
Traveller-digest      Monday, October 25 1999      Volume 1999 : Number 1254



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

The following topics are covered in this digest:

Re: Traveller Software 
Re: Happy Birthday, Galileo!
Re: TML Members as resources
Re: Drive DestructionSequencing
Re: Freezing in the Aleutians (was Re:   )
Re: Freezing in the Aleutians (was Re: ) 
Re: Freezing in the Aleutians
RE: Anyone seen the Betty?
Re : Aging (was : cloning mammoths)
Re: Type B/C atmospheres
Re: "new" critter 
Fifth Millennium
Re: Space Opera?
Re: Space Opera? 
Re: "new" critter 
Re: "new" critter 
re: TML Members as Resources
Trashing a Ship (was re: Drive Destruction Sequencing
re: NICE deckplans
Re: THUDDD and GURPS/Traveller TLs
Re: Cardboard Heroes & Glenn Grant

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

Date: Sun, 24 Oct 1999 17:17:40 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: Traveller Software 

> > > I have no idea if they are still around, but if they are
> > > long missing, I have been known to hack around with the SSV
> > > code.  What are you interested in?
> > 
> > Couple things, actually.  Any way to get the window scalable, like taking the 'geometry' parameter, and is there any way of putting scroll bars in it?
> > 
> 
> I did that with the OS/2 port, but never got back to implementing
> it in the Xlib version.  Raw Xlib is not for the faint-of-heart... :-)

No kidding.  I'm not a C coder in the least.  I do some Turbo Pascal, and 
yeah, I got the Free Pascal Compiler for Linux, but I'm having problems 
making it talk with Xwindows.  Graphics programming was *never* my strong 
suite.

> I didn't know there was interest in it still; I may just take a look
> at it. Nag me periodically if you don't hear anything about it in
> the next 4 months.  At the very least, I can hack the colors for
> Red Zones & Amber Zones back in.

Coolness.

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: Sun, 24 Oct 1999 17:40:31 -0700
From: "David J. Golden" <goldendj@pcisys.net>
Subject: Re: Happy Birthday, Galileo!

At 07:49 AM 10/22/99 +0100, you wrote:
>"David J. Golden" <goldendj@pcisys.net> writes:
>>>SPLURK?!? Please tell me where I can buy this book!
>>	I bought my copy directly from Microcosm, in person, before they
had
>>finished unpacking all the boxes. Their bookstore is about the size
>>of my bedroom, and they probably don't have more than 30 or 40
>>different titles, but every single one is pure rocket juice.
>
>Dave,
>
>Please can you post a review if you have a minute? Basically, I'm
>interested in how 'heavy' the book gets. Is it an overview or are we
>talking of pages of equations? I'm an engineer, but I don't tend to
go as
>gear headed in game as real life. I'm wondering how much use it
would be to
>a non-/mildly gearheaded GM.

	It's fairly high on the gearhead scale. It's really not tutorial in
any area of engineering--it assumes you have the basics and just need
a "crib" sheet. From the back cover:

	"This third edition of /Space Mission Analysis and Design/, known as
SMAD to its many friends, carries on the tradition of the first two
editions of providing a practical handbook for *Space Mission
Engineering*--the process of defining mission parameters and refining
requirements to meet the often fuzzy objectives of a space mission at
minimum cost and risk. We begin the process with a 'blank sheet of
paper' and carry the reader through a preliminary mission design
covering all system aspects: orbit and constellation design, mission
geometry, launch vehicle selection, and design of the spacecraft,
payload, ground segment, and operations. The book is a comprehensive
presentation of theory and practice, drawing on the insight and
practical knowledge of leading experts from all segments of the
aerospace community."

	There's a fair density of tables and equations per page. It won't
tell you how to put together resistors, capacitors, inductors, and
transistors to build a TT&C box. It will walk you through the process
of determining the capabilities required, and give you some ballpark
figures for sizing.

	Think of it as a /Fire, Fusion and Steel/ for the real world. You
can't actually build anything with it, but you can get a good idea
how big it would be once you let loose the individual engineers to
actually design, build and integrate.

- -- The right of the people to be secure in their persons,
   houses, papers, and effects, against unreasonable searches
   and seizures, shall not be violated, and no warrants shall
   issue, but upon probable cause, supported by oath or
   affirmation, and particularly describing the place to be
   searched, and the persons or things to be seized.
   -- Amendment IV, US Constitution

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

Date: Sun, 24 Oct 1999 14:57:38 -0700
From: Kristian Miller <travellerne@3rd-imperium.com>
Subject: Re: TML Members as resources

Jesse DeGraff wrote:
> 
> Oh, THAT helps ;)
> Jesse
> 

Yea!  The nerve of some people.  This should be taken SERIOUSLY.
So, this is how you do it:  make it up!   ;-)  ;-)

Kristian  ;-)

> > Jesse DeGraff wrote:
> > >
> > > How should one figure out their ratings?
> > > Jesse
> >
> > Guesstimate, my friend, guesstimate....
> >
> > <<snip>>
> >
> > --
> > AuricTech Shipyards Journeyman Gearhead
> > "Gold-Plated [tm] solutions for copper-plated problems!" (r)
> > http://www.geocities.com/Area51/Shadowlands/9776
> >

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

Date: Sun, 24 Oct 1999 17:42:01 -0700
From: "David J. Golden" <goldendj@pcisys.net>
Subject: Re: Drive DestructionSequencing

At 07:40 AM 10/22/99 +0100, you wrote:
>"Daniel Phelps" <phelpsd@gate.net> writes:
>
>>I have reading the posts on this question and it seems to me that
the answer
>>is moot regarding drive explosions if a different question is
asked.   Why
>>not rig up a deliberately fatal misjump as a fail safe scuttle.
Same time
>>sequences can be used as in the first question and a body of canon
already
>>exists regarding misjumps.  The GM also has the option of making,
under
>>certain situations, the misjump less than fatal if he/she is
feeling
>>generous.
>
>Having just completed some process plant trials in which the
commissionong
>team didn't check everything....
>
>Traveller ships tend to use the computers (pre-TNE) for everything.
Say
>that the destruct sequence is coded in the computer (either local or
main).
>It's one of the few things that the people commissioning the ship
won't
>test fully <grin>.

	Actually, IRL we do test destruct systems fairly thoroughly.
Everything gets exercised except the actual initiators, which are
replaced with dummy loads and/or test equipment.

- -- The right of the people to be secure in their persons,
   houses, papers, and effects, against unreasonable searches
   and seizures, shall not be violated, and no warrants shall
   issue, but upon probable cause, supported by oath or
   affirmation, and particularly describing the place to be
   searched, and the persons or things to be seized.
   -- Amendment IV, US Constitution

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

Date: Sun, 24 Oct 1999 17:53:37 -0700
From: "David J. Golden" <goldendj@pcisys.net>
Subject: Re: Freezing in the Aleutians (was Re:   )

At 04:37 PM 10/23/99 -0500, you wrote:
>The navy folks here in Pcola don't say bad things about Adak, but
>the AF folks down the road at Eglin do.  They speak even more
>unkindly of someplace called Minot.  <sp>

	Why not Minot?
	Freezin's the reason!

Minot, North Dakota ... one of the northern tier ICBM sites, already
a job that just sucks.

- -- The right of the people to be secure in their persons,
   houses, papers, and effects, against unreasonable searches
   and seizures, shall not be violated, and no warrants shall
   issue, but upon probable cause, supported by oath or
   affirmation, and particularly describing the place to be
   searched, and the persons or things to be seized.
   -- Amendment IV, US Constitution

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

Date: Sun, 24 Oct 1999 18:15:31 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: Freezing in the Aleutians (was Re: ) 

> At 04:37 PM 10/23/99 -0500, you wrote:
> >The navy folks here in Pcola don't say bad things about Adak, but
> >the AF folks down the road at Eglin do.  They speak even more
> >unkindly of someplace called Minot.  <sp>
> 
> 	Why not Minot?
> 	Freezin's the reason!
> 
> Minot, North Dakota ... one of the northern tier ICBM sites, already
> a job that just sucks.

My borderline loonytoons ex-Air Farce spook roomie claims that Minot's *proper* pronunciation is 'Mindrot'.

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: Sun, 24 Oct 1999 15:23:54 -0700 (PDT)
From: Craig Berry <cberry@cinenet.net>
Subject: Re: Freezing in the Aleutians

> Date: Sun, 24 Oct 1999 03:41:32 -0400
> From: "Daniel Phelps" <phelpsd@gate.net>
> 
> Regarding the special risks encountered such circumstances, for gaming
> purposes, if you are not in an immersion suit and go over the side in
> normal clothing hypothermia will put you down in approximately 5
> minutes.  In an immersion suit you can last maybe 6 to 8 hours. 

Reminds me of one of my favorite lines from _Snow Crash_.  Paraphrasing
from memory:  "In the North Pacific, a standard life vest just makes the
corpse float." :)

> Anyone got statistics on heat loss through vac suits and battle
> dress under such circumstances?  My call is that if you were in a vac suit
> you would float but if you were just in battle dress you would sink what's
> the verdict?

I'll bet either could handle the heat situation just fine, I agree a
standard vacc suit would float and that BD would probably sink, and that
with BD you could probably go perhaps 100m down without worrying too much
about the pressure.

Great image just flashed by...BD trooper gravving along above the ocean,
gets shot at, grav failure, drops like a stone into the ocean.  Defenders
on shore cheer, go back about their business.  Ten minutes later, the BD
trooper walks out of the surf, *pissed*. 

- -- 
   |   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: Sun, 24 Oct 1999 15:30:11 -0700
From: "Jesse DeGraff" <fenris@slip.net>
Subject: RE: Anyone seen the Betty?

Somewhere around here I've got a copy of an English pub called SciFi &
Fantasy modeller that had an issue with the Betty in it.  I'll dig around (a
very appropriate term BTW) and see if I can find it.  If so, I'll scan and
send to you.

Jesse




> -----Original Message-----
> From: owner-traveller@lists.imagiconline.com
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of
> GypsyComet@aol.com
> Sent: Saturday, October 23, 1999 11:05 PM
> To: deckplans@onelist.com; traveller@lists.imagiconline.com
> Subject: Anyone seen the Betty?
>
>
> To clarify the subject, I'm looking for info on the tramp freighter from
> Alien Resurrection, specifically dimensions and layout (yeah, I'm
> a deckplan
> nut). The Web being a large and convoluted place, I have yet to turn up
> anything useful...
>
> GC
>

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

Date: Mon, 25 Oct 1999 08:32:08 +1000
From: "Robert O'Connor" <robocon@ozemail.com.au>
Subject: Re : Aging (was : cloning mammoths)

John Snead wrote :-
> Actually, I've heard that while Dolly has shorter telomere molecules, but
> that there has so far been no evidence that she or any other clones are
> aging more rapidly.  Not knowing much about sheep, I've no idea when such
> proof would likely show up.  I'd imagine we'd know in 5 years or so.  So,
> can anyone confirm of deny the veracity of what I've heard? 

Correct.

Another puzzle piece (?significance) has been discovered :-
(21st October 1999) :-
> WASHINGTON (AP) - The tiny energy source for cells in the body,
> called mitochondria, develop gene mutations over time in a process
> that may play a role in aging, researchers report. In a study to be
> published Friday in the journal Science, a team of scientists say it
> has found that up to half of the mitochondria carried gene mutations
> in some people age 65, while such mutations were absent in the cells
> of younger people.


Robert O'Connor
Medico, Gamer

Medical-4, Genetics-3, Biology-2, Research-2, Admin (Bureaucracy)-1,
Chemistry-1, Computer-1, History-1, Physics-1, Wheeled Vehicle (ground
car)-0, Handgun-0, Rifle-0

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

Date: Sun, 24 Oct 1999 16:01:10 -0700 (PDT)
From: Craig Berry <cberry@cinenet.net>
Subject: Re: Type B/C atmospheres

> Date: Sun, 24 Oct 1999 13:09:46 PST
> From: shadow@krypton.rain.com (Leonard Erickson)
> 
> Also, for our poor explorers, mercury forms amalgams on contact with
> many metals. So exposed metallic surfaces on equipment would pick up
> mercury outside and might release it inside. Oops!

My first major science-based "I told you so" pulled on my long-suffering
wife involved this very phenomenon.  She had broken a mercury thermometer,
and asked me if it was safe to play with the tiny blob of mercury briefly
before disposing of it.  "Yes, briefly," I replied, then had a sudden
realization.  "Oh, wait -- be *sure* to take off your rings, first,
mercury will hurt the gold."

Needless to say, She Didn't Listen (a continuing theme...), and figured
she could just be careful not to let the mercury blob actually *touch* the
rings she was wearing.  Of course, she wasn't aware that the mercury was
spreading out in a thin layer over her whole palm and lower finger joints,
nor how little mercury it takes to wreck the lattice structure of gold.

Flash forward an hour.  She's getting ready for bed, and glances down at
her rings.  "That's odd, they look silver.  Wait, they *are* silver...Uh
oh!  Maybe I can wash it off..."  And, in trying to pull the rings off her
finger, both snap in half.

A gold-mercury amalgam is *very* soft and brittle.

> I will note that getting high levels of mercury vapor in the air would
> required some unusual geology. And it'd be *likely* to only affect
> "small" areas. But inside those areas....

Real-world story:  The hills above where I grew up (the south end of San
Jose, California)  was at one time the largest mercury-mining site in the
world.  You could still find bright-orange outcrops of cinnabar up there
all over the place.  Apparently, the local natives had at one time also
noticed this lovely color, and decided it would make great skin paint.
They had a legend about this, in which the tribe nearly died from mercury
poisoning until Coyote cured them and warned them to stay away from the
orange stuff from then on.

- -- 
   |   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: Sun, 24 Oct 1999 19:20:12 -0400
From: "Eric Freitas" <ericfrei@gte.net>
Subject: Re: "new" critter 

Check out the technology and press releases from Geron Corp. at
www.geron.com.  You can beat the Hayflick Limit by treating the cells,
however
that's only good for another 50 or so divisions.

Eric

>From what I gather from what I read, we *still* can't beat the Hayflick
Limit.
>
>Keven

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

Date: Mon, 25 Oct 1999 00:23:45 +0100
From: SD Mooney <dom@cybergoths.u-net.com>
Subject: Fifth Millennium

Hi all,

Just a short note that the Traveller pages on my website have just had
'Fifth Millennium' restored. This is an Acrobat file ruleset for a SF
Strategic Wargame which uses Traveller sector maps as a basis. The rules
version posted now has trading as well as the limited intelligence, hidden
movement, tech levels and resource modifications posted over a year ago.
The game was originally inspired by 4000AD (a board game) but nothing now
remains from that game - it's been rebuilt from top to toe.

http://www.cybergoths.u-net.com/

Traveller -> Fifth Millennium

Regards,

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: Sun, 24 Oct 1999 22:37:34 -0400
From: "Eric Freitas" <ericfrei@gte.net>
Subject: Re: Space Opera?

>>"Battle Beyond the Stars". It's a classic. Bad, but fun.
>
>Oh my gawd..I remember seeing that one in the theatre..


Oww, that really had to hurt.  Almost as bad as going to the theatre to
see "Robot Jocks".  Sure was glad that I smuggled that six pack of 
Jolt Cola into the movie ;)

Eric

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

Date: Sun, 24 Oct 1999 22:46:43 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: Space Opera? 

> >>"Battle Beyond the Stars". It's a classic. Bad, but fun.
> >
> >Oh my gawd..I remember seeing that one in the theatre..
> 
> 
> Oww, that really had to hurt.  Almost as bad as going to the theatre to
> see "Robot Jocks".  Sure was glad that I smuggled that six pack of 
> Jolt Cola into the movie ;)

'Robot Jocks' wasn't that bad.  Besides, it gave Gary Graham some needed work between the end of 'Alien Nation' and an appearance on 'Star Trek: Voyager'.

<ducking>

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: Sun, 24 Oct 1999 22:52:32 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: "new" critter 

> Check out the technology and press releases from Geron Corp. at
> www.geron.com.  You can beat the Hayflick Limit by treating the cells,
> however
> that's only good for another 50 or so divisions.
> 
> Eric
> 
> >From what I gather from what I read, we *still* can't beat the Hayflick
> Limit.

50 more cell divisions is almost a lifetime, pard...

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: Sun, 24 Oct 1999 23:11:00 -0400
From: "Tindalos" <tindalos@atlantic.net>
Subject: Re: "new" critter 

>
> 50 more cell divisions is almost a lifetime, pard...
>
> Keven
>

Depends on the cell.  For a Jurket (human leukemia) cell that's about 50
days.

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

Date: Sun, 24 Oct 1999 23:07:27 -0400
From: "Walter G. Smith" <smithw@hartwick.edu>
Subject: re: TML Members as Resources

Leonard Erickson wrote:
>>>>>>>>>>
I'm in an interesting position. My main "skill" doesn't even *exist* in
the game. You see, I have an odd sort of memory. It's not
"photographic". Instead, you can ask me about something, and I can give
you the gist of whatever I've read about, and quite often, if I own the
reference or references, I can drag it out, and flip to the within a
few pages of the appropriate entry. Which means I'll be there in only a
few seconds.
>>>>>>>>>>>>
A ridiculously high level of Research skill? Thus allowing you to pretty
much ignore penalties for hasty actions?

Or mebbe it's just your "Special" roll on the Psionics skill table... :-)

Walt Smith

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

Date: Sun, 24 Oct 1999 23:29:04 -0400
From: "Walter G. Smith" <smithw@hartwick.edu>
Subject: Trashing a Ship (was re: Drive Destruction Sequencing

Craig Berry wrote:
>>>>>>>>>
> So, could a Hydrogen/Oxygen fire described above do a similar thing to
> spaceship armour? Clearly it might cause crystaliron to recrystalise as
> mild steel (give or take the alloying) but how stable is superdense?

No, again, the temperature and pressure achieved in a 1 atm H/O explosion
aren't high enough.
>>>>>>>>>
I know it might take a little more time but - considering that we are
talking about an artificial environment here - is it strictly necessary that,
at the time of the explosion, the internal atmospheric pressure be only
one atmosphere?

Would it make a difference if you could pump the pressure up to
three or four atmospheres, even if it were only in places like Engineering
Control or the Avionics Bay?

Walt Smith

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

Date: Sun, 24 Oct 1999 23:49:43 -0400
From: "Walter G. Smith" <smithw@hartwick.edu>
Subject: re: NICE deckplans

Jesse DeGraff wrote:
>>>>>>>>
Cruising through the deckplans webring today at work, I found the following
link.  I'd never heard anything about it on the TML, and was quite
flabbergasted by the deckplans.  OUTSTANDING job Phil!!!!!

http://www.btinternet.com/~salvo/traveller/deckplans/
>>>>>>>>
Hopeful translation: "Hey Phil, nice deckplans. Mind if I do I detailed,
beautiful exterior view of it?"

I can hope, can't I?  :-)

I'm glad people are finding interesting things on the deckplans ring.

Walt Smith
Ringmaster, Traveller Deckplans Webring
http://users.hartwick.edu/~smithw/deckring.htm

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

Date: Sun, 24 Oct 1999 22:00:25 -0700
From: "Jason T. Barnabas" <cybernaut@netzero.net>
Subject: Re: THUDDD and GURPS/Traveller TLs

This is a multi-part message in MIME format.

- ------=_NextPart_000_003F_01BF1E6B.2D0B1C20
Content-Type: text/plain;
	charset="iso-8859-1"
Content-Transfer-Encoding: 7bit

Hey Andy,

I would like your permission to reformat this post and 
use it on the THUDDD site.  Attached is the proposed 
page (links will be added later).

Thanks,
Jason


- -----Original Message-----
From: Slack, Andy <andy.slack@gb.unisys.com>
To: traveller@lists.imagiconline.com <traveller@lists.imagiconline.com>
Date: Tuesday, September 14, 1999 1:09 AM
Subject: THUDDD and GURPS/Traveller TLs


>The conversion table is found on p. 107 of GT, and it goes:
>
>Trav TL     GURPS TL
>0           1-3
>1           4
>2-4         5
>5-6         6
>7           7
>8           8
>9-11        9
>12-13       10
>14          11
>15          12
>16          13
>
>As you can see, GT blurs TTLs 9-11 and 12-13 into two, which is
>why it's harder to go from GT to CT/MT/TNE than the other way.
>
>Note that the GT book itself only has design specs for GT TL 10 and
>12, effectively TTL 12 and 15 [based on available jump numbers].
>
>Andy
>

- ------=_NextPart_000_003F_01BF1E6B.2D0B1C20
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	name="techlevels.html"
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	filename="techlevels.html"

<html>
<head>
<title>Technology Levels in THUDDD</title>
</head>

<body>
<h2 align=center>GURPS Traveller Technology Levels</h2>

<p align=justify>You keep asking about GURPS Technology Levels.  The 
		following comes from Andy Slack (yes that Andy Slack):<p>

&gt;&gt;&gt;&gt;&gt;&gt;
<table width=556>
    <tr><td valign=top>
		The conversion table is found on p. 107 of GT, and it goes:<p>
	  <td rowspan=2>
		<table cellspacing=0 border=1 align=center>
		    <tr><th>standard<br>
				&nbsp;Traveller&trade;&nbsp;<br>
				TL
			  <th>GURPS&trade;<br>
				&nbsp;Traveller&trade;&nbsp;<br>
				TL
		    <tr><td align=center>0	<td align=center>1-3
		    <tr><td align=center>1	<td align=center>4
		    <tr><td align=center>2-4	<td align=center>5
		    <tr><td align=center>5-6	<td align=center>6
		    <tr><td align=center>7	<td align=center>7
		    <tr><td align=center>8	<td align=center>8
		    <tr><td align=center>9-11	<td align=center>9
		    <tr><td align=center>12-13<td align=center>10
		    <tr><td align=center>14	<td align=center>11
		    <tr><td align=center>15	<td align=center>12
		    <tr><td align=center>16	<td align=center>13
		</table>
    <tr><td valign=bottom>
		As you can see, GT blurs TTLs 9-11 and 12-13 into two, which is why it's 
		harder to go from GT to CT/MT/TNE than the other way.<p>

		Note that the GT book itself only has design specs for GT TL 10 and 12, 
		effectively TTL 12 and 15 [based on available jump numbers].<p>

		Andy
</table>
&lt;&lt;&lt;&lt;&lt;&lt;<p>
</body>
</html>
- ------=_NextPart_000_003F_01BF1E6B.2D0B1C20--

__________________________________________
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Get your FREE Internet Access and Email at
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------------------------------

Date: Mon, 25 Oct 1999 00:21:37 -0400
From: Glenn Grant <neo@total.net>
Subject: Re: Cardboard Heroes & Glenn Grant

Jesse and Keven conspired thusly...

>> > I hereby nominate Glenn Grant to draw some NEW pictures for a new
>> > set of Traveller Cardboard Heroes!  Who's with me?
>
>As to the 2nd comment, *DEFINITELY*.  If he leaves the room, he's *elected*.
><grin>

Yikes, I leave the room for a few minutes and I become a *thread*.

Actually, for the past several weeks I've been bogged down with a stupid
megaproject for my PHB (Pointy-Haired Boss), and the TML digests have been
piling up. I've just managed to plough through more than 50 and am finally
caught up.

Thanks for the kind words, guys.  I've never actually *seen* Carboard
Heroes, but I've heard good things about 'em.  Actually, for my Trav game
(still in development) I was thinking about making up some of those chits
with silhouettes of Trav characters on them, like you used to get with
Snapshot or AHL.  I take it Cardboard Heroes were larger?

Best,

+ GMG +

                         Glenn Grant
                        neo@total.net
"A scholar is just a library's way of making another library"
                       --Daniel Dennet

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

End of Traveller-digest V1999 #1254
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