
-------- TML Message #1089 --------

Archive-Message-Number: 1089
Date: Sun, 25 Feb 90 13:22:35 -0500
From: Mark Gellis <f3w@mentor.cc.purdue.edu>
Subject: Re: [Insurance]

[Edited subject line to be more meaningful -- James]

On the subject of insurance; it is available, but (a) it only covers illness
and injury (no elective surgery) and (b) rates for people who list their
occupation as "high-risk, high-pay adventurer" are also high.  Actually, 
what I usually do is assume that the government looks into your credit
history and will help you out if you cannot pay your medical bills.  If
you can pay your medical bills, hospitals usually run about 5000 CR/week
(between $500 and $1000 in modern American money).  Oddly, no one in my
game world has ever asked about insurance.

As for your specific problem...

   1) As a veteran, the character might have had some kind of special
insurance options.  On the other hand, even if they did pay, they might
take a while, and the character might be temporarilly responsible for
his or her medical bills.  I think that, right now, you only have health
insurance from the military while you are IN the military, although you
can get special rates from some companies when you are out.

  2) Since your character was being a pain, you might have warned him--
"General Goof, make an Intelligence roll."  "I rolled an 11."  "You get
the distinct feeling that if you continue to hassle these well-armed
peace officers that they will take advantage of the local low law level
and blow your fucking head off."--before you executed him, but I assume
you probably did something like that.  (Since it is a game, you are
allowed to use creative clue devices--I had one friend who, when we were
totally lost, had us receive telegrams or notes tied to rocks that were
thrown through our window.)

  3) If your character continued to be a pain after you warned him about
possible consequences, you have three options.  1) Kill him on the spot,
either by having the NPCs do it or by just saying "You're pissing me off,
so you have a fatal heart attack.  Go home."  2) Give him what he wants,
if it something minor, and write it off.  3) Give him what he wants, and
then have him die in some unrelated way near the end of the adventure--
"I don't know, General Goof, the bad guys just keep rolling your number
when they are selecting targets; maybe it's because you look like a leader."

Basically, the point is to have fun, but it is your game, too.  If a
character is being a total idiot, and you have warned him about it, it is
his own fault if he keeps on irritating you and/or other players and/or
NPCs that you are trying to run realistically, and gets himself shot.  NPCs
are like people, some of them are stupid, ill-tempered, and so on, and you
should not screw around with them.  Of course, sometimes a player is okay,
but has chosen to run a somewhat eccentric character, but then they usually
accept the risks, and are usually smart enough to take your hints if they
are going too far.

As a final note, I just want to say that I do not like situations where I
feel like I have to kill someone's character.  Fortunately, my players can
usually tell when my decision on something is final and they generally do
not push things.  On the rare occasions when a player is being an ass, 
other players usually off him before I have to do anything about it: "But
this is simply not the blah blah blah blah blah."  "Mark, Alan is being a
jerk, so I'm shooting him in the head."  "Okay, roll two dice."  "I rolled
a 9, and my high Dexterity makes that an 11."  "Alan, Jeff is drawing on
you, make an inititive roll."  "I rolled a 7."  "Uh oh, Jeff will get the
first shot, and he has Pistol skill at +4."  And so on.

Take care all.

-------- TML Message #1090 --------

Archive-Message-Number: 1090
Date: Wed, 28 Feb 90 15:27:07 GMT
From: Jo Jaquinta <jaymin@maths.tcd.ie>
Subject: 1,000,000 stars, level 2

	The 1,000,000 stars system generator level 2 is ready. It incorporates
extended system generation as in the MegaTraveller Referees Handbook. Due to
the length I will not post it to the board but I will mail it to anyone who
desires a copy.
	There was a problem with level 1 on computers whose int & long were
other than 2 & 4 bits. This only caused it to produce non unique results
but otherwise does not impair the functionality.

	There are still quite a few places left in the PBeM I am running
set in the 1,000,000 star universe due to my mispelling my address. Anyone
still interested write to
				Jo Jaquitna
				jaymin@maths.tcd.ie

-------- TML Message #1091 --------

Archive-Message-Number: 1091
Date: Wed, 28 Feb 90 20:16:33 MST
From: SULAIMAN <asulaima@udenva.cair.du.edu>
Subject: point defense et al


Well this is my interpretation of point defense rules which like quite a 
few other things seem to have been left out of MT even though they decide
to leave meaningless charts of neat things with no explanations. Could
it be that s-one from 'Judges Guild '
arrggg editors.
actually is sabotaging GDW :-)



First of all point defense targetting modules are standard only on ship
type hardpoints. Those that take 13.5+ kl etc. So I think it is misleading
to assume PA-11 is mounted hardpoint. As it is considered a gun and not
a hardpoint.

In 'vehicle' design you have to specify which weapon the  PDF module is
to be used for. Multiple weapons require multiple modules.
Anyway here's the scoop on PDF. This is from 'Striker' but apparently
seems valid for MT as most Striker stuff does.

A weapon with Point Defense Fire(PDF) module can do 3 separate missions.
1. Normal fire. Uses normal fire rules but ignores enemy movement DMs due
to its superior fire control. Nasty against those high speed Zho ground
speeders.
2. Overwatch. Weapon may engage any indirect fire rounds.
3. Dedicated support. PDF locks on to specific person or vehicle and tries
to follow its movement. Any missiles, rockets and indirect fire against
supported unit  within 100m of it may be engaged by PDF unit.

These missions are mutually exclusive. For overwatch and dedicated support
all non-grav vehicles must be stationary due to the high accuracy required.


Against Direct Fire:
 Unit must see last 150m of weapons trajectory. Unit rolls as per normal fire
No movement DMs. Any hit destroys one round. If multiple hits, owner may
(of PDF) chooses which rounds to take out. So if u have 4 missiles inbound
and you hit 3 times, u pick which three.

Against Indirect Fire:
 You roll the following number of dice to hit inbound artillery fire based
on TL of  PDF module:
	TL-9:4
	TL-10:6
	TL-11:8
	TL-12:10
	TL-13:12 
	TL-14:14
	TL-15:16
This is the number of artillery rounds destroyed.
>From each die subtract PDF TL-Art round TL. E.g TL-10 rolls 6 die against
artillery fire. 4 are dedicated to a TL-15 artillery barrage and 2 are
assigned to a TL-10 barrage. There is no modifier to TL-10 barrage but there
is a -5 to EACH die fired against TL-15 barrage.

As MRL's overload  defenses by firing within a short period of time(what about
rapid fire M-D guns??Hmm)  divide the numbers of rounds destroyed by 2.

This leads us to the other question. How the hell do u use artillery?
If anyone is interested I'll post it. Otherwise I hope this clears up most of
the mess. Most units don't have to worry about indirect fire anyway.

That Gram grav-tank is real nasty with its PA on direct fire. Makes mince 
meat of a few Imp 'Trepida's(what a wimpy name for a tank!)              

	Ameer Z. Sulaiman.
 	
D
D
D
D
D
D
	Resident Rules Master

-------- TML Message #1092 --------

Archive-Message-Number: 1092
Date: Thu, 1 Mar 90 01:10:52 EST
From: Frederic Joshua Krage <milamber@wpi.wpi.edu>


    In response to a not-so recent post:
	In my various campaigns, cross-enlistment is an extremely
viable option.  After mustering out from one service, each player
has the option to enlist in another.  The player rolls for 
enlistment, but with a DM-1 per term served.  Thus a player in
his sixth term would have a -6 adjustment to his enlistment roll.
If the roll is still made, (or a 12 is rolled and I'm feeling nice)
the player is considered as a normal recruit in his first term. 
The player is still subject to retirement after his seventh term, 
total time, but is otherwise is treated as if he had enlisted in his
first term.  I also apply other negative DMs if the character has
some sort of handicap or serious injury.
    
    Some fuel for a new fire:
	What happens when a player (using the extended generation) 
reaches rank 6, and gets promoted?  Any thoughts?  My solution was
to make the person the head of the service in question.  Unfortunately
for me, he tried to change the seven term retirement rule.  A die roll
later, he retired.  End of problem.
	Another thought.  What do you do when a character becomes a
Duke?  How do you handle his lands, etc.?  My solution is ongoing...

					-milamber-	
	=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
	" You can send me some NICE mail at:				"
	"	milamber@wpi.wpi.edu    or   milamber@wpi.bitnet	"
	"	milamber@wpi.bitnet					"
	=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-------- TML Message #1093 --------

Archive-Message-Number: 1093
Subject: Portable PC's
Date: Thu, 1 Mar 90 11:17:59 GMT
From: cs_s424%ux.kingston.ac.uk@nsfnet-relay.ac.uk

Hi,

I have a portable PC which I have in front of me while GM'ing. I run some
of the progs downloaded from the archive-server and it is a real help, 
speeding up the game, adding more information in a shorter space of time,
giving the game greater depth. Is anyone else using a portable during the
game? Have you got any poxy little programs which seem too trivial to post
and are only useful if used during a game? For example I wrote a prog to
expand a planets upp to a full description, so when the players are 
jumpnig through the Spinward Marches I can describe each planet fully to them.
Trivial and very poxy and not at all useful unless you are actually using the
machine during the game.

Thanks in advance for any ideas.

Paul.
                                             _____ 
                                            /____/      /
                                           / __        /
                                          / /__/_/__/_/___
                                         ------------------

   |   |   |  ---------------------------------------------------------------
- --[ ]-[ ]-[ ]-- Paul J Netherwood   e-mail:  P.J.Netherwood@uk.ac.kingston
   |   |   |    Research
- --[ ]-[ ]-[ ]--           
   |   |   |    School of Computer Science and Electronic Systems,
- --[ ]-[ ]-[ ]-- |/ingston |>olytechnic, Penrhyn Road, Surrey KT1 2EE, UK.
   |   |   |  --|\--------|--------------------------------------------------
                  \


-------- TML Message #1094 --------

Archive-Message-Number: 1094
Date:     Thursday 1st March 1990 09:04:35 GMT
From: Alan Huscroft <ASSHUSCR%cms.am.cc.reading.ac.uk@nsfnet-relay.ac.uk>
Subject:  Subsectors of Deneb Sector

 
In message #1085, Mark F. Cook asks about subsector names in the Deneb
sector.  The discrepancy he describes is one that has been hanging
around for many years.
 
Supplement 11 (Library Data N-Z) featured a sector map of the Spinward
Marches in which the adjacent subsectors of Deneb were listed in reverse
order to the way they had previously been shown in Supplement 3 (The
Spinward Marches).  The Sup.11 map has since appeared in a number of
other places (including the MegaTraveller Players' Handbook).  I don't
have a copy of the Spinward Marches Campaign sourcebook - would I be
right in thinking it uses the same map again?
 
So which is correct, Sup.3 or Sup.11?  I believe the answer can be found
in the Atlas of the Imperium.  The Atlas doesn't show subsectors, but
it *does* have some important evidence.  If you examine Deneb sector
you will see a world named Pretoria (sector location 0406, which puts
it in subsector A) and one named Vincennes (1122, which puts it in
subsector J).  It seems like a good bet that these worlds would be
found in the subsectors of the same name.  If this is the case then
Sup.3 and GEnie have got it right, and Sup.11 and the SMC book are
in error.
 
Sorry, Mark, I don't have any info on X-boat routes.  Just join the
dots ... your players won't know the difference. :-)
Come to think of it, I doubt that any data on X-boat routes would be
entirely reliable in these troubled times - this week's X-boat route
is next week's Vargr territory!
 
............................................................................
: Alan Huscroft              : Janet:    A.Huscroft@uk.ac.reading          :
: Reading, England           : Internet: A.Huscroft@reading.ac.uk          :
: 6-G takeoffs AND landings! : X-boat:   A.Huscroft@terra.sol.solomani_rim :
:............................:.............................................:

-------- TML Message #1095 --------

Archive-Message-Number: 1095
Subject: This week in PBEM
Date: Tue, 27 Feb 90 18:29:06 PST
From: wrgate.wr.tek.com!tessi.UUCP!agora.hf.intel.com!richard@tektronix.TEK.COM (Richard Johnson)

I am even as you read this, trying out a new bunch of aliases thatO
should speed things up considerably.  We're down to only a
few stragglers who don't have characters in.  In general, even 
if yo've not heard from me, if you sent in a character, its
approved.

Apparantly agora doesn't like to broadcast to huge numbers of
people, so some of you might get the turn message twice.  I hope
everyone gets it.


This week, the physical scientists have been arguing over 
whether grav devices will work if the ring has insubstantial
mass, and no gravitics of its own.  

The speculation as to just where R-alpha is is dying down, 
probably only for a little while.

Everyone is getting in huge equipment lists, and we only have
one soul brave enough to risk his own ship.  I won't say who -
you try to deduce it.  :-)

Anyway, the details of the turn, and other PBEM stuff I'm actually
trying to get out on mail this week.  Wait until Friday.  If you don't
see the turn info, an alias file, and a second turn file (a lot to
say this week), THEN write me.  Hopefully by then I'll have gleaned
most of the bouncers out.

Richard Johnson
	richard@agora.hf.intel.com
	richard@oresoft.uu.net




-------- TML Message #1096 --------

Archive-Message-Number: 1096
Date: Fri, 2 Mar 90 18:10 EST
From: METLAY@vms.cis.pitt.edu
Subject: A change in address


Hi, all.

Please change any alias files or whatever that have my VMS address, the
one from which I sent this note, in them. I'm trying to move most of my
non-thesis-related newsfeeds and mail to my UNIX account, for political
reasons best not discussed here. My new address, which James is already 
using, is:

mpmst1@unix.cis.pitt.edu

If there are any problems with this address, please notify me HERE. I
can still get mail here; I just strongly prefer not to.

thanks,

metlay

PS. Could someone send me an alias file for the PBEM game, like Richard 
mailed out to all players? In fact, I'd appreciate a copy of the message
he mailed to everyone... We've determined that I'm reaching him, but that
everything he sends me just vanishes. Argh. Of course, with double-blind
removed, this becomes less critical.... It WAS removed, wasn't it?

-------- TML Message #1097 --------

Archive-Message-Number: 1097
Date: Fri, 2 Mar 90 19:04:39 EST
From: Andrew Salamon <salamon@sun.acs.udel.edu>
Subject: Help with mailer

   Greetings to everyone!

   I can't seem to get my mailer to recognize the aliases Richard sent to me.  It works fine for the individual people but when I try to use an alias that uses
other aliases it won't work.  I am using (I think) SMI 4.0.  I would appreciate
any help at all!
   
   
  Thanks!
Magic in my Mind                     |   /Andrew/
Music in my Heart                    |   soi-disant Bleydion op Rhys
Laughter in my Soul                  |   salamon@sun.acs.udel.edu
And...A Sword in my Fist (sigh)      | 

-------- TML Message #1098 --------

Archive-Message-Number: 1098
From: Bertil Jonell <d9bertil@dtek.chalmers.se>
Subject: The Psionic vs the NAS vs the PSI-shield
Date: Sun, 4 Mar 90 14:22:25 MET DST

This matter recently came up in the PBEM:

A person with natural telepathic 'shield' will not be detected by a person
with telepathic 'life detection' (according to ze rules)

A artificial psionic shield is equivalent to a natural 'shield' (?)

A Neural Activity Sensor is equal to a 'life detection' (???)

Does this mean that a NAS can't detect a shielded individual (?*e20)

If yes, how come that The Imperium haven't used this for zapping psionics?
It would be easy to construct a robot with a NAS, IR optics and a large
amount of hardware. If it senses something living that 1) don't show up on
NAS, 2) looks like an intelligent spieces. 3) gives an IR signature (ie: is not
a robot) 4) don't have a a artificial psi-shield, then it would perform an
arrest or a summary execution...

********************(VERY HEAVY SPOILER BELOW!)*********************
(About Psionics et cetera. It is really heavy info, that can spoil
years of work for a ref, so don't read it you out there who just play!)
********************************************************************

[I've rot13'ed this so that it won't get accidentally seen by people who
are paging through the digest.  To decrypt this, Translate letter a to
m, b to n, c to o... etc.  This can be done with UNIX through piping the
words below through the command "tr 'a-zA-Z' 'n-za-mN-ZA-M'". -- James]

Nppbeqvat gb gur vasb ba 'Cfvbavpf Fhcerffvba' ba gur Ers cneg bs gur Vzcrevny
Raplpybcrqvn, gur Cfvbavpf fhcerffvbaf jnf va fbzr jnlf n zvfgnxr gung gur
Vzcrevhz *qvqa'g* jnag. Gur Vzcrevhz ernyyl sbbyrq vgfrys vagb ungvat
cfvbavpf. N Cfv-vafgvghgr vf rira nzvavfgrerq ol gur Vzcrevny Anil!

Fb gur nafjre gb gur dhrfgvba nobir zvtug or gung gur Vzcrevhz xabjf gung
ANF pna or hfrq gb ybxngr Cfvbavpf, ohg gung vg qba'g *jnag* gb bccerff gur
cfvbavpf. Nyy bccerffvba vf va ernyvgl cersbezrq ol 'zbof' rgp, abg ba na 
bssvpvny yrir.

Comments Anyone?

- -bertil-
- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: d9bertil@dtek.chalmers.se 
VOICE: +46 31 723971 / +46 300 61004     "Don't worry,I've got Pilot-7"
SNAILMAIL: Box 154,S-43900 Onsala,SWEDEN      (Famous last words)      
"During the high point of the Downes Age, they put Ming the Merciless in charge
of designing California gas stations" W.Gibson "The Gernsback Continuum"

-------- TML Message #1099 --------

Archive-Message-Number: 1099
Date:          Mon, 5 Mar 90 11:04 EST
From: RWMIRA01%ULKYVX.BITNET@cornellc.cit.cornell.edu
Subject:       Traveller EPBM Players PLEASE READ

Several of you have me in your distribution lists as:

rwm1ra01@ulkyvx.bitnet  (or whatever)

It really is:

rwmira01@ulkyvx.bitnet  (or rwmira01%ulkyvx.bitnet@cunyvm.cuny.edu)

Please note the 4th letter of the id is an EYE not a ONE.  My system manager
is not smiling because of the bounced mail.  Please try to correct this as soon
as possible.

I am using the mailing list since this should get to everyone.  Richard, you
may want to put something in your next posting as a reminder also.

I appreciate this mucho.

Rob (aka Anton Devious)
- --
Rob Miracle              | Bitnet   : RWMIRA01@ULKYVX    CIS: 74216,3134
Programmer/Analyst-II    | INTERNET : rwmira01%ulkyvx.bitnet@cunyvm.cuny.edu
University of Louisville | UUCP     : ...psuvax1!ulkyvx.bitnet!rwmira01


-------- TML Message #1100 --------

Archive-Message-Number: 1100
Date: Mon, 5 Mar 90 12:48 EST
From: METLAY@vms.cis.pitt.edu
Subject: Another address change, and an apology


To all concerned:

The brain-dead UNIX mailer on my machine will not allow any messages
with long alias files to be received, so I'm forced to switch back
my TML subscription and my aliases for the PBEM to this address,
metlay@vms.cis.pitt.edu. I'm likely to get roasted alive for it,
but I'll take the risk. I apologize to all concerned for the
incredible inconvenience I've caused....

metlay

PS to Richard Johnson: You're reaching me via oresoft. At least your
short messages are; I haven't gotten any of the long files or alias
lists you said you'd sent.

-------- TML Message #1101 --------

Archive-Message-Number: 1101
Date: Fri, 23 Feb 90 11:53:25 EST
From: Paul Dale <wrgate.wr.tek.com!munnari!batserver.cs.uq.oz.au!grue@uunet.uu.net>

hiya,
I wasn't going to comment about the first reply, but since this one came
I thought I'd explain my reasoning and give some more comments.

In TML Biweekly Volume 6 Issue 16 METLAY@vms.cis.pitt.edu writes:
> I will merely say that your initial premise is total bilge. Has it
> ever occurred to anyone that if one preson in ten were a member
> of the Imperial Services, the economy would collapse? Let's get
> realistic here for a minute, folks!

In Message (1078) Bart Massey writes:
>Hmm.  Perhaps the estimate is high, but "total bilge"?  Please correct me if
>I'm wrong, but I believe the good ol' U.S.ofA. has a total armed forces
>payroll of around 2 million bodies, or about 2/300 of the total U.S.
>population.

The 1 in 10 came about by the following reasoning:
Every character tries to enlist in their preferred service, the enlistment
rolls can fail and if the character does fail to enlist they are subject to
a draft in an armed service (which is nice and uniformly distributed).
I took a wild guess about the chance of failing enlistment,  I was probably
incorrect.  But according to the rules I think that 1 in 36 must fail their
enlistment roll and it is quite likely that more will do so.  They will be
subject to the draft.

BTW: What proportion of the population had been/or is in the armed forces when
	there was drafting??  I suspect it was quite a bit higher than 1 in 10.




>
>On the other hand, I had always assumed that the rules were the way they were
>to make player characters more interesting, and that they didn't apply to the
>population as a whole.  To put it another way, if I used the character
>generation system described above, I would probably throw away most of my
>characters as "too boring", and the existing generation system just
>"pre-throws-away" most, but not all "boring" characters.

If this is happening then I take back this and my previous posting, since they
are obviously incorrect.

My assumption that dead characters retired in the previous term will also make
a difference to the results, I am unsure as to how much.  This assumption made
the calculations a lot simpler.

My other assumption as to ignoring aging effect is valid, since the average
time spent in the serive in very short.  The probability of staying in the
scouts until aging takes effect is very low.  I also ignored increases in
character stats due to skill rolls.  These are more likely to have an effect,
but any effect they have will increase the chance of high skill levels.





I might also comment: in Classic Traveller Supplement #1  1001 Characters there
were two instances of Scientists with Computer-8.  Hows that for chance.




							Pauli
seeya
SNIF

Paul Dale               | Internet/CSnet:            grue@batserver.cs.uq.oz.au
Dept of Computer Science| Bitnet:       grue%batserver.cs.uq.oz.au@uunet.uu.net
Uni of Qld              | JANET:           grue%batserver.cs.uq.oz.au@uk.ac.ukc
Australia, 4067         | EAN:                          grue@batserver.cs.uq.oz
                        | UUCP:           uunet!munnari!batserver.cs.uq.oz!grue
f4e7g4Qh4++             | JUNET:                     grue@batserver.cs.uq.oz.au

-------- TML Message #1102 --------

Archive-Message-Number: 1102
Date: Tue, 6 Mar 90 08:52 EST
From: Bob Mahoney <BOBMAH%PSC.BITNET@mitvma.mit.edu>
Subject: Psionic shielding and NAS's

Bertil-

I think you are right about the effect of psi shielding on a NAS.  A telepath
with a shield active should be undetectable by a NAS.  (Or a standard NAS at
least- the referee may have access to some amazing TL(Big Number) equipment
that his pesky players won't know about...   ;^)

About the Killer Anti-Psi 'bots.  I don't think this is a good dodge for the
"official" anti-psi elements, at least for two reasons:

1)      Only Telepaths have that natural psi shield.  Not all psionics are
        Telepaths.

2)      "Normal" citizens wearing technological psionic shields would be
        subject to very annoying attacks but these A-P 'bots.  Considering that
        a non-psi citizen wearing a psi shield is likely to be rich/important
        or both, this might be a real bad move on the Imperium's part.


        "High Governor Smith-Davies was attacked today by a warbot in his
         office at the Palace.  Preliminary investigation indicates that the
         warbot was of a type used exclusively by the Imperial Navy.

        The Imperial trade delegation was immediately expelled."


Please note, however, that any number of anti-psionic elements (including our
own metlay) might construct one or more such 'bots just to get at the nasty
psionic persons.  Insert here your favorite Mad-scientist plotlines...

- -Bob          (Nasty referee and secret psionic fan)


-------- TML Message #1103 --------

Archive-Message-Number: 1103
Date: Tue, 6 Mar 90 14:31 EST
From: METLAY@vms.cis.pitt.edu
Subject: VMS alias files


Since I can't use my UNIX machine, I'm stuck with turning the 
provided alias file into VMS-usable form. Any help from more
knowledgeable types?

metlay

-------- TML Message #1104 --------

Archive-Message-Number: 1104
Date: Tue, 6 Mar 90 15:17:44 EST
From: Chris Bartlett (Mouser) <cdba_ltd@uhura.cc.rochester.edu>
Subject: Julian Protectorate


   A question to the historians (this means you, Metlay):  how does the Julian 
Protectorate fit into the history of the Imperium?  Has there been any
mention of the region in any Traveller or MT publication?  There isn't
anything in the Imperial Encyclopedia, but there is a mention on one of the
maps of the Julian War.  The region strikes me as one of the grey areas
suitable for adventuring in....


				Chris

P.S.:  Was there a digest sent out last Sunday?  I didn't get one.
Submissions haven't dropped off that much, have they?



-------- TML Message #1105 --------

Archive-Message-Number: 1105
Date: Tue, 6 Mar 90 15:59 EST
From: Bob Mahoney <BOBMAH%PSC.BITNET@mitvma.mit.edu>
Subject: What's going on in the Universe?

Hi all!

A while back there was some discussion of the "History of the Imperium Working
Group" (HIWG).  It is, if I understand it, a postal exchange oriented towards
writing the future history of the Imperium.

So how's it going?


What I mean is, have major decisions been made?

How will the general Traveller masses be given this information?

How well does HIWG function as a group?  Is it worth the money/time/effort?

...and when do we find out if Strephon is alive?

- -Bob  (always a question)

-------- TML Message #1106 --------

Archive-Message-Number: 1106
Subject: Weekly PBEM update
Date: Tue, 6 Mar 90 22:40:35 PST
From: wrgate.wr.tek.com!agora.hf.intel.com!richard@tessi.UUCP (Richard Johnson)

This week about half the crew went into town and had fun...
About 1/4 got into fights with each other over some thing or another,
and about 1/4 started raising he** with Turnskaad because things
hadn't really started yet.

Oh well.  Such is thelife of the average adventurer.

Actually this week has been mainly cleaning up the straight
communications attempt.  Either it's working or I scared
everyone off the game.

Weekly postings are now typically two messages each about 
4-5 kBytes long.  These messages are sent to *charaacters*
not to players.  since there are stil about six players without
characters, they are not getting news.  Of course, the characters
wouldn't know this stuff anyway :-).

What follows are the two turn messages.  Press `n' now!


===================================================================



Well, the morning finally arrives.  During the evening, several people
went to town, and have returned in various states of dissolution and
disrepair.  Surprisingly though, no one is grumbling except about a 
perceived inability to continue their excess onto the mission.


The engineeres , most notably Bhyarravouf, are getting incredibly 
irritable at not geting their paws on the Alcyon yet.  They have had 
to console themselves with once agina reviewing their flight
manuals and hoping for something truly interesting.

The physical sientists have started to agree that gravitics are 
likely to work once you arrive, but the arrival is going to be quite
tricky.  The transport team hasn't mentioned any concern over approaches
yet.

The bioscience and medical team has inventoried their material and 
requested a few long-term survival items.

The security team has requested just about everything ever created and
pleaded for more troops and more explosive punch.  Which is more dangerous,
a morose soldier or a happy soldier?

- -------------------------------------------------------------------------
Briefing:  (Adam speaks)

When you arrive at our asteroid base this afternoon, you will understand
part of our need for tight security.  Everyone of you seems quite anxious
to get on with this, and frankly, I wish I were going with you.  However,
we need to get this out of the way:

If anyone wants out now, see me before you lift.  No questions will be
asked, and it will not affect any recommendation you ask from us.  You
will receive your full pay up to this point.  (3 days?)

Some of you have already met Mr. Adrian Bishop.  Adrian is a reporter, and
I know some of you are not too thrilled about having him along.  Never-
theless, we and you *need* and accurate permanent record of whatever 
happens, and when and how it happens.  In some ways, his record might
just be the most permanent affect of this whole undertaking.  Anyway,
please try to co-operate with him.  If you can't find a way to bring
yourself to co-operate, at least act civilly, please.

I can't give you a briefing on the Alcyon here, but you will receive a
full briefing on her as soon as you dock space-side.

Good luck.

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

So, you all get into the shuttle and head out to the asteroid belt.  It's
about a ten hour trip.  The pilots recognize that the approach, while made
quite smoothly, is manual not automatic, and is deceptively tricky (it 
seems simpler by far than it really is).  You who have brought ships are 
halted near a concentration of asteroids and asked if you would please 
allow them to hook on with tugs for the final part of the trip.

The reason for the tugs becomes apparant as you enter the cluster.  For 
those on the shuttle, you'll get to see it when you disembark.  In a 
parllel orbit is an enormous, spider-like tetrahedron.  In the center
of the tetrahedron is what seems to be a large engine-like structure.
This center engine is roughly 400 tons (volume) in its own right.

The engine faces one apex, with exhaust through the center of one of
the tetrahedron's faces.  Each of the four apexes connects to the 
central engine, as well as to each of the other three corners with 
strong structural members.  A fine mesh covers the front three faces
of the tetrahedron, and most of the rear face.  At the front 
of the Alcyon is a bridge and crew compartment.  The other three apexes
are obviously reserved for ships to connect to.  

The fine mesh is the Alcyon's lanthanum grid.  Beneath the grid, and 
well connected to all eight of the structural beams are bags of some
strong, light weight, material.  These seem to be collapsible fuel bags.
Presently they float limply, about half full.

Several figures in vacc suits labor about the Alcyon even now, preparing 
her for flight.

- --------------------------------------------------------------------
Part 2:


Good evening fellow travellers.  I am Julanna Cariolesse, the launch
director for your mission.  You can call me Jula or 'lanna.  Welcome
to our little home in the country, here.  We refer to this base as
`Rocky's Revenge'.  For the next day and a half, it's home.  You
are scheduled for launch in roughly 36 hours, and there appear to
be no bugs in the schedule.

(Julanna is ~160 cm tall, lithe and muscular.  She has shoulder length
 auburn hair, accented with silver and green stripes.  She wears an
 issue TL15 jumpsuit and the `nerd-pack' kind of hand computer.  Her
 features are soft, and the eyes bright.  One eye is bright blue, the
 other reddish-brown.  Your overall impression is of an extremely
 bright, well-conditioned humanoid who is just a little, well, 
 deviant.)

Tonight, the three ships you brought will be attached to the Alcyon
for the jump to R-alpha.  You have (she eyes her notes) two scout
ships and a merchant -- all streamlined it says here.  Good.  There
is a 200T cargo bay on the Alcyon in addition to what is on your ships.
Most of the heavy equipment requested for this trip is already on board.

You might want to do some cargo shuffling tomorrow, so that your merchant
ship can carry some of the larger items down without having to shift 
cargo after you arrive.

The Alcyon is a jump tender.  A little more advanced in some ways than
the traditional ones, though.  Access ways are provided between each of
the ships and the central core.  One ship's location has been replaced
by bridge, computing, and life support for a small crew.  Enough fuel
should be on board to provide two jump 5's without refueling.  You might
be able to stretch that with some tinkering with your ships and so forth
in an emergency.

Only a very minimal maneuver drive is available on the Alcyon herself.
Just enough to keep her oriented, not really enough to accelerate or
fend off any serious gravity.  The software is installed to use your
ship's engines for this, though.  {ref: OK transport crew - how much
acceleration we gonna get?}

Likewise, the Alcyon is pretty defensless without your ships.  Only a
double laser turret and a sand caster up front.  There just isn't any
good place to put a hard point that won't damage the Alcyon more than 
whatever you're firing at.

Overall, what this means is that with the Alcyon you've got range and
speed over interstellar distances.  But you've got to rely on each 
your own ships for some of the work.  Likewise, it means that wherever
you go, you get there together; no party scattering due to misjumps.
Once you're there, your navigators will quickly figure out where you
are, and in a pinch, you can scuttle the Alcyon more cheaply than
a `real' ship and bug out individually.  

Master Seargent Fallow will show you all to your quarters.  You should
find most or all of the personal equipment you requested waiting for 
you.

Tomorrow morning, all personnel, except physicians, are to report to
room AA38-Port for emergency first aid training at 08:00 standard.  
Doctors are to report to room F622-Port for instruction in the selection
and use of various drugs for stun gun use with varying genotypes.
Breakfast is from 06:00 to 07:30; the central computer will assist you
in finding the mission mess.

After lunch tomorrow, all engineering and transport personnel are to
report the simulation chamber for initial training in the Alcyon's 
systems.  All security personnel are to report to the armory for 
Battle dress fitting, adjustment, and initial training.  Science
and generalist teams have a ringworld theory and introduction class
in the main auditorium.

The material covered in most of these sessions will be available in
holocrystals, for you to use while in flight, in case you have to miss
them.  Count Ger may have other duties for you.

Good evening.

-------- TML Message #1107 --------

Archive-Message-Number: 1107
From: plb@violin.att.COM
Subject: My mail inbound
Date: Wed, 7 Mar 90 11:24:12 EST

Operating System: HP-UX A.B7.00 U
Organization: AT&T-BL, Red Hill System Administration Group (HRSAG)
Location: HR 1F138
Phone: (201) 615-4419
X-Mailer: ELM [version 2.2 PL16]

Hey folks!

Mail to my machine is going to be slightly messed up for a while.   The 
routing information for my machine changed and the AT&T gateway may not 
know about it for a while yet.   

Don't abandon hope, though, I keep trying!

- -- 
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  */
/*		Peter L. Berghold					*/
/*		System Administrator					*/
/*		AT&T Red Hill Systems Administration Group		*/
/*		1F138	+1 (201) 615-4419				*/
/*		EMAIL (UUCP):	{uunet!allegra|att}!violin!plb		*/
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  */


-------- TML Message #1108 --------

Archive-Message-Number: 1108
Date: Wed, 7 Mar 90 18:06 EST
From: METLAY@vms.cis.pitt.edu
Subject: The Julian Protectorate


The Jlian Protectorate may be spoken of at some length in one of the
arcane bits of text floating around GEnie or the HIWG, thanks to some
bright boy at GDW or DGP, but it has never been mentioned anywhere
in the main rules set other than as a historical place (see the Rebellion
sourcebook for background on the Julian conflict, I believe) and as the
political backup for the first two years of Brzk's reign.

still in Tennessee and HATING IT!,

metlay

-------- TML Message #1109 --------

Archive-Message-Number: 1109
Date: Thu, 8 Mar 90 18:12:38 pst
From: "Cynthia Lee [TA]" <ln63w7%sdcc4@ucsd.edu>
Subject: PBEM


Well, looks like I bit off more than I could chew.........
I'm going to have to bail out of the PBEM, so if you folks
could take me off your alias files, I'd appreciate it.....
Thanks.......

Cynthia Lee
"Bortai Narayanam"

-------- TML Message #1110 --------

Archive-Message-Number: 1110
From: Bertil Jonell <d9bertil@dtek.chalmers.se>
Subject: PBEM: Edd Baranski, Steve Owens, Brian Gillespe
Date: Fri, 9 Mar 90 7:57:35 MET DST

This is a message to  Edd Baranski, Steve Owens & Brian Gillespe.
I have not been able to reach you on the adresses:
baranski@meredin.enet.dec.com
jscratch@unix.cis.pitt.edu
bgillesp@beast.prime.com

This is even worse than usual because two of you are on the engineering-team!

Do you have any alternate adresses or write the adresses in some other way?

Metlay has also gotten bounces when trying to mail Edd Baranski.

Would you please reply to either me (and Metlay for Edd) or TML in case
you can't reach me either.

- -bertil-
- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: d9bertil@dtek.chalmers.se 
VOICE: +46 31 723971 / +46 300 61004     "Don't worry,I've got Pilot-7"
SNAILMAIL: Box 154,S-43900 Onsala,SWEDEN      (Famous last words)      
"I say cut his air!" "I say cut his heat!" "I say raise his rent!" "Hey, we're 
trying to get rid of an Alien, not evict a tenant!" Alien - American MAD version

-------- TML Message #1111 --------

Archive-Message-Number: 1111
Subject: PSIONICS
Date: Fri, 9 Mar 90 11:16:18 GMT
From: cs_s424%ux.kingston.ac.uk@nsfnet-relay.ac.uk

Hi,

In reply to Bertil, the rules state that the natural psi shield allows the
telepath to shield his/her mind from unwanted interferance. This could be
a very clever and subtle process whereas the psi shield is a dumb, artificial
copy. Perhaps you could liken it this; a natural shield is like a wire fence,
cant get in but you can see in (ie the NAS can 'see in') but the artificail 
shield
is like a solid 30' high wall. They both keep unwanted interferance out, but
in different ways.

Another thought occurred to me during my psionics campaign that I'm currently
running, is wouldnt it be in the interests of psi shield manufacturers to keep
the fear of psionics high just to protect their product line? Especially if
it was becoming a fashion accessory. It would only take a bit of advertising;
"Thinking of buying a psi-shield? THEY already know about it!" to stir up a
bit more public opposition.

Paul

   |   |   |  ---------------------------------------------------------------
- --[ ]-[ ]-[ ]-- Paul J Netherwood   e-mail:  P.J.Netherwood@uk.ac.kingston
   |   |   |    Research
- --[ ]-[ ]-[ ]--           
   |   |   |    School of Computer Science and Electronic Systems,
- --[ ]-[ ]-[ ]-- |/ingston |>olytechnic, Penrhyn Road, Surrey KT1 2EE, UK.
   |   |   |  --|\--------|--------------------------------------------------
                  \


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

