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Traveller-digest     Sunday, November 28 1999     Volume 1999 : Number 1409<BR>
<BR>
<BR>
<BR>
(R)1996. Traveller is a registered trademark of FarFuture Enterprises.<BR>
All rights reserved.<BR>
<BR>
The following topics are covered in this digest:<BR>
<BR>
Re: Youth Generation for CT<BR>
Computers in Traveller (was Re: adventure just waiting for the writing...)<BR>
Re: Police ranks<BR>
Re: Rule of Man Coin<BR>
Eris' Computers and Software<BR>
Eris' Computers: /Mae Lee/ Example<BR>
Re:  Rule of Man coin<BR>
Re: Computers in Traveller (was Re: adventure just waiting for the writing...)<BR>
Re: Traveller-digest V1999 #1403<BR>
Mini Review: Lost Keith Supplements<BR>
Heroes and Villians pt Nth<BR>
Re: Certifications<BR>
RE: Volcanoes and Cities<BR>
Re: Certifications<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Sun, 28 Nov 1999 13:03:15 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Youth Generation for CT<BR>
<BR>
In mail you write:<BR>
<BR>
> You might also want to add a "Cadets" type clique.<BR>
> Military Cadet Programs have a wonderful advantage upon completion: they<BR>
> should grant a bonus to acadamy enlistment, grant easier entry to a<BR>
> military career,<BR>
> Skills should include Gun Combat, Leadership, and Liaison and/or admin<BR>
> (Those would be what most cadet programs stress on the high school level;<BR>
> I've been in two [NJROTC and CAP], plus in a Fire Dept Explorer post).<BR>
<BR>
I've known some CAP people. My patrol leader in Boy Scouts was one. I'd<BR>
consider some skills that go with all the SAR (Search and Rescue) work<BR>
they do. Or at least they did a lot in *our* area. <BR>
<BR>
For that matter Scouting started out as a "paramilitary" organization<BR>
modeled after certain aspects of the (British) Army. I dare say that<BR>
Scouting should continue on into the future. Maybe even wind up as a<BR>
sort of "cadet" program for the IISS. <BR>
<BR>
- -- <BR>
Leonard Erickson (aka Shadow)<BR>
 shadow@krypton.rain.com        <--preferred<BR>
leonard@qiclab.scn.rain.com     <--last resort<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 28 Nov 1999 16:42:57 -0600<BR>
From: James Reddech <eris@pcola.gulf.net><BR>
Subject: Computers in Traveller (was Re: adventure just waiting for the writing...)<BR>
<BR>
On 11/28/99 at 03:03 PM,  "shadowcat" <meow@advancenet.net> said:<BR>
<BR>
>Seriously, one of the quibbles I have about the various ship design<BR>
>sequences in Traveller is that one gains no extra benefit from<BR>
>increasing the number of computers (over the required number) linked<BR>
>into ship operations.  Perhaps for each additional doubling of<BR>
>computing power, the crew requirement could be halved.<BR>
<BR>
I've never been happy with computer hardware and software rules, and<BR>
being determined to get the Mae Lee's stats up on the web, I was<BR>
working on them this weekend.  Hoping I wouldn't have to reinvent<BR>
the wheel, I worked backwards through the versions looking for<BR>
something I liked...<BR>
<BR>
First, GT.  GURPS has computer hardware and software rules that look<BR>
very good.  I don't like the 2xlog10 complexity, though.  Your TL-4<BR>
MainFrame (TL-10) complexity 6 can run 6 Complexity 6 programs, 120<BR>
Complexity 5 programs, 1200 Complexity 4 programs...argh!!!  I<BR>
forsee too much bookkeeping, but the idea *is* appealing.<BR>
<BR>
T4, FFS2, CSC.  Sorry, but I'm still scratching my head.  CSC comes<BR>
close, but...I just can't get into them.<BR>
<BR>
TNE and FFS. Nooo, afraid not.<BR>
<BR>
MT.  I've got MT, first printing, and the amount of errata in my<BR>
books is such that I've never been able to figure out how to use the<BR>
computer rules.  Heck, I don't think they work at all...as they<BR>
appear in my book. <sigh><BR>
<BR>
CT.  Forget High Guard, it's just a simplification of Book 2.  Hum,<BR>
Book 2...I think Book 2 had the beginnings of a good system.  There<BR>
were too few computer models, no rules for creating other models,<BR>
and we all know the volume, power and price problems, but I *really*<BR>
did like those individual programs, the juggling the PC's had to do<BR>
to get the right ones running at the right time, and the effects<BR>
they had on gameplay.  If only there *were* rules for creating new<BR>
hardware and software for the Book 2 model...<BR>
<BR>
Surfice it to say, my final choice for computer rules was CT,<BR>
suitablly tweeked, of course.  I'm going to (and frankly, I hope<BR>
someone out there has already) come up with hardware construction<BR>
and software writing rules eventually, but for now I just WAGed a<BR>
bunch of new models and new software programs to pick from.<BR>
<BR>
Tweeks.<BR>
<BR>
    1.  Shrink the volume of Ship Mainframes to 2 dtons or less.<BR>
        Although they are smaller, they continue to be larger than<BR>
        you might expect for several reasons: <BR>
<BR>
        a. they are *heavily* shielded from radiation and EMP<BR>
        b. they are constructed to be self-correcting and massively<BR>
           redundent<BR>
        c. they also include space for an occupied workstation<BR>
        <BR>
    2.  Reduce the power and cost to ~10% of the price listed in<BR>
        LLB2. <BR>
        <BR>
    3.  Multiply the CPU by ~100 and Storage by ~500.  Now, you have<BR>
        room at the bottom of the scale for mini and micro<BR>
        computers.<BR>
        <BR>
    4.  Have the volume and cost drop, while capability (processing<BR>
        and storage) increase as the TL's change.<BR>
<BR>
    5.  Include mini computers for optional dedicated procressing.<BR>
        Put one in the Astrogation station, in the Pilot's station,<BR>
        the Sensor Ops station, etc, and let them run the programs<BR>
        for that station..or, of course, keep the stations as smart<BR>
        terminals served by a big mainframe.  You get trade offs in<BR>
        cost, reliability and flexibility going either way.<BR>
        <BR>
    6.  Add many more available software packages.  Specifically,<BR>
        packages that reduce the number of technical personnel you<BR>
        need to operate the ship.  You trade off the cost of<BR>
        installing and maintaining more computers with the cost of<BR>
        hiring and maintaining Engineers and Techs.<BR>
        <BR>
I don't know how well all this works.  The added models *are* WAGs,<BR>
the software list is short and still in flux, and getting from the<BR>
guesses to a *system* of construction isn't a sure thing, but I'm<BR>
pretty pleased with it as a first pass. <BR>
<BR>
I'll post the tables in my next post.<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
"Eris Reddoch" <eris@pcola.gulf.net>    using MR/2 ICE #245<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 28 Nov 1999 17:48:56 -0500<BR>
From: Jeff Zeitlin <jzeitlin@cyburban.com><BR>
Subject: Re: Police ranks<BR>
<BR>
On Sun, 28 Nov 1999 16:18:54 -0500 (EST), Clay<BR>
<arioch@theriver.com> wrote:<BR>
<BR>
>>(7) Ranks: If a player has ever been assigned to<BR>
>>Detective/Homicide, Rank 1 should be Detective, otherwise Police<BR>
>>Officer.<BR>
<BR>
>>Rank 1 - Detective/Police Officer<BR>
>>Rank 2 - Sergeant<BR>
>>Rank 3 - Lieutenant<BR>
>>Rank 4 - Captain<BR>
>>Rank 5 - Inspector<BR>
>>Rank 6 - Chief<BR>
<BR>
>Is that a list of all the police ranks or did you just adapt it to<BR>
>Traveller?<BR>
>Do the police differentiate between enlisted and officers as the<BR>
>military does?<BR>
<BR>
That's actually an adapted list; the complete list would be as<BR>
follows:<BR>
<BR>
Recruit<BR>
Police Officer/Detective<BR>
Corporal/Detective Investigator<BR>
Sergeant/Detective Sergeant<BR>
Lieutenant<BR>
Commander<BR>
Captain<BR>
Deputy Inspector<BR>
Inspector<BR>
Assistant Chief<BR>
Vice Chief<BR>
Bureau Chief<BR>
Chief of Department<BR>
<BR>
The Detective track and the rest of the department merge at<BR>
Lieutenant.  Departments that do not have their own police<BR>
academy normally omit Recruit; most municipal departments omit<BR>
Corporal/Detective Investigator (usually, State Police have this<BR>
rank).  Commander is generally omitted, but does occur in some<BR>
departments that don't have all four 'Chief' ranks. Really small<BR>
police departments (rural villages, for example) may not have any<BR>
rank above Captain, and the Captain will be called 'Chief'.<BR>
<BR>
NYC omits Corporal/Detective Investigator and Commander, but has<BR>
all four 'Chief' ranks.<BR>
<BR>
Ranks are Civil Service (promote by examination and seniority) up<BR>
to Captain; ranks above Captain are political appointments.<BR>
<BR>
There is a nominal distinction equivalent to Enlisted and<BR>
Commissioned, but in practice, it normally is meaningless.  Some<BR>
departments have strong policies against fraternization with<BR>
anyone of subordinate rank, others limit such policies to direct<BR>
chain-of-command, others have no policy.  NYC has a<BR>
chain-of-command fraternization policy, enforced only when there<BR>
are clear problems because of it.<BR>
- --<BR>
Jeff Zeitlin<BR>
jzeitlin@cyburban.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 28 Nov 1999 22:48:48 GMT<BR>
From: Simon Early <sre@taz.compulink.co.uk><BR>
Subject: Re: Rule of Man Coin<BR>
<BR>
> > "DOMINATUS HOMINIS SPLENDET SPLENDIDE AMPLOIS OUAM GLORIAM ASTRIBUS"<BR>
> <BR>
> I think "The dominion of man shines shinier more than the glory of the<BR>
> stars".<BR>
<BR>
I think Kenji's translation has the right "feel"; the trick with latin mottos <BR>
(IMO) is to keep the flavour right.  Thus I would go for:<BR>
<BR>
"The Rule of Man shines brighter than the glory of the stars" or<BR>
<BR>
"The Rule of Man outshines the glory of the stars"<BR>
<BR>
Simon<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 28 Nov 1999 17:02:03 -0600<BR>
From: "Eris Reddoch" <eris@pcola.gulf.net><BR>
Subject: Eris' Computers and Software<BR>
<BR>
Here's my WAGed list of Computer Hardware and Software.  Comments<BR>
would be appreciated.<BR>
<BR>
                       Ship Mainframes<BR>
 TL              Price      m3      CPU     Storage<BR>
  7 Mod-1        200 k      28      100       2,000<BR>
    Mod-2        500 k      21      300       6,000  <BR>
  8 Mod-1        150 k      21      200       4,000<BR>
    Mod-2        400 k      14      500      10,000<BR>
    Mod-3       1800 k      28      700      15,000<BR>
  9 Mod-1        100 k      14      300       6,000<BR>
    Mod-2        200 k      14      700      15,000<BR>
    Mod-3       1500 k      21      900      18,000<BR>
    Mod-4       3000 k      28     1200      24,000<BR>
 10 Mod-1         50 k      14      400       8,000<BR>
    Mod-2        100 k      14      800      16,000<BR>
    Mod-3       1000 k      14     1000      20,000<BR>
    Mod-4       1500 k      21     1300      25,000<BR>
    Mod-5       4000 k      28     2000      40,000<BR>
 11 Mod-2         50 k      14      900      20,000<BR>
    Mod-3        500 k      14     1200      24,000<BR>
    Mod-4       1000 k      14     1400      30,000<BR>
    Mod-5       2000 k      21     2200      45,000<BR>
    Mod-6       5000 k      28     2500      50,000<BR>
 12 Mod-3        200 k      14     1300      25,000<BR>
    Mod-4        600 k      14     1500      30,000<BR>
    Mod-5       1000 k      14     2300      50,000<BR>
    Mod-6       3000 k      21     2700      55,000<BR>
    Mod-7       6000 k      28     3000      60,000<BR>
 13 Mod-4        300 k      14     1600      32,000<BR>
    Mod-5        600 k      14     2400      48,000<BR>
    Mod-6       2000 k      14     3000      60,000<BR>
    Mod-7       4000 k      21     3200      64,000<BR>
 14 Mod-5        300 k      14     2500      50,000<BR>
    Mod-6       1000 k      14     3200      64,000<BR>
    Mod-7       2000 k      14     3400      70,000<BR>
 15 Mod-6        500 k      14     3300      66,000<BR>
    Mod-7       1000 k      14     3500      75,000<BR>
 16 Mod-6        200 k      14     3400      70,000<BR>
    Mod-7        600 k      14     3600      80,000<BR>
 17 Mod-7        400 k      14     4000      80,000<BR>
<BR>
                    Small Computers<BR>
 TL              Price      m3      CPU     Storage<BR>
  7 MiniComputer  20 k       4       10       1,000<BR>
    PC            10 k       1        2       1,000<BR>
  8 MiniComputer  15 k       3       20       2,000<BR>
    PC             7 k       1        4       2,000<BR>
  9 MiniComputer  10 k       3       30       3,000<BR>
    PC             5 k       1        6       3,000<BR>
 10 MiniComputer   5 k       2       40       4,000<BR>
    PC             2 k       1        8       4,000<BR>
 11 MiniComputer   5 k       2       90      10,000<BR>
    PC             2 k       1       18      10,000<BR>
 12 MiniComputer   5 k       2      130      13,000<BR>
    PC             2 k       1       26      10,000<BR>
 13 MiniComputer   5 k       2      160      16,000<BR>
    PC             2 k       1       32      12,000<BR>
 14 MiniComputer   5 k       2      250      20,000<BR>
    PC             2 k       1       50      15,000<BR>
 15 MiniComputer   5 k       2      330      25,000<BR>
    PC             2 k       1       66      16,000<BR>
<BR>
                Software  List<BR>
Routine Programs    Price    CPU    Storage<BR>
Maneuver            10,000   100       500 <BR>
Jump 1              10,000   100      1000 <BR>
Jump 1+             25,000   150      2000 <BR>
Jump 2              30,000   100      2000 <BR>
Jump 2+             35,000   250      3000 <BR>
Jump 3              40,000   200      3000 <BR>
Jump 3+             45,000   350      4000 <BR>
Jump 4              50,000   300      4000 <BR>
Jump 4+             55,000   450      5000 <BR>
Jump 5              60,000   400      5000 <BR>
Jump 5+             65,000   550      6000 <BR>
Jump 6              70,000   500      6000 <BR>
Astrogate           40,000   200      4000*<BR>
Generate            80,000   400      4000*<BR>
Anti-Hijack         10,000    50       500<BR>
Cartography         60,000   500      2000<BR>
Gravity Control     10,000    20       500<BR>
Power Systems-1     30,000    30      1000**<BR>
Power Systems-2     60,000    80      2000**<BR>
Power Systems-3    100,000   100      3000**<BR>
Life Support        20,000    30       500<BR>
Sensor Control      30,000    40       800<BR>
Comm Profiling      60,000   300      2000<BR>
UniDatalink         50,000   200      4000<BR>
Library (Full)      20,000    10     20000<BR>
Library (module)     2,000     2      2000<BR>
<BR>
Defensive Programs  Price    CPU    Storage<BR>
Evade 1            100,000   100       500<BR>
Evade 2            200,000   200       500<BR>
Evade 3            300,000   300       500<BR>
Evade 4            400,000   400       500<BR>
Evade 5            500,000   300       500<BR>
Evade 6            600,000   200       500<BR>
Auto-Evade          50,000   200       800<BR>
Return Fire         50,000   100       400<BR>
Anti-Missile       100,000   200       800<BR>
ECM                400,000   500      1000<BR>
Damage Control      40,000   300      1000***<BR>
<BR>
Offensive Programs  Price    CPU    Storage<BR>
Target              10,000    10       400<BR>
Gunner Interact     10,000    20       800<BR>
Selective 1         30,000    20       500<BR>
Selective 2         50,000    40      1000<BR>
Selective 3        100,000    30      1500<BR>
Central Fire Ctrl  200,000   100      1000<BR>
Multi-Target 2     100,000   200      1000<BR>
Multi-Target 3     200,000   200      1000<BR>
Multi-Target 4     300,000   400      2000<BR>
Launch             200,000   100       500<BR>
Predict 1          200,000   100      1000<BR>
Predict 2          400,000   200      2000<BR>
Predict 3          600,000   200      4000<BR>
Predict 4          800,000   300      6000<BR>
Predict 5        1,000,000   300      9000<BR>
<BR>
* Allows a ship to get by without a Navigator, if Jump Tapes are<BR>
  available<BR>
  <BR>
** Allows reduction of 25%, 50% or 75%, round down, of required<BR>
Engineers<BR>
<BR>
*** Allows non-tecnically skilled personnel to attempt damage<BR>
control with no -DM <BR>
<BR>
<BR>
Eris<BR>
<BR>
ps.  I'm not really James Reddech, but that's the name my *stupid*<BR>
ISP put on their records.  I can't get the idiots to change it and<BR>
once in a while their mail system slaps that name on my outgoing<BR>
posts.  <grumble grumble><BR>
<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
"Eris Reddoch" <eris@pcola.gulf.net>    using MR/2 ICE #245<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 28 Nov 1999 17:20:25 -0600<BR>
From: "Eris Reddoch" <eris@pcola.gulf.net><BR>
Subject: Eris' Computers: /Mae Lee/ Example<BR>
<BR>
This is the computer system layout I gave to the players in my AKUS<BR>
MOBY PBEM.  The ship is an old one with a mixture of TL9 to TL13<BR>
equipment.  After the damage done recently the PC's are going to<BR>
have to replace various components, including some of the computer<BR>
hardware and software.<BR>
<BR>
<BR>
 Computer Systems            CPU   Storage<BR>
   Central Server<BR>
     TL12 Mod-3 (destroyed) 1300     25000<BR>
     -------------------------------------<BR>
     Generate*               400      4000<BR>
     Anti-Hijack*             50       500<BR>
     Jump 1+                 150      2000<BR>
     Comm Profiling*         300      2000<BR>
     UniDataLink             200      4000<BR>
     Sensor Control           40       800<BR>
     Evade 3                 300       500<BR>
     Damage Control          300      1000<BR>
     Life Support             30       500<BR>
     Return Fire*            100       400<BR>
     Target                   10       400<BR>
     Gunner Interact          20       800<BR>
     Launch                  100       500<BR>
     Multi-Target 2          200      1000<BR>
     Accounting System*       10      2000<BR>
     Library Module            2      2000<BR>
     * damaged or destroyed<BR>
   Astrogation Tank<BR>
     2xTL12 MiniComputer     260     26000<BR>
     -------------------------------------<BR>
     Astrogate               200      4000<BR>
   Pilot's Station<BR>
     TL12 MiniComputer       130     13000<BR>
     -------------------------------------<BR>
     Maneuver                100       500<BR>
   Bridge Electronics Station<BR>
     TL12 MiniComputer       130     13000<BR>
     -------------------------------------<BR>
     Sensor Control           40       800<BR>
     Anti-Hijack              50       500<BR>
     Life Support             30       500<BR>
   Turret 1<BR>
     TL10 MiniComputer        40      4000<BR>
     -------------------------------------<BR>
     Target                   10       400<BR>
     Gunner Interact          20       800<BR>
   Turret 2<BR>
     TL10 MiniComputer        40      4000<BR>
     -------------------------------------<BR>
     Target                   10       400<BR>
     Gunner Interact          20       800<BR>
   Turret 3<BR>
     TL12 MiniComputer       130     13000<BR>
     -------------------------------------<BR>
     Target                   10       400<BR>
     Gunner Interact          20       800<BR>
     Launch                  100       500<BR>
   Engineering<BR>
     TL10 Mod-1              400      8000<BR>
     -------------------------------------<BR>
     Jump 1+                 150      2000<BR>
     Power Systems-1          20       500<BR>
     Gravity Control          30      1000<BR>
     Damage Control          300      1000<BR>
   Medical<BR>
     TL10 MiniComputer        40      4000<BR>
     -------------------------------------<BR>
     Medical Database          2      2000<BR>
     Regen Controller         10      1000<BR>
     Medical Unit Control     16      1000<BR>
   Life Support<BR>
     TL10 MiniComputer        40      4000<BR>
     -------------------------------------<BR>
     Life Support             30       500<BR>
     Vitroculture Database     4      2000<BR>
     Horticulture Database     2      1000<BR>
<BR>
I think I should add a micro or perhaps a small mini for<BR>
entertainment software for the crew and passengers.  I suppose it<BR>
could be served though the mainframe, but personally, I'd have a<BR>
separate computer *not* networked to the ship's systems for<BR>
passenger use and entertainment.  That would keep potential<BR>
hijackers out of places they shouldn't be.  Maybe I shouldn't have<BR>
mentioned that.  <g><BR>
<BR>
Comments?<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
"Eris Reddoch" <eris@pcola.gulf.net>    using MR/2 ICE #245<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 28 Nov 1999 17:48:34 -0600<BR>
From: "Richard K. Persky" <ouroboros@mail.utexas.edu><BR>
Subject: Re:  Rule of Man coin<BR>
<BR>
>From: "Luther Martin" <tml@ksarul.com><BR>
>Subject: Re: Re:Rule of Man Coin<BR>
<BR>
>Next, the "amplois" may be from amplio, -are, "to make wide, increase," but<BR>
>the form seems wrong again. I would expect something like "ampliat." I think<BR>
>that the intended meaning falls along these lines.<BR>
<BR>
     Hm.  What I'd really like to do with it is read "amplois ouam <BR>
gloriam astribus" as "amplius quam gloria astrorum," which would make the <BR>
whole thing translate to "The Rule of Man shines more brilliantly than <BR>
the glory of the stars."  Unfortunately, while I can imagine "amplius <BR>
quam" being misread as "amplois ouam," the last two words are beyond my <BR>
ability to rationalize. <shrug> Perhaps the only book on Latin grammar to <BR>
survive until the Rule of Man had some errors in it?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 28 Nov 1999 17:51:48 -0600<BR>
From: "Eris Reddoch" <eris@pcola.gulf.net><BR>
Subject: Re: Computers in Traveller (was Re: adventure just waiting for the writing...)<BR>
<BR>
On 11/28/99 at 04:42 PM,  "Eris Reddoch" <eris@pcola.gulf.net> said:<BR>
<BR>
>First, GT.  GURPS has computer hardware and software rules that look<BR>
>very good.  I don't like the 2xlog10 complexity, though.  Your TL-4<BR>
>MainFrame (TL-10) complexity 6 can run 6 Complexity 6 programs, 120<BR>
>Complexity 5 programs, 1200 Complexity 4 programs...argh!!!  I forsee<BR>
>too much bookkeeping, but the idea *is* appealing.<BR>
<BR>
Before any GURPsians jump on me, I know I made a mistake.  It's<BR>
2/20/200, etc, but that doesn't alter my opinion of it.  <g><BR>
<BR>
Eris<BR>
AKU GM<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
"Eris Reddoch" <eris@pcola.gulf.net>    using MR/2 ICE #245<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 29 Nov 1999 09:50:01 +1000<BR>
From: dadams@parracity.nsw.gov.au<BR>
Subject: Re: Traveller-digest V1999 #1403<BR>
<BR>
Dom wrote:<BR>
>>><BR>
 BTW I thought that Mark's Gospel was recorded somewhere around the AD<BR>
 70s/80s, before the others?<BR>
<<<<BR>
IFAIK : Luke was an eyewittness of some of Jesus's last days (some obscure<BR>
references seem to be self referential). I dont know when It was recorded, but<BR>
the jist of it would have been codified in Luke's lifetime.<BR>
<BR>
Darryl<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 28 Nov 1999 18:44:35 -0600<BR>
From: "Eris Reddoch" <eris@pcola.gulf.net><BR>
Subject: Mini Review: Lost Keith Supplements<BR>
<BR>
Wow!  I want to run a CT game, *right* now! <g><BR>
<BR>
The long awaited collection of the Keith CT supplements came in a<BR>
nice folio, with a big 'Keith Brothers "Lost Supplements Collection'<BR>
sticker on the side.  Inside there are 8, 8.5x11 stapled books, and<BR>
an envelope containing several small "goodies." <BR>
<BR>
The books have manila cardstock covers with Keith drawings on the<BR>
covers and "blurbs" on the back.  The pages inside appear to be a<BR>
good heavy stock and are *filled* with pen drawings interspersed<BR>
within the 2 column text.  The only shortcoming I can see is that<BR>
the covers don't quite cover the inner pages.  I suppose the only<BR>
way to make that work would be to have inner pages progressively<BR>
narrower, and I can't really blame Cargonaut Press for this...I<BR>
wouldn't have thought of it either.<BR>
<BR>
I've just finished reading the first two of the eight books, "Letter<BR>
of Marque" and "Scam", volumes I & II of the Rogues in Space<BR>
series.  There is a very large book "Faldor:  World of Adventure",<BR>
adventures on a primitive planet.  "The Arctic Environment", with<BR>
rules and adventures in that sort of environment.  "Starport<BR>
Planetfall", a collection of rules and encounter tables dealing with<BR>
starports and landings on planets. All these books were authored by<BR>
J. Andrew Keith  There is also "Reaver's Deep", a complete<BR>
sourcebook for the named sector, written by Paul Sanders, the<BR>
"Imperial Calender", mostly a book of large drawings, by William H.<BR>
Keith, and "The Volentine Gambit", a 30 page set of instructions and<BR>
background to a computer game, by Jim Long.<BR>
<BR>
The envelope includes an adventure by Hans Ranke, "Hellion's Hoard",<BR>
the disk for the game mentioned above, maps of charted space and<BR>
Faldor, and cardstock forms for use with the two Rogues in Space<BR>
books.  It also contained a bumper sticker for Far Frontier Tours<BR>
advertising their tours on Faldor, a tri-fold brochure for Arctic<BR>
Adventures advertising their expedition cruises, a very ornate (and<BR>
official looking) Letter of Marque and Quitclaim Deed.  Finally,<BR>
there was a credit card sized (and plasticized) Bar Chit "Entitles<BR>
bearer to one free drink per day in any Imperial Starport<BR>
Establishment." <g><BR>
<BR>
I already own the earlier version of "Letter of Marque", and I don't<BR>
see any major changes in this second version.  Even so it is *much*<BR>
better.  The layout and organization of material makes it much<BR>
easier to read and use.  There are rules for generating pirates and<BR>
detailed rules for "commerce raiding" in all forms.  Additionally,<BR>
there are rules for damage control, repairs and breakdown though the<BR>
addition of a "Reliability" rating for various ship systems.  There<BR>
are 5 very complete adventure setups, and 4 ships complete with<BR>
deckplans. <BR>
<BR>
"Scam" is a complete treatment of con games and stings done for<BR>
Traveller.  Andrew extends the system to include 6 new attributes<BR>
detailing the personality and behavioral profile of the character.<BR>
His Universal Behavioral Profile (UBP), adds Persuasion, Charm,<BR>
Insight, Gullibility, Character and Will to the mix in the familiar 1<BR>
1 to 15 range, but also gives ways to "fake it" using the old UPP<BR>
characteristics.  These new characteristics, and a number of new and<BR>
changed skills form the heart for a set of rules covering lying,<BR>
intimidation, mimicry, bribery, haggling, blackmail and many other<BR>
nefarious and not so nefarious activities.  A complete character<BR>
generation system is included for the Con-man career.  Finally, 4<BR>
complete adventures are included.<BR>
<BR>
Wow!  This is *good* stuff!<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
"Eris Reddoch" <eris@pcola.gulf.net>    using MR/2 ICE #245<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 28 Nov 1999 19:11:35 -0600<BR>
From: Dan Roseberry <rosebee@troi.csw.net><BR>
Subject: Heroes and Villians pt Nth<BR>
<BR>
Glenn Goffin writes:<BR>
>Remember that this thread really started with<BR>
>Supplement 4, Citizens of the Imperium (I think),<BR>
>which included at the end several famous science<BR>
>fiction characters expressed as Traveller characters.<BR>
<BR>
Actually, a bit farther back then that. This is what I<BR>
know of the published materials:<BR>
<BR>
Supplement 1: 1001 Characters<BR>
On page 43, it has 9 scifi characters redone for Trav.<BR>
Supplement 4: Citizens of the Imperium<BR>
On page 42, 8 more scifi characters are covered.<BR>
Imperial Lines 1<BR>
On page 5, 3 more scifi characters are covered.<BR>
<BR>
There may be others covered in later editions of<BR>
Imperial Lines or even JTAS or Challenge; I don't<BR>
have alot of these issues so its possible more may<BR>
be listed that I don't know about. For those who<BR>
don't have S1 or S4 I believe I saw that material<BR>
posted on somebodys website. I don't remember<BR>
whose...sorry :-<<BR>
<BR>
One other note: I believe in one of the early JTAS<BR>
issues there was an article about a particularly<BR>
nasty xenomorph with acid for blood.....I can't wait<BR>
till those books get reissued :-) :-) :-)<BR>
<BR>
Digging this stuff up has conjured up some shallow<BR>
thoughts:<BR>
<BR>
What would happen if Barbarella met Harry Mud?<BR>
                                and<BR>
       Ming the Merciless vs. Darth Vader:<BR>
      Heavy Weight Championship Title Fight?<BR>
                                and<BR>
    Aslan vs. Klingons:  Ultimate Cage Match?<BR>
<BR>
Dan Roseberry (plop101) Ploping into the lake before<BR>
the Flames hit :>o<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 28 Nov 1999 20:44:36 -0500<BR>
From: Christopher Thrash <thrash@io.com><BR>
Subject: Re: Certifications<BR>
<BR>
>Date: Fri, 26 Nov 1999 16:15:35 -0600<BR>
>From: "Eris Reddoch" <eris@pcola.gulf.net><BR>
>Subject: Re: Re Certification of PC's<BR>
><BR>
>Yes!  This precisely what I'm talking about.  I won't post my<BR>
>complete list, as it is similar to William's.<BR>
><BR>
>I *do* hope that Marc and Loren look closely at this list.  Please,<BR>
>include something like it in future editions of Traveller.  It will<BR>
>help even old-timers generate characters that can really *do* the<BR>
>jobs they are aiming to take in the party.<BR>
><BR>
>And, don't you think this sort of thing is *better* than GURPS<BR>
>templates?  Don't give me 90% of a character, just the minimum<BR>
>skills the PC needs for various positions and I'll mix and match to<BR>
>produce the PC I want.<BR>
<BR>
I missed the start of this thread, but if you look at GURPS Traveller: Far<BR>
Trader, pp. 82-85, you'll find just such a system spelled out for GT, at<BR>
least for merchant characters. Templates are mostly designed for newbies,<BR>
because the character generation system for GURPS is so detailed and<BR>
baroque. I had to implement a certification system to show what the minimum<BR>
qualifications for various positions would be. GT: Starships will repeat<BR>
and expand this system somewhat -- I am open to suggestions on<BR>
qualifications I need to add (Able Spacehand is already on that list).<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 28 Nov 1999 19:53:03 -0600<BR>
From: Dan Roseberry <rosebee@troi.csw.net><BR>
Subject: RE: Volcanoes and Cities<BR>
<BR>
Previous excellant material <<snipped>><BR>
Good stuff folks!<BR>
<BR>
There is another good, albeit small scale,<BR>
example of vulcanism near urban areas:<BR>
Montserrat. Pyroclastic flows, explosions,<BR>
earthquakes and other assorted nastiness.<BR>
IIRC when they had the last big pryo flow<BR>
there they lost 19 people and had the major<BR>
city, Plymouth, get plastered with flow and<BR>
ash. Real ugly.<BR>
<BR>
ObTrav: The usual things, evacuating people<BR>
and or vital items, monitoring and surveying<BR>
the area to try to predict volcanic events<BR>
(degree of predictability depending on TL<BR>
and ability of surveryors). Merchants, don't<BR>
forget those sightseeing tours for your passengers<BR>
(and hope nothing goes wrong...<eg>).<BR>
<BR>
Dan Roseberry (plop101) "I dont know where Ima<BR>
gonna go when the volcano blows!"--Jimmy Buffet<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 28 Nov 1999 20:20:08 -0600<BR>
From: "Eris Reddoch" <eris@pcola.gulf.net><BR>
Subject: Re: Certifications<BR>
<BR>
On 11/28/99 at 08:44 PM,  Christopher Thrash <thrash@io.com> said:<BR>
<BR>
>>And, don't you think this sort of thing is *better* than GURPS<BR>
>>templates?  Don't give me 90% of a character, just the minimum<BR>
>>skills the PC needs for various positions and I'll mix and match to<BR>
>>produce the PC I want.<BR>
<BR>
>I missed the start of this thread, but if you look at GURPS<BR>
>Traveller: Far Trader, pp. 82-85, you'll find just such a system<BR>
>spelled out for GT, at least for merchant characters. <BR>
<BR>
Yes, this the sort of thing we were talking about.  Of course, this<BR>
is for GT.  <g> William's list was more MT.  The same sort of things<BR>
though.<BR>
<BR>
>Templates are<BR>
>mostly designed for newbies, because the character generation system<BR>
>for GURPS is so detailed and baroque. I had to implement a<BR>
>certification system to show what the minimum qualifications for<BR>
>various positions would be. GT: Starships will repeat and expand this<BR>
>system somewhat -- I am open to suggestions on qualifications I need<BR>
>to add (Able Spacehand is already on that list).<BR>
<BR>
Look at BlackICE and William's posts.  If you missed them, contact<BR>
me and I'll send them to you.<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
"Eris Reddoch" <eris@pcola.gulf.net>    using MR/2 ICE #245<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #1409<BR>
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