Traveller-digest    Wednesday, October 13 1999    Volume 1999 : Number 1205



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

The following topics are covered in this digest:

RE: Traveller Versions
Re: Ammo Conservation ( was Re: Firing two guns at once)
Re: Battledress/Battlesuit Protection
Re: Firing two guns at once
Re: Traveller Versions
Re: Spraying near-c-rocks-B-gone liberally
Players in Clearwater Florida?
Re: Players in Clearwater Florida?
Alternative Background and more
GT: revised commando battledress
Re: Does anyone play these games
Re: Slang in Trav
Re: Jump Technology
SEC: UNCLASSIFIED: Out of ammo alert
Re: Resources
Re: UNCLASSIFIED: Out of ammo alert
New Traveller Forms
Re: Lucan the Man... 
Re: Battledress/Battlesuit Protection (GT)

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

Date: Wed, 13 Oct 1999 14:25:07 -0700
From: "David P. Summers" <summers@alum.mit.edu>
Subject: RE: Traveller Versions

Wed, 13 Oct 1999 18:49:40 +0100, SD Mooney <dom@cybergoths.u-net.com>
>>Well, lets see, someone behind partial cover is a -2 to hit.  Shooting
>>while on the move is -4 to hit.  Etc.  (there are as I recall as I
>>don't have Basic in from of me).

>All of these are individual modifiers for specific situations. There is
>nothing to demonstrate a systematic approach, graduating the difficulty of
>the same skill roll, in the modifiers you're quoting above.

No more so than in MT.  MT tells you how hard it is to do _one
task_, no more.

>>>For example, using a vac suit to manuever across a brightly light room with
>>>stable gravity against using a vac suit to manuever across a room with
>>>fluctuating gravity and strobing lights. Both would have the same Target
>>>Number on 3D6 using GURPS unless the GM improvised or found something in a
>>>skill description or combat section to use.
>>
>>Exactly where is the difficulty to do this described in MT?
>
>It isn't, and I never claimed it was. It was intended as an example of a
>situation where a character may need to use the same skill, but the task is
>inherently harder. However, once the ref has a feel (either from the stats
>or from experience) for the difficulty levels built in the system it is
>easy to rate tasks using the same skill against each other. Published
>adventures etc tend to provide a good baseline.

You have it wrong.  If someone is a -6 to hit because of dim
light, then it is a -6 find your vac suit.  The modifier is
based on the situation.

>>Yes there is.  Bad footing is a -2 to rolls across all task situations.
>>Just as is might be a "difficult" taskin MT.  The _only_ difference is the
>>table of verbal labels given to the labels.

>That isn't the only difference. GURPS does not provide any guidance to the
>ref for appropriate modifier for different situations. It gives a long list
>of individual situations which have differing DMs.

Just as MT gives a long list of diffculty levels for individual
situations.

> This is not a structured
>recognition of the fact that tasks can differ in difficulty generally. The
>system relies on the developed intuition of a referee; Traveller's task
>system inherently provides a structure to look at different difficulties
>and an intuitive 'verbal label' for each level of difficulty in a task.
>These are tied back to the underlying system.

The verbal lable can be handy, but really only to brand new GMs.  I made up
such a system and ended up really never using it myself becuase there
wasn't any need for it.  Sometimes verbal labels can be hard because they
can be vague and mean different things to different people (what does
"difficult" mean?  Is the task you are thinking about really "diffucult"?
With expereince this becomes clearer, but then with experience you don't
really need the label anymore).

A little table of verbal modifiers could be handy, I would have stuck one
in GT, but the ones that have been made up haven't attracted much attention
becuase, simply, they are no big deal...

>GURPS provides a single resolution roll, and relies on the referee to add a
>DM as they feel appropriate to simulate any task difficulty, plus a whole
>list of modifiers for skill and situation. GURPS does not recognise varying
>difficlties beyond the referee's fiat.

Hogwash.

GURPS gives modifiers just as MT gives difficulties.  An advantage
of modifiers is that you can stack them (what if you are in bad
footing _and_ in poor light?).

>The end effect may be similar, but the underlying structure of the rules
>mechanism is fundamentally different.

No it isn't.  Change the target number or modifing the roll are
mathmatically the same thing.  The only difference it the verbal
modifier which can be bit more intuitive but is more granular and
is not additive.

>They recognise that skill rolls may need
>to be harder and provide the mechanism to handle this. GURPS has a passing
>reference in chapter 12 to a GM setting a skill roll at a modifier but
>doesn't elaborate on this, certainly not to the extent of providing a
>system to do so.

Yes it does.  It does _exactly_ what MT does.  It give specific
instances and tells you how hard thing are in those situations
(it just does it with modifiers rather than changing the target
number).

>Returning the original discussion - this is a reason that some ex-TNE, MT,
>and T4 players find problems with the GURPS system. It may be a *perceived*
>problem (and I agree it is simple to resolve) but that doesn't stop it
>making people reluctant to use GURPS as a system.

Which would be fine if they said the GURPS system was different
and unfamiliar and they wanted something that was more like they
want.

> And that is why *you* get
>the perception that people are constantly having a go at GURPS.

No, I get the perception because people not only describe the difference
as some lack in GURPS, but _insist_ on doing so, to the degree that
when I way it really is just a matter having a system they aren't used to,
I get long replies like this on how MT is superior.

>IMO GURPS
>is getting a really smooth ride. Look back two or three years and see the
>flack that IG's material got.

But look at what IG put out.  It _was_ worse.
______________________________
summers@alum.mit.edu
(This is the net.  My e-mail address may be in Boston, but I'm in California.)

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

Date: Wed, 13 Oct 1999 17:52:40 +0100
From: Martin Hardgrave <martin@deira.demon.co.uk>
Subject: Re: Ammo Conservation ( was Re: Firing two guns at once)

In message <991009.131300.9Y3.rnr.w165w@krypton.rain.com>, Leonard
Erickson <shadow@krypton.rain.com> writes
>Hmmm. Assume the PCs are in someplace with a semi-desert climate. Lots
>of scrub brush. And they don't realize it has a high "oil" content. Not
>until someone fires a PGMP/FGMP and they get to try outrunning the
>resulting brushfire.

If it is windy could you start another fire in front of you and move
into the burned out bits?

- -- 
Martin Hardgrave

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

Date: Wed, 13 Oct 1999 17:34:34 +0100
From: Martin Hardgrave <martin@deira.demon.co.uk>
Subject: Re: Battledress/Battlesuit Protection

In message <37FE5D72.393F1BA8@premier.net>, Black ICE
<wombat@premier.net> writes
>Anthony Jackson wrote:
>> 
>> Terry Carlino writes:
>> 
>> > You are obviously using the BD from GT. First In gives Scout BD at an even
>> > lower value DR 60. The issue is the GTL-12 Imperial Marine Commando Battle
>> > Dress from GT:Star Mercs p61, with DR 1200, which will basically ignore
>> > FGMP fire.
>> 
>> The star mercs BD is also 3/4 of a ton, flies, runs at 70 mph, etc....
>
>And exactly what effect does the suit running at 70 mph have on the legs
>of the wearer?
>
The image of Wallace and Grommit in "The Wrong Battledress" suddenly
crossed my mind.
- -- 
Martin Hardgrave

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

Date: Wed, 13 Oct 1999 16:29:41 +0100
From: Martin Hardgrave <martin@deira.demon.co.uk>
Subject: Re: Firing two guns at once

In message <199910081107703.SM00174@[209.155.25.67]>, Benyamene' ZeAbe'
Akella <xrp@sierratel.com> writes
>As to the original query, if I really felt the need to throw extra lead
>around, I would provide cover-fire with my off-hand and sight with my right.
>But under most circumstances I would use one weapon at a time.

Perhaps it would be useful to have a loudspeaker playing the sound of a
second gun being fired and using both hands to hold the revolver.
- -- 
Martin Hardgrave

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

Date: Wed, 13 Oct 1999 18:01:32 -0000
From: "Chris Seamans" <semo@pil.net>
Subject: Re: Traveller Versions

- -----Original Message-----
From: SD Mooney <dom@cybergoths.u-net.com>
To: traveller@lists.imagiconline.com <traveller@lists.imagiconline.com>
Date: Wednesday, October 13, 1999 5:58 PM
Subject: RE: Traveller Versions


>The end effect may be similar, but the underlying structure of the rules
>mechanism is fundamentally different. Traveller's tasks systems are
>designed, some better than others. They recognise that skill rolls may need
>to be harder and provide the mechanism to handle this. GURPS has a passing
>reference in chapter 12 to a GM setting a skill roll at a modifier but
>doesn't elaborate on this, certainly not to the extent of providing a
>system to do so.


Not the case at all. I don't think that I can agree that Chapter 12 has a
"passing reference." For people who haven't looked at the GURPS rules this
passing reference covers between 1/3 and 1/2 of a page of text at the
*beginning* of the chapter on success rolls. Still, if that's all their was,
I would agree with you that it might not be enough for people who want to
play GURPS. It's not. The average reader of the Basic Set will have been
introduced to the concept previously in the book.

In Chapter 7, on page 45, under the heading "Meaning of Skill Levels" not
only is there an introduction to the concept, there's also a table of
probabilities. In this table, there are even intuitive verbal tags for these
skill levels. For example, a character with a skill level of 6 is "Inept" at
that skill, while a character with a skill level of ten is considered
"Average" and 16 or above a character is considered to be an "Expert." There
are other tages, but I just listed a few. For every skill level up to and
including 16 a probability is included. Since 17 and 18 always fail in the
GURPS system, this makes perfect sense.

Underneath the table are the following paragraphs:

"These figures give the probability of succeeding on the first try at a task
of *average* difficulty -- whatever that is. Remember that your roll for a
difficult task will be *modified* by the GM. If you have a Lockpicking skill
of 18, you will get most ordinary locks on the first try. But a tough
lock -- -8 to open -- gives you an effective skill of only 10 and your
chance to open it drops to 50%!

"Note that once your skill reaches a level of 14 or so, your chance of
succeeding doesn't really go up very much with each added point of skill.
Furthermore, learning those added points of skill gets harder and harder. It
isn't pointless, though. For instance, suppose you have a Lockpicking skill
of 23. Ordinary locks are no easier for you -- you can't have better than a
98% chance, no matter what. But that hard lock, which was -8 to open,
adjusts your skill down to 15 -- which still gives you a 95% chance to open
it on the first try!"

(All emphasis is from the text, not my own.)

If you think that the average Traveller player, when confronted with GURPS,
will have any sort of difficulty understanding that skills *can* and *should
be* modified according to the difficulty of the task at hand, I simply can't
agree with you. If you think that the average Traveller player will have
difficulty understanding how to modify tasks appropriately according to
their difficulty in GURPS, I can't agree either. Come on, is it that
difficult to look at a table with probabilities and say, "Hmmm... I want a
person with average training in this skill to succeed about 25% of the time,
so I'll give it a -2." or "Even an inept bungler should be able to fix the
gleaning rods most of the time, so I'll give the task a +6"?

If you're saying that Traveller players can't do this, and that's why they
have a go at GURPS, then it says less about the system's flaws and more
about either their real motives or their intelligence.

I don't care to win any converts here, I don't really care if anyone plays
GURPS, and I will admit that GURPS does have certain flaws: Advanced Combat
can be very clunky until a group gets the hang of it, for example, and I
initially found the way armor is handled in GURPS to be more than a little
non-intuitive... there are other problems I have with the system, but I
don't feel like going into them right now.

However, you accused the GURPS system of not giving the GM the proper tools
to modify skill rolls based on difficulty of the task at hand, nor an
introduction to using those tools -- neither of those accusations are true.

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

Date: Wed, 13 Oct 1999 15:02:54 -0700 (PDT)
From: Craig Berry <cberry@cinenet.net>
Subject: Re: Spraying near-c-rocks-B-gone liberally

> Date: Wed, 13 Oct 1999 11:39:33 -0700 (PDT)
> From: Anthony Jackson <ajackson@molly.iii.com>
> 
> Craig Berry writes:
>  
> > Why's more than a week absurd?  For a 1-G vessel, doing the accel-flip-
> > decel mission profile,
>
> Because by and large you might as well jump?

(Douglas, please remind me to add a footnote on David Lee Roth to the
"Elvis is Yaskodray" essay.)

Yes, if you're in a jump-capable vessel (and have the fuel).  For many
purposes this is massive overkill.  A lot of in-system traffic is going to
use far less expensive no-jump boats even for multi-week trips, with "jump
service" as an expensive alternative, sort of like flying the Concorde
across the Atlantic.

> Because 84 G-hours is 1% of lightspeed and you're going to have dust
> grains punching holes in your ship?

Possibly valid reaction.  Given that from earliest canon (LBB 2) the
thruster-enabled accel-flip-decel profile has been standard, implied canon
is that Trav hulls can take a little .01c dust without doing more than
scouring the paint a bit.

> Because any reaction engine capable of a G-week has insane performance? 

This is the kicker.  Yes, of course it does.  That's why you don't get to
fly accel-flip-decel profiles in a HEPlaR vessel.  But again, a-f-d
profiles are both canonical and (IMHO) part of the trav 'feel' -- which
thus requires recourse to magic t-plates, which violate conservation laws
and turn every lifeboat into a potential planet-cracker.  That's the
dilemma. 

> Not sure of overall density of interplanetary dust, but a 1 milligram
> dust particle at 84 G-hours speed has an energy of 4.5 megajoules with
> better focus than any laser, and should be able to punch holes in your
> average unarmored craft without difficulty. 

You'd think so, wouldn't you?  Good thing about that ultrahard unobtainium
alloy they use for hulls...shame it's no good against lasers, or even
missiles...just dust. :)

- -- 
   |   Craig Berry - cberry@cinenet.net
 --*--  http://www.cinenet.net/users/cberry/home.html
   |   "They do not preach that their God will rouse them
      a little before the nuts work loose." - Kipling

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

Date: Wed, 13 Oct 1999 18:01:55 -0400
From: "Eric Freitas" <ericfrei@gte.net>
Subject: Players in Clearwater Florida?

Anybody out there?

Eric

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

Date: Wed, 13 Oct 1999 18:20:12 -0400
From: "Tindalos" <tindalos@atlantic.net>
Subject: Re: Players in Clearwater Florida?

I run a very small Traveller game in Clearwater.


- ----- Original Message ----- 
From: Eric Freitas <ericfrei@gte.net>
To: <traveller@lists.imagiconline.com>
Sent: Wednesday, October 13, 1999 6:01 PM
Subject: Players in Clearwater Florida?


> Anybody out there?
> 
> Eric
> 

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

Date: Wed, 13 Oct 1999 23:29:35 +0100
From: SD Mooney <dom@cybergoths.u-net.com>
Subject: Alternative Background and more

I saw this on the sf-consim list

http://www.exodusproject.com/

Well worth a look - nice background *and* loads of material relevant to
Traveller (orbital dynamics basics, java applets to calculat orbital
transfers, fuel consumption).

Fun for 2300 and Traveller methinks.

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, 13 Oct 1999 15:47:42 PDT
From: "Brandon Cope" <copeab@hotmail.com>
Subject: GT: revised commando battledress

Here is a slightly toned-down version of the infamous armor from Star Mercs, 
with as few changes as possible.

Design Changes
Reduce drivetrain to 10 kW
Reduce NPU to 30 kW
Reduce armor to DR 400
(suit volume is unchanged from the original)

Statistics Changes
Loaded Weight: 1241 lbs (0.621 tons)
Cost: Cr 284,000

Performance Changes
Top Speed: 36 mph [okay, still high, but better]
Acceleration: 3
Ground Pressure: 646 (Very Low)
Off-Road Speed: 36 mph

A generous and sadistic GM,

Brandon Cope

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

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

Date: Wed, 13 Oct 1999 15:49:48 -0700
From: gmgoffin@pacbell.net
Subject: Re: Does anyone play these games

From: Kristian Miller <travellerne@3rd-imperium.com> 
Subject: Re: Does anyone play these games
Seriously though, I would be willing to host a Traveller boardgame
fest at my place. I already have one person interested. 

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

Count me in!

- --Glenn

- -----
Sent using MailStart.com ( http://MailStart.Com/welcome.html )
The FREE way to access your mailbox via any web browser, anywhere!

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

Date: Wed, 13 Oct 1999 19:05:48 -0400
From: Jeff Zeitlin <jzeitlin@cyburban.com>
Subject: Re: Slang in Trav

On Wed, 13 Oct 1999 10:41:14 -0400 (EDT), "William F. Hostman"
<aramis@gci.net> wrote:

>Don't know if it's cool or not, but we've had a few:

Wexler - moneychanger.  Supposedly from a word in an old, obscure
Solomani language.

Gil, Gilly - the guy who ends up doing most of the cooking aboard
ship. Derivation obvious, from Vilani "shugilii". "Gil" is what
you call him to his face ("Hey, Gil - how 'bout another ration
pack here?"); gilly is the impersonal form ("Frank?  He's our
gilly."). Not insulting or derogatory, but less than totally
respectable.

Threaded Both Ways - under the scrutiny of some government agency
with a reputation for being unfriendly - usually taxation,
espionage, internal-affairs, or some similar such nastyness.  "No
matter which way you turn, it goes in."

- --
Jeff Zeitlin
jzeitlin@cyburban.com

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

Date: Wed, 13 Oct 1999 23:03:03 GMT
From: j_pete@bellsouth.net (Pete)
Subject: Re: Jump Technology

On Wed, 13 Oct 1999 13:01:46 -0300, Michel Vaillancourt
<misha@empire.atlantic-online.ns.ca> wrote:

>At 08:27 PM 11/10/1999 GMT, you wrote:
>>On Mon, 11 Oct 1999 10:23:54 -0700, "Benyamene' ZeAbe' Akella"
>><xrp@sierratel.com> wrote:
>>
>>>> Do you have an URL for where this is posted?
>>>Sure! The base URL is:
>>>http://www.atlantic-online.ns.ca/traveller/
>>>
>>>Under the Library Data I snagged this:
>>>
>>>Bakarov-Turner Hyperdrive
>>>
>>
>>How is this different from the Bachman Turner Overdrive?
>>
>>
>>===========================================================================
>=====
>>- Pete
>j_pete@bellsouth.net
>>
>
>        Pete:  to date, you would be the first person to comment on that joke.  
>        The answer, of course, is that my version is better for "taking care
>of buisness"....
>

Woohoo!! I'm number 1!! ;-)


================================================================================
- - Pete                                                      j_pete@bellsouth.net

"Women and cats will do as they please, and men and dogs should relax and get 
 used to the idea."                  - Robert A. Heinlein

Pete 0609 D258A85-3 S kk- hi++ as+ va++ dr++ so zh- vi+ da++ A833
- -----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GCS d- s:+: a- C+++ UH++$ P-- L+ E-- W++ N++ o-- K- w++++(---)$ !O M-- V- PS-- 
PE++ Y+ PGP t+ 5++ X+ R+ tv+ b+++ DI++ D++ G e+ h--- r+++ y+++
- ------END GEEK CODE BLOCK------
NOG #74   Nova 700

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

Date: Thu, 14 Oct 1999 09:14:33 +1000
From: "Hughes, Michael" <Michael.Hughes@cbr.defence.gov.au>
Subject: SEC: UNCLASSIFIED: Out of ammo alert

> Shadow wrote:
	>> Doug can probably give a better answer, but as far as I know, a
	>> tracer is a normal round with a *small* hollow in the base opf
	>> the bullet. The hollow is filled with the same sort of stuff
	>> you use in colored flares. It doesn't have to be a lot, because
	>> you don't really *care* if it burns more than second or two. 
	>>
	>> So it should pentrate as normal. With a slight chanche of
igniting
	>> anything flammable it lodges in (like a kevlar vest :-)
>
> Hmmm ... what about gauss weapons: could they have tracer ammo?

Two main problems. First, you need something to *ignite* the tracer
compound. With conventional firearms, the powder does this nicely.
Second, the projectiles for man portable gauss weapons tend to be smaller in
diameter, thus making it much harder to get a decent amount of tracer
compound into them.
One possiblity (that risks ruining the weapon) would be for "rail gun" type
weapons to fire titanium projectiles and somehow ignite them (preferabbly as
they leave the barrel! :-).
That would provide a nice tracer effect, and possibly make a decent
incendiary round. Especially from larger caliber weapons. :-)

- - -- 
Leonard Erickson (aka Shadow)


On a different tack . . . 

Given that high tech infantry probably have some sort of noise suppressor &
comms combo as part of their kit, or even civies with those ubiquitous com
dots, why not have a sensor on the weapon simply bleep to the com unit when
down to the third last round. No one hears it but the weapon's owner, unless
the opposition has some hefty electronics to detect it.


Michael 

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

Date: Wed, 13 Oct 1999 18:46:23 -0500
From: "Thomas Vickers" <redroach@flex.net>
Subject: Re: Resources

I bet contra grav would work well.
I know that in 1905 or there abouts, all the buildings on Galveston Island
in Texas were jacked up (some up to 13 feet) and sand was pumped under them
to raise the island.
That was pretty impressive for 1900ish.
Traveller should have some really fancy tech to handle the job.

TV
- ----------------------------------------------------------------------------
- ------------
"The dumber you seem to be, the more surprised they'll be when you kill
them."
- -----Original Message-----
From: Ian Ferguson <ian@vax2.concordia.ca>
To: traveller@mpgn.com <traveller@mpgn.com>
Date: Wednesday, October 13, 1999 9:08 AM
Subject: OT: Resources


>Darryl writes:
>>I am an Australian. I see land  and want to either run sheep
>>on it or rip it open for mining. Apparently there is a huge
>>tin deposit under St Mary's cathedral in Sydney, I would not
>>be supprised if the Catholic church gets lobbied to allow
>>mining under the most important catholic church in Asutralia...
>
> Here in Montreal, Canada, there was a large church downtown
> that was having trouble making ends meet.  A shopping mall
> was built underneath it, and I presume that the church
> collects royalties of some sort.  It was quite a sight, the
> heavy stone building standing on spindly steel legs in the
> big construction pit.  What sort of construction methods are
> envisioned for high TLs?
>
>Peez
>
>
>

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

Date: Wed, 13 Oct 1999 19:53:07 -0400
From: "Thomas Schoene" <TomSchoene@worldnet.att.net>
Subject: Re: UNCLASSIFIED: Out of ammo alert

- ----------
> From: Hughes, Michael <Michael.Hughes@cbr.defence.gov.au>
> To: traveller-digest@lists.imagiconline.com
> Subject: SEC: UNCLASSIFIED: Out of ammo alert
> Date: Wednesday, 13 October, 1999 7:14 PM
> 
> > Hmmm ... what about gauss weapons: could they have tracer ammo?
> 
> Two main problems. First, you need something to *ignite* the tracer
> compound. With conventional firearms, the powder does this nicely.
> Second, the projectiles for man portable gauss weapons tend to be smaller
in
> diameter, thus making it much harder to get a decent amount of tracer
> compound into them.
[snip flaming tungsten suggestion :-)] 

How about something different.  Instead of an incendiary compound for the
tracer, use a light-emitting chemical like a cyalume (but faster reacting).
 Put the catalyst in a vial that breaks and mixes on the launch
acceleration but which can survive normal handling.  You get a light source
probably starting a few feet downrange, which isn't necessarily a bad
thing.

Alternatively, how about a very small light-emitting diode, activated by
either the acceleration or the magnetic field of the gun?  It could even be
a small low-power laser, giving the tracer some directionality.

 - -- 
> Leonard Erickson (aka Shadow)
> 
> 
> On a different tack . . . 
> 
> Given that high tech infantry probably have some sort of noise suppressor
&
> comms combo as part of their kit, or even civies with those ubiquitous
com
> dots, why not have a sensor on the weapon simply bleep to the com unit
when
> down to the third last round. No one hears it but the weapon's owner,
unless
> the opposition has some hefty electronics to detect it.

Or have it simply display a low-rounds light in the sight picture, so you
don't  need even low-power transmissions.

Tom Schoene

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

Date: Wed, 13 Oct 1999 18:55:01 -0500
From: Alex Ingram <ingram@airmail.net>
Subject: New Traveller Forms

- --------------421214323826091F2311B043
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit

I just posted three new Traveller forms to
www.downport.com/tas/index.html. All the forms are first drafts so
your comments and suggestions are welcome. Stay tuned for more.

Alex Ingram
ingram@airmail.net

- --------------421214323826091F2311B043
Content-Type: text/html; charset=us-ascii
Content-Transfer-Encoding: 7bit

<HTML>
I just posted three new Traveller forms to <FONT COLOR="#FF0000"><A HREF="www.downport.com/tas/index.html">www.downport.com/tas/index.html</A></FONT>.
All the forms are first drafts so
<BR>your comments and suggestions are welcome. Stay tuned for more.

<P>Alex Ingram
<BR>ingram@airmail.net</HTML>

- --------------421214323826091F2311B043--

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

Date: Wed, 13 Oct 1999 19:02:39 -0500
From: Richard Wilson <rtwilson@rollanet.org>
Subject: Re: Lucan the Man... 

At 11:28 AM 10/13/99 -0400, you wrote:
>2, he wouldn'tve had a legal 
>leg to stand on if he'd tried it, and he was a *stickler* for legality.  
>IIRC, Avery was born *after* the assassination.  It would have been tricky 
>trying to pass him off as Strephon's last surviving heir.  Fairly
impossible, 
>I'd think.
> 

In the official Traveller Universe, that minor legality didn't stop
Margaret from artificially inseminating herself to produce a "legal" heir
to the throne. Of course, Challenge magazine folded right after that so I
don't know what finally happened to the twins.

Richard Wilson

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

Date: Wed, 13 Oct 1999 13:59:50 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: Battledress/Battlesuit Protection (GT)

In mail you write:

>> I've seen photos of a 1 MW beam in the lab
>> and it looks like a cheap special effect, with various sized "globes"
>> of ionization forming and collapsing at random along the beam path.
>
> You wouldn't know where one might find such photos on the net, would you?

Nope. And the one I have is B&W on paper slightly better than
newsprint. It was in an article on weapons grade lasers in Analog,
probably about 15-20 years back. 

But I meant it when I said *cheap* special effect. The ionization blobs
weren't distributed *anything* like evenly. Really *odd* look.

- -- 
Leonard Erickson (aka Shadow)
 shadow@krypton.rain.com        <--preferred
leonard@qiclab.scn.rain.com     <--last resort

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