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Traveller-digest     Thursday, December 2 1999     Volume 1999 : Number 1432<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: Naval rank question<BR>
Terran Jump Drive<BR>
Re: Terran Jump Drive<BR>
Police Adventure (was Re: Police Career)<BR>
Re: Superpowers<BR>
Re: One of our worlds is missing!<BR>
Re: Roger Sanger . . BAD, BAD, BAD???<BR>
Re: Different Technologies<BR>
Re: LEO's<BR>
Re: LEO's<BR>
Re: Why Visit Other Worlds?<BR>
Re: Why Visit Other Worlds?<BR>
Re: LEO's<BR>
Re: Traveller Adventure: The Acadian<BR>
Re: Brilliant Lances (was Re: Hello and TNE question)<BR>
Re: Bifrost-class Solar Shuttle (GTL9)<BR>
Re: Police?<BR>
Re: power generation technologies<BR>
Re: Bifrost-class Solar Shuttle (GTL9)<BR>
Re: Bribery Skill<BR>
Re: Different technologies<BR>
Re: Re : Expanded Skills Lists (was : Re : Bribery Skill)<BR>
Re: Naval rank question<BR>
Re: Brilliant Lances (was Re: Hello and TNE question)<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Thu, 2 Dec 1999 18:29:03 -0500 (EST)<BR>
From: Imaginactra <russcm@shell.zoomnet.net><BR>
Subject: Re: Naval rank question<BR>
<BR>
Would depend on the size of the fleet. If the fleet is organized into<BR>
Squadrons, the Squadrons would have a comodore or rear admiral equivalent<BR>
rank over them. The squadrons would be organised into groups, probably<BR>
based on zones of responsibility, and would be commanded by a rear- or<BR>
vice- admiral. The whole thing would be commanded by an admiral or higher.<BR>
<BR>
The top would be determined if there was any military structure above the<BR>
commander.<BR>
<BR>
In smaller systems with only squadron sized total fleets, the entire SDB<BR>
structure may be commanded by a high ranking captain.<BR>
<BR>
On Thu, 2 Dec 1999 igor@truserve.com wrote:<BR>
<BR>
> Hey all you military geniuses...<BR>
> <BR>
> What would expect the rank of a SDB Fleet Commander to be? I'm talking about the dude <BR>
> (or dude-ete) who's in chage of all the SDBs in a system. Not a squadron commander. <BR>
> Would this rate an Admiral? Commodore? Commander? Captain? Bueler? Bueler?<BR>
> <BR>
> Andy<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 3 Dec 1999 10:26:21 +1000<BR>
From: dadams@parracity.nsw.gov.au<BR>
Subject: Terran Jump Drive<BR>
<BR>
Manual quote on!<BR>
>>><BR>
However, the "fact" that the Terrans copied Jump wasn't exactly stated<BR>
outright anywhere else either. I just find it interesting that once<BR>
they made it to the Asteroid belt, the Terrans just happened to discover<BR>
jump. Note that at last one moon of Jupiter and/or Saturn as well as<BR>
Pluto as interdicted Navy bases and have been so under all governments<BR>
that have occupied Terra. Note that the Terran discovery of Jump 3<BR>
was also crucial in their defeat of the Vilani... maybe the Terrans<BR>
found somethinf the VIlani had missed.<BR>
<<<<BR>
<BR>
MT also refutes this. It was explicit that in order to successfully test Jump<BR>
Drive was to be _outside_ a strong gravity field. So in order to discover Jump,<BR>
you have to be off planet.<BR>
<BR>
As well, Terrnas did not realised that Jump could be used for interstellar<BR>
travel. It was used for microjumping, and it took a lot of effort to use it to<BR>
go interstellar travel (supply caches et al).<BR>
<BR>
Darryl<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 2 Dec 1999 15:40:41 -0800 (PST)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Terran Jump Drive<BR>
<BR>
dadams@parracity.nsw.gov.au writes:<BR>
<BR>
> As well, Terrnas did not realised that Jump could be used for interstellar<BR>
> travel. It was used for microjumping, and it took a lot of effort to use it<BR>
> to go interstellar travel (supply caches et al).<BR>
<BR>
Which is weird, because you can always carry 2 jumps worth of fuel on a J-1 ship, which is enough to reach alpha centauri or barnard's star.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 02 Dec 1999 18:44:16 -0500<BR>
From: Jeff Zeitlin <jzeitlin@cyburban.com><BR>
Subject: Police Adventure (was Re: Police Career)<BR>
<BR>
On Thu, 2 Dec 1999 08:16:48 -0500 (EST), shadow@krypton.rain.com<BR>
(Leonard Erickson) wrote:<BR>
<BR>
>> So, when are you going to write the adventure?<BR>
<BR>
>Needs too much rule specific stuff. I don't have any rules more modern<BR>
>than MT. <BR>
<BR>
Dass OK - the MT rules will be reasonably easily convertible to<BR>
anything except TNE or GURPS - and there are rules for converting<BR>
from T4 to GURPS that won't be too far wrong.  Go ahead and write<BR>
it; I can guarantee it a good home.<BR>
<BR>
<BR>
- --<BR>
Jeff Zeitlin<BR>
jzeitlin@cyburban.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 2 Dec 1999 19:25:09 +0000<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: Re: Superpowers<BR>
<BR>
At 13:02 -0500 2/12/99, Martin Hardgrave <martin@deira.demon.co.uk> wrote:<BR>
>In message <v04210102b466e649c758@[195.102.200.80]>, SD Mooney<BR>
><dom@cybergoths.u-net.com> writes<BR>
> >Originally, the plan was to use coal from local sources, but<BR>
> >it was realised that the natural radiation levels of the coal would<BR>
> >set off all the site external alarms if any dust blew around.<BR>
><BR>
>Not dust, but combustion gases.<BR>
<BR>
ISTR that coal itself is naturally mildly radioactive, and typically <BR>
piled in big heaps at power stations, in which case dust would be an <BR>
issue. But it's a while since I did it so my memory may be fading.<BR>
<BR>
Dom<BR>
<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
                        MiB - Marines in Battledress<BR>
    "Protecting the Imperium from the Scum of the Galaxy"<BR>
Rob Prior's Mac software @ http://www.bits.org.uk/ <BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 02 Dec 1999 18:54:14 -0500<BR>
From: Jeff Zeitlin <jzeitlin@cyburban.com><BR>
Subject: Re: One of our worlds is missing!<BR>
<BR>
On Thu, 2 Dec 1999 15:59:16 -0500 (EST), "Swordy (Colin MIchael)"<BR>
<swordworlder@clinic.net> wrote:<BR>
<BR>
>The world is indeed shown in Digest 12 as being in 2116, but the Atlas does<BR>
>not show it either.  We do indeed appear to have lost a world!  It must have<BR>
>been Roger S____r what took it...<BR>
<BR>
Right, that's one keyboard you owe me...<BR>
<BR>
- --<BR>
Jeff Zeitlin<BR>
jzeitlin@cyburban.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 02 Dec 1999 18:59:20 -0500<BR>
From: Jeff Zeitlin <jzeitlin@cyburban.com><BR>
Subject: Re: Roger Sanger . . BAD, BAD, BAD???<BR>
<BR>
On Thu, 2 Dec 1999 17:13:09 -0500 (EST),<BR>
dennis.f.belanger@bellatlantic.com wrote:<BR>
<BR>
>     So far I have figured out that this Roger Sanger dude owns the rights to<BR>
>DGP. What is he doing ( or not doing ) that has gotten you all worked up? I<BR>
>would like to know so that I may better carry my pitchfork to the castle wall.<BR>
<BR>
What he's doing is sitting on the DGP stuff so that it's not<BR>
coming back into print.  What he's not doing is being reasonable<BR>
about licensing it so that _someone_else_ can get it back into<BR>
print.  And the DGP material was some of the _best_ Traveller<BR>
material out there <fume>.<BR>
- --<BR>
Jeff Zeitlin<BR>
jzeitlin@cyburban.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 2 Dec 1999 15:59:37 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Different Technologies<BR>
<BR>
In mail you write:<BR>
<BR>
> IMTU the following space propulsion methods are used:<BR>
><BR>
> 1) CG:   good out to 10 planetary diameters, extensive use on small<BR>
> craft.<BR>
><BR>
> 2) Thrusters:  good out to 1000 solar diameters, used by everyone who<BR>
> gets outside the 10 planetary limit.<BR>
><BR>
> 3) HEPLAR/Fussion Rockets:  secondary drive for anyone who gets outside<BR>
> 1000 solar diameter limit (military and scouts mainly)<BR>
><BR>
> 4) Solar Sails:  Idle rich (solar sail races)<BR>
<BR>
Actually, solar sails are also useful for "bulk cargo" transports. The<BR>
sort of stuff where you don't *care* how long it's been in transit as<BR>
long as loads show up regularly. Solar sails are sufficient to move<BR>
such between planets under control of an autopilot.<BR>
<BR>
And unlike most other means of moving such cargos without human crews,<BR>
the low acceleration of solar sails is an *advantage*. It means that<BR>
it's not worth the effort to even *try* to hijack a cargo to use as<BR>
"deadfall ordinance" on a planet. It'll take so long to get there that<BR>
they *can't* miss the fact that there's something wrong, and they'll<BR>
have *plenty* of time to intercept the load. <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: Fri, 3 Dec 1999 00:20:05 -0000<BR>
From: "Matthew Bond" <mgb@akira.swinternet.co.uk><BR>
Subject: Re: LEO's<BR>
<BR>
Actually, Cracker was set in Liverpool.<BR>
<BR>
(New) Scotland Yard is indeed the HQ of the Metropolitan Police (London),<BR>
but as a result has a lot of expertise in various areas of policing due to<BR>
the size of London, and through it's lengthy history.<BR>
<BR>
It will often advise other regional Police Forces, if requested, as it has<BR>
many top experts in the more esoteric fields of criminology. It also has a<BR>
legacy in fiction dating back to Sherlock Holmes, as being the home of all<BR>
the 'top' detectives.<BR>
<BR>
This is probably due to authors in the 19thC and early 20thC having a London<BR>
bias, and also the fact that at this time Scotland Yard was one of the<BR>
foremost places world-wide in many early aspects of forensic detection, eg<BR>
Fingerprints etc.<BR>
<BR>
Many well publicised crimes of the time involved both regional Police and<BR>
invited Experts from Scotland Yard in their solution.<BR>
<BR>
Matt<BR>
- -----Original Message-----<BR>
From: Trevor, Peter <Peter.Trevor@rb.cwplc.com><BR>
<BR>
<BR>
>Bruce Johnson wrote:<BR>
>> Trevor, Peter wrote:<BR>
>> > ehenry wrote:<BR>
>> > > I plead ignorance.  Is "Scotland Yard" still around and how does<BR>
>> > > it fit in<BR>
>> ><BR>
>> > Scotland Yard *was* the address of the original headquarters  for<BR>
>> > the London Metropolitan Police (the "Met").<BR>
><snip><BR>
>> That's odd...I thought 'Scotland Yard' was the HQ of your<BR>
>> equivalent of the FBI, a national police force...Whatever<BR>
>> they're called...I've only heard them referred to as 'Scotland<BR>
>> Yard'.<BR>
>><BR>
>> Of course, my experience comes from watching things like<BR>
>> 'Cracker' and suchlike on PBS and A&E, and a pile of mysteries...<BR>
><BR>
>As I said Scotland Yard (or New Scotland Yard) is the HQ  of  the<BR>
>Met (London police) ... but they have dozens of individual police<BR>
>stations across the capitol all reporting back to Scotland Yard.<BR>
><BR>
>There is no UK FBI equivalent although MI5 is  hoping  to  become<BR>
>one (time will tell).<BR>
><BR>
>IIRC "Cracker" was set in London (as was Sherlock  Holmes'  home,<BR>
>and "The Bill") and given the  size  of  London  I  can  see  how<BR>
>references to Scotland Yard (without references to  other  police<BR>
>HQs) may be confusing.<BR>
><BR>
><BR>
><BR>
>Regards PLST<BR>
><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 02 Dec 1999 17:24:33 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: LEO's<BR>
<BR>
Matthew Bond wrote:<BR>
> <BR>
<BR>
> Many well publicised crimes of the time involved both regional Police and<BR>
> invited Experts from Scotland Yard in their solution.<BR>
<BR>
AHA! That's where I've gotten the impression that SY = FBI. There's been<BR>
a number of documentaries on the History channel, Discover, TLC, etc<BR>
where they discussed weird old crimes, several have been imprted from<BR>
the UK, and they showed detectuves from 'Scotland Yard' running all over<BR>
England. That was it, then.<BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 2 Dec 1999 19:46:16 -0500 (EST)<BR>
From: Kenji Schwarz <schwarz@fas.harvard.edu><BR>
Subject: Re: Why Visit Other Worlds?<BR>
<BR>
On Thu, 2 Dec 1999, Charles Collin wrote:<BR>
<BR>
> Kenji said:<BR>
> > Well, *obviously*, because you can 1) make money and 2) kill them.  What<BR>
> > other reason, *realistically*, do you think people *rationally* need?<BR>
> <BR>
> No, you're *completely* wrong.  There are in fact *three* reasons a<BR>
> *rational* person would visit other worlds.  The *obvious* answer is that<BR>
> you can 1) make money, 2) kill them, 3) date alien chicks (== f*** them).<BR>
<BR>
No, that last one's definitely not a reason, according to the fundamental,<BR>
family-friendly values of the OTU.  Not only is it not a reason, it's not<BR>
even discussable in Traveller print.<BR>
<BR>
Kenji<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 2 Dec 1999 16:51:40 -0800<BR>
From: "Luther Martin" <tml@ksarul.com><BR>
Subject: Re: Why Visit Other Worlds?<BR>
<BR>
We all know from watching movies that *all* races find human females<BR>
attractive. Its one of the few truly universal elements to all of the known<BR>
races. It may be the most important motivator for space travel.<BR>
<BR>
- ----- Original Message -----<BR>
From: Kenji Schwarz <schwarz@fas.harvard.edu><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Thursday, December 02, 1999 4:46 PM<BR>
Subject: Re: Why Visit Other Worlds?<BR>
<BR>
<BR>
><BR>
><BR>
> On Thu, 2 Dec 1999, Charles Collin wrote:<BR>
><BR>
> > Kenji said:<BR>
> > > Well, *obviously*, because you can 1) make money and 2) kill them.<BR>
What<BR>
> > > other reason, *realistically*, do you think people *rationally* need?<BR>
> ><BR>
> > No, you're *completely* wrong.  There are in fact *three* reasons a<BR>
> > *rational* person would visit other worlds.  The *obvious* answer is<BR>
that<BR>
> > you can 1) make money, 2) kill them, 3) date alien chicks (== f***<BR>
them).<BR>
><BR>
> No, that last one's definitely not a reason, according to the fundamental,<BR>
> family-friendly values of the OTU.  Not only is it not a reason, it's not<BR>
> even discussable in Traveller print.<BR>
><BR>
> Kenji<BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 02 Dec 1999 18:49:07 -0600<BR>
From: Richard Wilson <rtwilson@rollanet.org><BR>
Subject: Re: LEO's<BR>
<BR>
At 12:10 PM 12/2/99 -0700, you wrote:<BR>
>cos 90 wrote:<BR>
>> <BR>
><BR>
>Real cops don't tend to get into those jurisdictional turf wars<BR>
>either...and according to TeeVee all of California is balmy, Korea,<BR>
>Africa, and most locations around the world look just like the hills<BR>
>outside of LA, there's a singular rock formation on dozens of planets<BR>
>and sites around the world (The rocks where Kirk fought the reptile<BR>
>thing pop up in the damndest places), and if we are to go by Stargate<BR>
>SG-1, unless the planet is reall, really weird, all planets are<BR>
>Vancouver ;-)<BR>
><BR>
>-- <BR>
Stargate SG-1 also showed us that, with few exceptions, all Earth's<BR>
languages end up evolving toward english. <BR>
<BR>
Richard Wilson<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 2 Dec 1999 20:12:56 -0500<BR>
From: "Chris Seamans" <semo@pil.net><BR>
Subject: Re: Traveller Adventure: The Acadian<BR>
<BR>
From: Robert Prior <robert_prior@sympatico.ca><BR>
<BR>
<BR>
> Did anyone else have this happen, or should I contact my ISP?  And can I<BR>
> tell them (other than "got a message that was missing the body" that will<BR>
> help them solve the problem?<BR>
<BR>
The only message I have in the "Traveller Adventure: The Acadian" thread is<BR>
one by Mr. Eaglestone. It's quite long, and is not at all empty.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 3 Dec 1999 14:13:50 +1300<BR>
From: "Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
Subject: Re: Brilliant Lances (was Re: Hello and TNE question)<BR>
<BR>
On 2 Dec 99, at 15:59, Eric Henry wrote:<BR>
<BR>
> own them and read them but haven't played them.<BR>
> <BR>
> I will say that the ships provided don't appear to be optimized for the<BR>
> type of combat for which you'd think they'd be designed.  For example, the<BR>
> spinal guns appear to be on the light side.<BR>
<BR>
So's the armour. Apparently they were simply converted from previous <BR>
editions, not built from the keel out. Supposedly we were going to be <BR>
seeing ships designed for TNE/BL/FFS, but GDW went under before this <BR>
happened.<BR>
<BR>
<BR>
- --<BR>
Rupert Boleyn <paradise.net.nz><BR>
Wellington, New Zealand<BR>
<BR>
A pessimist is an optimist with a sense of history.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 2 Dec 1999 16:20:38 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Bifrost-class Solar Shuttle (GTL9)<BR>
<BR>
In mail you write:<BR>
<BR>
> Leonard Erickson writes:<BR>
>> ><BR>
>> > p.17 "Starsailing: Solar Sails and Interstellar Travel" by Louis Freidman<BR>
>> <BR>
>> Try telling that to the magsail folks! :-)<BR>
><BR>
> Magsails are non-physical, and several orders of magnitude larger than solar <BR>
> sails.<BR>
<BR>
But the *physical* part (the superconducting "ring") is smaller.<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: Thu, 2 Dec 1999 16:22:26 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Police?<BR>
<BR>
In mail you write:<BR>
<BR>
> Likewise, Portland, Oregon, really is six cities under a municipal<BR>
> government. (And crossing at least two counties). I don't recall seing<BR>
> local police there (Portland Metro, plus two sherrifs departments, those<BR>
> I've seen). Detroit is an extreme of the US system.<BR>
<BR>
Not really. It may have been such at one time, but it's definitely<BR>
*one* city now. East Portland, St. Johns, etc survive only as<BR>
neighborhood designations. <BR>
<BR>
We do have such oddities as the City of Maywood Park, where an area<BR>
about 6 blocks on a side incorporated so the could force the re-routing<BR>
of I-205 (which would have gone right thru the middle of their<BR>
neighborhood otherwise). <BR>
<BR>
Portland has annexed several smaller suburbs in the 20+ years I've<BR>
lived here. And had a few others tell them to go to hell. There's even<BR>
a chunk of "unincorporated" territory that's successfully fought<BR>
annexation at least twice. Even though they are now *surrounded* by<BR>
Portland! <BR>
<BR>
Portland isn't going to expand much farther, except in a couple of<BR>
areas, simply because it's now up against former suburbs that are now<BR>
big enough to fight back. Gresham, Beaverton, Tigard, etc. <BR>
<BR>
The Police are definitely *Portland* police. The Sherriff's departments<BR>
are Multnomah county, Clacakmas county, and Washington County. Though<BR>
I'm not sure if any of Portland is *in* Washington County. I'd have to<BR>
check a map to be sure, but I think they finally "adjusted" the city &<BR>
county boundaries to be more rational. <BR>
<BR>
We *do* have an "agency" that spans the entire Metro area. But it<BR>
doesn't "do" police functions. Metro tends to go more for things like<BR>
land use regulations.<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: Thu, 2 Dec 1999 16:17:17 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: power generation technologies<BR>
<BR>
In mail you write:<BR>
<BR>
>   While we're on the subject (or at least close), would anyone care<BR>
> to explain why SF games almost always assume that anti-matter is a<BR>
> power supply system that doesn't need an ultimate source of fuel?<BR>
><BR>
>   I mean that presumably there's a honking big fusion reactor (or<BR>
> other cheap power source) running as cost-efficient as possible a<BR>
> conversion method, but AM itself as a resource is absurd, unless<BR>
> you postulate that suddenly at TL x it becomes easy to obtain (?!).<BR>
<BR>
True enough. Unless (until?) you find large amounts of *natural*<BR>
antimatter, AM is "merely" the most efficient known method of *storing*<BR>
power. <BR>
<BR>
Actually, baring some major breakthroughs, it's not even that<BR>
*efficient*, not if you consider the amount of power it takes to *make*<BR>
a given amount of AM. It's just the most *concentrated* storage. <BR>
<BR>
In Traveller, we know of at least one source of "natural" AM. <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: Thu, 2 Dec 1999 17:36:19 -0800 (PST)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Bifrost-class Solar Shuttle (GTL9)<BR>
<BR>
Leonard Erickson writes:<BR>
> > Magsails are non-physical, and several orders of magnitude larger than<BR>
> > solar  sails.<BR>
> <BR>
> But the *physical* part (the superconducting "ring") is smaller.<BR>
<BR>
<BR>
Depending on your definition of 'smaller', yes.  In terms of radius it's quite a bit larger.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 3 Dec 1999 01:00:27 -0000<BR>
From: "Matthew Bond" <mgb@akira.swinternet.co.uk><BR>
Subject: Re: Bribery Skill<BR>
<BR>
As I see it, Streetwise will help you find a bribable individual (though of<BR>
course it has many more uses than just that), and let you know the common<BR>
'payment' methods in this culture. Bribery is then used to assess *this<BR>
particular individual*, and know exactly how much to offer, in what form, to<BR>
both enhance the chance of success, and minimise the consequences of<BR>
failure.<BR>
<BR>
Say, f'rinstance, you need access to a certain location. You stroll up and<BR>
the Guard refuses entry. You could just try bribing the guard straight away,<BR>
using Bribery. Of course this Guard may be one of the previously mention<BR>
'Gangbuster' pure-as-driven-snow types... oop's.<BR>
<BR>
The smart play (if urgency is not essential), would be to use Streetwise to<BR>
find out more about the Guards, which ones are most susceptible to 'looking<BR>
the other way', when they are on shift etc.  Then bribing *that* Guard, with<BR>
perhaps a +1 or +2 DM on the bribery roll as you already know he's bribable<BR>
from the Streetwise.<BR>
<BR>
YMMV<BR>
<BR>
Matt<BR>
- -----Original Message-----<BR>
From: Thom Harris <thomharr@mediaone.net><BR>
To: traveller@lists.imagiconline.com <traveller@lists.imagiconline.com><BR>
Date: 02 December 1999 21:31<BR>
Subject: Re: Bribery Skill<BR>
<BR>
<BR>
>Walt I agree with what you have said and with Chris' points as well. What I<BR>
>most use "streetwise" for is the collection of information. I find that<BR>
this<BR>
>is the one thing that bribery makes the smallest impact on too. The<BR>
>streetwise person goes on the street and starts collecting tidbits and<BR>
>eventually will be guided to the source. He/she knows how to ask questions,<BR>
>seems to fit into the environment and doesn't trigger alarms when asking<BR>
>questions. They will occasionally resort to bribery, if necessary, but<BR>
never<BR>
>start out with bribing as the intended way of getting results. As anyone<BR>
who<BR>
>plays the game knows, you can never have enough information.<BR>
><BR>
>Thom Harris<BR>
><BR>
>----- Original Message -----<BR>
>From: "Walter Smith" <SmithW@HARTWICK.EDU><BR>
>To: "'TML'" <traveller@mpgn.com><BR>
>Sent: Thursday, December 02, 1999 11:12 AM<BR>
>Subject: re: Bribery Skill<BR>
><BR>
>>>>>>>>>>><BR>
>>>>>>>>>>><BR>
>> Chris Seamans wrote:<BR>
>>>>>>>>>>><BR>
>> That's not what Streetwise is, though. From the Traveller book:<BR>
>> <snip pertinent quote><BR>
>>>>>>>>>>><BR>
>>>>>>>>>>><BR>
>>Walt Smith wrote:<BR>
>>>>>>>>>>>><BR>
>> Agreed, but the most common *uses* of the skill I've seen or heard<BR>
>> of deals with those who are, in some way, criminal. Whether they are<BR>
>> criminal because they are the bad guys, or because they've been<BR>
>> criminalized by the rest of society is another matter. Your quote<BR>
>> highlights the utility of the skill in knowing how to obtain contraband<BR>
>> goods or make shady deals as well.<BR>
>><BR>
>> Streetwise might be useful in making a deal with the stevedore gangs<BR>
>> in a low-class starport, while Admin skill would be used to deal with<BR>
>> a high-class starport executive.<BR>
>> Walt Smith<BR>
><BR>
><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 3 Dec 1999 01:38:12 -0000<BR>
From: "Matthew Bond" <mgb@akira.swinternet.co.uk><BR>
Subject: Re: Different technologies<BR>
<BR>
- -----Original Message-----<BR>
From: Rupert Boleyn <rboleyn@paradise.net.nz><BR>
<snip><BR>
Note that (according to GT, anyway) the Vilani discovered jump once <BR>
they'd reached the outer reaches of their solar system, too. IMO it's <BR>
simply that you need to get outside the 100 diameter radius of your <BR>
star before things will work properly. Inside and all you've got is a <BR>
exotic way of making lots of research dollars disappear.<BR>
<BR>
- --<BR>
Rupert Boleyn <paradise.net.nz><BR>
Wellington, New Zealand<BR>
- ----------------------------------------------------------<BR>
<BR>
Not that you *need* an exotic method to make research dollars vanish... <g><BR>
<BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 02 Dec 1999 19:37:37 -0600<BR>
From: Alex Ingram <ingram@airmail.net><BR>
Subject: Re: Re : Expanded Skills Lists (was : Re : Bribery Skill)<BR>
<BR>
I guest it depends on how realistic your Traveller universe is. Medicine is<BR>
highly specialized and the<BR>
general practice physician is not equipped to handle much more than<BR>
referral. I have a much more comprehensive skills listing breaking down many<BR>
skills into specialized "real wrorld" areas of expertise<BR>
and have been using it for the past 15 years without any problems. I<BR>
understand the mentality about standardized skills in Traveller but can't<BR>
agree that more skills some how dilutes the game system. I would like to see<BR>
your recent posting as I must have missed it. Please resend directly to me.<BR>
Thanks!<BR>
<BR>
Alex Ingram<BR>
<BR>
Robert O'Connor wrote:<BR>
<BR>
> I don't think that inflating skill lists like this is terribly useful or<BR>
> necessary.<BR>
><BR>
> As far as the Medical skill goes, from my point of view :-<BR>
> - diagnosis or monitoring :-<BR>
>         - clinical<BR>
>         - laboratory/instrument based<BR>
> - treatment<BR>
>         - pharmaceutical<BR>
>         - procedure/instrument based<BR>
><BR>
> See my previous post on 'Medicine in the 3I' for definitions of the<BR>
> above.<BR>
><BR>
> Alex Ingram's list is a pretty reasonable one, but can be decomposed<BR>
> into the one I have above with little fuss.<BR>
><BR>
> Robert O'Connor<BR>
> Medico, Gamer<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 3 Dec 1999 14:36:37 +1300<BR>
From: "Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
Subject: Re: Naval rank question<BR>
<BR>
On 2 Dec 99, at 22:36, igor@truserve.com wrote:<BR>
<BR>
> Hey all you military geniuses...<BR>
> <BR>
> What would expect the rank of a SDB Fleet Commander to be? I'm talking<BR>
> about the dude (or dude-ete) who's in chage of all the SDBs in a system.<BR>
> Not a squadron commander. Would this rate an Admiral? Commodore?<BR>
> Commander? Captain? Bueler? Bueler?<BR>
<BR>
I'd say it depends on the number and size of the SDB's we're talking <BR>
about. However Admiral would probably be the go, as I imagine they'd <BR>
have more than just the SDB's under their command (ie they'd also have <BR>
support ships, bases, etc).<BR>
<BR>
In 'bananna republic' style worlds they'd always be an Admiral,the <BR>
smaller the fleet, the higher the rank.<BR>
<BR>
<BR>
- --<BR>
Rupert Boleyn <paradise.net.nz><BR>
Wellington, New Zealand<BR>
<BR>
A pessimist is an optimist with a sense of history.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 3 Dec 1999 14:36:37 +1300<BR>
From: "Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
Subject: Re: Brilliant Lances (was Re: Hello and TNE question)<BR>
<BR>
On 2 Dec 99, at 16:11, Eric Henry wrote:<BR>
<BR>
> what are corrected difficulty ratings?<BR>
> <BR>
> -----Original Message-----<BR>
> From: Rupert Boleyn <rboleyn@paradise.net.nz><BR>
> <BR>
> <BR>
> On 2 Dec 99, at 13:35, Luther Martin wrote:<BR>
> <BR>
> > Has anyone out there played Brilliant Lances or Battle Rider? If so,<BR>
> > what did you think of them? Good? Bad?<BR>
> <BR>
> I played a few games of Battle Rider, and enjoyed them immensely. It's<BR>
> fairly important to make sure that you use the corrected difficulty<BR>
> ratings, though (otherwise you get results that are way off compared with<BR>
> BL<BR>
<BR>
In short all the sensor and shooting tasks are one level harder or <BR>
easier (I forget which) than they should be. Some where out there (The <BR>
Missouri Archives?) there's a set of corrections, along with assorted <BR>
enhancements, house rules, etc, etc by Merrick Burkhart (I think) for <BR>
both BL and BR that are pretty complete. They're worth getting if you <BR>
intend to use BL or BR.<BR>
<BR>
<BR>
- --<BR>
Rupert Boleyn <paradise.net.nz><BR>
Wellington, New Zealand<BR>
<BR>
A pessimist is an optimist with a sense of history.<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #1432<BR>
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