Traveller-digest     Thursday, October 21 1999     Volume 1999 : Number 1239



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

The following topics are covered in this digest:

Re: "new" critter [OT]
Re: Traveller Auction Update!
Re: Drive DestructionSequencing
RE: "new" critter [OT]
Re: Re : Drive Destruct Sequencing
re: Drive DestructionSequencing
Re: Traveller Auction Update!
RE: Copyright Issues with SJG (was: GT: Starships)
RE: Jurassic Burgers
Re: Important: The Kinunir Warrant!
Re: Happy Birthday, Galileo!
Re: [Supporting our game] Where did the Travellers come from?
Re: Ditzie's Warrant Followup
Re: Technology / Supporting our game (or is that "Whither Traveller"?)
Re: Supporting our game
WTF- "vingean singularity" (was Re: Re Traveller and the modern era)
Re: Vorkostigan series 
A few starships fot GT
Re: Re Imp Monies
Re: Cardboard Heroes (was: Re: Traveller Auction Update)
Re: Traveller Auction Update 

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

Date: Thu, 21 Oct 1999 12:00:04 -0000
From: "Chris Seamans" <semo@pil.net>
Subject: Re: "new" critter [OT]

- -----Original Message-----
From: Terry Carlino <carlino@home.com>
To: Traveller Mailing list <traveller@mpgn.com>
Date: Thursday, October 21, 1999 3:43 PM
Subject: Re: "new" critter [OT]


>Nah, It'll just taste like chicken. ;)


Well, fine then, Kentucky Fried Dino! ;)

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

Date: Thu, 21 Oct 1999 17:01:32 +0100
From: Timothy.Collinson@solent.ac.uk
Subject: Re: Traveller Auction Update!

Help

For some reason I've been getting 'page cannot be displayed' errors now for
a couple of days (today yesterday and last Friday - I was sick Mon and
Tue).

Have I got any bids in?  Have I been outbid on anything?

Many thanks

tc

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

Date: Thu, 21 Oct 1999 09:08:19 -0700 (PDT)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: Drive DestructionSequencing

Eric T.  or  Maryann C. Holmes writes:

> I was actually thinking along the lines of the drives overloading to
> critical mass
> if this is possible.  I assumed that the sinks (or capacitors) would be
> where the
> necessary energy would be stored, either in a reserve or in the process of
> building 
> up as in preparation for jump.  The difference is that the sequence is some
> how
> interupted or modified to go critical.  I estimated the time required to
> charge up
> the capacitors as the time to prepare for jump.  I WAG'd this as 10 minutes
> for the
> size ship and drive and added another 5 minutes as a safety factor for the
> escaping
> crew.  There does not appear to be anything that gives total preparation
> time for
> jump in any of the literature, therefore I calculated it as twice the
> percentage of
> the total hull displacement for the either the jump drive or power plant,
> which ever 
> is used.

As far as I can tell, time requirement is a constant.  It is unclear how much of the power required for an initial jump is actually 'stored' in any particular way, and how much is just 'spent' in some obscure way.

That said, ships are _not_ designed to blow up.  The destruct sequence itself could probably be fairly fast, given the power output of a CT power plant you could melt down <power plant rating> percent of the ship every 15 seconds or so.  However, rigging a setup to _do_ this would be an hour or more and a fairly difficult mechanic roll.  Alternately, as someone else pointed out, just setting the jump drive for a catestrophic misjump is viable, though if you have working (and fueled) J-drives it isn't obvious why you'd surrender at all

> 
> So how much destructive force is held in a 2000 megawatt drive?  Or is
> there a simple
> way of calculating this?

The equivalent of a 500 kilogram bomb every second.  That sounds more impressive than it is, traveller ships are _tough_ and it isn't very efficiently delivered.

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

Date: Thu, 21 Oct 1999 17:08:16 +0100
From: "Trevor, Peter" <Peter.Trevor@rb.cwplc.com>
Subject: RE: "new" critter [OT]

Chris Seamans wrote:
> > Nah, It'll just taste like chicken. ;)
>
> Well, fine then, Kentucky Fried Dino! ;)

Or ... 'Raptor McNuggets.

Regards PLST

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

Date: Thu, 21 Oct 1999 09:13:26 -0700 (PDT)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: Re : Drive Destruct Sequencing

Robert O'Connor writes:

> Check how many energy points you need to jump, if using High Guard. An
> explicit amount of energy is mentioned in FF&S2 (64 MJ/cubic metre
> displacement/jump number).
> 
> Convert this into a TNT mass equivalent, and... voila!

Hm.  That's not very much; it probably won't even destroy the entire ship (15 kilograms of high explosive per cubic meter just isn't enough....)

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

Date: Thu, 21 Oct 1999 12:42:06 -0400
From: Walter Smith <SmithW@HARTWICK.EDU>
Subject: re: Drive DestructionSequencing

Anthony Jackson wrote:
>>>>>>>>>
Alternately, as someone else pointed out, just setting the jump drive for a 
catestrophic misjump is viable, though if you have working (and fueled) J-
drives it isn't obvious why you'd surrender at all
>>>>>>>>>
A couple possibilities come to mind:

Battle damage has damaged either the computer or the lanthanum grid
(or hull) sufficiently that a safe jump is impossible. It may still be possible
(in case of computer failure) for the heroic engineer to manually dump
energy into the capacitators in a relatively crude fashion, sufficient
for a catastrophic failure but not controlled well enough for a jump.
How much time said heroic engineer will have to get clear is another
matter altogether.

The ship has lost sufficient fuel that she cannot jump properly, but she
may have enough fuel left to start and catastrophically abort a jump
sequence. The engineer may have to manually take some of the 
capacitors offline so the jump drive will dangerously charge those
remaining.

The ship cannot maneuver. Some TU's may require a ship to maneuver
to properly "line up" a jump, or there may be a need to escape a gravity
well.

The ship may be so close to another mass that a jump will almost
certainly be a catastrophe anyway. Rigging the ship to blow may allow
the crew to escape with their lives, especially if their opponents can
be distracted* long enough for the small craft to get safely away.

Walt Smith

*Having a chance to capture a starship can be pretty distracting. Getting
blown to particles when said ship explodes can also be very distracting.

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

Date: Thu, 21 Oct 1999 12:55:54 EDT
From: GypsyComet@aol.com
Subject: Re: Traveller Auction Update!

Scott Spieker sez:

>Hi again,
>    Last update.  I know how you gear heads hate this type of stuff on the
>TML...
>
>The Traveller Auction that I am running is going pretty well, with only a...
>

 Nah. What you are doing is just fine. The twice-daily fully itemized updates 
posted to the list are what attract the ire...

GC

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

Date: Thu, 21 Oct 1999 13:04:16 -0400
From: "Terry Carlino" <carlino@home.com>
Subject: RE: Copyright Issues with SJG (was: GT: Starships)

>'S also why the one image that IS the same is plastered with "Test Image!
>Not for duplication or redistribution!  Material Copyright c 1999 by Steve
>Jackson Games.  All rights reserved".  Actually, it's not truly the final
>version at that as they had me remove a contrail and un-blur the background
>ships.
>
>You can see the shot at
>http://www.vision-forge-graphics.com/jesse/traveller/starports_cover.htm as
>I'd never posted that link on my site.

WOW! Picasso, Rembrante, DeGraff.

Terry C

All that is Gold does not glitter
Not all who travel are lost

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

Date: Thu, 21 Oct 1999 13:13:54 -0400
From: Ian Ferguson <ian@vax2.concordia.ca>
Subject: RE: Jurassic Burgers

Terry Carlino writes:
>>I am perhaps the only person who saw Jurassic Park and
>>wished that we could have Jurassic Burger.
>Nah, It'll just taste like chicken. ;)

	Of course it will.  Strictly speaking, chickens are
	dinosaurs (those T. Rex must be turning in their
	graves).

:)
Peez

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

Date: Thu, 21 Oct 1999 14:13:19 -0300
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca>
Subject: Re: Important: The Kinunir Warrant!

At 04:01 PM 10/18/1999 -0000, you wrote:
>The final resting place of the Imperial Warrant that was on the Kinunir has
>been hotly debated for many years. Some say Norris used it to keep the peace
>and stability of the Spinward Marches. Others swear that they were part of
>the adventuring party that found it and they used it mainly to circumvent
>local authorities when they got into fusion powered bar brawls.
>
>The truth is much, much more frightening. A deep cover IISS Scout was
>recently found, a victim of "spacing," in the [CLASSIFIED] Subsector. A
>small holocube was found in his stomach. Go to
>http://www.pil.net/~semo/warrant.jpg to see what was on it. Please pass this
>on to other loyal and patriotic Imperial citizens and let them know what a
>threat to Imperial security this is.
>
        <Snort>  Obviously a fake...  what are the odds of finding a single
corpse in an entire sector.  Planted by the author or the Sols.

        --Michel
        (who is still giggling)

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

Date: Thu, 21 Oct 1999 07:52:38 +0100
From: SD Mooney <dom@cybergoths.u-net.com>
Subject: Re: Happy Birthday, Galileo!

Bruce Johnson <johnson@Pharmacy.Arizona.EDU> writes:

>I seem to recall that one of the recent Mars probes has a hardened
>Motorola PowerPC chip...sure hope it wasn't the one they just planted :-(

That would be a high 'RISC' processor.... <g>

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: Thu, 21 Oct 1999 11:00:48 -0700
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com>
Subject: Re: [Supporting our game] Where did the Travellers come from?

> In fact, someone mentioned cards.  My grandfather and all his
> friends played dominoes, because playing cards was seen as
> the mark of the wicked or foolish.  But I think now it's not so
> strict there, and folks in general assume the cards do not have
> a bad influence on character.
>
Wow, that just gave me an odd parallel thought. I know this wasn't what you
were referencing with cards, but since so much to-do is going on with M:TG,
and all these other RPG spin-off card games, what about a Traveller Card
game? If it had alot of character cards, I'd be tempted to buy them for
encouter purposes alone, and consider other pastimes with them a plus. And
some critter cards, ya gotta have critters.  ;)

> Now, how to cast Traveller as a story to be told?  Isn't that
> the lasting strength of Traveller: a history that can be retold
> to others to excite their imagination?  So there is where the
> real power in Traveller lies, eh?
>
Amen, and that would have to be the core of such a game.

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

Date: Thu, 21 Oct 1999 11:30:36 -0700
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com>
Subject: Re: Ditzie's Warrant Followup

> Pretty weird.  Did anyone get those to you?  If not, I can hit 'em again and
> e-mail directly to you.
>
> Best,
> Jesse

Not yet, thanks, would you please? But ther was a mention of a program by
... uh, Dom maybe. I was going to tell my roomie who is online more whats up
and see if he can puzzle it out as I am a curious little skinmonkey. Thanks
again.

xrp@sierratel.com
////////////////////////////////////////
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+

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

Date: Thu, 21 Oct 1999 15:41:31 -0300
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca>
Subject: Re: Technology / Supporting our game (or is that "Whither Traveller"?)

At 07:13 PM 10/19/1999 PST, you wrote:
        [snip]
>As for cybernetics and computer stuff, you have the standard Traveller
>problem of explaing why progress has been so *slow*. Hell, we can do
>stuff now that I don't think *any* version of CT allowed. Or only
>allowed at very high TLs.
>
>-- 
>Leonard Erickson (aka Shadow)

        That's partly why I set up the TNEC millieu.  All that fits nicely
into the next two hundred - three hundred years, based on our current
frenzied technological pace...  three thousand?  Uh, no.  

        --Michel
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------------------------------

Date: Thu, 21 Oct 1999 15:52:26 -0300
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca>
Subject: Re: Supporting our game

At 10:35 PM 10/19/1999 PST, you wrote:
>> Even if you were to limit it to the Imperial regions, it's huge. I could
>> easily see regions having their own technological flavor, even in the same
>> period of history. And there is a canon framework from which to work. The
>> Solomani are more advanced in bio/med, less so in gravitics, the Vilani
>> advanced in gravitics, less so in bio/med, etc.
>
>I think what is being overlooked here is a very *basic* principle.
>Alas, it tends to be overlooked a lot, not just in gaming. 
>
>"You can't change just *one* thing."
>
>To put it another way, everything interrelates. And changing *anything*
>has *some* effect on everything else. 
>
>All too often, these side effects get overlooked. Until some bright
>player points out a logical consequence of the change and the GM has to
>scramble to patch the hole. And often the patch has side effects of its
>own. Pretty soon you've got this ugly mess of patches upon patches. 

        Hi, Leonard!
        I know exactly what you mean.  Very recently, I was obliged to
re-write the entire drug-design system for Cyberpunk 2020...  one of my
players worked out on paper a speed-heal design that invalidated the
existance of *hospitals*...  His drug was so efficient and cost effective
that it was cheaper to take a dozen shots of it over the course of two days
than to visit a hospital...  which also had the effect of invalidating the
existance of at least *one* major corporate power ...  etc, etc...
        The trick in the re-write was coming up with something that didn't
break something else.  It took about five tries and play testing to get
something that worked within game economics and atmosphere...

        --Michel
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------------------------------

Date: Thu, 21 Oct 1999 15:57:53 -0300
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca>
Subject: WTF- "vingean singularity" (was Re: Re Traveller and the modern era)

At 12:19 AM 10/20/1999 PST, you wrote:
        [snip]

>On the other hand, it'd take a major miracle level breakthrough to get
>people to another star before we hit the Singularity. Or a *major*
>disaster to hold back advances, but not the ability of people to spread
>out. 
>
>-- 
>Leonard Erickson (aka Shadow)
> shadow@krypton.rain.com        <--preferred
>leonard@qiclab.scn.rain.com     <--last resort
>
        What does "vingean singularity" mean?  I am unfamiliar with the term.

        --Michel

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

Date: Thu, 21 Oct 1999 15:05:01 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: Vorkostigan series 

> Keven R. Pittsinger wrote:
> > > William F. Hostman wrote:
> > > > VorKosigan series by Bujold: Sure, the imperium's only 3
> > > > systems, but man what a main character: Larger and Smaller
> > > > than life, escallating superpolitics, the occasional
> > > > superweapons, and very clear good and evil (For the latter,
> > > > see Jackson's Whole)
> > > 
> > > Jackson Whole is not evil! Just that evil pays better.
> >
> > Let's face it.  The wages of sin aren't taxed.
> 
> Wasn't Al Capone convicted on charges of tax evasion?

I didn't say they weren't *illegal*...

Keven

- -- 
tc++ tm+ tn t4- to ru++ ge+ 3i c+ jt au st- ls pi+ ta+ he+ so- vi zh sy
- ------------------------------------------------------------------------------
                                                     Science-Fiction Adventure
                                                     In Reavers' Deep

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

Date: Thu, 21 Oct 1999 13:00:01 PDT
From: "Brandon Cope" <copeab@hotmail.com>
Subject: A few starships fot GT

(well, I guess these can't appear in Starships now ...)
- ------------------------------

Note: Loaded Mass includes small craft carried but cost does
not include small craft carried. The cost and mass of
ammunition _is_ included.

Patrol Cruiser, TL12

     For some reason, the Patrol Cruiser was left out of
GURPS Traveller. This is based on the patrol cruiser in the
original Traveller rules.
     The patrol cruiser is military vessel used for custom
inspections, piracy supression and normal safety patrols.

Crew: Pilot, Navigator, Sensor Officer, Comm Officer,
Medic, 2 Engineers, 4 Gunners; 0-8 troops may be carried,
but requires some or all of the crew to double-bunk,
depending on number carried

400 ton SL hull, DR 500, 2 turrets with 3 405-MJ lasers
each, 2 turrets with 3 missile racks each, basic stealth,
basic emission cloaking, heavy compartmentalization, basic
bridge, engineering, 50 maneuver, 16 jump, 120 fuel, 2 fuel
processors, 12 staterooms, lowberth, sickbay, utility, 4
spacedock (TL 12 grav APC; see Star Mercs), vehicle bay (30-ton
ship's boat), 36.5 cargo

Statistics: EMass 876.4, LMass 1242, Cost MCr 132.513, HP
37500, Size Modifier +9

Performance: Accel 4.03 Gs, Jump 3, Air Speed 3873

Note: Without ship's boat and with no cargo load, Accel 5.6
Gs.

- --------------------
Sulieman III-class survey scout

     Conceived by a long forgotten IISS bureaucrat who felt
that the Donosev-class ships were too expensive to build and
maintain, the Type 3 scout was designed to carry out as much
of the Donosev's functions as possible, but in a 100 ton
hull. Needless to say, the tight fit resulted in a ship that
was hated by the IISS.
     In order to fit all the necessary scientific gear into
such a small hull, all the crew is forced to double-bunk for
extended periods (of course, Pytheas crews have to do this
too) and cargo space is insufficent. The lack of a modular
cutter proved not to be a real disadvantage; the Type 3 is
streamlined and really doesn't need a landing craft.
     The Type 3 served in active duty for 14 years before
being declared as reserve equipment (to the great relief of
countless field scouts), then 8 years later the ships were
stricken from IISS lists. At around the same time they were
being mothballed or scrapped, a commander of a Pytheas-class
scout cruiser requested two of the ships for use on an
extended expedition; when used in conjunction with the
larger ship, the superior science gear of The type 3 (as
compared to the type 1) demonstrated the ship's value. Soon,
the Type 3's were being attached to many Pytheas as a matter
of routine procedure.
     It took 22 years, but a use was finally found for the
much-maligned Sulieman III-class survey scouts.

Crew: Pilot, Navigator, Sensor Officer, Communications
Officer, Engineer, 4 Survey Specialists

100 ton SL hull, DR 200, basic stealth, basic emission
cloaking, heavy compartmentalization, basic bridge,
engineering, 10 maneuver, 3 jump, 20 fuel, utility, 2 fuel
processors, turret, 2 space dock (2 air/rafts), 5
staterooms, probe module, survey module, 2 lab (usually
geology and botany), 3.5 cargo (+3 turret)

Statistics: EMass 294.825, LMass 322.325, Cost MCr 39.4006,
HP 15000, Size Modifier +8

Performance: Accel 1.24 Gs, Jump 2, Air Speed 1667

- -------------------------------
Sulieman IVa and -b class scout carrier

     Of a similar origin to the Type 3, the Type 4 was
designed to replace the more costly 200-ton modified far
traders used by the IISS. Unlike the Type 3, it has proved
to be a complete bust; one (modified) far trader can still
carry more men and more cargo than two Type 4's, and for a
lower cost.
     The smaller size and similarities to the standard
Sulieman kept the Type 4 in service for awhile, but after 11
years all Type 4's (except a handful kept to ferry
replacement crews to express boat tenders and scout
cruisers) were sold off at a very low price.
     The privately-owned ships are used to carry middle
passengers (only), and are marginally competative
financially with purpose-built transports on minor or
frontier routes.
     A variant (the Type 4b) has only 2 staterooms and 30.5
cargo (+3 turret). It is 386.625 tons loaded, MCr 24.6416 and
has 1.035 G acceleration. It carries no passengers. Other stats
are as the standard Type 4.

Crew: Pilot and Engineer, plus up to 14 passengers; in IISS
service, one or two passengers with appropriate skills will
help the pilot on the bridge; in private service, add a
Navigator and Medic and drop maximum passengers to 12.

100 ton SL hull, DR 200, basic stealth, basic emission
cloaking, heavy compartmentalization, basic bridge,
engineering, 10 maneuver, 3 jump, 20 fuel, utility, 2 fuel
processors, turret, 1 spacedock (1 air/raft), 8 staterooms,
6.5 cargo (+3 turret)

Statistics: EMass 243.425, LMass 281.025, Cost MCr 24.6236,
HP 15000, Size Modifier +8

Performance: Accel 1.423 Gs, Jump 2, Air Speed 1667

- ---------------------
Low-Berth Liner, TL10

     Originally designed to fill a niche market, carrying a
large number of passengers cheaply, the Frost-class liner
soon was taken into use for the transportation of prisoners
and emergency evacuation of battlefield casualities. It has
also been used to move large number of Army troops to and
from staging areas, though any vehicles, heavy weapons and
suppplies must be carried in another ship (usually a
militarized version of a large merchant ship).
     Note: One ship can usually carry a company (180-240 men).
Three ships can easily transport a battalion (400-600 men; see
Star Mercs for more on unit sizes).

Crew: Pilot/Navigator, Engineer, 2 Medics

100 ton SL hull, DR 100, 1 unarmed turret, basic bridge,
engineering, 8 manuever, 3 jump, 20 fuel, 2 staterooms, 56
low berth (224 low passengers), utility, 1 fuel processor, 1
sickbay, 1 spacedock (air/raft), 4.5 cargo (+3 turret)

Statistics: EMass ?, LMass 301.475, MCr 33.7036, HP 15,000,
Size Modifier +8

Performance: Accel 1.06 Gs, Jump 2, Air Speed 1491

- --------------------
Light Intruder, TL12

     Designed as a stealthy way of inserting and retrieving
1 or 2 covert personnel, the light intruder is used by both
the Scouts and Navy (though most of the Navy's intruders are
larger and better armed).
     Many components are common with the Sulieman-class
scout in order to ease construction and maintenance costs.
However, there is very little resemblance between the two
ships.
     The light intruder can carry only one or two passengers
and less than one dton of cargo. On the other hand, it is
very fast, stealthy and can make a pair of Jump-2's before
it requires refueling (a significant advantage in most
cases, as intruders rarely have the time to hang around and
refuel in a hostile system). Two fuel processors are
provided in case the ship does have a chance to refuel (ex.,
hiding out in the fringes of a gas giant).

Crew: Pilot/Comm Officer, Navigator/Sensor Ops, Engineer,
Gunner/Medic

100 ton SL hull, DR 200, radical stealth, radical emission
cloaking, 1 turret (three 405-MJ lasers), basic bridge,
engineering, 16 maneuver, 3 jump, 40 fuel (enough for 2
consecutive jumps), 3 staterooms, utility, 2 fuel
processors, 1 sickbay, 0.5 cargo

Statistics: EMass ?, LMass 250.875, MCr 52.6234, HP 15,000,
Size Modifier +8

Performance: Accel 6.38 Gs, Jump 2, Air Speed 3333


A generous and sadistic GM,

Brandon Cope


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

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

Date: Thu, 21 Oct 1999 13:34:24
From: "Douglas E. Berry" <gridlore@pop.mindspring.com>
Subject: Re: Re Imp Monies

At 04:36 AM 10/21/1999 -0400, you wrote:
>
>>genuine CT purist these days, and the Vilani seem to play a different role
>>there. Galanglic is the lingua franca, and I'm of the opinion that it
>>should be the only lingua on the Franc! ;)
>>
>Dude, check out the illo in "The Traveller Adventure" in the library data
>area... it has a scipt vaguely reminiscent of Arabic... and arabic (modern)
>numerals.

Bilandin-ish script appears in some of the later DGP Traveller Digests.
It's canon.
- --

Douglas E. Berry       gridlore@mindspring.com
http://gridlore.home.mindspring.com/sylea.html
Inquisitor Maximus, Reformed Canon Church of Sylea

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

Date: Thu, 21 Oct 1999 14:24:13 -0700
From: Keith Johnson <keithalanjohnson@home.com>
Subject: Re: Cardboard Heroes (was: Re: Traveller Auction Update)

At 07:58 AM 10/21/99 -0400, you wrote:
>
>From: "Jesse DeGraff" <fenris@slip.net>
>
>Hey Keith, since you're the "web monkey" (love that term BTW :) for SJG, do
>you think you could see about getting my last name's spelling correct on the
>"Far Trader" page?  They blew it for the print run unless it goes 2nd
>edition, but it'd be nice if the web was corrected ;)

Whoops!  Sorry about that!  It's fixed now!






_________________________________________________________

Rev. Keith Johnson      /\     keith@sjgames.com
Assistant Webmaster    /()\    keithalanjohnson@home.com
Steve Jackson Games   /____\   reverendkeith@hotmail.com

 IMTU tm+ t4+@ tg++$ ru- ge-@ st+ pi+ he+ dr+ hi-@ zh+
_________________________________________________________ 

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

Date: Thu, 21 Oct 1999 22:50:55 +0100
From: "Matthew Bond" <mgb@akira.swinternet.co.uk>
Subject: Re: Traveller Auction Update 

- -----Original Message-----
From: Keven R. Pittsinger <jamstar@accesstoledo.com>
To: traveller@lists.imagiconline.com <traveller@lists.imagiconline.com>
Date: 21 October 1999 07:42
Subject: Re: Traveller Auction Update 


>> > > "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn fnord."
>> > 
>> > Careful.  I just seen the fnord.
>> 
>> Wait until you start pining for 'em.
>
>That's pining for the *fyord*, not pining for the fnord.


Its "Fjord", fnord <g>


Matt

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

End of Traveller-digest V1999 #1239
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