Traveller-digest   Wednesday, September 29 1999   Volume 1999 : Number 1143



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

The following topics are covered in this digest:

Re: Re: TL8 Light Battlesuit
TL 8 light battlesuit, v2.0
Re: Interesting theory...
Re: Player handouts? Anyone use them?
re: TMLer Con Attendance (was: Archon- Anyone Attending?)
RE: Palm was RE: Deckplans
Palm Editor
Re: TL8 Light Battlesuit
Re: Re: TL8 Light Battlesuit
Re: Traveller Houston or DC?
Re: TML Roster
Re: GURPS First In System Generation Rules
Citizens of the TML (was: Traveller Player Roster)
Redshift 2 software (OT)
Re: Citizens of the TML (was: Traveller Player Roster)
Re MT JoT.
Re: Traveller Houston or DC?
Re: GURPS First In System Generation Rules
Re: GURPS First In System Generation Rules
Re: Social standing and the upkeep rule
Re: Archon- Anyone Attending?
RE: Traveller Houston or DC?
Curiosity question!!!
Re: Re MT JoT.

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

Date: Wed, 29 Sep 1999 15:33:44 -0400
From: jmaclean@ix.netcom.com
Subject: Re: Re: TL8 Light Battlesuit

> >      Power Plant: 1.1 kW turbo ceramic in body, uses 0.033
> > gph diesel, 12.72 kW hour rechargable battery good for 12
> > hours
> >      Fuel: 0.4-gallon light self-sealing tank with 12.12
> > hours diesel fuel (Fire 7) in body

What are the implications of carrying a diesel generator around on one's back?  I've never seen a game that handled the detection of sounds or smells well, but it seems to me that this could be noisy and smelly.  I suppose that's part of what the battery is for.

Another question, this thing weighs 600lbs, runs at 13mph, and only uses .6kW?  Maybe I've got my units confused, but I think if I turned all the lights in my apartment on I could use .6kW.  Does the suspension really use this little power, or are lightbulbs not the low-energy devices I imagine them to be?

Jim MacLean

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

Date: Wed, 29 Sep 1999 12:48:12 PDT
From: "Brandon Cope" <copeab@hotmail.com>
Subject: TL 8 light battlesuit, v2.0

Here's a corrected version. Note that I have retained both the ceramic 
engine and battery, although the duration has been skewed towards the 
ceramic engine -- I just don't like battery-powered, manned war machines. 
The 5.5mm MG has had it's barrel shortened from long to medium, so it isn't 
quite reality breaking (also consider that the suit's arms are roughly 3x 
the volume of a human, so it wouldn't be incorrect to assume the arms are 
also longer -- just because the operator's arm has to go into the suit arm 
doesn't mean his hand has to go into the suit's hand).

- --------------------------
TL8 light battlesuit, V2.0

This is, basically, a powered version of the TL 8 combat
armor (p.B212). It could also be considered an early version
of battle dress. The light battlesuit is intended for use by
scouts and elite troops. Most troopers wearing the suit carry
a LAG (or similar heavy weapon) since ST is no longer a
problem.

Quick-Fix TL 9 version: bump armor to DR 75 and stealth/IR to
TL 9 standards. Battery life jumps to 14.87 hours. There is
no increase in cost or weight.

(With a heavy frame, the battlesuit could carry up to DR 230
armor, but cost would be around $130,000 and Move would drop
to 4.5, making it a slow, expensive target).

     Subassemblies: two manipulator arms, two legs, limited
rotation turret (head)
     Populsion: 0.6 kW drivetrain in legs with improves
suspension
     Weaponry: 5.5mm MG with 560 rounds in right arm (or any
weapon+ammo with a volume of 0.12 cf or less)
     Instruments and Electronics: medium range scrambled
radio in turret, IFF in left arm, military GPS, thermograph
(1 mile), HUDWAC and light intensification in turret,
radar/laser detector in body, small computer
     Miscellaneous: ST 20 cheap arm motor in each arm
     Controls: Battlesuit System: form-fitting, max. pilot
weight 170 lbs, min. pilot weight 136 lbs, quick access
     Occupancy: Short, Environmental Systems: NBC kit
     Power: 1.1 kW turbo ceramic in body, uses 0.033 gph
diesel, 10.6 kW hour rechargable battery good for 10 hours
     Fuel: 0.47-gallon light self-sealing tank with 14.25
hours diesel fuel (Fire 7) in body
     Volumes: each arm 0.45 cf, each leg 0.8 cf, turret 0.525
cf. body 2.25 cf, Surface Areas: 3.52 sf per arm, 5.17 sf per
leg, 3.9 sf head, 10.3 sf body
     Structure and Hit Points: medium frame, very expensive
materials. Each arm 10 HP, each leg 7 HP, body 15 HP, turret
10 HP
     Surface Features: sealed, basic stealth, basic IR, basic
chameleon
     Armor: PD 4 DR 45 laminate (all locations)
     Statistics: loaded weight 598 lbs, loaded mass 0.3 tons,
total volume 5.25 cf, price $67,400, HT 10
     ST and reach: body ST 25, arm ST 20 (reach 1)
     Ground Performance: speed 13 mph, gAccel 1, gDecel 20,
gMR 3, gSR 2, Move 6.4

     5.5mm MG: Dam 4d, Acc 10, SS 12, 1/2 Dam 300, Max 2350,
ROF 10, wt 2.27 lbs, $365, ammo: $0.04 cps, 0.02 wps, 0.0004
vps. Note that this is _not_ a caseless weapon

______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com

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

Date: Wed, 29 Sep 1999 12:57:54 -0700 (PDT)
From: Craig Berry <cberry@cinenet.net>
Subject: Re: Interesting theory...

> Date: Wed, 29 Sep 1999 09:10:02
> From: "Douglas E. Berry" <gridlore@pop.mindspring.com>
> Subject: Interesting theory...
> 
> While watching the Discovery channel, I heard a very interesting theory
> about the link between communication and the advancement of technology.
> 
> Basically, this guy (forgot his name and what show, I was dealing with a
> medication change) states that great leaps in technology always follow
> leaps in our ability to communicate.  First writing, which set off the
> Bronze age, then the printing press, which allowed faster dissemination of
> written materials, etc,.  All the way up to the revolutions in
> communications in this century, in which we've also made other giant leaps.

This isn't a new idea, and it's one I very much support.  In many
important ways, the Renaissance was kick-started by a happy marriage of
three events:  The discovery of the New World, the invention of the
printing press, and the reintroduction into Europe of numerous 'lost'
classical Greek and Roman works (which had been preserved in Islamic Spain
and elsewhere).  Suddenly there were new horizons to explore (and
somewhere to send your crazy types to die or earn riches for you and them
at a safe distance), a new way to share information on a scale never
previously possible, *and* a whole lot of pre-packaged information to get
the ball rolling.

In another sense, the Renaissance was entirely due to the Black Plague of
the 14th century, but we can examine that separately. :)

> ObTrav:  It explains the sudden slowing of TL growth after about TL10.
> Once a society is entrenched as an interstellar entity, with communication
> limited to the speed of travel, the possibility of the commo revolution
> drops.  Things slow down. 

It's a neat picture, but I'm not sure I buy it.  The speed and density of
communication on any planet should continue up to the point of an
'infosphere' a la Dan Simmons, in which anything anyone cares to
contribute is instantly available to everyone, with helpful semi-AIs to
make searches actually useful.  Yes, collaboration with researchers in the
next subsector is going to be excruciatingly slow, but who cares if you're
on a high-pop, high-tech world?  There are billions of potential
collaborators scant milliseconds away.

The trouble is that in game terms this very rapidly warps off into
"indistinguishable from magic" territory.  That's why Traveller has always
artifically (in my view) damped down the rate of tech change (*especially*
where computing/communication/info-processing are concerned), and turned
up the tech disparity knob as well.  It makes for a better (more
comprehensible) society for gaming.  This, like the momentum/energy
bookkeeping headaches of reactionless drives, is just One of Those
Handwaves. 

- -- 
   |   Craig Berry - cberry@cinenet.net
 --*--    Home Page: http://www.cinenet.net/users/cberry/home.html
   |      "There it is; take it."  - William Mulholland

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

Date: Wed, 29 Sep 1999 18:19:01 +0100
From: SD Mooney <dom@cybergoths.u-net.com>
Subject: Re: Player handouts? Anyone use them?

Erwin Fritz <efritz@GLJA.com> writes:

>>> The Traveller Adventure has a model for news propagation in the Imperium.
>> If someone could put it in software....
>
>It does? I have that adventure, and I don't recall anything like that. Please
>give details.

p110 "Plotting Communications" - gives a message transmission table related
to starports/frequency

Dom

- ----------Dom Mooney---dom@cybergoths.u-net.com------------
                       MiB - Marines in Battledress
   "Protecting the Imperium from the Scum of the Galaxy"
Rob Prior's Mac software @ http://www.bits.org.uk/ 

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

Date: Wed, 29 Sep 1999 18:26:07 +0100
From: SD Mooney <dom@cybergoths.u-net.com>
Subject: re: TMLer Con Attendance (was: Archon- Anyone Attending?)

Black ICE <wombat@premier.net> writes:
>May I suggest that, in the future, folks on the TML post any cons they
>intend to attend?  This will help in organizing K'kree barbecues and the
>like....

Good idea. The BITS site maintains a list of cons in the UK; perhaps HIWG
could do something for the US?

If people tell me about a con in the UK they're planning to go to I'll post
the info.

Dom

- ----------Dom Mooney---dom@cybergoths.u-net.com------------
                       MiB - Marines in Battledress
   "Protecting the Imperium from the Scum of the Galaxy"
Rob Prior's Mac software @ http://www.bits.org.uk/ 

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

Date: Wed, 29 Sep 1999 18:39:17 +0100
From: SD Mooney <dom@cybergoths.u-net.com>
Subject: RE: Palm was RE: Deckplans

"Slack, Andy" <andy.slack@gb.unisys.com> writes:

>Memo size on the IIIx is limited to 4,000 characters, which is about a page.

Same as Palm Pilot Pro..

>There are several. Have a look around http://www.palmgear.com/.

Will do - I was looking for advice first ;-) TML reviews are good.

>Are you sure you want to write things that big in longhand?

Longhand - how quaint!

Have a look at the GoType! Keyboard at http://www.landware.com/ . This
little beast works fine when you want a keyboard for your Palm. You can get
then in the UK from the supplier the list on their page in Altrincham -
i2i/innovations to industry - they did next day delivery for me and I
recommend them!

Dom

- ----------Dom Mooney---dom@cybergoths.u-net.com------------
                       MiB - Marines in Battledress
   "Protecting the Imperium from the Scum of the Galaxy"
Rob Prior's Mac software @ http://www.bits.org.uk/ 

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

Date: Wed, 29 Sep 1999 18:46:52 +0100
From: SD Mooney <dom@cybergoths.u-net.com>
Subject: Palm Editor

Hi all,

Thanks for the tips on editors - if I come across one I like I'll let you
know (especially as I'd like a Mac Conduit [home] & a Windoze NT conduit
[work]) to Claris/Appleworks and Word respectively...

If I get one it'll make life easier ;-) especially for BITS stuff

Dom

"A bus station is where a bus stops. A train station is where a train
stops. On my desk I have a workstation..."

- ----------Dom Mooney---dom@cybergoths.u-net.com------------
                       MiB - Marines in Battledress
   "Protecting the Imperium from the Scum of the Galaxy"
Rob Prior's Mac software @ http://www.bits.org.uk/ 

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

Date: Wed, 29 Sep 1999 13:04:50 PDT
From: "Brandon Cope" <copeab@hotmail.com>
Subject: Re: TL8 Light Battlesuit

>From: Anthony Jackson <ajackson@molly.iii.com>
>
>Ah...found the NBC.  To be honest, this is very similar to a design >I had, 
>though I preferred to use an external weapon.  My design is >different in a 
>couple of ways and is slightly lower tech, but...

The 5.5mm MG is really just a backup. I assume any trooper is going to carry 
a hand weapon (20mm LAG or 12.7mm sniping rifle seems about right).

It is scary how similar the two designs are. Maybe all very light TL 8 
battlesuits are going to look almost identical?

>Btw, also attached is a somewhat heavier suit (about 1.5x the weight >and 
>3x the cost).  I originally wrote it for an interminable >battlesuit debate 
>on GURPSnet, but consider whether it's worth 2 >lighter suits (suit costs 
>are more than 2x, but once you toss in >reduced transport and training 
>requirements it ceases to be that >expensive).

Considering the lighter suit would be lucky to damage the heavy one, while 
the 20mm on the heavy suit is a match for the light one's armor, I'd say its 
more than worth two of the lighter suits (of course, against non-suited 
infantry, the light suit is probably more cost-effective).

A generous and sadistic GM,

Brandon Cope

______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com

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

Date: Wed, 29 Sep 1999 13:12:15 -0700 (PDT)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: Re: TL8 Light Battlesuit

jmaclean@ix.netcom.com writes:
> 
> > >      Power Plant: 1.1 kW turbo ceramic in body, uses 0.033
> > > gph diesel, 12.72 kW hour rechargable battery good for 12
> > > hours
> > >      Fuel: 0.4-gallon light self-sealing tank with 12.12
> > > hours diesel fuel (Fire 7) in body
> 
> What are the implications of carrying a diesel generator around on one's
> back?  I've never seen a game that handled the detection of sounds or smells well, but it seems to me that this could be noisy and smelly.  I suppose that's part of what the battery is for. 
> 
> Another question, this thing weighs 600lbs, runs at 13mph, and only uses
> .6kW?  Maybe I've got my units confused, but I think if I turned all the lights in my apartment on I could use .6kW.  Does the suspension really use this little power, or are lightbulbs not the low-energy devices I imagine them to be? 

Heh.  Lightbulbs are not particularly low energy devices, try attaching a generator to an exercise bike and running a light.  A horse weighs 1200 lb and runs at 20+ mph and only generates one horsepower (.746 kW).

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

Date: Wed, 29 Sep 1999 16:24:52 EDT
From: AveNelso@aol.com
Subject: Re: Traveller Houston or DC?

    Near DC there are at least two excellent game stores:

    1) a branch of the Compleat Strategist in Falls Church VA, just inside 
the beltway

    2)  (even better) The Game Parlour in  Chantilly VA, a few miles from 
Dulles airport.  This game store is just Fantastic!

        Dave Nelson

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

Date: Wed, 29 Sep 1999 13:48:16 -0700
From: Jim Cooper <Jim_Cooper@bc.sympatico.ca>
Subject: Re: TML Roster

James (Jim) Cooper, Victoria, BC, Canada, jim_cooper@bc.sympatico.ca

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

Date: Wed, 29 Sep 1999 17:23:33 -0400
From: Mark Urbin <eclipse@ultranet.com>
Subject: Re: GURPS First In System Generation Rules

Douglas E. Berry types out:
 >The short of it is that you are free as a bird to change the stellar
 >classes.  Actual hard info on the nature of SM worlds if fairly scare..

Back in the TNE pocket days I was trying to nail down the Reavers' Deep 
water world Venice down to 4 Nines.  I threw up my hands when I added in 
the solar data.  It made a high pop, TL 7 water world, in that orbit, 
bloody well impossible.

 >Regina is the moon of a Gas Giant, as is Zyra/Trin's Veil
 >Victoria/Lanth has a moon with a breathable atmosphere
 >Trin/Trin's Veil has a ring system
 >Sinothy Belt/Regina has large chunks of antimatter in it.

- ---------------------------------------------------------------------------
eclipse@ultranet.com -- These opinions are mine, no one else wants `em.
Our users will know fear and cower before our software. Ship it! Ship it
and let them flee like the dogs they are! -- http://www.ultranet.com/~eclipse/
- ---------------------------------------------------------------------------

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

Date: Wed, 29 Sep 1999 14:32:12 -0700
From: "James W. Lindsay" <jlindsay@home.com>
Subject: Citizens of the TML (was: Traveller Player Roster)

On Fri, 24 Sep 99 22:09:29 -0500, Eris Reddoch wrote:

> It occurs to me that it would also be a good thing to compile a
> roster (name and location) of our fellow TML Travellers.  I'll start
> it off...

I compiled a list of nearly 75 listees well over two years ago.  That time
it was Dave Nelson that got the ball rolling.  Not only does it contain the
names of TMLers at the time, but detailed personal data as well (submitted
voluntarily by each person).  It can be found at the following URL:

http://members.home.net/jlindsay/citizens.html

I haven't contributed much to this mailing list in the last year and
perhaps it is time for this compiled list (113 KB) to be stored elsewhere.
It has been nearly a year since I concentrated my website on my love of
older VW Beetles instead.  Does anyone feel interested in continuing to
host this page, and perhaps expand it?  It really belongs on a page that
seems more Traveller visitors than mine ever did in the past.

And yes, I'm still around.  Just reading through 6,500+ TML messages in my
email box right now :)

James W. Lindsay, Vancouver Canada

(haven't played a game of Traveller in over ten years, but *still* an avid
collector)



James W. Lindsay            Vancouver, British Columbia, Canada
"http://members.home.net/jlindsay"        ICQ:7521644 (Sharkey)

"Hey, Worf! I hooked Data up to a Modem... wanna see?" -- Riker

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

Date: Wed, 29 Sep 1999 14:47:44
From: "Douglas E. Berry" <gridlore@pop.mindspring.com>
Subject: Redshift 2 software (OT)

Hi, I recently got the Redshift 2 CD as a gift.  Anybody know how to shift
the skyview to due west from north?  My usual stargazing point looks out
over the ocean.
- -- 

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

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

Date: Wed, 29 Sep 1999 18:11:34 -0400
From: "Sword Worlder" <swordworlder@clinic.net>
Subject: Re: Citizens of the TML (was: Traveller Player Roster)

- ----- Original Message ----- 
From: James W. Lindsay <jlindsay@home.com>
> It has been nearly a year since I concentrated my website on my love of
> older VW Beetles instead.  Does anyone feel interested in continuing to
> host this page, and perhaps expand it?  It really belongs on a page that
> seems more Traveller visitors than mine ever did in the past.

I would be glad to put such a list, updated or outdated, on Downport.com

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
The TRAVELLER Domain
http://www.downport.com
Colin Michael, WebDev

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

Date: Wed, 29 Sep 1999 18:20:12 -0400 (EDT)
From: "William F. Hostman" <aramis@gci.net>
Subject: Re MT JoT.

>> In the MT rules, Jack-of-all-Trades skill allows "one
>> free retry" per skill
>> level on a failed task.
>>
>> I'm curious about how other people play this rule. I
>> interpret "free retry" to
>> mean that the player doesn't have to succeed at the
>> determination task to get
>> the retry. However, the retry is still subject to the 3D
>> time roll of the
>> original task.

Yeah, that's essentially how it works IMTU... but rather I prefer the
wording that it is the number of times the determination task's difficulty
is still automatic.

>> One of my players, who by no coincidence is the one with
>> J-o-T skill, thinks
>> that the time roll should be negated as well. His logic
>> is that the J-o-T
>> character would be resourceful enough to come up with the
>> right solution the
>> first time, so giving the player several task attempts
>> with only one time roll
>> emulates this.

Arrghh, no! JoT is about Resoucefulness, not Munchinism! If you let him get
away with that, then he's a monster! Think about the ramifications,
especially in combat... JoT 4... hmmm roll 4 times and take the best to
hit...nonono...

If you want to add more utility
	To Get a Temporary Level 0 in another skill
	Difficult, Int, Jack, instant, fateful, safe.
	Success results in temporarilty having the level 0 skill desired,
and being elligible to obtain an at towards that level upon success at the
use of that skill. Skills recieved this way go away within an hour of not
using them, or when redered unconscious.

William F. Hostman  |  "Smith & Wesson: THe original Point and Click
interface!"
Aramis 0602 C55A364-C S kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge-
533
Mailto:aramis@gci.net http://home.gci.net/~aramis http://www.alaska.net/~mhaa
ICQ:14640742          AIM:AKAramis	ARM 1.0: 3 R H++ P+
IMTU 1.0: tc tm++ tn- t4-- tt+ to- tg-- ru+ ge 3i+ c+ jt-() au+ st- ls
pi+() ta+ he+(-) kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge- pi+

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

Date: Wed, 29 Sep 1999 04:53:27 -0400
From: "Daniel Phelps" <phelpsd@gate.net>
Subject: Re: Traveller Houston or DC?

Re gaming in Houston there used to be a gaming shop called Nan's Game
Headquarters, they sponsored Nancon.  that was over 10 years ago, I moved,
so they may not still be in business.

Dan

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

Date: Wed, 29 Sep 1999 19:45:21 EDT
From: JFZeigler@aol.com
Subject: Re: GURPS First In System Generation Rules

In a message dated 9/29/99 5:05:11 AM Eastern Daylight Time, 
stuart.ferris@virgin.net writes:

> Has anyone else noted that it is very hard to generate a world which is
>  contained within the systems Life Zone using the GURPS First In system
>  generation rules?

This comes up from time to time.  Make sure you're following the procedure
in Step 7 closely, especially the computation of the base orbital radius.  For
some reason that seems to trip people up so that they can't get planets in the
life zone for most stars.  The procedure as written should give every main-
sequence star a good chance of having one planet in the life zone -- including
M-class ones.  Those planets are almost certainly tide-locked, of course,
but that's another problem.


>  This leads to some very unpleasant conditions on the worlds in a system. 
The
>  only way that I have been able to do it so far is using Type A or F stars
>  (or cheating), the other star type Life Zones are too narrow. Okay, this 
may
>  be true to life, but Traveller is supposed to be set in a populated galaxy.
>  
>  Effectively this means that most of the existing world data for Traveller 
is
>  useless as the highest percentage of systems have Type M stars. Perhaps 
this
>  is what SJG wants as it means all us suckers out here have to buy their new
>  sourcebooks.

I can assure you that I don't participate in any Nefarious Plot To Force
Everyone To Buy SJG Product.

The fact of the matter is that the random-generation procedures GDW once
used were seriously broken.  I can well understand why the authors of
_Behind the Claw_ didn't make any attempt to match (or even report) the
"canonical" stellar types for the Marches.  I'm working on the Solomani Rim
data even as we speak, and it's *astonishing* how many garden worlds are
supposedly orbiting these tiny little M-class stars.

In any case, you have my authorial permission to cheat like a card sharp
when it comes to the world-design sequences in First In.  If you follow them
closely from start to finish, what you get will be fairly realistic, but it 
won't
give you results that feel like Classical Traveller.  But once you've run 
through
the sequence a couple of times, you should start having a feeling for where
you can fudge things to match the canonical data, and where you can safely
drop the canonical data entirely for your own purposes.  Think of the book
as a worldbuilding manual, and feel free to improvise.

- ----------
Jon F. Zeigler: Mathematician, computer geek, amateur historian, freelance
writer, occasional scribbler of bad poetry
"For any statement, no matter how innocuous, there exists a nonempty
set of people who will take offense at it."

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

Date: Wed, 29 Sep 1999 16:51:16 -0700
From: "Kelly St.Clair" <kellys@efn.org>
Subject: Re: GURPS First In System Generation Rules

On Wed, 29 Sep 1999 10:01:39 +0100, "Stuart Ferris"
<stuart.ferris@virgin.net> wrote:

>Has anyone else noted that it is very hard to generate a world which is
>contained within the systems Life Zone using the GURPS First In system
>generation rules?

(snip)

>Effectively this means that most of the existing world data for Traveller is
>useless as the highest percentage of systems have Type M stars. Perhaps this
>is what SJG wants as it means all us suckers out here have to buy their new
>sourcebooks.

The fault lies not in our stars, but in ourselves...
(sorry, couldn't resist)

I'm with Doug Berry on this:  the problem isn't with the First In rules,
it's with the BADLY broken star data they inherited from GDW.  Just because
M-class stars are the most common in the Galaxy does not mean they're the
most common sun for a habitable world; pretty much the opposite, in fact.
If you want a habitable world, go for something in an F, G, or K, or put it
around a warm gas giant.

Of course, for a lot of published mainworlds the point is moot, as you have
billions of people living on tiny rockballs (an artifact of ANOTHER badly
broken set of rules, namely CT Book 3, where population is random and
totally decoupled from habitability...).  For these systems, the star type
doesn't really matter.



- --------------
Kelly St.Clair   "The Jigglypuff's trilling seems to have a 
kellys@efn.org    tranquilizing effect on the human nervous system.
                  Fortunately, I am... immune..."
                            -- Mr. Spock, THE TROUBLE WITH POKEMON

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

Date: Wed, 29 Sep 1999 07:59:17 -0400
From: "Daniel Phelps" <phelpsd@gate.net>
Subject: Re: Social standing and the upkeep rule

There is a historical flip side regarding upkeep, snob appeal.  If a
character's social standing is high enough, even if their bank book isn't,
it might be possible to live in style at other peoples expense.

"Oh yes of course I'll visit you at your Villa, I'm travelling light and
incognito, damned gossip press just will not leave me alone, but of course
you know how bothersome they can be don't you.  Just have your man servant
pick me up at the Down Port.  I've come in on my yacht,  it's made up to
look just like an old Free Trader.   I'm having remodeled again red is so
passe'.  Its really a hoot to kick around in, finding little undiscovered
out of the way places.   Of course, sad to say, they always become the in
place next season, that's the price of being in the lead I suppose."

Upper class leech as high art.

Dan

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

Date: Wed, 29 Sep 1999 21:58:43 -0400
From: Michael Peters <travelleri@home.com>
Subject: Re: Archon- Anyone Attending?

Well I went to one... let's see I think it was in 1979, 1980 ? Humm,
anyone remember what year Fasa brought out King Richard? I remember they
were selling the newly released deck plans at the con.

Mike (feeling very nostalgic)

Benyamene' ZeAbe' Akella wrote:
> 
> > Mr. Never-been-to-a-Con
> 
> Don't fret, you're not alone. I've never attended one myself.
> ////////////////////////////////////////
> Akella 0609 C654474-6 S kk+ hi++ as+ va+ dr+ da+ so@ zh- vi++  A523
> IMTU tc++ ?t4 ru@ 3i+(-) c+ jt au@ st- ls+ pi+ ta@ he+

- -- 
Mike Peters
travelleri@home.com

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

Date: Wed, 29 Sep 1999 21:46:48 -0500
From: "David Reed" <de.reed@xolutions.net>
Subject: RE: Traveller Houston or DC?

> What about Third Planet?

They're still open, but after a bad experience with "unknowledgeable,
unhelpful" staff several years ago, I've never been back...  They've been at
their SW Fwy location now for a couple years.  Big blue building south of
Kirby on the west side, north of the Girl Scout 'taj mahal'.  They had a
good selection of anime last I heard.

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

Date: Wed, 29 Sep 1999 22:05:08 -0500
From: "Christopher Duden" <dude@citilink.com>
Subject: Curiosity question!!!

*grins* Like there is any other kind.

Okay- I've got just a few items from TNE,
and one of the things that has always bugged me
is on pg79 of the Mark 1, Mod 1 edition of the
rules-- there is a map of known space as of 001-1201
and on the right side (covering Fornast, Core, and
Ley Sectors) there is this HUGE black splotch, labeled
"The Black Curtain".

What the H$ll is it???!?!


I don't play TNE, but, like I said, this has been
bugging me ever since my buddy conned me into purchasing
the rule book....


___________________________________________________

0302 C66A667-B S kk- hi as va dr so++ zh++ vi- 833
IMTU: tc++(**) mt(++) tn tg t4-- tt ru he

PGP Fingerprint:
25CB CEA7 63E8 3369 C6CDF3EE 55E0 59DA 577B 92C6

ICQ: 836814
___________________________________________________

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

Date: Wed, 29 Sep 1999 19:49:15 -0700
From: "Shawn Campbell" <shawn@electricstitch.com>
Subject: Re: Re MT JoT.

> William F. Hostman  wrote:
> Arrghh, no! JoT is about Resoucefulness, not Munchinism! If you let him
get
> away with that, then he's a monster! Think about the ramifications,
> especially in combat... JoT 4... hmmm roll 4 times and take the best to
> hit...nonono...
>
> If you want to add more utility
> To Get a Temporary Level 0 in another skill
> Difficult, Int, Jack, instant, fateful, safe.
> Success results in temporarilty having the level 0 skill desired,
> and being elligible to obtain an at towards that level upon success at the
> use of that skill. Skills recieved this way go away within an hour of not
> using them, or when redered unconscious.
>

Would it make more sense to make it a uncertain task? Since it's JoT, they
"think" they know their doing it right... but they wouldn't be sure until
they tried. That's when they'd learn if they were right... just a thought.

Shawn Campbell
shawn@electricstitch.com
IMTU tc+ tm+(++) !tn t4 ru+ ge>+ !3i+ c+ jt au+ st+ ls(+) pi+ ta he+(++)

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

End of Traveller-digest V1999 #1143
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