<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #1559</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
Date:	12/22/99 9:51:10 PM Pacific Standard Time<BR>
From:	owner-traveller-digest@lists.imagiconline.com (Traveller-digest)<BR>
Sender:	owner-traveller-digest@lists.imagiconline.com<BR>
Reply-to:	traveller@lists.imagiconline.com<BR>
To:	traveller-digest@lists.imagiconline.com<BR>
</FONT><FONT  SIZE=3 PTSIZE=10><BR>
</FONT><FONT  SIZE=3 PTSIZE=10><BR>
Traveller-digest    Thursday, December 23 1999    Volume 1999 : Number 1559<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>
Drawing Program<BR>
Re: Vargr, Just for Kicks (was Re: In Jokes)<BR>
Re: Drawing Program<BR>
Re: Vargr, Just for Kicks (was Re: In Jokes)<BR>
Re: How much should a starship cost<BR>
Re: 3I Sports<BR>
Re: 3I Sports<BR>
Re: England<BR>
Re Christmas Ultra-Violence<BR>
Vargr martial arts<BR>
Re: United States<BR>
Re: England<BR>
Re: [OT] War of 1812<BR>
Re: Re Christmas Ultra-Violence<BR>
Re: FGMP<BR>
Re: Drawing Program<BR>
Re : Sex and Paraphilias in the Far Future (was : Technology advances)<BR>
Re: Drawing Program<BR>
Re: Drawing Program<BR>
Re: Drawing Program<BR>
Re: Drawing Program<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Wed, 22 Dec 1999 22:12:25 -0500 (EST)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Drawing Program<BR>
<BR>
Hi all.  <BR>
<BR>
Can anyone recommend a shareware/freeware prog for drawing<BR>
deckplans, planetary maps and that sort of thing?  It doesn't have to be<BR>
anything fancy...<BR>
<BR>
Thanks,<BR>
Charles C. <BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 23 Dec 1999 14:18:21 +1100<BR>
From: "Jim & Peta Lawrie" <jimpeta@primus.com.au><BR>
Subject: Re: Vargr, Just for Kicks (was Re: In Jokes)<BR>
<BR>
>>Forwards? I tend to agree. But *backwards* is a whole different story.<BR>
>>Being digigrade[1], rather than plantigrade[2], Vargr are likely to be<BR>
>>able to kick well *behind* themselves, and also do *nasty* "belly<BR>
>>rakes" to someone they've grappled with.<BR>
>><BR>
>>Leonard Erickson (aka Shadow)<BR>
><BR>
>        I always presumed that any Vargr martial-art or unarmed combat<BR>
>techniques would be delivered as a cross between Capeoria (leap -<BR>
hand-stand<BR>
>- KICK - pivot - roll - KICK) and Hopkido (leap - grapple - pin - BREAK -<BR>
>POUND - POUND - POUND....) depending what range the target was at when the<BR>
>whole show started...<BR>
>        --Michel<BR>
<BR>
    ? Try doing THAT in a crawl space!<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 22 Dec 1999 23:22:53 -0400<BR>
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca><BR>
Subject: Re: Drawing Program<BR>
<BR>
At 10:12 PM 12/22/99 -0500, you wrote:<BR>
>Hi all.  <BR>
><BR>
>Can anyone recommend a shareware/freeware prog for drawing<BR>
>deckplans, planetary maps and that sort of thing?  It doesn't have to be<BR>
>anything fancy...<BR>
><BR>
>Thanks,<BR>
>Charles C. <BR>
><BR>
        _Campagin Cartographer 2_ and _City Designer 2_ by ProFantasy<BR>
Software  ( "http://www.profantasy.com").  Check out my websites (see URL's<BR>
below) for examples of neat things (including deckplans) that you can do<BR>
with it.  *GREAT* software, better support.<BR>
<BR>
        --Michel<BR>
        ( CC2/ CD2 Junkie )<BR>
<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
	Michel R. Vaillancourt	misha@atlantic-online.ns.ca<BR>
				ICQ # 31172292<BR>
	"Reality Error in Progress....<BR>
			....Do Not Adjust Your Penguin"	<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
	Into Cyberpunk?  Check Out:<BR>
		"http://www.atlantic-online.ns.ca/cp2020"<BR>
	Into Traveller?  Check Out:<BR>
		"http://www.atlantic-online.ns.ca/traveller"<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
	***REMEMBER - Always virus-check your emails ***<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 22 Dec 1999 23:35:31 -0400<BR>
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca><BR>
Subject: Re: Vargr, Just for Kicks (was Re: In Jokes)<BR>
<BR>
><BR>
>>>Forwards? I tend to agree. But *backwards* is a whole different story.<BR>
>>>Being digigrade[1], rather than plantigrade[2], Vargr are likely to be<BR>
>>>able to kick well *behind* themselves, and also do *nasty* "belly<BR>
>>>rakes" to someone they've grappled with.<BR>
>>><BR>
>>>Leonard Erickson (aka Shadow)<BR>
>><BR>
>>        I always presumed that any Vargr martial-art or unarmed combat<BR>
>>techniques would be delivered as a cross between Capeoria (leap -<BR>
>hand-stand<BR>
>>- KICK - pivot - roll - KICK) and Hopkido (leap - grapple - pin - BREAK -<BR>
>>POUND - POUND - POUND....) depending what range the target was at when the<BR>
>>whole show started...<BR>
>>        --Michel<BR>
<BR>
At 02:18 PM 12/23/99 +1100, Jim & Peta Lawrie wrote:<BR>
><BR>
>    ? Try doing THAT in a crawl space!<BR>
><BR>
<BR>
        Actually, Hopkido is a ground-fighting style...  the leaps are<BR>
*lateral*, more a flying tackle than anything.  Which would work well in a<BR>
crawl-space for a Vargr because of the way the leg physiology is arranged...<BR>
Just because the *potential* for Capeoira-like attacks are there doesn't<BR>
mean they would be used all the time...  some things only work if your<BR>
opponent is obliging about it.  =)<BR>
<BR>
        --Michel<BR>
<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
	Michel R. Vaillancourt	misha@atlantic-online.ns.ca<BR>
				ICQ # 31172292<BR>
	"Reality Error in Progress....<BR>
			....Do Not Adjust Your Penguin"	<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
	Into Cyberpunk?  Check Out:<BR>
		"http://www.atlantic-online.ns.ca/cp2020"<BR>
	Into Traveller?  Check Out:<BR>
		"http://www.atlantic-online.ns.ca/traveller"<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
	***REMEMBER - Always virus-check your emails ***<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 23 Dec 1999 14:45:07 +1100<BR>
From: "Jim & Peta Lawrie" <jimpeta@primus.com.au><BR>
Subject: Re: How much should a starship cost<BR>
<BR>
- -----Original Message-----<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
To: traveller mailing list <traveller@lists.imagiconline.com><BR>
Date: Thursday, 23 December 1999 10:11<BR>
Subject: Re: How much should a starship cost<BR>
<BR>
<BR>
>>From: "Jim & Peta Lawrie" <jimpeta@primus.com.au><BR>
><BR>
>>Australia still has short run ships called "Ninety<BR>
>>Miler's" that ply thecoast moving incidental cargo.<BR>
><BR>
>>    They are in fact, much sought after ships as they<BR>
><BR>
>>allow you to be in port every night, great for family<BR>
><BR>
>>men.<BR>
><BR>
>I should think single men would find that great, too<BR>
>-- even (especially?) if it's not the same port every<BR>
>night.<BR>
><BR>
>>My brother is a Master and he and a few mates had a<BR>
>>look at buying the Cape Don, an ex-lighthouse<BR>
>>tender, for hauling cargo around the pacific islands<BR>
>>but a case of marriage got in the way.<BR>
><BR>
>Too bad -- many an adventurer has been ruined by it.<BR>
>Reduced to armchairs, books, the telly, and National<BR>
>Geographic, they are.<BR>
><BR>
>>It would have been an amazing ship for it, she<BR>
>>carries a WW2 Shwimmenwagen and a LARC for moving<BR>
>>around inshore, very much like a Traveller vessels<BR>
>>"Ships Boats."<BR>
><BR>
>That sounds way too cool.  If we all chipped in, could<BR>
>we put together enough to buy and maintain her?  Or,<BR>
>put another way, how much would each of us have to put<BR>
>up?  Then we could go visit during our vacations, like<BR>
>a time share.<BR>
><BR>
>--Glenn<BR>
<BR>
    I'll ask him when he get's back from Singapore (after Christmas, :<BR>
 ,don't let your kids go to sea. He's missed his kids getting born, my<BR>
wedding and umpteen other things.) but I don't hold out a lot of hope, she's<BR>
been there since he got married and that's been six years, a ship not cared<BR>
for degrades alarmingly.<BR>
    You would be amazed what ships are lying out there, looking for an<BR>
owner. Ex-military ships go for a song but they are not built as sturdily as<BR>
a merchant unless they are something like a landing craft. I'm writing a<BR>
scenario about this but it's not going to happen until I can find a decent<BR>
program to do deck plans on (I generally use AutoCAD but it looks crappy<BR>
when translated to .jpg on my website). Also, the trend for cargo boats is<BR>
not more ships but more capacity and the little guys get left tied up to the<BR>
wharf. I'm sure there's a lot of free traders in parking orbits just rotting<BR>
or decompressed because the company has bought a larger vessel and can't<BR>
afford to run the old clunker.<BR>
    Why don't you do the Twilight 2000 method? Assign a wear value of<BR>
between 1 to 10 (I think TNE does this) 1 being pristine and 10 being<BR>
clapped out. Then to find the value of the ship is :<BR>
(price of ship new / wear value)<BR>
    and every time there is an event (a jump, a battle, a reentry etc) you<BR>
must roll under the wear value to avoid a component breakdown. If a<BR>
component breakdown occurs the engineer must roll for a repair, probably as<BR>
your burning up on reentry, if he's successful the component is good for<BR>
another event and if s/he fails it's busted and needs a renew or repair.<BR>
Repair cost's the book price +10% for installation for that part and a<BR>
repair costs 50% of the book price but adds 1 to the components wear value.<BR>
S/he can avoid all this by doing twice the maintenance which would probably<BR>
be the (Jump Number + Gee Number) x 5 in hours per Engineer required. In<BR>
that case the chance of a breakdown is it's wear value as a percentage.<BR>
    This way you could multiply the cost of starship by 10 or 20 and players<BR>
could still afford them by buying old bombs.<BR>
    Sorry if this is all covered by TNE but I haven't read it. I am going to<BR>
adopt it for MegaTraveller though!<BR>
    Jim L.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 22 Dec 1999 20:44:29 -0700<BR>
From: cos 90 <cos90@powersurfr.com><BR>
Subject: Re: 3I Sports<BR>
<BR>
	<BR>
>> IMTU, Gladiators! Where people get together in those<BR>
>> power-loader suits (like in Aliens) and battle it out!<BR>
>> Yes, manslaughter is decriminalised on the world where<BR>
>> this happens... though they're not allowed to mount<BR>
>> guns, blasters, any kind of projectile weapon... just<BR>
>> swords, axes, clubs, industrial power saws... Brutal,<BR>
>> but popular!<BR>
>> <BR>
>Sounds like ROLLERBALL could also be a popular sport on some Traveller<BR>
>lower-tech (and maybe even some higher-tech) worlds, especially those set up<BR>
>as corporate worlds. It's been awhile since that movie came out...:) :)<BR>
<BR>
Now that was a fun movie... at least, the interesting parts were fun.<BR>
There were huge stretches of the movie that were rather snore-inducing.<BR>
I'd love to see a contemporary remake of the film, but with some tighter<BR>
scripting so that the long drawn-out dull bits from the original are<BR>
shortened or gone altogether.<BR>
<BR>
But it would make a great 3I sport. IMTU, it's the ubiquitous "Grav Ball",<BR>
although I once made a passing reference to a sport I invented for TSR's<BR>
"Star Frontiers" called Zarfball...  (Maybe I should post the rules<BR>
sometime?)<BR>
<BR>
<BR>
     Glenn St-Germain  Edmonton, Alberta, Canada <BR>
cos90@powersurfr.com  http://plaza.powersurfr.com/glenn<BR>
        "There is no longer any normal to be"<BR>
                                 -- Gary Numan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 23 Dec 1999 15:02:08 +1100<BR>
From: "Jim & Peta Lawrie" <jimpeta@primus.com.au><BR>
Subject: Re: 3I Sports<BR>
<BR>
>>Sounds like ROLLERBALL could also be a popular sport on some Traveller<BR>
>>lower-tech (and maybe even some higher-tech) worlds, especially those set<BR>
up<BR>
>>as corporate worlds. It's been awhile since that movie came out...:) :)<BR>
><BR>
>Now that was a fun movie... at least, the interesting parts were fun.<BR>
>There were huge stretches of the movie that were rather snore-inducing.<BR>
>I'd love to see a contemporary remake of the film, but with some tighter<BR>
>scripting so that the long drawn-out dull bits from the original are<BR>
>shortened or gone altogether.<BR>
>     Glenn St-Germain  Edmonton, Alberta, Canada<BR>
<BR>
    The book the script was lifted from was very good, it's called<BR>
"Killerbowl" and it's Gridiron in hi-tech plastic armour and bloody big<BR>
knives. The players live in a society where skill is emphasised and the fans<BR>
only want blood, so the networks arrange it so the fans get what they want.<BR>
I personally think it was the first ever cyberpunk book.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 23 Dec 1982 20:21:41 -0800<BR>
From: "Glenn M. Goffin" <gmgoffin@pacbell.net><BR>
Subject: Re: England<BR>
<BR>
> From: "Matthew Bond" <mgb@akira.swinternet.co.uk><BR>
> Subject: Re: England<BR>
<BR>
> From: Glenn Goffin <gmgoffin@yahoo.com><BR>
> <snip><BR>
> >butts kicked in wars with people you used to hire as mercenaries<BR>
> <BR>
> errr.... no I'm stumped... enlighten me<BR>
<BR>
During the American War of Indepedence, also called the Revolutionary<BR>
War, but called by the English something like the Rebellion of Those<BR>
Damned Smugglers Who Refuse to Pay Their Taxes and Otherwise Support the<BR>
War Against France, the English hired Hessian mercenaries to fight in<BR>
the colonies.  (Hessia is a region of Germany.)<BR>
<BR>
Here is some information from the web:<BR>
<BR>
from:<BR>
http://www.cdi.org/issues/mercenaries/merc1.html#N_17_<BR>
<BR>
17. For more on the Hessian role in the American Revolution see Rodneu<BR>
Atwood, The Hessians:  Mercenaries from Hessen-Kassel in the American<BR>
Revolution, Cambridge University Press, 1980. <BR>
<BR>
(This website, by the way, concerns issues about mercenaries in<BR>
contemporary times, and is probably worth a read.)<BR>
_________________________________________________<BR>
<BR>
<BR>
from a web biography of George Washington:<BR>
http://gi.grolier.com/presidents/ea/bios/01pwash.html<BR>
<BR>
After the setbacks in New York, he [Washington] retreated through New<BR>
Jersey, crossing the Delaware River in December. The American cause now<BR>
sank to its lowest ebb. Washington's main army, reduced to 3,000 men,<BR>
seemed about to disintegrate. It appeared that the British could march<BR>
easily to Philadelphia. Congress moved to Baltimore. In these dire<BR>
straits Washington made a dramatic move that ended an agonizing campaign<BR>
in a blaze of glory. On the stormy night of December 25-26 he recrossed<BR>
the Delaware, surprised Britain's Hessian mercenaries at Trenton, and<BR>
captured 1,000 prisoners. This move gave him a striking position in<BR>
central New Jersey, whereupon the British ceased offensive operations<BR>
and pulled back to the vicinity of New York.<BR>
_________________________________________________<BR>
<BR>
<BR>
from:<BR>
http://www.odci.gov/cia/publications/warindep/intellopos.html<BR>
<BR>
Upon receiving accurate intelligence that the British were hiring<BR>
Hessian mercenaries for service in America, the Continental Congress<BR>
appointed a three-man committee "to devise a plan for encouraging the<BR>
Hessions and other foreigners... to quit that iniquitous service." The<BR>
result was a resolution, believed to have been drafted by Thomas<BR>
Jefferson, offering land grants to German deserters. It was translated<BR>
into German and sent among the Hessians. <BR>
<BR>
Benjamin Franklin, who joined the committee to implement the operation,<BR>
arranged for the leaflets to be disguised as tobacco packets to make<BR>
sure they would fall into the hands of ordinary Hessian soldiers.<BR>
Christopher Ludwick was dispatched by Washington into the enemy camp,<BR>
posing as a deserter, to contact the Hessians and encourage them to<BR>
defect. He is credited with the defection of "many hundred soldiers"<BR>
from the German ranks. <BR>
<BR>
In 1777, after his arrival in France, Benjamin Franklin fabricated a<BR>
letter purportedly sent by a German prince to the commander of his<BR>
mercenaries in America. The letter disputed British casualty figures for<BR>
the German troops, arguing that the actual number was much higher and<BR>
that he was entitled to a great amount of "blood money," the amount paid<BR>
to the prince for each of his men killed or wounded. <BR>
<BR>
The prince also encouraged the officer to be humane and to allow his<BR>
wounded to die, rather than try to save men who might only become<BR>
cripples unfit for service to their prince. Between 5,000 and 6,000<BR>
Hessians deserted from the British side during the war, in part because<BR>
of American propaganda. <BR>
_________________________________________________<BR>
<BR>
<BR>
- --Glenn<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 23 Dec 1982 19:43:38 -0800<BR>
From: "Glenn M. Goffin" <gmgoffin@pacbell.net><BR>
Subject: Re Christmas Ultra-Violence<BR>
<BR>
> From: "William F. Hostman" <aramis@gci.net><BR>
<BR>
> whatever you use, once you start swinging, keep swinging until security or<BR>
> the police remove the object being swung; better still, take a few swings<BR>
> with enpty hands as though you still had your implement. Makes a temporary<BR>
> insanity defense much easier if you show signs of being totally focussed<BR>
> upon a single target to the exclusion of reality.<BR>
> <BR>
> And, just to be ornery, you might want to sing "Singing in the rain" while<BR>
> attacking. ;)<BR>
<BR>
Well, what's it going to be then, eh, droogies?<BR>
<BR>
- --Glenn<BR>
(thinking of dressing in the very heighth of fashion for the next few<BR>
days)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 23 Dec 1982 19:53:25 -0800<BR>
From: "Glenn M. Goffin" <gmgoffin@pacbell.net><BR>
Subject: Vargr martial arts<BR>
<BR>
> From: "William F. Hostman" <aramis@gci.net><BR>
> Subject: Re Vargr<BR>
<BR>
[can vargr kick?]<BR>
<BR>
> Can they Jump? Yes? then a kick along the axis of the body, rather than to<BR>
> the front, will have good force. And hobnailed boots don't hurt. The only<BR>
> reason a Vargr can't kick effectively is that the leg bends wrong for a<BR>
> swinging kick; they would do just fine when effectively Stomping the target<BR>
<BR>
I would think the mechanics of kicking are among the first things vargr<BR>
pups do after they start getting good at punching, scratching, and<BR>
biting.  <BR>
<BR>
I've seen dogs fighting, and they of course don't kick like humans, but<BR>
they scratch and strike with their hind legs as appropriate although of<BR>
course most of their energy is focussed on getting their mouths around<BR>
each others' throats -- not a bad strategy for an animal with a big<BR>
mouth full of sharp teeth backed by strong facial muscles.  I would<BR>
expect any vargr in a fight to bite hard and often (and shake his or her<BR>
head severely after getting a good mouth grip).  <BR>
<BR>
Vargr martial arts are probably pretty cool to watch -- and pretty scary<BR>
to experience: Flying jump kicks with the whole body (and so its whole<BR>
weight) extended behind, followed upon impact by a quick reverse to get<BR>
teeth and claws into play.  <BR>
<BR>
- --Glenn<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 22 Dec 1999 23:23:31 EST<BR>
From: JFZeigler@aol.com<BR>
Subject: Re: United States<BR>
<BR>
In a message dated 12/22/99 10:08:19 PM Eastern Standard Time, <BR>
shadow@krypton.rain.com writes:<BR>
<BR>
> This points out a "need" fort SF/Fantasy writers. A "timeline" giving<BR>
>  prominent cultures at various times for the whole world.<BR>
<BR>
Penguin Books has a set of historical atlases which fit the bill.  The<BR>
one for "ancient history," for example, has about forty maps, each<BR>
showing exactly the same projection of a region including all of Europe<BR>
and parts of Africa and Asia.  Each map has boundaries marked on it<BR>
for all major cultural or national groups in existence at a given point in<BR>
history.  Each map also has a facing page of commentary.<BR>
<BR>
Almost like a "flip-book" of history.  Very useful as a first source when<BR>
you're doing research for a historical or time-travel story.<BR>
<BR>
Jon F. Zeigler<BR>
JFZeigler@aol.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 23 Dec 1982 20:02:03 -0800<BR>
From: "Glenn M. Goffin" <gmgoffin@pacbell.net><BR>
Subject: Re: England<BR>
<BR>
> From: "Josh W. Spencer" <macmanjws@earthlink.net><BR>
<BR>
> On 12/22/1999 14:35, Glenn Goffin wrote:<BR>
> > <BR>
> > We'll give you the Rolling Stones and the Beatles,<BR>
> > however.  Those are definitely in your favor.<BR>
> <BR>
> Give 'em credit for the Moody Blues and Pink Floyd, too!<BR>
<BR>
Yup, the British Invasion in the 1960s was, basically, a truly great<BR>
thing.  <BR>
<BR>
- --Glenn<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 22 Dec 1999 22:37:55 -0600<BR>
From: SFC Groth <wombat@premier.net><BR>
Subject: Re: [OT] War of 1812<BR>
<BR>
Leonard Erickson wrote:<BR>
> <BR>
> In mail you write:<BR>
> <BR>
> > I have been known to.  Very often if they do get them,<BR>
> > they serve as important clues.  I have had groups chase<BR>
> > after the elusive Crimson Clupeidae or the Scarlet<BR>
> > AleWife for months, even years (of game time).<BR>
<BR>
Did they have to chop down any trees with either of those?<BR>
> <BR>
> I'm the suspicious type. I'd look either of those up as soon as I got<BR>
> the chance.<BR>
> <BR>
> BTW, one of the *prime* rules for new GMs.<BR>
> <BR>
> If the players jump to a conclusion, or assume something as fact that<BR>
> *wasn't* part of what you've told them, *DON'T* correct them!<BR>
> <BR>
> Not only do they deserve the chance to learn not to make such mistakes,<BR>
> but watching them in the process can be highly amusing. :-)<BR>
<BR>
Besides, you may like the players' conclusions and/or assumptions better<BR>
than your own original ones, and rewrite things (behind the scenes) to<BR>
match what the players concluded.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 22 Dec 1999 22:42:39 -0600<BR>
From: SFC Groth <wombat@premier.net><BR>
Subject: Re: Re Christmas Ultra-Violence<BR>
<BR>
"Glenn M. Goffin" wrote:<BR>
> <BR>
> > From: "William F. Hostman" <aramis@gci.net><BR>
> <BR>
> > whatever you use, once you start swinging, keep swinging until security or<BR>
> > the police remove the object being swung; better still, take a few swings<BR>
> > with enpty hands as though you still had your implement. Makes a temporary<BR>
> > insanity defense much easier if you show signs of being totally focussed<BR>
> > upon a single target to the exclusion of reality.<BR>
> ><BR>
> > And, just to be ornery, you might want to sing "Singing in the rain" while<BR>
> > attacking. ;)<BR>
> <BR>
> Well, what's it going to be then, eh, droogies?<BR>
<BR>
Moloko plus for me....<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 22 Dec 1999 22:38:21 -0600<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: FGMP<BR>
<BR>
On 12/22/99 at 03:38 PM,  "William F. Hostman" <aramis@gci.net> said:<BR>
<BR>
>>An FGMP does 12d6, right? <g><BR>
<BR>
>Under CT, it is 16d, halved at VL, and quartered at Extreme. The PGMP-14<BR>
>does 12.<BR>
<BR>
Yeah, I looked it up.<BR>
<BR>
>Under MT, damage of PGMP's and FGMP's seems to equal the TL. Pen Climbs<BR>
>with TL and switching from Plasma to Fusion.<BR>
<BR>
>Under TNE, according to the Mk1 Md1 (Not the rulebook in force when I ran<BR>
>the game, that were under a Mk1 Md0). Also shows a pen of 0.5-2-4.<BR>
<BR>
My TNE shows something like 12-6-3 for FGMP's, is that Mk1 Md0?  If I've<BR>
read the rules correctly you're right the FGMP wouldn't penetrate AV 4<BR>
Combat Armor...heck, if I read them right AV 1 would stop that FGMP at<BR>
short range, right?  So, I *know* those stats must be wrong. <g><BR>
<BR>
I suppose 1/2-2-4 makes more sense.  The vargr's Combat Armor would soak<BR>
up 2 die (so 2 points of blunt trauma) and he's suffer 10d6+2 (12-37-62),<BR>
or 6d6+6 (12-27-42) if he was in Battle Dress.  Either way, Mr V.<BR>
shouldn't have survived long enough to kick Mr Z.<BR>
<BR>
TNE'ers out there, am I wrong about this?<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 22 Dec 1999 22:53:18 -0600<BR>
From: SFC Groth <wombat@premier.net><BR>
Subject: Re: Drawing Program<BR>
<BR>
Michel Vaillancourt wrote:<BR>
> <BR>
> At 10:12 PM 12/22/99 -0500, you wrote:<BR>
> >Hi all.<BR>
> ><BR>
> >Can anyone recommend a shareware/freeware prog for drawing<BR>
> >deckplans, planetary maps and that sort of thing?  It doesn't have to be<BR>
> >anything fancy...<BR>
> ><BR>
> >Thanks,<BR>
> >Charles C.<BR>
> ><BR>
>         _Campagin Cartographer 2_ and _City Designer 2_ by ProFantasy<BR>
> Software  ( "http://www.profantasy.com").  Check out my websites (see URL's<BR>
> below) for examples of neat things (including deckplans) that you can do<BR>
> with it.  *GREAT* software, better support.<BR>
<BR>
Perhaps so, but I wouldn't count CC2 as "shareware/freeware", which is<BR>
what the original poster was seeking.  USD 75.95 is a bit steep for some<BR>
folks, and _definitely_ out of the "shareware/freeware" category.<BR>
<BR>
Admittedly, you can download the CC2 demo for free, but it doesn't allow<BR>
you to save your work (according to the ProFantasy Web site).<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 23 Dec 1999 15:46:45 +1100<BR>
From: "Robert O'Connor" <robocon@ozemail.com.au><BR>
Subject: Re : Sex and Paraphilias in the Far Future (was : Technology advances)<BR>
<BR>
Let's quietly kill this off before it degenerates into a rehash of the<BR>
BDSM thread of earlier this year, OK? That really led to some nasty<BR>
posts.<BR>
<BR>
Leonard Erickson wrote (of Kenji) :-<BR>
> And he's *hardly* been all *that* strange. Just stop and consider the<BR>
> sort of things that high TL medical tech allows. Things that'd turn<BR>
> many modern day BDSM tyypes green with envy, and John Q. Public (now<BR>
> *or* then) just plain *green*.<BR>
> <BR>
> Being that this list isn't XXX rated, and most of you *really* don't<BR>
> want to know, I'll refrain from listing any possiblitities.<BR>
<BR>
Important note, folks :-<BR>
The first thing high TL medicine permits is the presence of males in the<BR>
far future (which may or may not be important, depending on your POV).<BR>
Are you all aware that the Y chromosome is unstable, getting shorter<BR>
with every generation that passes?<BR>
	Y chromosome abnormalities are intimately linked with male factor<BR>
infertility, as key information to build the male reproductive system is<BR>
coded on it.<BR>
<BR>
In general, enhanced understanding of neurophysiology, psychiatry and<BR>
psychology (surgery has already been mentioned) permits manipulation of<BR>
*all* complex behaviours (and organs) by TTL 14-15, psionics or no. <BR>
	Artificial wombs, computer-brain interfaces and highly sophisticated<BR>
drugs render the 'mechanical aspects' of sex highly obsolete, especially<BR>
when any set of sensations or experiences can be imprinted, or<BR>
manipulated at the whim of a programmer or pharmacologist. <BR>
<BR>
A : "Why are we doing *this* tonight?" (inhales deeply from<BR>
'aphrodisiac' puffer)<BR>
B : "Uhh... because it's... traditional??" (continues clumsy foreplay)<BR>
<BR>
Within this very wide set of parameters, literally anything is possible<BR>
between consenting humans. Other sophonts make the mix even more<BR>
complicated.<BR>
<BR>
May I recommend to everyone the books of Masters and Johnson,<BR>
Llewellyn-Jones and Krafft-Ebbing?<BR>
<BR>
Kenji and Leonard have already found DSM-IV. Such a cute document - the<BR>
Dewey Decimal System of mental illness, and a great cultural artifact<BR>
(y'all know that homosexuality was removed for DSM-III, dontcha folks?<BR>
BIG controversy at the time in psychiatric circles, back in the funky<BR>
'70s...).<BR>
<BR>
Robert O'Connor<BR>
Medico, Gamer<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 23 Dec 1999 01:04:10 -0400<BR>
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca><BR>
Subject: Re: Drawing Program<BR>
<BR>
At 10:53 PM 12/22/99 -0600, you wrote:<BR>
>Perhaps so, but I wouldn't count CC2 as "shareware/freeware", which is<BR>
>what the original poster was seeking.  USD 75.95 is a bit steep for some<BR>
>folks, and _definitely_ out of the "shareware/freeware" category.<BR>
><BR>
>Admittedly, you can download the CC2 demo for free, but it doesn't allow<BR>
>you to save your work (according to the ProFantasy Web site).<BR>
>-- <BR>
>AuricTech Shipyards Journeyman Gearhead<BR>
<BR>
        No, it isn't freeware, but it is try-before-you-buy...  which<BR>
usually a distinguishing feature of shareware.  Incidentally, I *personally*<BR>
think they are under pricing it by about 100%, but the PF gang know that the<BR>
gamer market aren't rich folk.  It is well worth the investment as a tool.<BR>
Again, MHO, YMMV.<BR>
<BR>
        --Michel<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
	Michel R. Vaillancourt	misha@atlantic-online.ns.ca<BR>
				ICQ # 31172292<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
	    NET-City Communications....<BR>
	         Providing "Solutions for the Common Company"<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
	***REMEMBER - Always virus-check your emails ***<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 22 Dec 1999 23:05:47 -0600<BR>
From: "Thomas Vickers" <redroach@flex.net><BR>
Subject: Re: Drawing Program<BR>
<BR>
If you use a Mac, I have to recommend Claris Works.<BR>
Amazingly enough, I have used it for floor plans and such and my Fantasy GM<BR>
uses it<BR>
to create excellent terrain maps.<BR>
It isn't too fancy, but it damn well works.<BR>
<BR>
TV<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 23 Dec 1999 16:24:02 +1100<BR>
From: "Jim & Peta Lawrie" <jimpeta@primus.com.au><BR>
Subject: Re: Drawing Program<BR>
<BR>
>If you use a Mac, I have to recommend Claris Works.<BR>
>Amazingly enough, I have used it for floor plans and such and my Fantasy GM<BR>
>uses it<BR>
>to create excellent terrain maps.<BR>
>It isn't too fancy, but it damn well works.<BR>
><BR>
>TV<BR>
<BR>
    Anything for PC though?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 22 Dec 1999 23:39:56 -0600<BR>
From: "Thomas Vickers" <redroach@flex.net><BR>
Subject: Re: Drawing Program<BR>
<BR>
I use Adobe Photo deluxe and MGI photosuite<BR>
Both came bundled with other applications.<BR>
They aren't great, but they work.<BR>
<BR>
tv<BR>
- -----Original Message-----<BR>
From: Jim & Peta Lawrie <jimpeta@primus.com.au><BR>
To: traveller@lists.imagiconline.com <traveller@lists.imagiconline.com><BR>
Date: Wednesday, December 22, 1999 11:27 PM<BR>
Subject: Re: Drawing Program<BR>
<BR>
<BR>
><BR>
><BR>
>>If you use a Mac, I have to recommend Claris Works.<BR>
>>Amazingly enough, I have used it for floor plans and such and my Fantasy<BR>
GM<BR>
>>uses it<BR>
>>to create excellent terrain maps.<BR>
>>It isn't too fancy, but it damn well works.<BR>
>><BR>
>>TV<BR>
><BR>
>    Anything for PC though?<BR>
><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #1559<BR>
***********************************<BR>
<BR>
To unsubscribe to Traveller-Digest, send the command:<BR>
<BR>
unsubscribe traveller-digest<BR>
<BR>
in the body of a message to "traveller-request@lists.imagiconline.com".<BR>
If you want to subscribe something other than the account the mail is<BR>
coming from, such as a local redistribution list, then append that<BR>
address to the "subscribe" command; for example, to subscribe<BR>
"local-traveller":<BR>
<BR>
subscribe traveller-digest local-traveller@your.domain.net<BR>
<BR>
A non-digest (direct mail) version of this list is also available; to<BR>
subscribe to that instead, replace all instances of "traveller-digest"<BR>
in the commands above with "traveller".<BR>
<BR>
Multi-Player Games Network http://www.mpgn.com<BR>
</XMP></FONT><FONT  COLOR="#0f0f0f" BACK="#fffffe" SIZE=3 PTSIZE=10><BR>
<BR>
----------------------- Headers --------------------------------<BR>
Return-Path: <owner-traveller@lists.imagiconline.com><BR>
Received: from  rly-zb02.mx.aol.com (rly-zb02.mail.aol.com [172.31.41.2]) by air-zb01.mail.aol.com (v67.7) with ESMTP; Thu, 23 Dec 1999 00:51:10 -0500<BR>
Received: from  lists.imagiconline.com (lists.imagiconline.com [204.85.32.11]) by rly-zb02.mx.aol.com (v67.7) with ESMTP; Thu, 23 Dec 1999 00:50:55 -0500<BR>
Received: from localhost (daemon@localhost)<BR>
	by lists.imagiconline.com (8.9.3/8.9.2) with SMTP id AAA13075;<BR>
	Thu, 23 Dec 1999 00:50:14 -0500 (EST)<BR>
	(envelope-from owner-traveller@lists.imagiconline.com)<BR>
Received: by lists.imagiconline.com (bulk_mailer v1.12); Thu, 23 Dec 1999 00:47:43 -0500<BR>
Received: (from majordom@localhost)<BR>
	by lists.imagiconline.com (8.9.3/8.9.2) id AAA12974<BR>
	for traveller-digest-outgoing; Thu, 23 Dec 1999 00:47:43 -0500 (EST)<BR>
	(envelope-from owner-traveller-digest@lists.imagiconline.com)<BR>
Date: Thu, 23 Dec 1999 00:47:43 -0500 (EST)<BR>
Message-Id: <199912230547.AAA12974@lists.imagiconline.com><BR>
From: owner-traveller-digest@lists.imagiconline.com (Traveller-digest)<BR>
To: traveller-digest@lists.imagiconline.com<BR>
Subject: Traveller-digest V1999 #1559<BR>
Reply-To: traveller@lists.imagiconline.com<BR>
Sender: owner-traveller-digest@lists.imagiconline.com<BR>
<BR>
</HTML>
