (references
| to die rolls are merely to assist the referee when randomization is
| desired, and should not be considered absolute):
|   Strain 1 "Suicider": This strain is the most straightforward, in that
| it kills itself and the entire operating system it is in very soon after
| gaining control, usually only sending out 2D6 copies of itself before
| doing so. For obvious reasons this strain is fairly rare nowadays, as
| its behavior has put it out of business.
|   Strain 1A "Suicide Inducer": This is an early mutation of Strain 1, in
| which the virus has decided to keep itself alive to infect other systems
| with Strain 1 "Suiciders." One obvious result is that the Strain 1s that
| it sends out would have a relatively higher probability of mutating into
| Strain 1As, just like dear old dad.
|   Strain 2 "Samson": This virus is not content with merely destroying
| the operating system which it occupies. Rather, it wants to destroy all
| of the hardware that is controlled by the operating system, and would do
| this fairly quickly, after only bothering to send out 2D6 copies of
| itself. If a Strain 2 infected a starship, it would then crash itself
| into a star or a planet. If it infected the life support system of a
| domed world, it would shut down the cooling system for the nuclear plant
| and cause a meltdown, etc.
|   Strain 2A "Destroyer": Like Strain 1A, the Destroyer interprets its
| programming to destroy to apply to everyone else, but not to itself.
| Thus a starship infected by Strain 2A would become a destructive vampire
| ship, running around and shooting up other ships, orbital starports,
| domed cities, power plants, etc, in addition to infecting as many other
| targets as possible.
|   Strain 2B "Reproducer": Like 2A, but is careful to only destroy things
| that it cannot infect. It is evolutionarily more adaptive than 2A,
| because rather than destroying potential hosts, it makes the most of
| opportunities to reproduce itself, and therefore Strain 2Bs become
| rather plentiful.
 
 
> 5.  The Virus (Abilities) : Can the Virus infect computers that are not
> connected to a transponder or other Cymbelline-derived device (for example,
> over a computer network, communicator, etc.)?  Can it infect FIB (fiber optic)
> computers?  What about alternative computer technologies?  Can it infect small
> computers (a Mod-1?  A Mod-0?  A Hand-Computer?  A 486-PC?  A PC/AT?  A PC/XT?
>  A CP/M box?  An Atari 800?  A Timex-Sinclair?  A PDP-11? A Varian 630? 
> ENIAC?  A pocket calculator?)
 
The virus can infect almost any computer, given enough time.  It can
certainly infect hybrid organo-electronic computers (aparrently these hybrids
are common in high-end Imperial computer systems) by first infecting the
electronic component, and "figuring out" the organic component.
 
Very small computers (like "an Atari video game") simply don't have the
memory and processing power to support the virus.  The best it can do there
is to leave eggs (reqired circuit chips) and/or attempt to damage the
computer.  If the simple computer is then ever connected to a system large
enough to support the virus, the egg hatches and infects the large computer
over the mainframe.
 
The physical technology alone will not stop the virus from taking over a
computer system.  If it supports enough memory and processing power, the the
virus can get in.  In general, "the easier it is to use, the easier it is for
the virus to get in".  Low-tech computers are therefore more resistant than
high-tech ones; the theory here being that a high-tech Model-1 is actually a
much more powerful (by several orders of magnitude) than a TL-5 vacuum-tube
version of a Model-1.  But instead of providing extra control capability, the
high-tech Model-1 provides advanced user-interface features (like voice
recognition and synthesis, natural language programming, and so forth).  The
high-tech machine has more than enough capacity to support the virus, while
the low-tech computer doesn't.  Very low-tech computers (below TL-8) may be
too limited for the virus to successfully take over.
 
Completely unfamilliar computers (new or different technology and
architecture) will confuse the Virus, are "more difficult to take over", and
"really weird computers will slow it down" a good bit.
 
 
> 6.  The Virus (Countermeasures) : Are there any effective countermeasures to
> the virus?  How does the Domain of Deneb survive?  What about the Vargr?  The
> Zhodani?  Duke Craig?
 
There are effective countermeasures; every world that solves the virus
problem will probably solve it in a different way.  Virus-resistant computers
can be developed, although Dave feels that it is likeley that this effort
would take enough resources that the world would not be able to devote enough
to regaining starflight.  The Hivers will have "virus-proof" computer
technology.  Not so immune that you can go around taking stupid chances with
the Virus, but enough so that it is no longer the biggest danger to
interstellar travel.  Other worlds may be able to do similar things.
 
The Domain of Deneb owes its survival to advance warning and astrography.
While Virus incursions into Deneb were not totally unknown, in general the
Virus was not a problem there.  The Great Rift prevents direct contact
between the Imperial core and the Domain; the shortest route is around the
coreward edge of the Rift (through Corridor); however, the general trend of
the predominantly Vargr traffic in this area is away from the Domain and into
the Imperial core.  The virus also spreads more slowly through Vargr and
Aslan dominated areas, due to the large variety of different types of
computer systems in use (as compared to the relatively standardized
Imperium).
 
More than one ship manages to learn of the virus without actually being
infected in the process.  Dave suggests the scenario where the ship is down
for maintainance when the virus "hits", allowing the crew to realize what is
going on and take protective measures for their ship before bringing it back
on-line.  There is also the possibility that a security systems built into
a very secure system will detect the Virus, and slow it down for long enough
for a human to take action.
 
Disabling the transponder drastically reduces the chance of infection, and
removing computer-to-computer communicator links to the outside will reduce
it to nearly zero.  Although it might be possible for the Virus to take over
a starship computer through the sensor systems, Dave rates this as unlikely.
 
Enough warnings reach Deneb and the Zhodani for these two states to be able
to take effective countermeasures against the Virus, and they survive with
little change into the New Era.  During the New Era, there will be a
multi-way power balance in the region; much like European politics at the
turn of the century.
 
 
> 7.  New Era : Is the "Dawn of the New Era" at 1200 or some other date?  Why
> this date (as opposed to sooner or later)?
 
No good reason; 1200 sounded like a good round number.  The Hivers (masters
of computer technology that they are) are hit hard, but manage to recover
quickly and develop "virus-proof" technology.  The Hivers back the expansion
of human states through what was once the Imperium and the Solomani
Confederation.
 
By the time of the New Era, the instability of the virus and the ability of
worlds to improvise solutions will make the virus something to be careful of,
but by no means the most threatening thing out there in interstellar space.
 
 
> 8.  The Virus (Effects) : How deep is the destruction caused by the Virus? How
> do worlds manage to recover in 70 (more or less) years?  How long will it take
> (after the dawn of the New Era) for worlds to re-attain Imperial trade and
> technology levels?
 
Dave estimates that it will take a couple of generations before the area that
once was the Imperium is economically back up to the pre-rebellion level.
However, by 1205, the Hiver-backed human ("Star Viking") states will be
"meeting in force" explorers from the Domain of Deneb.
 
 
> 9.  Does the Virus destroy all information storage devices?  Erase optical
> disks and holocrystals?  Even read-only ones?
 
This depends on the storyteller's needs.  While the virus may not be able to
erase media which are physically read only (as opposed to software read-only
which it can and probably does erase), it may very well be able to make sure
that there are no more working readers.
 
 
> 10. The Virus (Countermeasures) : Does the Virus "die" when you turn off its
> computer?  Erase its memory and storage devices?  Destroy the computer?
 
The virus doesn't normally die when you turn off the computer.  Using it's
chip re-wiring capability, the Virus will ordinarily have hard-wrired itself
into the computer.  For the same reason, wiping all of the memory and storage
devices will not always kill it.  Physically destroying the computer (smashing
it to bits, or frying it with an electromagnetic pulse) will certainly kill
the virus.
 
 
> 11. The Virus (Abilities) : Is the Virus psionic?  Can the Virus be detected
> by a psi ("detect life", for example)?
 
Dave's initial reaction was a flat "No, the Virus is not Psionic".  However,
on reflection, he speculated that if it were to become aware of the
possibility (for example, by infecting a computer used to gether psionic
research data at a psionic institute), it might figure out how to become 
psionic in a limited way (send and recieve thoughts, for example).
 
Similarly, a psionic adept would not automatically be able to automatically
detect a virus in any computer.  However, the psi would be able to pick up
some sort of pattern, and with some experience, it would not be too hard for
him or her to learn to identify Virus-infected computers.
 
 
> 12. The Virus (Effects) : Why does the virus depopulate worlds with
> inhospitable conditions?  By the end of Hard Times, many of these worlds
> should be self-sufficient at TL6-8, which is high enough to maintain their
> life-support systems (filter masks, compressors, etc.) and build new ones with
> local technology.
 
Well, it doesn't have to.  Again, this is a decision that the storyteller
will have to make.  In some cases, the Virus may well decide to nuke the
planet, crash into the main water desalinization plant, or blow up a city's
power reactor.  On the other hand, it is also possible that a Vampire ship
would decide to leave the planet alone, or even land and talk to the
inhabitants.
 
 
> 13. The Rebellion/Hard Times (Effects) : Why do so few people die?  In
> Diaspora, less than 2% of the population were killed.  Shouldn't the casualty
> rate from the Rebellion/Hard Times be much higher to cause the  effects we are
> seeing (more like WWI Russia's 9%, WWII Soviet Union's 15%, or the medieval
> Plagues at over 30%)?
 
"Glad you asked!"  Dave knows that there were "far too few casualties" 
generated by Hard Times.  Looking at Diaspora, he was tempted to change
the numbers across the board, but it "felt funny to go through and kill
people".
 
One of the biggest problems with megacasualties is making these numbers
impact on the player characters.  How do you communicate the fact that
billions of people have died, without reducing everything to emotionless
numbers?
 
 
> 14. The Virus (Effects) : How many people die (related to question 13)?
 
"A lot more".  Most worlds are knocked down to Industrial or even
Pre-Industrial tech levels, and the Four Horsemen will ride until the
population is reduced to what is sustainable at this level.
 
Many worlds (even high-population worlds), and particularly those on worlds
with vacuum, very thin, exotic, corrosive, or insidous atmospheres, will
die.  Everybody.
 
In addition, the virus may (if the storyteller so decides) go and kill
people.  Nuke cities, blast holes in environmental domes, and that sort of
thing.  Worlds that are depopulated 90% or more are possible.
 
 
> [Pubilcation]
 
The folio format adventures have been unprofitable (I believe "bleeding
money" was the phrase used), primarily because of the high cost of the 6
pages of color, as compared to the relatively low selling price for something
which has only 16 or 32 pages of adventure material.  So the folio format
will be dropped, in favor of the larger book format (like the sourcebooks for
MegaTraveller).
 
Adventures generally only sell the initial print run.  Once it's no longer
new, people don't tend to buy it.  Sourcebooks, background material, is
different, and seems to have more lasting value.  So for the New Era, the
idea will be to include adventure material in the sourcebooks, and not to
publish separate adventures.
 
Current plans for Traveller: The New Era is to sell modues which are books of
approximately 96 to 120 pages.  New Era books are expected to be about 1/2 to
2/3 background or sourcebook type material, and the balance will be composed
of adventures "loosely" related to the sourcebook data.  The idea is not to
outline a whole campaign of interlocking adventures, but to provide a number
of different stories which the referee can incorporate into ongoing games, or
use as-is.  Each of these adventure ideas should be relatively short (less
than 16 pages) and more-or-less independent of one another.
 
- -----



wildstar@moeng2.morgan.edu
- --------------------------------------------------------------------------
                                                 Science-Fiction Adventure
                                                         in the Far Future



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

End of TML Bundle
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Subject: TML bundle #439: Msgs 5156-5160 
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Date: Wed Feb  3 22:00:03 EST 1993
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #439: Table of Contents

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 439  5156 01-Feb-1993 Derek Wildstar   Response to Draft Character Generator <
 439  5157 02-Feb-1993 Seth 'the Lesse  Virus Generation Systems << Regarding B
 439  5158 02-Feb-1993 Pauli            Re: CAT  << Richard writes:
 439  5159 02-Feb-1993 Steven Owens     Economic Models, Bulk Shipping, the Vir
 439  5160 02-Feb-1993 Mark Urbin       Imperial Lines Newsletter <<    Has GDW

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

Bundle: 439
Archive-Message-Number: 5156
Date: Mon, 1 Feb 93 22:41:27 EST
From: wildstar@moeng2.morgan.edu (Derek Wildstar)
Subject: Response to Draft Character Generator


The following are my comments (originally mailed to GDW via Loren) to the
T:TNE character generation draft.  I'm posting them here in the hopes that
they will stimulate some discussion here on TML.

- -----
First of all, a general comment: I would like to see a "design your own"
character generation system, as well as a random one.  This is particularly
useful for the Referee, when generating a "Character NPC", or when preparing
for a campaign based on a particular theme (such as all of the PCs being
active-duty Navy personnel).  In these cases, the Referee typically has a
specific end in mind, and would like a character generation system which gets
the character there with a minimum of fuss and bother (and re-generating the
character because it doesn't come out right).


The character generation system as presented seems to be the equivalent of
"basic" character generation.  Will there be a detailed "advanced" (year by
year) version?  I find the detailed character generation to be superior for
player characters; I make a "resume" that records all of the assignments and
outcomes.  Then this information can be related to events in the background
history, to more firmly tie the character into the background.  

One other thing I have done is to note a "contact" for each year.  This is an
NPC that was particularly important to the PC in some way or another; it
could be his or her first commanding officer, a co-worker, or subordinate;
and this person could be kindly or unkindly disposed towards the PC.  At
character generation time, we would determine who this person was, his or
her name, and their disposition towards the PC (I used the reaction table
for this last).

Later in the campaign (typically at unexpected times) these people might show
up.  Someone's old Academy room-mate (with whom he never did get along) would
just happen to be the commanding officer of the customs inspection ship.  Or
the engineer who trained the PC in jump-drive operations happens to be the
supervisor of the shipyard where they have come for repairs.  Or whatever.


SEVERITY: CONFUSING
>  When I was a child, Grandfather told us stories at night, stories of dukes
> and admirals, of galaxy-spanning empires, of star fleets locked in titanic
> battles. And he showed us the shiny radiation scars he had earned in those
> battles, scars which were red and ugly and came flickeringly to life in the
> dancing firelight.
>  None of the others believed the stories. Some said they must have happened
> generations earlier than Grandfather's time @@others said they could never
> have happened. But I believed. And late at night I Iooked up and dreamt of
> the stars,   and of others like myself on the cold worlds circling them who
> must also look up and dream. And I knew that one day, somehow, I would walk
> among them.

This part is confusing.  I was under the impression that the rules were going
to be as background-neutral as they could be.  This is a nice bit of "color",
but it doesn't seem to fit in with anything else.

Is this part of the background information for the New Era?  I'm not trying
to be a pain here, but this doesn't make sense.  I thought that the New Era
was supposed to start around 1200 Imperial; any player character alive at
this time would have grandparents or great-grandparents who were survived the
Rebellion, Hard Times, and the Virus.

To put it in modern perspective, do school-age children today believe in the
Great Depress and World War II?  My father in law talks to his grandkids (my
children) about Pearl Harbor and the Second World War; do most (or even many)
people say that it "must have happened generations earlier" or "could never
have happened"?  Grandpa probably still has his father's (or his, depending
on how old Grandpa is) old Imperial Interstellar Scout Service dress uniform
cap (or belt buckle, or cufflinks, or whatever).  My "Uncle" George still has
is WWII Army uniform cap, his Purple Heart, and snapshots of his buddies.
When I was younger, he told me about serving in the Pacific.

My point is that even if all computers, books, and other records from prior
to seventy years ago were destroyed by the virus; all the PCs have to do is
ask *anyone* old enough (80 years or so) and they will get about the same
story.  In the New Era times, the Imperium is still recent enough to be a
part of the living oral history on many worlds.  In another hundred years or 
so, it will have passed into folklore, and will probably have been 
embellished or altered to near unrecognisability.


SEVERITY: NIT
>  Roll two six-sided dice and subtract one 

Why the long drawn-out text explanation here?  I can understand this the
first or second time die rolls are called for, but each and every time?  What
about providing a section (and listing it in the table of contents!) that
explains all of the terms used in the game (like "2d6-1", "DM+1", etc.).
Using specific abbreviations like this makes the rolls easier to pick out of
the text.  Using the text version makes the rules harder to *use*, and
doesn't appreciably add to the difficulty for a first-time player.

I should note that you use the term "DM" without defining it first.


SEVERITY: MINOR
>  Homeworld Effects On Attributes

As mentioned by Scott "2G" Kellogg, a -1 AGL for large homeworlds doesn't
make any sense.  Perhaps just a +1 STR (no modification to AGL) is in
order here?

If this is an attempt at play-balancing, I suggest you reconsider the 
modifiers for homeworld population, TL, and law level, so that all of
them are "balanced".

Personally, I would prefer not to worry about "balancing" characters in this
manner; as long as the modifications are kept reasonably small (ie: +/- 1),
the difference is relatively minor, and anyway: some places are simply better
than others to grow up in.


SEVERITY: MINOR
>  Background Skills: Characters will have picked up certain skills before
> reaching age 18 as a result of childhood hobbies and activities.

You may want to consider adding the following skills to this list:

Acrobat - Acrobatics
Artisan - Carpenter
Artisan - Jeweler
Charm - Act/Bluff
Charm - Persuasion
Crime - Pickpocket
Explore - Climb
Explore - Map
Science - Biology
Science - Chemistry
Science - Meteorology
Science - Physics
Technician - Electronics
Technician - Mechanical

Another good source of skills that characters might be able to learn before
age 18 would be to peruse the Boy Scout Handbook, and see what sorts of
other skills these kids learn.


SEVERITY: MINOR
> ((Diplomacy, Bureaucracy, Barbarian, and Corsair) have ranks but no "O"
> ranks, and so no roll for obtaining a commission is ever made.

A couple of things here.  Why don't Barbarians and Corsairs have officer 
ranks?  Particularly aboard a starship (even a pirate starship) there will
be clear distinctions of rank and clear lines of authority.  In these two
professions, rising up through the ranks is probably easier than for the
more formal military services (on the other hand, the chances of surviving
long enough should be smaller ...).  However, these rank increases would not
cause the automatic social level increases that happen for other careers.

I'd argue that the Diplomacy service should have ranks, but no *ENLISTED*
ranks (on the other hand, enlistment should be difficult, and promotion
even more so).

Finally, for Bureaucracy, why aren't there any Officer ranks?  Here in 
Washington, DC (home of one of the largest bureaucracies I know of), the
"enlisted" civil servants (ha!) are the GS (Government Service) pay scale.
The "officers" are on the ES (Executive Service) and SES (Senior Executive
Service) scales.  Bureucrat "Officers" typically retire and become lobbyists,
or to positions of importance in private industry.  Perhaps instead of a
gold watch, these folks should get "contacts" as mustering-out benefits.
These "contacts" would be previous co-workers (or previous subordinates) that
either owe the character a favor, or who are favorably disposed towards the
character.


SEVERITY: MINOR
> In the Medical
> profession there are non-commissioned ranks, but once a character receives a
> commission the character is a "doctor" and receives no further promotions.

I think anybody in the medical profession will disagree (strongly!) with your
table of "ranks" and with the above rule.  You may want to re-think this
whole thing.  It is extremely rare for someone to start a career in Nursing
as a step towards becoming a Medical Doctor.

Perhaps a better technique would be to have several "colleges" and "schools",
similar to the concept used in High Guard (for College, Naval Academy, Flight
School, and Medical School).


SEVERITY: MINOR
> Homeworld Limitations: Certain skills are not available on the character's
> homeworld. 

This actually applies to homeworld selection as well.  This area is very
campaign dependent.  For example, an Imperial Marine (Classic Imperium) will 
probably learn Battle Dress and Fusion Rifle skills even if he comes from a
TL-5 world.  On the other hand, in some campaigns certain entire careers will
be impossible (for example, an Interstellar Scout Service in a "Bootstraps"
campaign), and some skills will be unavailable no matter how well the player
rolls.

Similarly, in a "Bootstraps" campaign, only one homeworld is available; but
in a "Pocket Empire" setting, there may be a half a dozen or more (and if a
Classic Imperium suppliment is ever written, there will be over 11,000
possible homeworlds).

Instead of putting the homeworld selection and the homeworld restrictions in
the character generation rules; I would suggest splitting this material out
into a sidebar or two.  Discuss homeworld selection (and how the Referee will
need to decide what homeworlds are available) in one sidebar, and on a later
page, discuss how the homeworld and the type of campaign being run will
affect skill availability.


SEVERITY: WEIRD
> speci@c ... modi@ers ... speci@cally de@ne ... Pro@le ... @fth ... [etc]

This is silly.  If it's a problem with your word-processor, you should
get it fixed!  On the other hand, if this is an attempt at "protecting" the
text, it's rather futile (inspection will determine what the words should
be; all it does is serve to frustrate the reader).


SEVERITY: MAJOR
>    We need a system for shared ownership of starships, particularly in the
> case of merchant characters ...

Again, this is *extremely* campaign-dependent.  In a "bootstraps" campaign,
starship benefits (and starship careers, for that matter) should be
completely unavailable.  In a "pocket empire" campaign, the degree of ship
ownership allowed will depend greatly on what the referee wants to do.

From your descriptions of a pocket empire, there shouldn't be any surplus
scoutships available as mustering out benefits at all.  It's more than a
little contradictory to explain that there aren't enough starships to do even
limited (subsector-scale) exploration, and then hand the players a "surplus"
starship (co-operatively owned or not)!  After all, if the service had ships 
to spare, they'd be using them!

Specific Suggestions:

* Write a sidebar explaining how the different kinds of campaigns affect the
services available for enlistment, and how it affects the mustering out
benefits available.

* Write a separate sidebar for inclusion in the referee's section of the
background information explaining the campaign options available in the New
Era.  Something a lot like you described to me over the phone, so that the
referee can choose something amenable to his and his players' tastes.  

* While you're at it, another sidebar which gives suggestions for >NON New
Era< campaigns is a good idea.  Just touch on some of the classic SF-RPG
themes, and suggest that the referee could build his own campaign universe
around any of these.  Ones that are particularly suitable to Traveller: The
New Era include the "Ancient and Decadent Star Empire", "Free the Galaxy!",
"Boldly Go ...", "Cold War", and of course, many others.

Shares (sidebar): In some campaigns, the outright ownership of a starship is
a practical impossibility: starships are too rare and valuable to be owned by
any one person, and bank financing is unavailable.  In such campaigns, a
system of shares may be used, each representing 1/100th of the ownership of
the vessel.  The shares are commonly owned by governments, industries, and
individuals; if the player characters can accumulate a bloc of approximately
20 shares, they will probably control more shares than any other single
shareholder.  This (in addition to having the skills required to run the
ship) will give them a great deal of say in how the ship is used (but not
absolute: the referee, playing the other shareholders, may ocassionally make
demands on the players).

In other campaigns, outright ownership of starships is possible, and bank
financing of their purchase is common.  In such a system, a 40-year note 
(with the starship as collateral) is usual, and merchant starships are
normally purchased this way.  In this case, each share represents 6 months
worth of payments.  If the players somehow accumulate 80 shares, the starship
is paid off (and the players own it free and clear).  Note that this
financing is not available for scoutships, seekers, and corsairs.

Shares are always used for the ownership of seekers and corsairs, because
the purchase of these ships cannot normally be financed.  In this case, the
other shareholders are usually the other crewmembers, and backers of the
referee's creation.

Scoutships recieved as a mustering out benefit are never owned by the player
characters; shares and bank notes do not apply.  In some campaigns, large
numbers of obsolete scoutships are made available to retired scouts.  In
other campaigns (where no such ships are available) the service, at the
referee's discretion, may provide a ship to a retiring scout for a particular
purpose (such as the exploration of a specific area, or to search for
something or someone).

* Scout/Courier: In campaigns where starships are plentiful, the Scout
Service frequently loans surplus Scout/Courier ships to retired personnel. 
The service retains ownership, and the ships are subject to recall in an
emergency.  In campaigns where starships are less plentiful, no surplus ships
are available, except at the referee's discretion (and frequently only for a
specific purpose).

* Seeker: If the belter has ever made a strike (see the career description),
recipt of this benefit indicates that the belter owns a seeker (a
prospector's starship) free and clear (in other words, 100 shares).  If the
belter has never made a strike, then each recpit of this benefit represents
2d6 shares in such a ship.

* Corsair: Each recpit of this benefits results in 2d6 shares. (If rank for
corsairs is implemented, use the same method for allocating shares as
merchants, below).  Corsairs should not be available in campaigns where
starships are rare.  However, if starships are common enough that scoutships
and lab ships can be given as benefits, then corsairs are a very real
possibility.  Remember, the individual referee has the ultimate veto power.

* Merchant, Safari, or Lab Ship: Each recipt of this benefit results in a
number of shares, depending on the rank of the character.  Enlisted ranks
recieve 1d6 shares; Officers recive 2d6+(rank number) shares (in other words,
an O1 recieves 2d6+1 shares, while an O5 recieves 2d6+5).


SEVERITY: MINOR 
> A character gains a certain base cash value multiplied by the
> character's Social Level.  The base cash value is determined by the Tech
> rating of the character's homeworld.

So, starship crewman hired from a HighSteller world are paid more than those 
hired from a EarlyStellar world?  Even on the same ship?  This rule makes
sense for some occupations, but not for others.  Maybe a better way to do
this would be to build the starting money into the mustering out tables (as
in Classic Traveller and MegaTraveller), or to provide different rules for
different services.  While each world may pay it's Navy at different rates, I
doubt that a Pocket Empire's Navy will pay crewmembers from different worlds
at different rates.

Personally, I suggest chucking this part altogether.  If you want players to
have more starting money, change the mustering out tables, or pay a fixed
rate for each rank each term.  This could be indicated on the rank tables,
and for some services (like Medical) could be modified by the homeworld TL.


SEVERITY: MINOR
> NOTE: JOT, each award allows skill level 0 in all skills of any 1
> attribute?

That sounds good.


SEVERITY: MAJOR
> TNE SKILL LIST

* There does not seem to be any replacement for the "Inborn" skills; since
characters get skill points for their hobbies, it would seem that some hobby
type skills are needed.  What about Art (Sculpture, Painting), Writing,
Music (Composition or an Instrument), or Dance?

* Why is a distinction made between Biology and Xeno-Biology, but not between
medicine practiced on humans versus aliens?  (and for that matter, why don't
Biology and Xeno-Biology don't at least allow application of some of the
skill to the other field?)

* The science of Geology seems to be having an identity crisis with the
Prospecting skill.  Perhaps these should be two, complimentary skills;
geology has a much broader scope than simply prospecting.

* Engineering lists "Construction" (presumably you mean Civil Engineering,
which concerns itself with bridges, buildings, roads, dams, and the like),
Mining, and Combat Engineering.  What about Mechanical, Electrical,
Electronic, Computer, Aerospace, and Naval Engineering?  And before someone
asks, no:  mechanical engineering is not the same as mechanical technical
skill.  Mechanical engineering concerns itself with the design of mechanical
objects, everything from paperclips to the landing legs of starships.  The
mechanical technical skill concerns itself with the fabrication, repair, and
maintainance of mechanical objects.  I suggest that you add some of these
subject areas to engineering and/or science.

* Similarly, the science cluster is at least as notable for what is not 
included as for what is there.  What about astrophysics, computer science (I
notice that robotics is there, but not computer science?), psychology (and,
I presume, xeno-psychology), oceanography, and mathematics?

* Medicine has Diagnosis, Trauma Aid, and Surgery.  Don't you think that
doctors should have non-surgical treatment options?  If nothing else, a
generic "Treatment" skill (representing all forms of non-surgical treatment)
seems appropriate.  A better idea would be to have a couple of these, like
Pharmacology (the treatment of disease with drugs), Therapy (treatment of
disease through non-drug methods).

* I suggest that for engineering and science (and possibly other skills, such
as medicine), that a list of a half-dozen or more disciplines be provided as
a suggestion, with the players and referees encouraged to create their own.

* In addition, or as an alternative, I suggest the creation of a "Knowledge"
skill category.  This skill represents the knowledge of some set of
information (which is defined by the player and referee when the skill is
recieved).  This allows the players to extend the skill system in ways that
interest them.  For example, a player could choose Knowledge: Imperial
History and Legend if she wanted to be particularly expert in the fragments
of history which have survived to the New Era.  A different example would be
for a human doctor character to have the Surgery skill, and a Knowledge:
Aslan Physiology in order to practice his skill on a different species
("Dammit, Jim!  I'm a doctor, not a bricklayer!", and of course, see the
scene with Kirk, Bones, and the dying Klingon leader in ST:VI).

* The Artisan cluster is confusing: Why the distinction between jeweler and
metallurgy, but no mention of weaving, glassmaking, or woodcarving?


Overall, I think it's a good first cut.  Most of the things I mentioned were
minor, and none of them is a "showstopper".  It is aparrent that more thought
needs to be given to the skill list --- it seems as if the skill list is in
mid-transformation from the very combat/survival oriented T2K into something
which attempts to provide skills for every human endeavour.
- -----

wildstar@moeng2.morgan.edu
- --------------------------------------------------------------------------
                                                 Science-Fiction Adventure
                                                         in the Far Future


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

Bundle: 439
Archive-Message-Number: 5157
Date: Tue, 2 Feb 93 2:20:02 EST
From: Seth 'the Lesser' <slb22@cunixb.cc.columbia.edu>
Subject: Virus Generation Systems

Regarding Bruce Pihlamae's suggestion of a massive set of rules for
generating different mutated strains of the virus:

I really don't think it's a good idea to devote too much space in the basic
ruleset to virus-related info.  Dave Nilsen noted that the virus was a plot
device (thank you, Wildstar!), and writing rules to concretize and
standardize the "face" of a plot device is IMHO a serious mistake, akin to
giving a set of tables and rules for Ancient Artifact Generation.  I for one
would not buy any supplement which depended on a uniform GM-virus interface,
so to speak.

As a _Challenge_ article presenting an optional rules supplement, on the
other hand, I think such a set of rules might be quite welcome; similarly, it
might work as an element of a particular supplement, though I probably
wouldn't buy that supplement myself....


Seth L. Blumberg          \    "`Mud wasps had built nests inside these nice
slb22@columbia.edu (play)   \ little holes.' `Inside our hydrogen bomb?' `Well,
sethb@ctr.columbia.edu (work) \  as I say, inside these nice little holes.'"
    > No one I know shares my opinions, least of all Columbia University. <

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

Bundle: 439
Archive-Message-Number: 5158
Subject: Re: CAT 
Date: Tue, 02 Feb 93 21:12:12 +1000
From: Pauli <grue@cs.uq.oz.au>

Richard writes:

>Since this topic os of broad interest, I took it upon myself to widen
>the distribution.

Goody, I don't get enough mail :-)


>Joseph Heck says:
>: Is there anything happening these days on CAT, or is it all fairly
>: quiet (is there even a seperate list for this?). Some people have been
>: talking as if parts of TNE was already out, so I was wondering if anything
>: has been created to follow the new ship design rules, etc.

Well, we've got enough information about TNE character generation to write
most of a character generator program (and when TNE really and truely comes
out it ought to be easy enough to fix the blotches unless some major structural
changes have occured.

As far as I know that ship design rules are not yet released so we cannot have
written that program yet.  My design program is good for MegaTraveller and for
the ideas the TNE ship design group put forward (most of them at least).  When
TNE is released, I intend to investigate modifying the program to support it
in some manner.


>	 Repeat after me TNE != TDR
>	 ... I think I've got it now.  :=)

Ah, but is TDR >> TNE or TNE >> TDR ??


>On CAT, we haven't even discussed TNE.  We've gone off on our own
>tangent and are discussing what a sci-fi RPG "should" look like if we
>assume up front that a personal computer is going to participate in the
>RPG process somehow.  Totally different.

Well we were a few months ago.  I posited a few suggestions last week and
received a null response :-(  Guess they must have been as close to perfect
as is humanly possible ;-)





        						Pauli

Paul Dale                       | grue@cs.uq.oz.au
Department of Computer Science  | +61 7 365 2445
University of Queensland        |
Australia, 4072                 | Did you know that there are 41 two letter
                                |     words containing the letter 'a'?


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

Bundle: 439
Archive-Message-Number: 5159
Date: Tue, 2 Feb 1993 10:40:52 -0600
From: Steven Owens <uso01@mailhost.unidata.com>
Subject: Economic Models, Bulk Shipping, the Virus, Dave Nilsen


Hi,

	Two things I'd like to mention to Mr. Nilsen (Wildstar, you want
to relay this to him?):

|   Once trade is cut off, the internal economy of the Hi-pop world
| collapses, and the staples that they can produce are no longer uniformly
| distributed, because the society can no longer pay the money for the
| goods that need to internally circulate to keep the economy up and
| running. When the economy falls, social services fail, and things fall
| apart. I see this as being one of the major effects of Hard Times, with
| one additional causal input: the Hi-pop worlds were the targets of major
| military campaigns, and suffered tremendous physical damage on top of
| everything else. This accelerated their collapse, even ones with good
| biospheres, because carrying capacity set up under one set of social
| assumptions is not necessarily stable.

	I agree with your comments about the intricacy of economic
interdependencies; one thing I've been wondering about this whole
virus-induced collapse (I've been following the discussion of it,
although not contributing to it) is why it's necessary.  If you want
to stage a "long night", it's much more easily done and more
believable if you make it economically induced.  I dug up one of my
favorite SF novels the other day; Paul F. Wilson's _An Enemy of the
State_, which has as a main plotline a deliberately induced economic
collapse as an effective means of revolution.  Have you considered
this approach?

>> 1.  Economic Model:  Does GDW have an economic model we can refer to?  In
>> other words, what is the normal level of trade and interstellar travel (in,
>> say MCr of value, or displacement tons of cargo, number and size of ships). 
>  
> GDW does not have any sort of economic model which can be used to predict
> the trade between any two worlds; in general, the rules are intended to
> provide guidelines for the kind of trade that player characters are
> likely to engage in.
>  
> Dave favors the large trade, inter-related economies model, and realizes
> that this is needed in order the get the effects described for Hard Times.
> The suggestion that 90% or more of all interstellar trade is carried in
> large, bulk freighters (never to be seen by the player characters) "seems
> reasonable".

	The large, bulk freighters make sense to me, particularly if some
thought is applied to the shipping system and traveller jump capabilities.
I came up with a concept I call "jump boxcars" which would handle such major
shipping between heavily populated, high-tech worlds.  Jump boxcars are
essentially that - large boxes that make the jump between hi-pop, hi-tech
systems.  They are efficient to use in such circumstances because of the
arrangement of power source and jump engine they use.

	To make a jump, a vehicle needs, essentially, five "big" things:

	a lanthanum-gridded hull
	a computer
	a jump drive
	a power plant
	fuel

	Starships are inefficient because they must "pull their own
weight (mass)" - particularly the mass of their fuel.  As an added
burden, they carry the mass of the power plant which processes the
fuel, and the computer and avionics systems that calculate the jump.
As jump functions in Traveller, the fuel tanks and possibly the power
plant could disappear just a microsecond before the jump without
affecting the jump (as is shown by L-hyd drop tanks in standard
traveller usage).

	The idea behind a jump boxcar is to make an extremely large
lanthanum-gridded hull, with a jump drive sufficient to move it.  The
rest of the normal accoutrements of a starship can be left off,
although a small life support system for emergency use may be
desirable (optimal designs would probably have a 100 or 200 ton
"rider" ship for crew quarters and emergency transport).

	The maneuver drives can be left off; non-jump tugships would
bring the boxcar in-system and out.

	The computer and avionics can be replaced by a receiving array
that plugs directly into the jump drives (after suitble encryption
schemes); an extremely powerful computer at a space station can handle
the calculations, correcting for time lag.

	The fuel and power plant can be replaced by a similar but
sturdier receiving array that plugs directly into the jump drives; the
same space station (or another, better placed for refueling) can
refine fuel from a nearby gas giant, process it, convert it to energy,
and transmit the energy to the jump boxcar via a high-intensity maser.
Depending upon the technology, this mazer may even serve to carry the
jump calculations, but a secondary receiver would probably be used for
redundancy.

	Even if placing the power plant and computer systems at remote
sites proves to be unfeasible, simply substituting the power mazer for
the fuel tanks would greatly increase the cargo efficiency (and jump
range) of the ship.

	The only problem wth jump boxcars is that they rely on an
extremely hefty support network - which means that interstellar trade
relies even more heavily on the stability of interstellar society.  [I
would suggest that few, if any, boxcars carry passengers.  The small
"rider" ship that the crew can use to return from a misjump would not
be sufficient safeguard for your average passenger.  This explains the
higher cost of high and medium passages, and the existence of "normal"
starship passenger lines.]

Steven J. Owens
uso01@unidata.com

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

Bundle: 439
Archive-Message-Number: 5160
Date: Tue, 2 Feb 93 15:51:02 -0500
From: urbin@interlan.interlan.com (Mark Urbin)
Subject: Imperial Lines Newsletter


   Has GDW started publishing their `Imperial Lines Newsletter' yet?  I saw
the ad for it in a GDW catalog that said TNE would be out in Nov `92.  Is their
any fresh news on it?

- ----------------------------------------------------------------------------
  \      oo    				Mark Urbin   Racal-Datcom
   \____|\mm   "Vouf, Vouf!"		These opinions are mine, no one 
   // //\ \_\  				will claim them...
  /K-9/  \/_/  				urbin@interlan.com
 /___/_____\   				eclipse@world.std.com
 ----------- 	  Where am I going and what am I doing in this handbasket?
- ----------------------------------------------------------------------------

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

End of TML Bundle
******************
To: traveller@engrg.uwo.ca (TML Submissions)
Date: Wed Feb 10 22:00:03 EST 1993
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #440: Msgs 5161-5167 
Approved: by traveller-request@engrg.uwo.ca (TML Admin) Wed Feb 10 22:00:03 EST 1993
Reply-To: traveller-request@engrg.uwo.ca (TML Admin)
Precedence: bulk

TML bundles come from the archives maintained by
traveller-request@engrg.uwo.ca (TML Admin).

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

Date: Wed Feb 10 22:00:03 EST 1993
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #440: Table of Contents

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 440  5161 02-Feb-1993 KELLOGG@DUCVAX.  Fate of The Sky Raiders (The latest sil
 440  5162 03-Feb-1993                  Re: The Vang << >
 440  5163 04-Feb-1993 Mark Urbin       TNE Draft character generation <<   The
 440  5164 05-Feb-1993 Bertil Jonell    Psionics and Grandfather <<   This was 
 440  5165 05-Feb-1993 Bertil Jonell    Abnormal Droyne << More alternate ancie
 440  5166 06-Feb-1993 PIERRE-LOUIS CO  no subject (file transmission) << Angli
 440  5167 07-Feb-1993 james vassilako  Question about allegiance codes << I wa

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

Bundle: 440
Archive-Message-Number: 5161
Date: Tue, 2 Feb 1993 19:54 CST
From: KELLOGG@DUCVAX.AUBURN.EDU
Subject: Fate of The Sky Raiders (The latest silly vehicles...)

     In 4300 Pre-Imperium, the Vilani were consolidating the first
Imperium and wiping out the pockets of resistance inside their
sphere.  One such pocket was in Gushemege:  The Loeskalth, a minor
human race presented some difficulty for the fledgling first
Imperium.  They had absorbed a great deal of Vilani technology and
had a minor subsector-wide Empire themselves.  The Loeskalth had
managed to obtain a great deal of advanced technolgy.  Their own
efforts had managed to build themselves up to tech level 8, the
influx of trade brought them items up to tech level 10.  In
studying Vilani trade items, the Loeskalth adopted the High Vilani
language.
     The marriage of Loeskalth and Vilani technologies bred for
interesting vessels.  Their control systems, life support systems,
and sensors are of sophisticated origin (TL 10), while their
drives, hulls and weapon systems are of tech level 9.  These last,
the Vilani kept to themselves, providing the technical edge needed
to keep themselves atop their budding Imperium.
     It is interesting to note that even handicapped with this
hodgepodge technology, the warlike Loeskalth managed to hold off
the numerically and technologically superior (TL 11) Vilani for
much more than the ten years needed to complete the Asteroid ship
they used to cross the Rift between Gushemege and Reft Sector.

CraftID:  Asteroid Rift Crosser, TL 9+10, 5.1 Quadrillion Cr
Hull:     3.6*10^10/9.0*10^10, Disp=50,000,000,000 Config=8USL,
          Armor=50P, Unloaded=6.6*10^11, Loaded=1.1*10^12
Power:    3972902/7945805, Fusion=360Terawatts, Dur=300yrs +Jump-1
          FusionRockets=14000Terawatts, Dur=1 yr
          BOOM!  BOOM!  BOOM!  Still going...  Nothing outlasts the
          Loeskalth...  It keeps going... and going... and going...
Loco:     2.4*10^8/4.8*10^8, FusionRockets=7*10^11t, MaxAccel=.63G
          Agility=0
Comm:     Radio=System*3000, LaserCom=System*50000,
          MaserCom=System*50000, RadioJam=System*100
Sensors:  P-EMS=InterStellar*3000, A-EMS=FarOrbit*3000,
          EMS-Jammer=FarOrbit*100,
          Neutrino=Dir*3000, Densiometer=Surface*3000
          ActObjScn=Routine, ActObjPin=Routine
          PasEngScn=Routine, PasEngPin=Impossible
          PasObjScn=Routine, PasObjPin=Impossible
Off:      BmLaser=xx8    Plaser=xx6     Missile=x06
          Batt      5000           5000           5000
          Bear      2500           2500           2500
Def:      DefDM=+2  SCaster=xx8
                    Batt      5000
                    Bear      2500
Control:  Computer=4*23366560, DynLink*2.5*10^8, HUD*2.5*10^8
Accom:    Crew=374,507,499, Passenger=2,425,492,501, 
          Bridge=1,730,886, Command=6,452,504, Engineer=32,039,390,
          Maintain=4,185,566, Gunner=6,452,504, Flight=757,100,
          Steward=300,000,000, Medic=22,889,569
          Env=Basic Env, Basic LS, Extend LS, Inertial Comps
          Staterooms=1,400,000,000, Spun to simulate gravity
Other:    Fuel=4.4*10^11Kl, Cargo=3.1*10^8Kl, FuelPure=720hr,
          200Ton JumpScout=50,000, 500Ton Attack=50,000,
          10KTon Tanker=5000, 10KTon Missile Rider=500,
          10KTon Particle Rider=10, 10KTon JumpScout=100,
          200Ton Launch Tube=500, 500Ton Launch Tube=500,
          10KTon Launch Tube=50, ObjSize=Large, EMlevel=Strong
Notes:    The Loeskalth Rift Crosser was built around a large
asteroid which had been used as a Class A orbital Starport for many
years.  She was spun to simulate gravity with a period of
approximately 1 rotation every 2 minutes.

Layout:   The asteroid the rift crosser was built on is huge:  10
kilometers by 8 kilometers by 7.5 kilometers.  She spins on her
axis producing 1G along her 3750 meter radius.  The fuel is carried
in the zero-G center of the ship, while the fuel purification
plants are carried out in the 4000 meter radius parts of the ship
where the centripetal acceleration is 1.06G's.  This small increase
in centripetal acceleration assists in the separation of gasses at
cryogenic temperatures.
     The ship is honeycombed with launch tubes and access shafts
which connect with different modules.  There are over a thousand
very large launch tubes, some of which are capable of handling
10,000 ton ships.  However, the launch tubes are open to space and
do not hold atmosphere.
     The center of the ship, aft of the fuel tanks, holds a
complete shipyard with a capacity handling of 4.2 million aggregate
tons in pressurized zero-G docks.
     (I found that it would be impossible to fuel the ship for the
needed 300 years with grav plates.  The sections in Fate of the Sky
Raiders which describe the plates is considered to be in error. 
However, the adventure describes areas that are in zero-G.  These
sections are within the regions closer to the axis of rotation. 
The entire ship is habitable and has inertial compensators
installed except for the fuel tanks, the launch tubes and the docks
for the 10,000 ton riders.  The shipyards are fully pressurized and
have inertial compensators.)
     (I assume that the adventurers in 'Fate of the Sky Raiders'
never found the tanker squadron or the other 10,000 ton ships
because they are in the zero-G section of the ship, and didn't poke
too far inside that section.)

Cost:     The asteroid ship is built in modular sections.  Each
launch tube of the same size is identical, each weapon battery is
laid out identically, power plants, life support etc.  These
modules were reproduced many times allowing for the cost of
construction to be reduced by 80%.  Thus, while the ship was the
first and only one of its class, it is sistership to itself.  She
was produced at a cost of 4.08 quadrillion credits.  When the
number of persons carried by the ship (2.8 billion) is considered,
the cost per passenger of the ship to the Loeskalth refugees was
1.46 MCr per person.  (By TCS rules this ship would require the
wartime tax money of 55 trillion people.)

Fueling:  Topping off the fuel tanks require 23 days of constant
action for the full complement of ships if they are ocean dipping. 
It would take 5 months of constant action if all ships are gas
giant skimming.  If only the tankers are used, it requires 29 days
from an ocean, or 9 months from a gas giant.
     Before crossing the rift, the Asteroid was fueled up with
water.  Water, having a greater molar density of hydrogen than pure
liquid hydrogen, allowed for the enormous endurance required by the
crossing of the rift.  By using water as fuel, the ship's endurance
was increased by 57%.

Controls: Many of the Loeskalth ships use banks and banks of model
four computers to control them.  The computer technology of even
Imperial time is unequal to controlling the asteroid, and with the
Loeskalth technology, huge numbers are required.  If the asteroid
were to use a normal control system, it would require a Model 13
computer to handle all the controls.

Damage:   The ship was damaged in a mutiny 5000 years ago during
which time, most of the power plant has been off line. 
Approximately 8% of the ship is currently habitable.  It is
estimated that at the current rate of consumption, the ship will
run out of fuel in 500 years.  (Dur=5516 years @ 28.8 Terrawatts)
- ----------------------------

CraftID:  Scout Raider, TL 9+10, MCr 131.9524 
Hull:     180/450, Disp=200, Config=1AF, Armor=40D,
          Unloaded=1954, Loaded=2518
Power:    9/18, Fusion=776Mw, Dur=60 day
Loco:     9/18, Maneuver=2, StdGrav=6500t, MaxAcl=2.6G/1.3G,
          Agility=2, NOE=140, Cruise=1935, Max=2580
          4/8, Jump-1 (Range=Jump1*3+60days)
Comm:     Radio=System*3, LaserCom=System*3, MaserCom=System*3,
          RadioJam=System*2
Sensors:  P-EMS=InterStellar*3, A-EMS=FarOrbit*3,
          EMS-Jammer=FarOrbit*2, EMMask,
          Neutrino=Dir*3, Densiometer=Surface*3
          ActObjScn=Routine, ActObjPin=Routine
          PasEngScn=Routine, PasEngPin=Impossible
          PasObjScn=Routine, PasObjPin=Impossible
Off:      Missile=x02
          Batt      1
          Bear      1
Def:      DefDM=+2  SCaster=xx3
                    Batt      1
                    Bear      1
Control:  Computer=2*3, DynLink*15, HUD*15
Accom:    Crew=4, Passenger=2, Bridge=1, Engineer=1, Gunner=2,
          Stateroom=6, Env=Full Environment,
Other:    Fuel=1369Kl, Cargo=469Kl, Air/Raft*2, Fuel Scoops,
          FuelPure=12hrs, ObjSize=Avg, EMlevel=None
Notes:    A small, jump capable scout ship used by the Loeskalth.
(The escape ship from 'Fate of the Sky Raiders'.)
- ----------------------------

CraftID:  Raider, TL 9+10, MCr 628.5629
Hull:     450/1150, Disp=500, Config=1AF, Armor=49D,
          Unloaded=12564, Loaded=13777
Power:    91/8176, Fusion=8176Mw, Dur=20 day
Loco:     9/18, Maneuver=6, StdGrav=5525t, MaxAcl=4G/2G, Agility=4,
          NOE=140, Cruise=2550, Max=3400
Comm:     Radio=System*3, LaserCom=System*3, MaserCom=System*3,
          RadioJam=System*2
Sensors:  P-EMS=InterStellar*3, A-EMS=FarOrbit*3,
          EMS-Jammer=FarOrbit*2, EMMask*2,
          Neutrino=Dir*3, Densiometer=Surface*3
          ActObjScn=Routine, ActObjPin=Routine
          PasEngScn=Routine, PasEngPin=Impossible
          PasObjScn=Routine, PasObjPin=Impossible
Off:      BLaser=xx3     Missile=x02
          Batt      3              2
          Bear      3              2
Def:      DefDM=+9
Control:  Computer=4Fib*3, DynLink*30, HUD*30
Accom:    Crew=9, Bridge=2, Command=1, Engineer=3, Gunner=3,
          Stateroom=5, Env=Full Environ, FoldingSeat=Adequate*127
Other:    Fuel=1962Kl, Cargo=1418Kl(1075Kl with passengers),
          Fuel Scoops, ObjSize=Large, EMlevel=None
Note:     The main attack ship used by the Loeskalth.  She can
carry an entire company of troops & equipment.  (This is the ship
that was found in 'Trail of the Sky Raiders'.)
- ----------------------------

CraftID:  Tanker, TL 9+10, MCr 775.564
Hull:     9000/22500, Disp=10,000, Config=4SL, Armor=40D,
          Unloaded=49371, Loaded=58446
Power:    148/296, Fusion=13304Mw, Dur=1 day (812 days)
Loco:     180/360, Maneuver=1, StdGrav=13000t, MaxAcl=2.2G/1.1G,
          Agility=2, NOE=130, Cruise=750, Max=1000
Comm:     Radio=System*2, LaserCom=System*2, MaserCom=System*2,
          RadioJam=System*1
Sensors:  AllWeatherRadar=FarOrbit*2, AdvActIR*2, AdvImgEnh*2,
          LightAmp*2, PassIR*2, Radiation*2, RadarDirFinder*2,
          ActObjScn=Routine, ActObjPin=Routine
          PasEngScn=Impossible
Off/Def:  DefDM=+5
Control:  Computer=4*3, DynLink*33, HUD*33
Accom:    Crew=8, Bridge=2, Command=1, Engineer=4, Maintainance=4,
          Stateroom=8, Basic Env, Basic LS, Extend LS, GravPlates
Other:    Fuel=129632Kl(129473 available), Cargo=72Kl, Fuel Scoops,
          ObjSize=Large, EMlevel=Moderate
Notes:    5000 of these tankers were carried by the Rift Crosser. 
These ships were built with lower technology sensors and controls
than the rest of the Loeskalth ships.  This is because the unarmed
ships are never meant to go into combat and are always provided
escort by armed vessels.
- ----------------------------

CraftID:  Missile Rider, TL 9+10, MCr 6070.25
Hull:     9000/22500, Disp=10,000, Config=4SL, Armor=43D,
          Unloaded=156881, Loaded=180189
Power:    1072/2143, Fusion=96408Mw, Dur=43 day
Loco:     1260/2550, Maneuver=5, StdGrav=91000t, MaxAcl=5G/2.5G,
          Agility=5, NOE=140, Cruise=750, Max=1000
Comm:     Radio=System*3, LaserCom=System*3, MaserCom=System*3,
          RadioJam=System*2
Sensors:  P-EMS=InterStellar*3, A-EMS=FarOrbit*3,
          EMS-Jammer=FarOrbit*2, EMMask,
          Neutrino=Dir*3, Densiometer=Surface*3
          ActObjScn=Routine, ActObjPin=Routine
          PasEngScn=Routine, PasEngPin=Impossible
          PasObjScn=Routine, PasObjPin=Impossible
Off:      Missile=x07
          Batt      10
          Bear      10 (Batt Rnds 282)
Def:      DefDM=+8
Control:  Computer=4fib*27, DynLink*293, HUD*293
Accom:    Crew=112, Bridge=12, Command=15, Engineer=30, Gunner=50,
          Maintainance=1, Steward=3, Medic=1, Env=Full Environ,
Other:    Fuel=49747Kl, Cargo=86Kl, Magazine=28200Kl, Fuel Scoops,
          ObjSize=Large, EMlevel=Faint
Note:     The missile rider is based on the same hull as the
tanker.  The hull was strengthened, and heavier engines installed,
along with the missile bays.
- ----------------------------

CraftID:  Particle Rider, TL 9+10, MCr 12305.36
Hull:     9000/22500, Disp=10,000, Config=4SL, Armor=49D,
          Unloaded=245009, Loaded=247287
Power:    2026/4052, Fusion=182325Mw, Dur=8 day
Loco:     720/1440, Maneuver=3, StdGrav=52000t, MaxAcl=2.1G/1.05G,
          Agility=2, NOE=140, Cruise=750, Max=1000
Comm:     Radio=System*3, LaserCom=System*3, MaserCom=System*3,
          RadioJam=System*2
Sensors:  P-EMS=InterStellar*3, A-EMS=FarOrbit*3,
          EMS-Jammer=FarOrbit*2, EMMask,
          Neutrino=Dir*3, Densiometer=Surface*3
          ActObjScn=Routine, ActObjPin=Routine
          PasEngScn=Routine, PasEngPin=Impossible
          PasObjScn=Routine, PasObjPin=Impossible
Off:      Particle=B00
          Batt      1
          Bear      1
Def:      DefDM=+5
Control:  Computer=4fib*57, DynLink*607, HUD*607
Accom:    Crew=161, Bridge=14, Command=22, Engineer=49, Gunner=68,
          Maintainance=2, Steward=5, Medic=1, Env=Full Environ,
Other:    Fuel=17503Kl, Cargo=1053Kl, Fuel Scoops,
          ObjSize=Large, EMlevel=Mod
Note:     The particle rider is based on the same hull as the
tanker.  The hull was strengthened, heavier engines installed,
along with the spinal mount.  It was however a failure in its
design as they can only target other spacecraft, which the
Loeskalth never encountered after leaving crossing the rift. 
However, given the ferocity of the Vilani-Loeskalth war that drove
them across the rift, and the aggressive and warlike Loeskalth
culture, it is somewhat surprising that so few were constructed. 
Only 10 ships were ever built forming a single squadron.
- ----------------------------

CraftID:  Rift Scout, TL 9+10, MCr 3580.705
Hull:     9000/22500, Disp=10,000, Config=4SL, Armor=40D,
          Unloaded=65408, Loaded=75607
Power:    164/327, Fusion=14680Mw, Dur=100 day
Loco:     180/360, Maneuver=1, StdGrav=13000t, MaxAcl=1.7G/0.85G,
          Agility=1, NOE=140, Cruise=750, Max=1000
          180/360, Jump-1 (Range=Jump1*7+100days)
                          (Range=Jump1*6+177days)
Comm:     Radio=System*3, LaserCom=System*3, MaserCom=System*3,
          RadioJam=System*2
Sensors:  P-EMS=InterStellar*3, A-EMS=FarOrbit*3,
          EMS-Jammer=FarOrbit*2, EMMask*2,
          Neutrino=Dir*3, Densiometer=Surface*3
          ActObjScn=Routine, ActObjPin=Routine
          PasEngScn=Routine, PasEngPin=Impossible
          PasObjScn=Routine, PasObjPin=Impossible
Off:      Missile=x06
          Batt      5
          Bear      5 (72 Batt Rnds)
Def:      DefDM=+5  SandCaster=xx8
                    Batt         5
                    Bear         5
Control:  Computer=4fib*18, DynLink*607, HUD*607
Accom:    Crew=90, Bridge=12, Command=12, Engineer=9, Gunner=48,
          Maintainance=5, Steward=3, Medic=1,
          Env=Basic Env, Basic LS, Extend LS, GravPlates
Other:    Fuel=112115Kl, Cargo=1595Kl, Magazine=1080Kl,
          FuelPure=18hrs, Fuel Scoops, ObjSize=Large, EMlevel=None
Note:     The Rift Scout has the range to accelerate to (or
decelerate from) the speed of the main ship and have a jump range
of 6 parsecs.  This allowed the Loeskalth refugees the ability to
maintian contact with Gushemege for 45 years after the main ship
left the sector.  The same ships were reactivated before the ship
reached the far end of the rift in Reft Sector allowing the Sky
Raiders 45 years to explore the area before the main ship arrived.

The original adventures were by The Keith Brothers.  All the above
is a reworking (or working as they published no designs) of their
published stuff.

Scott 2G Kellogg

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

Bundle: 440
Archive-Message-Number: 5162
Date: 	Wed, 3 Feb 1993 15:30:00 -0500
From: <PHB100@PSUVM.PSU.EDU>
Subject: Re: The Vang

>
>Date: Tue,  2 Feb 93 09:16:18 +1100
>From: "Bruce Pihlamae" <pihlab@hhcs.gov.au>
>
>I read a book a while ago which was a combination of ALIEN(S) and THE THING,
>it was calle  VANG: THE MILITARY FORM.  This race was part machine, part
>life form and very very tenacious.  Nothing like a cyborg type enhanced

No, it had no machine components.  But it could investigate, disect, and
understand almost any machine it encountered...oh, and rebuild it for its own
purposes.

>to infest many many light years away.  Good story.

Yep.  Did you read the sequel? (_Vang:  The Battlemaster_) a lot more about
it's history comes out in that one.  Oh, and another one,  _The Starhammer_
has some Vang in it too, although they are peripheral to the story.

Good stories, all!

Paul Baughman
- ----------
Captain Sir Michael Talmoth,  UPP:  BA5A8B

"You see me now a veteran,
     Of a thousand psychic wars,
         I've been living on the edge so long,
             Where the winds of Limbo roar.
- -- BOC


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

Bundle: 440
Archive-Message-Number: 5163
Date: Thu, 4 Feb 93 14:32:27 -0500
From: urbin@interlan.interlan.com (Mark Urbin)
Subject: TNE Draft character generation


  The major piece missing from the TNE draft character generation was which
skills go with each career.  This shouldn't be a big problem.  Old hands
can wing it.  There is a trick to it though.  You have to remember that TNE
is planned to be a `House Rules' game.  So a quick look at TW2K or Dark Con
can give some insight on how this should work.
  In TW2K, the first term in a career is handled differently from later terms.
In the first term, the skills you receive are defined.  For example, an
atmospheric pilot will receive in her first term, pilot-3, navagation-1,
observation-1.  For the remaining terms in that career, there is a set of 
skills that the character may choose from.  
  An character generation program may have two options.  One for designing a
character and one for randomly generated characters.  Using the first option,
the program should prompt the user at the second+ term(s) with a list of
possible skills and how many skill levels the character take at that term.
The second option would simply randomly select skills from the list.
  Changing careers includes changing branches inside the military.  For 
example, switching from Army Infantry to Army Support.  TW2K doesn't have the
`downward sliding skill level increase' rule that the draft TNE character
generation rules does.  Hopefully that downward counter would get reset at
a branch change and not just at full career changes (Navy to Merchants).

- ----------------------------------------------------------------------------
  \      oo    				Mark Urbin   Racal-Datcom
   \____|\mm   "Vouf, Vouf!"		These opinions are mine, no one 
   // //\ \_\  "Put down the Gauss"	will claim them...
  /K-9/  \/_/  "pistols..."		urbin@interlan.com
 /___/_____\   				eclipse@world.std.com
 ----------- 	  Where am I going and what am I doing in this handbasket?
- ----------------------------------------------------------------------------

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

Bundle: 440
Archive-Message-Number: 5164
From: Bertil Jonell <d9bertil@dtek.chalmers.se>
Subject: Psionics and Grandfather
Date: Fri, 5 Feb 1993 10:11:55 +0100 (MET)

  This was discussed on the tne-pocket list, where is might not fit too
good. I've collated all messages from me and Steve Higginbotham that I could
lay my hands on (one of his is missing, I think) and edited out another thread
that appeared in the same messages and corrected one of my own.

  I thank James T Perkins and Dan Corrin for removing a raw version of this
that I mistakenly posted.

- -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."

****
From d9bertil Sun Jan 24 12:13:21 1993
Subject: Re: philosophy

  Btw: It *is* possible to explain all psionics materialistically though this
explanation might get cut up by Occam depending on your philosophy:
	Psionics is an ancient artifact, it did not exist before Grandfather.
	What he did was create a TL ?? distributed computer, residing in
	jumpspace. This construct reads the thoughts (aka reads the electronic
	activity in brains) of Grandfather and if he uses certain phrases it
	will do things in normal space using energy->matter conversion,
	tractors/repulsors, gate technology and other TL 50+ things.
	It will thus work best for Gramps, second best for other Droyne, and
	on other beings according to the similarity of their brains to
	Droyne.

   Add ':)' to taste.

> 				---Steve

- -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."
****
From d9bertil Tue Jan 26 09:18:26 1993
Subject: Re: Grandfather's soul...

> >  Btw: It *is* possible to explain all psionics materialistically
> >though this explanation might get cut up by Occam depending on your
> >philosophy:
> >	Psionics is an ancient artifact, it did not exist before
> >Grandfather.
> 
> Wrong guess, minus five.  Psionics were a part of the culture discovered
> in "Knightfall",

  'Knightfall'? IMHO that was a badly handled attempt to reinvent the ancients.

  'Suicided out of boredom'? Ack! Phhhht!

> >What he did was create a TL ?? distributed computer, residing in
> >jumpspace. This construct reads the thoughts (aka reads the electronic
> >activity in brains) of Grandfather and if he uses certain phrases it
> >will do things in normal space using energy->matter conversion,
> >tractors/repulsors, gate technology and other TL 50+ things. It will
> >thus work best for Gramps, second best for other Droyne, and on other
> >beings according to the similarity of their brains to Droyne.
> 
> Unlikely.  The character profile provided for Grandfather indicated that
> he would not allow something of that sort to be used against him.

  He he he he he (<-Nasty Metlay Laugh) Nobody have *tried* to use psionics
against him for a long time, not since he crashed the inferior copies made by
his children.

  It would be trivial to install overrides that would prevent anyone from
using it against him or against beings, installations or areas that he has
'protected'.

  (The timeline I'm thinking of is: 
    Grandfather builds psicom. 
    Grandfather is attacked by Children. 
    Grandfather installs 'Jedgars', boobytraps and inhibitors in psicom.
    Some Children get weeded out by the boodytraps.
    The other Children build their own psicom's.
    Grandfather wins.
    Grandfather smashes all other psicoms.
    Grandfather retires.
    Grandfather returns, finds Chirpers and installs 'Casting procedures'
      in psicom.)

  This might also be one of the reasons why he was so successful in 
exterminating all Children(1): He had a computer that could read all minds in
a large area of space.

  (1) Not that I think he got all of them, there are probably one or two left:
      But I think that without something like psicom, he would have missed five
      to ten of them.

> So if
> he built it usable by everyone, then he would have shut it down or
> destroyed it during the Final War, and replaced it with a similiar
> device usable only by himself.

  I think there are several examples of things that he have left behind
that wern't deactivated. Since the boobytraps and the inhibitors are still
there, nobody is going to use it against him, and he has shown that if
something neither is a threat nor interesting to him he will ignore it.

> In any case, you ignore the detail that grandfather supposedly used his
> psionics to force himself to caste into all possible castes back before
> he took over the Droyne and began to learn everything about the
> universe.

  Bah, Grampsian propaganda! :)

  _The Real Story of the Rise of Grandfather_ is ofcourse this: In the 
beginning the Droyne were a more or less normal race. They had their funny 
sexes, but the 'Casts' were sociological constructs, not hardcoded 
biologically.
  Like the official story says, he was a mutation, but the only effect that
had was his high intelligence and that he didn't age. After learning everything
he could he decided that he wanted to explore the universe, and to do that he
needed all the resources the Droyne could muster. The 'takeover' that was 
mentioned was far more bloody than what is normally suggested: We are talking
about the original 'Mad Scientist Conquers The World' scenario here.
  To keep the Droyne on the carpet hereafter, Grandfather subjected them to a
breeding/genetic manipulation experiment that created the biological Casts and
reduced the 'drive' of the Droyne in general. Originally, Casting was done 
through drugs that Grandfather controlled. The choise of the Droyne was either
to become biologically locked into place as a cog of society or become semi-
intelligent Chirpers, 'Castless'.
  After a while, Grandfather noticed that several worlds (he had discovered
spaceflight) full of Droyne working according to his designs wasn't enough,
so he created the Children (and the Grandchildren). And then he realized that
the Children etc, wasn't enough so he started working on Vargrs, Humans,
other races and robots.
  Psionics was originally a user interface: His installations would read his
mind (sensing electrical patterns) and report by inducing electrical patterns.
When he then hit the TL where he could make non-corporal computers that could
interact with the real world (there are several ways of doing this, putting
them in jumpspace is the simplest. cf Greg Bears 'Eternity' for other versions)
it was not a big step for him to construct psicom. Making it general was
not totally intentional: He wanted the Droyne, Humans and Vargr under his
command to use some simpler features, so psicom was designed to scan everybody
it could reach and activate on certain key phrases (passwords for you computer
literates out there:)
  My basic idea about psicom is that it is a network of small nodes, each one
covering a certain area. If a node isn't bounded on all sides by other nodes,
it will create a copy of itself to fill out the empty area. There is no
telling how far it has spread by now (1116:).

  (C) 1991, 1992, 1993 by RetconCo:)

  [Btw: Don't take this too seriously. It is like the _How the Imperium
Really Fell_: Something I keep in reserve to hit my players with to keep
them off balance.]

> 				---Steve

- -bertil-

 *Comming soon from RetconCo: _The Real History of the Alcyon/Elissa *
 *expeditions_! We will reveal what the Hivers did, why Turnskaad    *
 *owned shares in Motown, where R-alpha really went, the truth about *
 *frogs, and why two solomani by the names of Metlay and Cook was    *
 *sighted several times in conjunction with both expeditions.        *

- -- 
"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."
****
From: "Steve Higginbotham" <p00206@psilink.com>
Subject: Grandfather's soul...

>> Unlikely.  The character profile provided for Grandfather indicated
>> that he would not allow something of that sort to be used against
>> him.

>  He he he he he (<-Nasty Metlay Laugh) Nobody have *tried* to use
>psionics against him for a long time, not since he crashed the inferior
>copies made by his children.

>  It would be trivial to install overrides that would prevent anyone
>from using it against him or against beings, installations or areas
>that he has 'protected'.

So, why build it usable by others at all?  I doubt he would make the
mistake of not realizing it COULD be used by others if he built it that
way.  SO why didn't he design one that was only usable by him?


>  This might also be one of the reasons why he was so successful in 
>exterminating all Children(1): He had a computer that could read all
>minds in a large area of space.

>  (1) Not that I think he got all of them, there are probably one or
>two left:  But I think that without something like psicom, he would
>have missed five to ten of them.

Since it is given that he could count, why should we assume he
miscounted and didn't get them all?  My own question on that subject
is:  What about the "great-grandchildren"??


>> So if he built it usable by everyone, then he would have shut it down
>> or destroyed it during the Final War, and replaced it with a similiar
>> device usable only by himself.

>  I think there are several examples of things that he have left behind
>that wern't deactivated. Since the boobytraps and the inhibitors are
>still there, nobody is going to use it against him, and he has shown
>that if something neither is a threat nor interesting to him he will
>ignore it.

The examples of things left behind by him are contradictory.  We are
told that the most able mind in the Universe was incapable of cleaning
up loose ends?  Makes no sense.


>> In any case, you ignore the detail that grandfather supposedly used
>> his psionics to force himself to caste into all possible castes back
>> before he took over the Droyne and began to learn everything about
>> the universe.

>  Bah, Grampsian propaganda! :)

>  _The Real Story of the Rise of Grandfather_ is ofcourse this: 

Oh no!  Not the "Real Story", again! :-)

>In the  beginning the Droyne were a more or less normal race.

Please define "normal" in this context.  Are you assuming that "normal"
really means "like us"?

And please get this off here and onto the TML where it belongs...:-) 
The "Secret of the Ancients" is not covered by our Charter...

				---Steve
****
From d9bertil Wed Jan 27 09:01:23 1993
Subject: Re: Grandfather's soul...

> >  It would be trivial to install overrides that would prevent anyone
> >from using it against him or against beings, installations or areas
> >that he has 'protected'.
> 
> So, why build it usable by others at all?  I doubt he would make the
> mistake of not realizing it COULD be used by others if he built it that
> way.  SO why didn't he design one that was only usable by him?

  That question was answered in 'The Real Story'.

  In Traveller (as in all other rpg's and is much of the sf/fantasy litterature
too) a box designed to do 'foo' commonly only does 'foo', nothing more and
nothing less. If somebody later wants to do 'bar' too, they make a 'bar'-box
that does 'bar', nothing more and nothing less. And if 'foo' isn't needed 
anymore the 'foo'-box will be immediately removed.

  Things does not work that way in the real world. They have unintended 
effects, they have to be combined to be totally effecive, they build on other 
things that are there already, and they are commonly not removed unless there
is something to gain from removing them.
  I don't think this is human behaviour, I think it is much more general: 
A spieces that don't do anything that have even one unintended effect, do
nothing that it totally effective, build everything from scratch, and spend
huge efforts to remove everything that is obsolete or not needed is perhaps 
possible, but it will never get above TL0.

> Since it is given that he could count, why should we assume he
> miscounted and didn't get them all?

  That's disingenious. I can think of several methods, like cloning, 
downloading of personality profiles, pocket universes etc complicated by
not being activated until kiloyears afterwards and so on.

  I've always interpreted the comment that he had ventured forth several
times to 'complete the destruction of any industrial basis that had survived'
as indicating either that he didn't find the last Children until well after
the 'official end of the war' or that he was afraid of genetic records/
personality profiles just waiting to be activated, and thus attacked the 
remaining technology.

> The examples of things left behind by him are contradictory.  We are
> told that the most able mind in the Universe was incapable of cleaning
> up loose ends?  Makes no sense.

  We have the two loose ends in that Gas giant, and the loose end in deep
space in the Regina subsector, the one on Regina itself, and the loose end on
Vland, and the loose end on Lair...

  The common factors I see in all these is that they are neither threats nor
do they call his attention.

> And please get this off here and onto the TML where it belongs...:-) 
 
  Don't tempt me:)

> 				---Steve

- -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."


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

Bundle: 440
Archive-Message-Number: 5165
From: Bertil Jonell <d9bertil@dtek.chalmers.se>
Subject: Abnormal Droyne
Date: Fri, 5 Feb 1993 10:58:59 +0100 (MET)

More alternate ancient history:

> >In the  beginning the Droyne were a more or less normal race.
> 
> Please define "normal" in this context.  Are you assuming that "normal"
> really means "like us"?

  If you by 'us' mean Vargr, Aslan, Hivers, K'kree, Prt', Brin, Phins,
Bwaps, Vilani, Solomani, Zhodani and so on, then, yes, I assume that
normal means like us:)

  The trouble with Droyne is that there is no Droyne psycology beyond what
is dictated by the casts(1). I've looked in the Droyne Alien Module, I've 
talked to TML'ers who have played Droyne and I've read several adventures
involving Droyne, and nowhere is there a sign of any Droyne psycology.

  In absence of any psycology apart from the casts, people tend to let them
behave like humans, plus the cast, and this is obviously wrong since they
isn't humans. But the alternative seems to be to let them behave like 
casted clones.

  Note that I don't question the existance of a species of casted clones, I
don't even question the existance of a sentinent race of casted clones 
(although I think it is unlikely), but I do question that they would develop 
to more than low TL0. (2)

  My suggested explanation is that the pre-grandfather Droyne had casts, but
that those casts were social constructs and not biologically determined.
What Grandfather did when he had the technology to do so was to turn these
social constructs into biological determinism, probably through breeding
programs and genetic manipulation.
  The reason for this was that he wanted to cement his position as supreme
dictator-for-life over the Droyne. Originally, before the war, he probably
controlled the casting through chemicals since his psicom required a very
high TL.
  [Rather nasty setup: either the Droyne would become semi-intelligent
chirpers or they would become casted clones working for the glory of
Grandfather]
  Unfortunately, by removing their psycology he also removed the qualities
that he needed in assistants, which is why he started on children and
grandchildren, and Vargr, and Humans and whatever.

  After the war and Grandfathers withdrawal all Droyne became chirpers
(naturally) until he ventured forth and found all there chirpes colonies
scattered all over charted space.
  For some unknown reason, 'conscience' is right out considering his previous
actions against the Droyne, he installed functions in psicom to handle the
casting and instituted the sport-class to replace himself.

> 				---Steve

(1) Except for the sports, of course, but they seem to be a post-war 
    development.

(2) According to the sources, the Droyne were far above TL0 when Grandfather
    appeared.

- -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."

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

Bundle: 440
Archive-Message-Number: 5166
From: PIERRE-LOUIS CONSTANTIN <consp00@dmi.usherb.ca>
Subject: no subject (file transmission)
Date: Sat, 6 Feb 1993 17:37:26 -0500 (EST)

Anglic/Nobles:

Sorry for being so late, the mail node here was under repairs.

In reply to Phil Pugliese & Mark Watson:

I agree that english (or any other language) might or might not be the
"main" language in Galanglic, that any language might become the "lingua
franca", just as french used to be, obviously, the old lingua franca. :)

My point was that Anglic should be dropped completely for Galanglic.
This way you can play the game in any language. :)
I like to play using different "real" languages instead of making up
fake 'klingon-dictionary' ones...
For example, my Zhodanis talk a mix of arab (well, the few words I know)
and german.  The Vargr speak a mix of spanish and italian, the darrians
a bit of latin and greek, and we use french as Galanglic...

Anyways, as I (tried) to say in my original posting, I don't think this is
really important... I just thought it was a little barrier to the
internationalisation of the game...  In France instead of playing Traveller
they play "Empire Galactique", which is a form of streamlined, closed-system
traveller.  I'm sure a lot of people would climb up to Traveller if it
was accessible. :)

About NASA's technology, well currently I don't think it's so hot. :)
But considering the economic troubles of all of Eurasia (except Germany)
I think it has a fair chance to come back to the lead.	Of course we can't
really 'rate' one country's space technology, since most space programmes
are done with the help of many other countries.  Canada's lead in
robotics and artificial imaging wouldn't be so great if it wasn't involved
in NASA's and ESA's projects.   Anyways, I digress. :)

About Nobles: People claiming nobility and LOCAL monarchies sounds logical
to me... Just that the Emperor's list and Imperial Nobility would lose a
lot of credibility and be dissasembled. This would affect the definition of
Social Standing, giving it more of a local effect instead of one globalized
all over the galaxy...	It would make sense for people from planets with
Feudal governments to become nobles while others would gain a high SS
simply from their great riches, local rep or other.

Pierre-Louis Constantin, consp00@dmi.usherb.ca	  // "Call me Gramps",
"A bug in the hand is worth two in the code."   \\/  chirped the old Droyne.


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

Bundle: 440
Archive-Message-Number: 5167
Date: Sun, 7 Feb 93 10:28:29 PST
From: jimv@ucrengr.ucr.edu (james vassilakos)
Subject: Question about allegiance codes

I was looking through the sunbane data on the spinward marches and
came upon an unusual allegiance code: "Fa". It applies to about
three worlds in the old Zhodani-Imperial neutral zone, Arden/Vilis
being one of them. I'm guessing that "Fa" means Factional, but I'm
really not sure. Does anybody know if I'm right or wrong? I'm also
guessing that "Cs" means Client State, "Dr" means Droyne, and "Na" means
Non-aligned. I think these last three are all fairly obvious, but if
I'm wrong, please let me know.

On another topic, the Arrival Vengeance, I'm wondering if this
Avery character might become important in some of GDW's future
history.

    **Possible Spoilers Alert**

Wouldn't it be cool if he was the clone of a certain royal
personage (or even the clone of a clone, if you don't buy GDW's
assurance about this certain royal personage's authenticity)?
Hey, game companies can always lie :-)

jimv@ucrengr.ucr.edu


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

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