			    TRAVELLER Digest 469

Topics covered in this issue include:

  1) Re: Tw2K prices by mitch@intersys.com (Mitch Schwartz)
  2) Re: Entry flash (Jump exit) by mitch@intersys.com (Mitch Schwartz)
  3) RICE Paper:  Emerald/Jewell by Michael Bailey <pd82495@wapol.gov.au>
  4) Imperium 2000 by Christopher_Griffen@dmcwave.com (Christopher Griffen)
  5) Born again newbie seeks help by ROWAN Iain <wm0iro@acresearch.sunderland.ac.uk>
  6) NPC by aboulton@cix.compulink.co.uk (Andrew Boulton)
  7) Re: 2 - 4 - 6 - 8 - Muder Maim and Mutilate... by mllaneza@sfsu.edu (Michael Carter Llaneza)

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

Date: Tue, 31 Oct 1995 08:55:36 -0500
From: mitch@intersys.com (Mitch Schwartz)
To: traveller@MPGN.COM
Cc: Bri@teleport.com
Subject: Re: Tw2K prices
Message-ID: <95Oct31.085749est.20611@gateway.intersys.com>

on October 25, Bri asks:
> I was wondering, seeing as how T2K is compliant with the GDW-House 
>system, what would be their appropiate TNE prices?
>It would be nice, seeing as how that's alot of vehicles they have in 
>there, but the prices are *way* off from what they would normalley 
>be(Because of mitigating circumstances, ala nuclear war ;)

Tw2K included a module called "Merc:2000", an alternative history to
Twilight's nuclear war aftermath. In Merc:2000, the world headed for 
economic depression, causing a build-down of most major military forces.
Players are generally mercenaries.  The modules (and the vehicle and
weapons supplements) include Merc:2000 (normal) prices as well as
Twilight:2000 (post-nuke) prices.

On the whole, earth-built TL7/8 weapons are better weapons (lighter;cheaper) 
than the same weapon designed by FF&S by 20-50%. (Buy Solomani-
licensed reproductions when you can!)

                                                                Ted7

Remember not only to say the right thing in the right place, but far more
difficult still, to leave unsaid the wrong thing in the tempting place.
                    -- Benjamin Franklin (1706-1790)

Official:                                                Unofficial:
mitch@intersys.com                     Ted7@world.std.com
                                                     http://world.std.com/~Ted7


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

Date: Tue, 31 Oct 1995 09:29:46 -0500
From: mitch@intersys.com (Mitch Schwartz)
To: traveller@MPGN.COM
Cc: merrick@Rt66.com
Subject: Re: Entry flash (Jump exit)
Message-ID: <95Oct31.093157est.20615@gateway.intersys.com>

On  27 Oct 1995, Merrick Burkhardt writes:

>a thread on the xboat list about jump entry signatures got me thinking about 
>them.  I've assumed that they'll provide a Bogey-Detection (B-D) out to some 
>undefined huge distance.  There are some assumptions that need to be worked
out 
>to take it any farther.

Actually, you forgot the most important comment from the xboat discussion:
EXIT FLASHES ARE NON-CANONICAL.  They are artifacts from Jerry Pournelle's
or CJ Cherryh's SF universes (JP:Mote in God's Eye, etc; CJC: Merchanter's Luck,
the Chanur series, etc; I recommend both highly!).

That having been said, let us consider another few factors:

Why would an entry flash be detectable to a huge distance?  I'll admit that
if they exist, they would be quite different from a natural phenomenon, but why
would they have a high signal strength?

>1.  Jump exit sigs are the same regardless of jump number. (yes? no?)

Yes.  The effect at the exit system is a ship breaking back into normal space.  
Why would it be any different based on jump number?

>2.  Jump exit sigs change with displacement of ship (bigger ship, bigger
flash).

Why?  The flash is a point source of the instant of shift in the fabric of
the universe
 as the vessel passes through.

More important is that the flash is only detectable in the direction of the
breakout. 
 If the vessel breaks out in the direction of the planet or some other
detector, they
 could be detected.  Most commercial traffic would try this to fall into the
local 
traffic pattern as soon as possible.  

If a vessel arranged its entry vector to point AWAY from any known detector,
the 
spatial effect sends the flash away from detectors.  This is especially esay
if you 
come in near the edge of a system - but he sure to have enough fuel to turn
your 
vector around!  Pirates and war raiders do this.  

(The defense against this of course is to keep shifting your detectors, but you 
end up dealing with the limited detector range vs the expense required by the 
number of detection vessels issue).


If we take these to be true, then in addition to an automatic B-D, maybe a 
sensor operator might be able to glean other useful information.  This dovetails
with an addition to my sensor rules I've been playing with.


Sensor Rule Additions v0.9

>Bogey-Detections (B-Ds) can be "Outstanding."
If you are close enough - or directly on line of breakout.

>Automatic B-Ds are considered Outstanding.

>Since B-Ds give the range, useful information gleaned from the strength of the 
>received signal. 
Uh, no.  They give direction, and that a breakout occurred.  but that can
tell you 
where to point sensors from three ships (or move your ship and take three
readings); 
subsequent detections will tell you where the target is.  Entry flash alone
will not.

Outstanding B-Ds give the following benefits 
(Active sensor with DF, or passive sensor):

>1.  If the B-D was influenced by the target going active, an outstanding
success
>indicates the short range of the active sensor (that or the MWs used by the 
>sensor).
target going active would tell you signal strength at a given range.  It
tells you 
nothing about the other fellows ability to use a signal of that strength.
You need
to couple it with iother information about the other guy to guess at sensor
range.

>Outstanding B-Ds give the following benefits (Passive sensor):

>1.  If the target used gturns, then the total MW used for thrust that turn are 
>known (we know the exhaust has more energy than the input MW, but this
gives the
>relative energy output of the drive regardless---was that a 1000 ton ship at 
>2gs, or a 500 ton at 4gs?
If the target used Gturns, then scrap the whole piece about detecting exit
flashes. 
If you track Gturns for 30 minutes, you HAVE ship size (drive output energy; 
change in target position relative to yours gives speed; the two together
give you
target ship size (output/change of speed)).

>2.  If the target was detected as a bogey because of a jump exit, then the
size 
>class of the target is known (Small, Medium, Large, Very Large, etc.).
I wouldn't. See above.

Ted7

Remember not only to say the right thing in the right place, but far more
difficult still, to leave unsaid the wrong thing in the tempting place.
                    -- Benjamin Franklin (1706-1790)

Official:                                                Unofficial:
mitch@intersys.com                     Ted7@world.std.com
                                                     http://world.std.com/~Ted7


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

Date: Wed, 01 Nov 1995 00:14:21 -1600
From: Michael Bailey <pd82495@wapol.gov.au>
To: traveller@MPGN.COM
Subject: RICE Paper:  Emerald/Jewell
Message-ID: <9510311612.AA24215@phq1002.wapol.gov.au>

Updated to reflect data from the Regency Sourcebook.

Rice Paper #SM-1006 Emerald/Jewell

Emerald (Jewell:  Spinward Marches/1006)
B766555-B S   Ag Ni              534 Dd M1 V      <---- 1107 data
A766555-C S,I Ag Ni Rw:Z         934 RE M1 V      <---- 1202 data
G = 1.27, Day = 32:09:08.32, Year = 56d 01:26:45.67
Atmo = 0.65, No weather control
Temp = +21.4 (6/lat +18 to -42) (season +9.0 to -15.0, 40 deg lat)
Daily temp range +9.6 to -48.0
Native life present     
Agricultural, Ores, Crystals, Agroproducts, Metals, Durables, Artforms
Conservative/Indifferent, Competetive/Neutral, Discordant/Aloof
Legal: 5-61536  Tech:  CB-CBCCB-CCBC-CC-F

Emerald is one of five worlds of the Jewell Cluster, straddling the
Regency/Zhodani border in the Jewell Sector.  Fortified for centuries
against the threat of Zhodani invasion, the system is still the site of
considerable military activity, despite improvements in relations with the
Consulate.  Emerald is also an important link between the Regency advance
naval base at Quar (Chronor:  Spinward Marches/0807) and naval forces
operating in the Jewell and Regina subsectors.

Emerald was settled in 308, by the followers of disgraced Sylean nobleman
Aklas Ecannis. Ecannis, the Duke of Ecan (2316/Core), was executed for
cowardice in 306, following the Battle of Concorde during the Aslan Border
Wars.  Stripped of title and privelige, Ecannis' family was permitted to
emigrate to the Spinward Marches.  By calling in old favours, the newly
widowed Eritrea Ecannis was able to secure a charter to settle Jewell.
About two hundred family and retainers arrived in late 308, and founded the
first settlement at Eritrea.

Although self-sufficient, the colony grew only slowly.  Periodically,
labourers and craftsmen would be recruited from Jewell and Regina, but
settlement remained largely confined to the area around Eritrea.  Although a
part of the Imperium, Emerald remained unrepresented to the imperial court
(by decree in 306, no member of the Ecannis family was permitted to hold
title).  As the imperial presence in the area grew, Emerald began exporting
agricultural products to the rapidly growing Jewell (already emerging as a
major industrial world).

Nonetheless, contact with offworlder remained confined to the small 'E'
class starport at Masand Caldera, and Emerald remained isolationist.  The
Ecannis family allowed no further settlement, and restricted offworlders to
the starport compound.  This self-imposed isolation was to be stretched to
breaking point as tensions between the Imperium and the Zhodani Consulate
rose, and ultimately shattered by the outbreak of the First Frontier War.

>From 510 onwards, Imperial Navy fleet elements deployed to the Emerald
system from the naval base on Jewell for maneuvers.  The Navy established a
small service facility in the outer system, although craft did occasionally
land on the mainworld. In 540, Grand Admiral Severin Gouden appointed a
legate to the small settlement, mainly to co-ordinate the requisition of
foodstuffs, and keep an eye on the politically suspect natives (as early as
460, Imperial Naval Intelligence suspected Zhodani sympathies in the Ecannis
family).  Emerald's starport was also upgraded to 'D' class, over the
protests of the planet's rulers.

With the Zhodani invasion of Imperial space in 591, martial law was declared
on Emerald. Members of the Ecannis family thought to be 'unreliable' were
interred on Jewell as Imperial forces were pushed back from their original
defensive positions.  The Zhodani attacke and captured Jewell in 592, and
were to remain in possession of the world almost until the war's end.
During the Zhodani occupation, the world was used as a prison camp for
partisans captured on Jewell, and the world was forced to endure the
presence of large numbers of Zhodani ground troops.

Following Admiral Plankwell's recapture of Jewell in 603, Zhodani forces
evacuated Emerald and fled into Consulate space.  Imperial troops liberated
the world shortly afterwards, but a large garrison was kept in place beyond
the war's end.  In 606, the Ecannis family was allowed to return to Emerald.
Limitations on offworlder-native contact remained, but were increasingly
hard to enforce.  This was illustrated by the decision of the Ecannis heir,
Sar Valain Ecannis to apply for the Imperial Naval Academy in 608.  His
decision outraged his relatives, but they were powerless to stop him after
he received the somewhat unexpected support of the Imperial legate.  

Sar Valain went on to distinguish himself in the Second Frontier War, and as
a squadron commander for Admiral (later Empress) Arbellatra Akhalikoi during
the later stages of the Civil War.  Sar Valain returned to Emerald in 626,
as the new Imperial legate, and was instrumental in persuading the Ecannis
family to restrict the most stringent of their isolationist practises.  On
becoming head of the Ecannis family in 630, Empress Arbellatra rescinded the
decrees against the Ecannis family issued by Empress Porphyria in 306, and
Sar Valain was named Baron Emerald.  The office of Imperial legate to
Emerald was dissolved.

Sar Valain's descendants concentrated on developing Emerald's export
economy.  Large tracts of land were cultivated, using increasingly
sophisticated agrotechnology.  By 900, Emerald was supplying large amounts
of grain to Jewell, despite it's small population. The starport facilities
were progressively upgraded to their current capabilities as the Imperial
(and later Regency) Navy increased it's presence in the system.  This
pattern has been uninterrupted since, despite occupation by the Zhodani in
the Third and Fifth Frontier Wars.

Emerald's highly automated agricultural industry faced upheaval when the
first reports of Virus filtered into the Regency.  The enforced switch from
autonomous to supervised robotics was expensive and damaging to the world's
economy - damage which is still felt by many on Emerald.  Production is once
again approaching pre-1130 levels, but further progress is hampered by an
acute labour shortage on this isolationist world.  Emerald's leaders,
reluctant to hire offworlders to enlarge their labour pool, took the
unprecedented step of allowing Zhodani refugees to settle.  The decision was
the subject of long and bitter debate, but the first Zhodani were finally
admitted in 1201.  The arrival of nearly thirty thousand Zhodani refugees is
likely to have profound effects on the social structure of Emerald, the
long-term result of these effects will be, to say the least, interesting to
observe.

Only a small proportion of refugees arriving on Emerald are allowed to stay,
the rest are sent on to the holding camps on Jewell.  Those that do stay are
absorbed directly into Emerald's rather stratified society.
  
The Ecannis family still rules on Emerald, as the Five Families.  Each of
the Five Families is responsible for an area of activity on Emerald, and is
largely independent of both the other four families and the ruling Head.
The current Five Families are:  Ecannis-Astrakhanna (starport facilities,
energy production), Ecannis-Shtabul (food production and export), Ilike
(mineral production and export), Farsi-Ecannis (construction and
infrastructure) and Ecannis-Valain (communications, information and
administration).  Smaller branches of the Ecannis family control other
activities, normally under the guidance and direction of one of the Five.
Baron Emerald (also known as the Head) comes from the Ecannis-Valain branch,
succession is passed through the male line.

Below the level of the ruling families, rank and position is largely based
on merit.  Particularly powerful, skilled or successful individuals are
often rewarded with marriage or adoption into a Family, giving them
effectively 'noble' status.  At the bottom of the ladder are the workers,
although given the small population and high technology of the world, even
these are skilled, rather than unskilled workers, and enjoy a good standard
of living.  It is among this class that the labour shortage is most acutely
felt.  The shortage of skilled workers has placed severe constraints on the
Families' ability to export food and mineral products, but the inherent
isolationism (which can cross the line into xenophobia) of the world makes
solving this problem difficult.  Newly arriving Zhodani refugees are
'adopted' into a family and it's vassals, depending on their skills.  

When entering the system, travellers will normally find themselves exiting
j-space near Phantome (orbit 1, large gas giant).  A beacon at the regular
jump exit point directs incoming ships to the Regency Quarantine Station on
Mitchell, a smallish moon orbiting Phantome.  Standard quarantine
proceedures will be followed (see the Jewell and Ruby papers for further
details) by Regency Quarantine Service staff before the incoming vessel will
be cleared to travel in-system to Emerald.

Approaching the mainworld, it is quickly apparent that Emerald lives up to
it's name.  Much of it's land surface is covered in uncleared vegetation,
and it's generally shallow seas also have a greenish tinge.  Emerald truly
is an inviting world when viewed from orbit - only it's presence near the
Zhodani border prevented further settlement.  Emerald Starport (Masand
Caldara) is a small 'B' class facility closely tied to the Scout base.  It's
small repair facility is not normally available for public use, although
emergency repairs are possible.  Refined fuel is available at the public
facility, but is expensive (Cr 6,500/ton) as are berthing fees (Cr 200/day).

The starport lies some 50 km southeast of Eritrea, the oldest and largest
town with a population of about 14,000.  Travel by air/raft takes about 15
minutes, or about 30 minutes in extreme weather conditions.  There is a road
link to the starport, but it's use is mainly confined to freight haulage.
As the passenger approaches Eritrea, he/she will notice the walled compounds
just outside the town's edge.  These are private estates belonging to the
Families and their servants, and are off-limits to visitors without an
invitation.  The larger Families maintain a number of compounds, near to
their major concerns.

The commonfolk of Emerald are polite, if somewhat reticent.  Contact and
conversation with offworlders is not encouraged among the general
population.  The Ecannis-Valain family maintains a Liason Centre in Eritrea,
where younger members of this family are on hand to inteface between
visitors and the locals.  The Liason Centre can be found in the Carpaty
Plaza, next to the offices of the Jewell Embassy.

Addendum:  348-1201

Visitors to Emerald are advised to exercise caution when travelling outside
of the starport compound.  Certain conservative elements on the planet are
currently actively campaigning against offworld contact, evoking xenophobic
reactions from portions of the population.  Althought Emerald's official
policy is still neutral towards visitors, travellers can expect problems
when dealing with locals, especially those from certain reactionary families
(chiefly Farsi-Ecannis).  Reports of atrocities against newly-arrived
Zhodani refugees are yet to be confirmed.


System Details:

Orbit           Name            UPP             Remarks

Primary         Lustre          M1 V
0               Emerald         B766555-B       Ag Ni
1               Phantome        Large GG
        1       Ring System     YR00000-0
        2       Ring System     YR00000-0
        6       Mitchell        Y300267-B       Qb
        7       Ruapehu         Y200000-0
        9       Sacrist         Y410000-0
       10       Alcharam        Y732000-0
       25       Dervish         Y510000-0
       40       Minime          YS00000-0
       45       Stoly           YS00000-0
2               Planetoid Belt  Y000000-0
3               Siishisha       Large GG
        2       Ring System     YR00000-0
        5       Khudalin        YS00000-0
       40       Gakhidar        Y100000-0
       55       Khuulamdiir     Y401000-0       Ic
      300       Gamuur          Y320000-0
4               Planetoid Belt  Y000000-0
5               Ashakha         Small GG
        7       Shimgeru        YS00000-0
6               Planetoid Belt  Y000000-0
7               Karaku          Small GG
        1       Ring System     YR00000-0
8.4             Chasseur        Y100000-0
Michael Bailey (pd82495@wapol.gov.au)

"...the scum also rises..."
                          Hunter S. Thompson



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

Date: Tue, 31 Oct 1995 09:34:16 -0800
From: Christopher_Griffen@dmcwave.com (Christopher Griffen)
To: traveller@MPGN.COM
Subject: Imperium 2000
Message-ID: <0965e750@MailXFER.DMCWAVE.COM>

Harold Hale wrote:

>>---The Terran Empire denies any knowledge of a raid conducted last
week on the Imperial world of Aubaine.  Aubaine, an important frontier
world, suffered severe damage to its starport and naval base facilities.
A Terran spokesman laid the blame squarely on the neighboring Ithklur
Empire ``which as we know has been rather aggressive since
absorbing the last of the Hiver Federation.``

---Imperial spokesman have denied rumors that the Imperial fleet sent
of relieve Zhodane has met unexpected resistance.  ``We have every
confidence that this latest Aslan incursion against our borders will be
turned back, just as previous incursions have been.``  Friction between
the Imperium and the New Aslan Hierate dates back to the pre-Regency
era.  This latest skirmish began late last year when the Aslan attempted
to press claims to regions of space around the former Zhodani
homeworld.

---Imperial scientists have discovered a small colony of K'Kree on a
world in the Ley Sector.  Thought driven to extinction more than 200
years ago, the discovery of the colony was exciting news to the
researchers.  ``We may now be able to better understand this race
and its habits and perhaps gain some insight as to why they are so
universally hated,`` said a spokesperson for the scientists.<<


Great stuff, Harold!  Maybe the TML should pool its resources and submit 
the foundation for an Imperium 2000 Sourcebook for release when Dave Nilsen 
and crew are done telling the RCES story.

--Chris

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

Date: Tue, 31 Oct 95 17:18:00 PST
From: ROWAN Iain <wm0iro@acresearch.sunderland.ac.uk>
To: traveller <traveller@MPGN.COM>
Subject: Born again newbie seeks help
Message-ID: <3096CCB6@missgate2.sunderland.ac.uk>


Hello everyone,

I used to play Traveller donkey's years ago, in the age of
what is now called Classic Traveller, when I was the proud
owner of several tatty black books.  I had a long break from
role-playing in general, but I recently got the urge to indulge
again.  I went out to find what was the latest with Traveller and
bought TNE and FF&S.

First impressions?  The rules are a great improvement, and
I think fill in many of the gaps which existed in the original rules,
and which all GMs had to create their own rules for (although
has that taken the fun out of it?) - complete detailed character
generation for all classes being one example.  Also, I think,
probably being a typical Traveller fan, the sight of an ever
more detailed hardware/ship design sequence had me
practically foaming at the mouth with excitement.

However...I'm not sure about the New Era setting.  I appreciate
GDW moving on and extending the Traveller universe; I just
don't know if it's what I want to have a campaign in.  Damn it,
call me old-fashioned but I liked the Third Imperium...

Which brings me to my question.  The TNE rulebook gives
some details as to what happened between the Fifth Frontier
War (which is just about where I left things) and the New Era,
ie. the period covered by MegaTraveller, which I gather is
out of print, but not much.  For example, it mentions Lucan
a couple of times, but not who he was, and I've sort of
worked out who Norris was but I'd like to know more - so,
what I'm asking is whether anybody knows whether there's
any information available through ftp or www which would
be useful for filling in the blanks.  I'm aware of the archives
at what used to be sunbane and at mpgn, but if anyone
could give me any pointers to any specific files which would
enlighten me I'd be grateful.

Cheers

Iain      iain.rowan@sunderland.ac.uk

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

Date: Tue, 31 Oct 95 18:18 GMT
From: aboulton@cix.compulink.co.uk (Andrew Boulton)
To: traveller@MPGN.COM
Cc: aboulton@cix.compulink.co.uk
Subject: NPC
Message-ID: <memo.71809@cix.compulink.co.uk>

Here's a (retired) character from my campaign that you might want to
inflict upon your campaigns...


D'Yan, Physical Age 61 in 1201, Calendar age 134

Occupation: Party Animal!

Attributes: STR: 7 INT: 10 SOC: 1
   AGL: 10 EDU: 2 PSI: 11
   CON: 5 CHR: 10

Background: Born sometime in 1067, (her people did not record births, but she
chose 
Holiday as her "official" birthday[1]), in a community of TL 1 Vargr on Pscias
 (2106/Spinward 
Marches). While still a pup, D'Yan[2] stowed away on a Scout ship that was sur
veying the 
world, and by the time she was discovered, the ship was already in Jump. By th
en, of 
course, it was too late to return her - she had already seen too much to be sa
fely returned to 
a world that knew nothing of aliens or other worlds - and so the crew decided
to adopt her. 
The Scout Service were understandably unhappy about this, but reluctantly agre
ed that 
there was no practical alternative.
As soon as she was old enough, D'Yan enlisted in the IISS, and soon became an
expert - if slightly eccentric - Scout, preferring long-range exploration and
survey missions, 
(ideally alone). One of the first things she did after joining was to track do
wn the nearest 
Psionics Institution and get herself tested. She was happy to discover that sh
e qualified for a 
scholarship, and went back for training as soon as she had enough leave saved
up. Her 
Psionic powers are probably the main reason that D'Yan has survived so long -
she has a 
habit of regularly getting herself into life-threatening situations, and being
 able to Teleport to 
safety can be extremely useful!
Her career came to a sudden end in 1110, when her superiors discovered that D'
Yan 
practised an unusual custom: she enjoyed eating sentient creatures. This was d
iscovered 
when, after an unsuccessful First-Contact mission, her superiors found that sh
e had eaten 
the alien ambassador. Apparently nobody had known that cannibalism was an acce
ptable 
practice on her homeworld, and so had never bothered to tell her not to do it.
 In order to 
avoid a scandal, the IISS simply declared her "psychologically unsuitable for
service", and 
quietly discharged her.
After the Scout Service, D'Yan turned to a life of crime and hedonistic self-i
ndulgence, 
often running foul of the law with crimes including riot, grand larceny, murde
r, and 
attempted genocide[3], but usually managed to escape, (by a combination of Psi
onics, 
excessive violence, and blind luck). By 1113, however, she had managed to ange
r just 
about every law enforcement agency and organised crime syndicate in the entire
 Domain of 
Deneb, so she stole herself another Scout/Courier[4] and headed Rimward/Traili
ng, 
reaching the Solomani Rim shortly before war broke out[5]. After this, her act
ivities are 
unknown for several years, although it is believed she headed Corewards, just
ahead of the 
Solomani advance. She went into cold-sleep shortly after Virus struck, and was
 defrosted in 
1197.
D'Yan has never been married, and has no children, although she does claim to
have 
been cloned several times. However, she cannot remember how many times, or whe
re it 
was done, and has no knowledge of the current location of any of the clones.

Career Path

1084-1107  IISS (6 terms)
1108-1109  IISS
1110-1111  Criminal 
1112-1123  Criminal (3 terms)
1124-1197  Hibernation
1198-1201  Criminal

Initiative: 4

Combat Assets: Slug Weapon (Pistol) 4/11, Energy Weapon (Pistol) 3/10, Armed 
Martial Arts (Large Blade) 5/12, Unarmed Martial Arts 5/12

Other Assets: Astrogation 2/12, Bargain 1/11, Bribery 2/12, Carousing 6/16, Co
mbat 
Engineering 2/7, Computer 2/4, Disguise 1/11, Electronics 2/4, Environment Sui
t 1/6, 
Forgery 6/16, Gambling 7/17, Grav Belt 2/12, Instruction 1/11, Interrogation 1
/11, Language 
(Pscian 10/20, Galanglic 3/13), Liaison 2/12, Mechanic 1/8, Observation 1/11,
Pilot 
(Interface/Grav) 1/11, Ship's Engineering 2/4, Ship Tactics 2/12, Streetwise 4
/14, Survey 
2/12, Survival 1/11, Tracking 1/11, Ground Vehicle(Wheeled 2/12), Willpower 1/
11, 
Xenobiology 3/5[6], Zero-G Environment 2/7

Psionic Assets: Awareness 11/22, Telekinesis 11/22, Telepathy 11/22, Teleporta
tion 
11/22

Appearance: D'Yan is about average height for a Vargr, (1.5m), with black hair
, (now 
almost totally grey). She is quite attractive, if you're fond of hair, teeth,
and claws, and 
usually seems to be smiling at some private joke. The attractive appearance, h
owever, is 
rather offset by her pathological hatred of bathing, giving her a...err...uniq
ue aroma. D'Yan 
dresses rather conservatively for a Vargr, preferring her old Scout Service ta
ilored vac suit 
with all insignia removed. If she expects to get into combat, D'Yan wears a se
t of TL14 
Combat Armour, (which she has sprayed pink in the hopes that the enemy will th
ink she's a 
human). She uses the same helmet with both suits - this has been modified with
 a 
holographic projector to give the impression that there are goldfish swimming
around 
inside[7].

Personality: It is generally agreed that there is no such thing as a "typical
Vargr"; D'Yan 
is the exception to this rule. Everything that has ever been said about Vargr
is probably true 
of D'yan: she likes loud music, and even louder colour-schemes; she likes thin
gs that go 
fast, and things that go boom; she makes up the rules as she goes along, and b
elieves that 
laws are things that only apply to other people. D'Yan's motto is: "if it feel
s good, do it...and 
keep doing it until you pass out and slide under the table." As an example of
how she puts 
this into practice, whenever D'Yan arrives on a new planet, she throws a Party
. Note the 
capital 'P'. The Parties are never advertised, they just happen spontaneously,
 usually 
beginning in a bar in a particularly seedy area of Startown, and ending...well
, almost 
anywhere. D'Yan doesn't consider a Party to be a success unless a) it lasts mo
re than 12 
hours, b) the number of people involved is more than 500, c) the local authori
ties have to 
call in the Marines to end it, d) it costs more than MCr1, and e) she can actu
ally remember 
less than half of it.
Despite her age, and the abuse she regularly subjects her body to, she is stil
l in good 
physical condition and is hyperactive to the point that most people get exhaus
ted just 
watching her.
D'Yan has one interesting idiosyncrasy: she gets very guilty about hurting peo
ple. In at 
least one case, after blowing someone's arm off she sent the unconscious body
by taxi to 
the nearest hospital, along with enough money to pay for a cybernetic replacem
ent.
Not surprisingly, D'Yan's favourite food is raw meat, (ideally still alive). S
he will usually 
be satisfied with an extremely rare steak, but she does have a rather unnervin
g habit of 
cutting out "ginger-bread men" from it, Telekinetically animating them, and th
en 
enthusiastically chasing them around the room[8].

Motivation:
Joker: D'Yan is, of course, certifiably insane.
Heart 4:  She likes people, and is generally fairly amiable and talkative.

Refereeing D'Yan: As might have been guessed from the above description, D'Yan
's 
primary function in a campaign is "comic relief". A secondary role is "re-occu
rring nuisance," 
- she can be dropped in whenever the PCs seem to be being too successful, or a
t a suitably 
inconvenient moment, (examples include D'Yan stealing their starship, or a Par
ty taking 
place at the Starport, or maybe the PCs are on a sensitive diplomatic mission
to a low-tech 
planet, when suddenly a Scout/Courier lands in the town square, and D'Yan jump
s out and 
starts robbing the bank).

Possessions: Extremely variable. D'Yan makes most of her money by either gambl
ing 
or bank robbing, depending on how she feels and how well-armed the local polic
e are. 
However, she doesn't collect money or material possessions just for the sake o
f it, but 
merely as an aid to Having Fun. She will usually have Cr1D6x10^1D6 (Cr10 - MCr6
) available, 
usually carried loose in a large black holdall.
There are certain items that D'Yan will always have:
 A bowl of goldfish.
 An IISS-issue TL15 tailored vac suit, slightly battered but still airtight.
 An suit of Imperial Marine-issue TL14 Combat Armour, painted pink, extremely
 
battered and no longer airtight.
 A TL12 Gauss Pistol, with several clips of assorted ammunition.
 An experimental TL16 Fusion Pistol, with one or two clips.
 A rather tatty-looking pink sheet of paper, (normally in a waterproof bag) -
 this is 
her psychological discharge from the Scout Service, and is her most valued 
possession.
 A blade weapon of some sort.

Quotations:
"Humans? What flavour?"
"These aren't my pets, they're my lunch!"
"Eek! Wet stuff!"
"Let's PAARRTY!!"

Hit Capacity

 Head: 10
 Chest: 36
 Other: 24

Wt: 46kg

Load: 36kg

Throw Range: 28m

Unarmed Combat Damage: 3

Contacts: [several, probably all dead]

Notes:
[1] When she celebrates, everyone celebrates!
[2] D'Yan is how she is normally known; her complete name is extremely long an
d 
known only to herself, and she regularly adds new syllables to it, (it tells t
he story 
of her life in her native tongue - of course, nobody outside Pscias speaks it,
 so 
she generally only uses it to annoy bureaucrats and officials who ask for her
full 
name).
[3] She encountered a minor race that tasted so disgusting she decided to wipe
 
them out.
[4] D'Yan has a terrible memory, and can never remember where she parked her 
ship. Her solution is to steal a new one - preferably a Scout/Courier, since s
he 
usually travels alone. However, just in case she ever remembers where she 
parked one, she always sets up a bank account at every starport she visits wit
h a 
large enough balance to cover the docking fees for several years.
[5] She would like to believe there was a connection between these two events.

[6] D'Yan claims to be able to identify a species by taste.
[7] She first tried using real goldfish inside a water-filled inner layer insi
de the helmet, 
but they kept dying. Plus, she was always afraid that the glass might break an
d 
get her wet.
[8] She rarely does this in private - she prefers to save it for expensive res
taurants, or 
when she is with people she wants to embarrass.

  

---===---
Andrew Boulton

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

Date: Tue, 31 Oct 1995 12:02:18 -0700
From: mllaneza@sfsu.edu (Michael Carter Llaneza)
To: traveller@MPGN.COM
Subject: Re: 2 - 4 - 6 - 8 - Muder Maim and Mutilate...
Message-ID: <v01510100acbc224f379c@[190.0.2.1]>

.sea is a macintosh convention for self-extracting archive

a properly configured Web browser should leave the .sea file properly
converted and ready to run in your in box or wherever else you store your
d/l files.

>>Was it here or xboat that mentioned TNEutil.sea on deneb.cc.missouri.etc....
>>
>>Well, what format is the file in? What platform is it for? PUH-LEASE when
>>mentioning software tell us these minor details so we don't waste time
>>downloading stuff that we can't use!
>>
>>Andy
>
>.sea is a self extracting archive, but wether it's for the PC or the Mac is
>another matter, probs a PC, as most peeps out there have them ....
>
>Ewan

Michael Carter Llaneza
Veteran: Bermuda Triangle Expeditionary Force 1991-1950
http://sfsu.edu/~mllaneza/
http://user.aol.com/llaneza/index.html



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

End of TRAVELLER Digest 469
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