
-------- TML Message #924 --------

Archive-Message-Number: 924
Date: Sun, 4 Feb 90 23:34 EST
From: SYLVAIN$%DAYTON.BITNET@cornellc.cit.cornell.edu
Subject: More MT Comments


W. Dow Rieder:
        Thanks for setting me straight. I had noticed the efficiencies of
scale table, but for some reason didn't notice the part of the table for
large plants. The wealth of information must have been too much. :-)
        I don't know about anyone else, but I would be grateful for any
MT errata you or someone else could provide. That way, I can feel that
my money was well spent. :-)

        As I continue to peruse MegaTraveller, I've noticed something
else - but I'm not sure if it is a bug or a feature.. :-)
        There seems to be some confusion regarding slug thrower skills.
First, there are skills for pistol, body pistol, revolver, and snub pistol.
No mention of gauss pistol; shouldn't that be included in the Handgun
skill? Secondly, where does the accelerator rifle fit? How about the
Assault Rocket Launcher? I would presume the Acc Rifle under Rifleman,
and the ARL under Combat Rifleman.
        More importantly, has anyone else noticed that Marines and Army
personnel can't get Combat Rifleman? They only can get Gun Combat (like
everyone else), which includes most anything EXCEPT the ACR, Assault Rifle,
and the Gauss Rifle. Further, under the Gunnery chart for the Advanced Navy
generation, you see "Spl Combat." Probably *should* be Space Combat, not
Special Combat, where for some reason, a Navy Gunner gets all kinds of
nasty Marine/Army type skills.
        On a related issue, I find it stupid that only Marines/Army would
be able to use the Gauss rifle and other advanced slugthrowers (not incl.
heavy weapons, though). Especially regarding the Scouts, who according to
my old Book 6, have some police enforcers, commandoes, and shipboard light
troops. Why prohbit them from learning advanced slugthrowers, but allow
"old" slugthrowers, laser weapons, and FUSION & PLASMA weapons? I find
this limitation ludicrous... (and I bet Field scouts would agree; they
would need some firepower to escape an unfriendly planet on occasion,
I'd think.) If you were a ship commander, would you want your security
troops to have a Gauss rifle (Penetration 7) or a Plasma or Fusion
weapon (Penetration 20 to 34). I wonder. :-)
        Well, I've rambled on long enough. Reply away!

Nicholas Sylvain (sylvain$n@dayton.bitnet OR sylvain@udcps2.cps.udayton.edu)

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-------- TML Message #925 --------

Archive-Message-Number: 925
Date: Mon, 5 Feb 90 00:01:24 -0500
From: (Mark Gellis) f3w@mentor.cc.purdue.edu
Subject: Spaceships and Solar Systems



Hi gang,

I wanted to thank everyone who responded to my questions about fusion
drives, etc. and, for those who are interested, pass on my general
conclusions.  I have drawn, in addition, on the work of Dean Ing,
Charles Sheffield, and Robert L. Forward for some of the technical
information; I am grateful to you people for filling in some of the
gaps they left unexplained.

I have ended up with a system that, for fusion drives, uses .5 g/sec
per ton of thrust at one gravity (i.e., acceleration of one ton of mass
at one gee).  This means that if a spacecraft is 30% fuel, it can thrust
at one gee for 600000 seconds, giving the spacecraft a terminal velocity
of 2% c, although what most ships do, since they want to be able to stop,
is to boost to about 2500 km./sec. and then coast until they need to
decelerate; about 20% of the fuel supply operates as reserves for mid-
course corrections and that kind of thing.  Matter-antimatter drives
can do about 12 times better.  This means that the best a fusion-driven
spacecraft could do, without being a multi-stage vehicle, is about 5% c
(terminal velocity; 2% c and maybe a little more if you want to be able
to stop at the end of the voyage).

What all this means is that it takes a few days to get to Mars, a bit more
than a week to get to Jupiter, and a few weeks to get to the outer planets.
If you coast for a year, you find yourself in the inner reaches of the
cometary halo.

Some people have been talking about solar system generating, etc.  One
thing I have always wondered about is why the Traveller system, especially
Megatraveller, has not assumed a space-industrialized society.  You do not
have to worry about whether or not there are Earth-like planets in a solar
system, or terraforming candidates, if you have either an asteroid belt or
gas giants with moons (and preferably both).  Instead, you built habitats
(even conservative estimates show that you could build microworlds that
could house a million people, and you have enough materials in almost every
solar system to build hundreds of thousands to millions of those habitats).

What I've ended up with are solar systems that have populations in the
hundreds of billions, living in hundreds of "archipeligos," each cluster
of habitats (usually hundreds or thousands in each one) centered around a
fair-sized airless body, like a big asteroid or the moon of a gas giant.
If you're interested in adventures that involve trade, politics, corporate
misbehavior, espionage, privateering, terrorism, and a whole range of
criminal activities, I recommend this kind of universe.  (I also
recommend Bruce Sterling's SCHIZMATRIX as source material...wonder when
Steve Jackson will get around to making a GURPs version  :)  )  My
experience running this kind of universe is that the possiblities are
pretty much limitless, even if you never travel beyond a single solar
system!

Anyway, take care, please feel free to respond to the subjects I've
brought up, and have fun.  

   Mark

P.S. I would have liked to join the PBM game, it sounds interesting, but
I am simply too busy to do it this time around.  If another one is played,
I would be interested.


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-------- TML Message #926 --------

Archive-Message-Number: 926
From: (Adrian Hurt) adrian%cs.heriot-watt.ac.uk@nsfnet-relay.ac.uk
Subject: Re: Xboats
Date: Mon, 5 Feb 90 10:49:15 BST


Brent Woods writes:
>  In message: <9001310732.AA15570@hacke1.dtek.chalmers.se> Bertil Jonell writes:
>  >
>  >woodsb@gn.ecn.purdue.edu writes:
>  >>      I just took a look at Supplement 9, Fighting Ships, and the Xboat was
>  >> listed as a *TL10* design.
>  >
>  >The major difference would be that it couldn't be jump4! The TL-Jump
>  >progression is something like this (typing from memory, but 90% certain :-):
>  >
>  > Jump1  Jump2  Jump3  Jump4  Jump5  Jump6
>  >  TL9    TL11   TL12   Tl13   Tl14   TL15
> 
>      I just took at look at my original copy of Book 2 (eleventh printing)
> and I noticed something...  Tech levels aren't mentioned at all in reference
> to drives.

They are in Book 3, "Worlds and Adventures".  At TL9, you can have drives A-D.
At TL 10, you get drives E-H.  And so on.  Going to book 2, this means that a
100 ton ship can be given a jump 4 at TL9!  All it needs is a drive class B.
This, however, takes no account of computers.  For a jump 4, you need a model
4 computer, and they first appear at TL 10.

>  >The Powerplant is heavily dependent by TL.. but it will be very small on an
>  >Xboat.
> 
>      Didn't the original Xboat design *not* have a power plant?

Correct.  It took power from the jump capacitors, which were charged up by the
X-boat tender.  If an X-boat misjumped, it was up a well known creek without a
paddle.

There is one problem which MegaTraveller has overlooked.  It's great fun
designing all these ships at TL 15.  You get super-powerful scout/couriers,
X-boats with power and manoeuvre, nice neat power plants, etc.  Until your
nice neat TL 15 power plant breaks down.  Then you have to find a nice neat
TL 15 starport to fix it.  And there aren't that many.  On the other hand,
the good old TL 9 scout/courier can get its spares anywhere that can make a
jump drive.

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk

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-------- TML Message #927 --------

Archive-Message-Number: 927
Subject: Re: Spacecraft drives 
Date: Sun, 04 Feb 90 23:00:18 PST
From: (Leonard Erickson) leonard@tessi.UUCP


So you want a ship that is 30% fuel to be able to reach 4% of c?

ok, the mass-ratio of the ship is:

Mr = 1/.7 = 1.428...

the final velocity (.04 c) is:
Vb = Ve * ln(Mr)
.04 c = Ve * ln(1.428..)
.04c = Ve * .03566...
1.2e7 = Ve * .03566..
3.36e7 = Ve

So we need an exhaust velocity of bwtter than 11% of c!

Isp = Ve * g
Isp = 3.36e7 / 9.8
Isp = 3.4e6

Now the good news. Wer have engines *now* that can do this. The bad
news is that they are ion drives with a thrust measured in *hundredths*
of a g... <sigh>.

I suspect that you won't get a *fusion* drive to do this well, as the
"standard" 6e5 figure is likely figured by assuming *all* the energy
released in the fusion reaction is deposited in the exhaust of helium.
You *can't* improve that. Not without changing it into something other
than a fusion drive.

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-------- TML Message #928 --------

Archive-Message-Number: 928
Date: Sat, 3 Feb 90 14:09:45 EST
From: givler@cbmvax.commodore.COM (Greg Givler - PA)
Subject: Re:  Psionics help


[Normally I'd say ":r usr/trav/complain" to complain about sending to
the wrong address, but Greg thoughtfully followed up with an apology.
- -- James :-)]

Subject: Psionics help

>      I'll explain my reason for asking. I rolled up a
>character, got a good psionics rating and a *SPECIAL* ability.
>The GM came up with material psychogenesis, the creation of
>matter/antimatter via psi. To make a long story short I'm
>*retiring* the character as she unbalances the game.

Let me prefece this by saying that I have played psionics in Traveller
in about half of my characters. I have only had one that was lucky
enough to have a SPECIAL ability and my GM gave me Pyrokenesis, the
ability to start small fires. A good way to make distractions.

Anyway the problem that you had was not your fault, from the examples that
you gave you did not abuse the power given you. The problem that I see is that
your GM gave you a power that was to powerful. Also you don't mention any
repercusions that might have occurred when you used you powers. As an example,
I had a character that was born on a Zhodani controlled world, he showed
promise and was trained by the Zhodani for service in the consulate, later
he was expelled from the Consulate for wrong thinking. So as a result, he 
became a staunch Immperialist, even working for the Imperial Secret Service
at one time, spying on his former contrymen. Anyway he found himself in a 
firefight allied with a party of Imperial, against some renegade belters.
He was severely wounded and was dying. I asked the GM running the game, 
does my character feel that he can live letting the mdeic that was working
on me at the time continue her crude work. When you are in an ATV in the 
middle of a firefight you can't do a heck of a lot of good medical work.
He said that I felt that if I didn't heal myself, that was one of
my abilities, I would die. I healed myself, you should have seen the look
on the girls face that was working on me when my internal organs just stopped
bleeding and my chest sealed itself back up. Once she realized what had 
happened, she pulled a ACR on me and threatened to kill me right then and there
Your GM seems to have neglected the first rule in psionics, Everybody HATES
them, they think that you will sit there and read their minds all the time.
Yet, you as a Psionic know that that is the last thing that you will do. 
Someones mind is their most private posession and you would never violate
the trust of a friend. Besides if you friends know about you then they should
wnat to kill you becuase we all know that you can't be trusted. 

In the above example, I had to do some quick talking to keep from being killed
it worked, but her trust was never totally there again, and that hurt
my character more than the pulse laser that had laid my chest open in the
first place.

>      The GM agrees with my decision to retire my character. So
>I'm trying to find information on psionics and their uses. Any
>one out there have any??

The GM did you an injustice, he or she didn't think of the consequences
whe he gave you the power. Don't blame yourself for what happened, it 
was the GM's fault. I am glad though that you had the wherewithall to
realize that by destroying game balance you would have enventually 
destroyed the fun for everyone playing, especially the GM. It is 
important that everyone have fun, or there is no reason to game. 
After all it is still a game and I was always taught that games should
be fun.
 
>      Thanks in advance for info, pointers, or hints.

Hope this helps.
 
>            Stephen D Smith   USENET: m0068@tnc.UUCP

Greg

- -------------------------------------------------------------------------------
Greg Givler                        | Q-Link: GregGivler
Analyst - Systems Evaluation Group | CompuServe: Greg Givler 76702,647
Commodore Product Assurance        | GEnie: G.Givler
215-431-9100                       | The NET: givler@cbmvax.commodore.com
- -------------------------------------------------------------------------------
"Wild Whores couldn't keep me away!" -- George Francisco
"That's Horses, George" -- Matt Sikes -- Alien Nation --  Fox Broadcasting --
===============================================================================


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-------- TML Message #929 --------

Archive-Message-Number: 929
Date: Mon, 5 Feb 90 17:38:35 -0500
From: tey@sage.cc.purdue.edu



Near the back of the room, Doctor Morser rises from his chair to ask a
question of his own. He appears to be in his mid-twenties, although his
wild eyes hint at far greater knowledge than one so young should posess.
He is dressed in a rumpled lab coat, which he wears like a soldier would
wear his uniform. It has been washed recently, but it still bears spatters
of chemicals, and a bulky hand-computer peeks out of one of the pockets.
He speaks somewhat hesitantly, as though he was felt more comfortable
conversing with his computers than with other people, and his voice is
occasionally touched by a Terran(German) accent.

"Ahh..yes. Herr Khervatchkov, this ahh...Alcyon? Yes...does it have
any visible means of support? Is it anchored to ze planet by a kind
of ahh...'beanstalk'? Yes...which may provide trrransport to ze surface,
or is it merely sitting in orbit like zome kind of HULA HOOP?? Mein
Gott!! Ze possibilities in antigrrravity alone are UNGLAUBLICH! Ach! Ze
creatures zat must have once roamed ze...ze..."

At this point, Dr. Morser realizes that he has been ranting to himself
more than asking a question, and grins sheepishly.

"Excuse me. I sometimes get caught up in my rrreasearch," he says
apologetically. He retakes his seat, looking expectantly towards
the lectern.


*****************************************************************************
			          |"And all this science, I don't understand.
  tey@sage.cc.purdue.edu(Legion)  | It's just my job, five days a week."
			    	  |			-Elton John
*****************************************************************************

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-------- TML Message #930 --------

Archive-Message-Number: 930
Date: Mon, 5 Feb 90 17:34:38 -0500
From: tim@shire.cs.psu.edu (Tim Thomas)
Subject: Re:  More MT Comments


There are many bugs in Megatraveller, especially when considering "classic"
traveller.  There are errors in tables (numbers here and there), half of
some tables are missing (mainly Striker tables), and entire tables missing...
(agian Striker and Robots).  All things considered, MT is ok...but like people 
on the list have already said....they didn't proof it very well if at all and 
they did a very lousy job of the vehicle designs.

Any comments from the gallery?


- --------------------------------------------------------------------------
Tim Thomas		tim@shire.cs.psu.edu	*!psuvax1!shire!tim

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-------- TML Message #931 --------

Archive-Message-Number: 931
From: ("Mark F. Cook") markc@hpcvss.cv.hp.COM
Subject: GDW Delphi Archives
Date: Mon, 5 Feb 90 17:05:08 PST


Fellow Travellers,

I was recently browsing through the TML archives, when I came across archive
message #274, which refers to a set of DGP archives in an account on the
Delphi system.  I don't have access to Delphi, but I have a friend who
does, so I asked him to check it out.  According to him, the archives are
no longer there.  I've heard rumors that they might have been moved to the
GEnie system, but I have absolutely NO access to that one.

Anyway, I was sort of hoping that one of you might either have access to
GEnie, or have already got your own copies of the original Delphi DGP
archive articles.  Below is a list of the old archive contents.  I'm
particularly interested in the articles marked with arrows.

  --> STARSHIPS-4                       ARTI  18-DEC  SCOLSON
  --> DENEB SECTOR                      DATA  15-DEC  DIGESTGROUP
  --> OLD EXPANSES SECTOR               DATA  13-DEC  DIGESTGROUP
  --> SPINWARD MARCHES SECTOR           DATA   2-DEC  DIGESTGROUP
  --> REAVERS DEEP SECTOR               DATA  10-NOV  DIGESTGROUP
      RESEARCH IN MEGATRAVELLER         ARTI   4-NOV  JAMESHOLDEN
      MEGATRAVELLER ERRATA 10/1/88      NEWS  15-OCT  DIGESTGROUP
  --> BAYERN:2300                       NEWS  27-JUL  KOORDAR
  --> MEGATRAVELLER VEHICLES            ARTI  19-JUL  SCOLSON
  --> JUMPSPACE BY MARC MILLER          ARTI  13-JUL  DIGESTGROUP
  --> STARSHIP OPS MANUAL               ARTI  12-JUL  DIGESTGROUP
  --> DENEB SECTOR LIB DATA             ARTI  28-JUN  DIGESTGROUP
  --> SOLOMANI RIM LIB DATA             ARTI  28-JUN  DIGESTGROUP
  --> MEGATRAVELLER TECHNOLOGY          ARTI  24-JUN  DIGESTGROUP
  --> ANCIENTS SITES LIST               DOCU  21-JUN  DIGESTGROUP
  --> ASLAN CLANS LIST                  DOCU  19-JUN  DIGESTGROUP
      TRAVELLER ADV LIST/INDEX          DOCU  18-JUN  DIGESTGROUP
      MEGATRAVELLER ERRATA 4/1/88       NEWS  16-JUN  DIGESTGROUP
      MISSING RECORDERS FROM MEGATRAVE  ARTI  13-JUN  DIGESTGROUP
  --> TERRA SYSTEM (EARTH) IN TRAVELLE  ARTI  10-JUN  DIGESTGROUP
  --> TRAVELLER MINOR RACES LIST        DATA  25-MAY  DIGESTGROUP
      MEGATRAVELLER PSIONICS II         ARTI  22-MAY  KOORDAR
      MEGATRAVELLER, PSIONICS           ARTI  22-MAY  KOORDAR
  --> ARTIFICIAL BEINGS                 ARTI  13-MAY  DIGESTGROUP
      TWO STORIES             6ED9F641  ARTI   1-MAY  MARCMILLER

Originally, this material was in the Galactic Times area of the library
archives of the role playing subcatagory of the games special interest
group on Delphi.  

Thanks in advance,

Mark F. Cook - markc@hpcvss.hp.com

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-------- TML Message #932 --------

Archive-Message-Number: 932
Subject: Re: Spaceships and Solar Systems 
Date: Mon, 05 Feb 90 21:29:28 PST
From: (Leonard Erickson) leonard@tessi.UUCP


True, Traveller may be ignoring the possibilities of a completely space
based society in a system.

On the other hand, try to find a copy of "Outcasts of the Heaven Belt". This
novel deals with such a society 50+ years after a a war. Their tech level
is rapidly dropping due to loss of skills and resources during the war. And
they are getting pretty nasty, as factions try to keep *their* habitats
going. 

Planets are only necessary if you need to be able to have survivors after
a major "oops!". The minimum tech level that will allow life on a habitable
planet is 0. The minimum for a space colony is higher than *our* current level!
Say at least 9. This has grave consequences.

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-------- TML Message #933 --------

Archive-Message-Number: 933
Subject: Re: Psionics help 
Date: Mon, 05 Feb 90 21:42:35 PST
From: (Leonard Erickson) leonard@tessi.UUCP


A couple of points no one has mentioned about the psionic character and
his attack on that pirate ship.

1. 1 milligram of antimatter is roughly equivalent to 10 kilos of TNT.
   That ain't gonna bother the pirate much. (approximately .01% of the
   mass in a fission bomb is converted to energy, a 20 kT bomb has about 
   10 kilo's of fissionables. The rest is simple calculations)

2. This happened in *space*. Therefore, the hydrogen fuel is no big deal.
   Hydrogen is *NOT* explosive. Hydrogen mixed with an oxidizer is. Blow
   a hole in a fuel tank, and you'll cause a small side thrust due to the
   escaping fuel. You'll also make them worry about their fuel reserves.

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-------- TML Message #934 --------

Archive-Message-Number: 934
Date: Tue, 6 Feb 90 03:31 EST
From: SYLVAIN$%DAYTON.BITNET@cornellc.cit.cornell.edu
Subject: MT Errata


        In order to save future bandwidth, perhaps some kind soul out
there could re-post or simply mail to me any available MT errata? (Or
does it not exist, and I am reduced to guessing and pestering GDW for
errata?) Please? :-)
        Thanks in advance.

Nicholas Sylvain (sylvain$n@dayton.bitnet - preferred
                  OR sylvain@udcps2.cps.udayton.edu)

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-------- TML Message #935 --------

Archive-Message-Number: 935
From: wrgate.wr.tek.com!reed.UUCP!oresoft.uu.net!richard@tektronix.TEK.COM (Richard Johnson)
Subject: PBEM Admin (Players - READ!)
Date: Mon, 5 Feb 90 22:08:20 PDT



******************  WHOAH! *******************
We're overloading the list!
Time for some more rules :(

Rule 1:

   Stop posting to the general mailing list.  So far, despite
   my problems transmitting, I have been hearling (almost) all
   of you without problems.

   If you are really sure you need to get to me another way,
   send a message to   traveller-request  and ask James to 
   bounce ..er.. forward the message to me.

Richard's corallary:  Don't mail to me and copy the list, too. 


Rule 2:

   Keep up your interest.  It might get hard to do that here for
   a while.  Things are going to slow down a little bit for a week 
   or two.  

   I am now the TOPIC COORDINATOR for the game.  This means that 
   even if you do post to the mailing list with PBEM material, it 
   will get forwarded to me, and make some people work harder.

   It also means I'm scrambling to VERIFY every address is working
   properly.  Several of you will finally get to hear me, since I
   am devoting most of my game energy to that.  I don't have mailing
   list software, so I'm doing this manually (if it's possible to do
   anything other than type manually on a computer.)  


Rule 3: (mainly for me)

   I am going to gather all the messages for an entire week, digest
   and prepare as appropriately, and then try to take care of ALL
   posting and forwarding on Tuesday.  This means your messages will
   take seemingly forever to get to their recipient.  Sorry.  Too
   many of us for me to devote more time to it.  It does mean we can
   make a jump in *real time* :-)  (fantasy time?)  

   More practically, it means try to get your information for turn
   x to me by or during the weekend preceding that turn.


Other things:

We'd better stick with double-blind.
Although we'd all like to get hopping right away, it's undoubtedly better
to hang on another week or so for me to close out the rolls and finalize
the workings of these nefarious mailers.   I've thought about letting people
send mail directly to each other and copy me.  Probably a bad idea.  Then
we risk many of us having mail problems and really slowing us down.  Better
to get my stuff working right and then forward messages as needed.  (great
idea I just had - *fog of battle* - don't forward!  fiendish :-). )


Use agora if you can.
Finally, everyone please use my agora address in preference to the oresoft
address (both given below).  I do understand if you feel a need to use
the oresoft address, though.  (I'd *better* :-))  And *please* only send
mail to ONE address, not to both.  I duplicated about 50 messages and then 
accidentally erased about 30.  Don't think I killed anyone, but it'd
sure go easier on the party if'n the ref didn't grumble so much :-).


Turn forthcoming!

Richard Johnson
    richard@agora.hf.intel.com  (same as ...tektronix!tessi!agora!richard)
or  richard@oresoft.uu.net      (same as ...uunet!oresoft!richard)


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-------- TML Message #936 --------

Archive-Message-Number: 936
From: wrgate.wr.tek.com!reed.UUCP!oresoft.uu.net!richard@tektronix.TEK.COM (Richard Johnson)
Subject: Re: Psionics help
Date: Tue, 6 Feb 90 9:36:24 PDT


I had one campaign where *the whole party* was highly psionic.  They
got into some truly interesting mischief.  One character had a
special that allowed her/it (a feline race - not aslan) to  use or
channel energy from outside her, to her advantage.  She decided
to use a level 7 teleport.  She wanted to go a long way in a big 
hurry.  (With good reason I might add :-).)

In short order, she had indeed escaped, but was naked and totally
exhausted.  She rested a few minutes to gain apoint or two back, and
then *plugged her tail into a power outlet* in order to "recharge
herself".

She forgot that it also took psi strength to hold/convert the
electrical energy.  It took about 3 seconds, then she was 
catapulted (couldn't resist :-), smoking, accross the room. 
That was one cat that remembered from then on - EVERYTHING HAS A
PRICE.

Richard Johnson


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Submissions: traveller@dadla.wr.tek.com, or uunet!dadla.wr.tek.com!traveller
Administrator: traveller-request@dadla.wr.tek.com (James Perkins)
The TML is made possible by facilities provided by Tektronix, Inc.

-------- TML Message #937 --------

Archive-Message-Number: 937
Date: Tue, 6 Feb 90 14:58:59 GMT
From: (Jo Jaquinta) jaymin@maths.tcd.ie
Subject: Jump affects


	I have always assumed that travelling through jump space did odd
things to one's metabolism. This has had amusing consequences.
	A situation arose where a scout (for her own perculiar reasons) has
kidnapped/press ganged sever locals from a lowish tech planet and is leading
them (somewhat reluctantly) on a life of adventure, excitment and really wild
things. Two of them, Christof and Phoebe, come from a strict religious (c.f.
Bible Belt) section of the population and have decided that they would rather
share a room together and fight temptation rather that live with infidels.
	That wend fine but now Phoebe's period is seven days late and having
had a, shall we say, terse sexual education they are climbing the walls.
	Who says scouts don't have a sense of humour :-}

			j^2


All opinions and material above is the responsibility of the originator.
Submissions: traveller@dadla.wr.tek.com, or uunet!dadla.wr.tek.com!traveller
Administrator: traveller-request@dadla.wr.tek.com (James Perkins)
The TML is made possible by facilities provided by Tektronix, Inc.

-------- TML Message #938 --------

Archive-Message-Number: 938
From: (Bart Massey) bart@fatal.tv.TEK.COM
Subject: Usenet News
Date: Tue, 06 Feb 90 19:07:24 PST


So, this list is pretty successful -- I'm seeing at least 40 messages a
week, and no sign of a letup in sight.  Maybe it's time to make this thing a
Usenet newsgroup, with an e-mail gateway for those people without Usenet
access?  It would be a feature, from my point of view, to be able to use the
news interface, and I don't foresee any major objections from the net.
'rec.games.traveller'?  'rec.games.frp.traveller'?  Any encouragement or
flames?  James, what do *you* think?

					Bart Massey
					..tektronix!videovax.tv.tek.com!bart
					..tektronix!reed.bitnet!bart


All opinions and material above is the responsibility of the originator.
Submissions: traveller@dadla.wr.tek.com, or uunet!dadla.wr.tek.com!traveller
Administrator: traveller-request@dadla.wr.tek.com (James Perkins)
The TML is made possible by facilities provided by Tektronix, Inc.

-------- End of TML Messages --------

