   Date: Sat, 20 Sep 1997 09:42:51 -0700
   From: "Jory M. Earl" <j-man@iname.com>
Subject: [gworld] Various Errata


Here are some odd things I came up with years ago.

Conversions :

Parsecs to Light Years = 3.262 x #of Light years
Light Years to Miles = 186,000 x 60 x 60 x 24 x 365.5
Per Hex movement rates :
Walking = Dexterity / 3
Running= Dexterity / 2
Fleeing = Dexterity / 1.5

Jumping (in yards) = (Dexterity x .35) + (Strength x .45) / 3
Character IQ to Normal IQ=IQ x 11.12
Bench Press Max=Strength x 32.5
Squat Max=Strength x 86.6
Deadlift Max=Strength x 108

Looks on a scale of 1-10= Charisma / 1.8
Last Grade Completed=Education / 1.05  (traveller stat)
Traveller's Snapshot game melee round to Gamma World melee=S.shot rnd x
.66
Gamma World to SnapShot Action points=Endurance+Dexterity


Alignment=3d6 + (Charisma / 1.8)
Leadership Score=(Charisma x 3)+(Strength + IQ + Dexterity)+(4 x rank)
/10 then add 50% of current experience points.
Crawling per hex=Dexterity / 5

Miles to Kilometers=Miles x 1.6
Kilometers to Miles=Kilometers x .616903148
(the above yields EXACT conversions)



Quickie Encounter Chart

Roll   Scene                      Notes
-----  -----                      -----
01-22  Nothing Special            Day is uneventful
23-29  Random junk                Litter, debris, etc.
30-43  Hoop Raiders               1d20 Hoops
44-46  Treasure!!!                Roll from Treasure Charts
47-78  Wandering Gamma Creature   Roll off regular encounter chart
79-82  Slaver's Caravan           Perhaps a bad thing?  :)
83-90  Band of Villagers          1d6 villagers from nearby
91-94  Cryptic Alliance           1d6, determine type
95-99  Rare, beneficial plant     GM's option
00-00  Another Party              1d6 other adventurers

--
The J-Man
GOC Systems
j-man@iname.com

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

   Date: Tue, 23 Sep 1997 13:17:40 -0700
   From: "Jory M. Earl" <j-man@iname.com>
Subject: [gworld] Hoops

Hoop body language; ear gestures

Ear Gesture                         Meaning
-----------                         -------

straight up                         Alert; excitement
1 up, 1 down                        surprise, amazement
both down, stiffly                  anger, rage
both up, tips curled                pondering, confused
bobbing up/down twice               polite greeting
droopy, sagging                     sadness
up, vibrating slightly              happiness, joy, elation
one ear wrapped under chin          despair
both under chin                     depression
both up, curving w/tips together    love
up, wrinkled                        hate
horizontal and twitching            fright, terror
both up, tips curled forward        arrogance
laying back over head               nonchalance

--
The J-Man
GOC Systems
j-man@iname.com

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

   Date: Fri, 26 Sep 1997 15:38:47 -0700
   From: "Jory M. Earl" <j-man@iname.com>
Subject: Re: [gworld] Re:

The bomb used in "Beneath the Planet of the Apes" was most likely not an
H-Bomb, but a fission device with a cobalt casing.  No single bomb
should be able to destroy the entire planet unless it's an anti-matter
bomb of some power.

Getting back to the cobalt bomb used in the Apes movie, it would have
released an air burst of intensely radioactive particles into the
atmosphere, blanketing the entire globe.  This would have ensured that
no life survived.

--
The J-Man
GOC Systems
j-man@iname.com

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

   Date: Sun, 28 Sep 1997 15:31:25 -0700
   From: "Jory M. Earl" <j-man@iname.com>
Subject: Re: [gworld] genres

Well the Hoops in my Campaign aren't "pink", but have fur colored
naturally in variations that would occur in nature.  They are backed
with any technology they can steal.  They are a militaristic, communist
version of the Jawas with all the bad points of Joseph Mengela and the
Ferengi added.

"Shoot on sight" is a pretty safe assumption in my game, when spotting
Hoops.  Don't EVER get captured.  They enjoy performing 'operations' on
anyone they catch, just to see what makes then 'tick', so to speak.
They also have been known to alter people (for the worse, of course) in
a perverse sort of sport.  They don't use anesthetics.

--
The J-Man
GOC Systems
j-man@iname.com

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

   Date: Sun, 28 Sep 1997 15:41:32 -0700
   From: "Jory M. Earl" <j-man@iname.com>
Subject: Re: [gworld] Plastic buffet.

A.E. Van Vogt wrote a book called, "The Voyage of the Space Beagle".
This ship full of 1,000 scientists first encounter an apparently dead
world full of ruins.

On closer examination, a large cat-like alien is found, dubbed
"Couerl".  The dead race of this planet genetically altered 'couerls' to
make them intelligent.  however, the Couerl's SOLE food supply is
Potassium.  Specifically, the type that is held in 'stasis' in the blood
cells just prior to death where it mixes with the blood to render it
poisonous.  Couerls can breath Chlorine or Oxygen, control energy with
special antennae and effect crystalline structures on the atomic level.
Their weakness is the above mentioned SPECIFIC diet.  Without the "id"
at it's proper state (time of death), the potassium is useless to a
couerl.

Couerls on that planet are dying out because of a rise in the volcanism
of the planet, covering the atmosphere and killing vegitation.  The
small animals Couerls hunt for their "id" cannot find enough vegitation
left to feed on, thereby dying in scores.  couerls finding their "id"
creatures less and less common, are rapidly starving to death.  Couerls
are also immortal and some have managed to remain alive for hundreds of
years even in such a starvation situation, not unlike the Yexil/textiles
situation.

I would have to say, though, that Yexils will either need to evolve or
die as a species.

--
The J-Man
GOC Systems
j-man@iname.com

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

   Date: Thu, 09 Oct 1997 12:52:31 -0700
   From: "Jory M. Earl" <j-man@iname.com>
Subject: Re: [gworld] A little asbestos

Personally, i think we should all go easy on ourselves and agree that
having different opinions is "ok".  Remember, the rest of the world is
wrapped up in their obsessive-compulsive need to force others to
conform.  We, the people on this list, represent a small group of humans
that by nature of the subject matter we discuss are somewhat more
enlightened then the masses.  We need to stick together because there
are far too few of us for any one person's loss to this list to be
insignificant.

We all have something special to bring to this game that we love so
well.  It's enough of a common interest for me, to say that everyone on
this list is my friend.
Before I found this list, I thought I was just one person playing a long
dead game that hardly anyone had ever heard of and no one had any
interest in anymore.  I was certainly quite happy to find this list and
the wealth of information that streams from it.  All you guys have great
ideas, and conversely, ideas I do not agree with or choose not to use in
my campaigns.  But that does NOT mean those ideas are bereft of worth.
They are important to YOU, which means they have some great worth to
you.  I would be the last person here to say one idea is worth more then
another.

By nature of our diversity, we are all never going to agree 100% on
things. But don't silence others because their ideas are different.
Instead, welcome their diversity because it cures the boring "sameness"
life can be full of at times.

Welp, I'm going to climb off my soapbox for now, before the tomatoes
come pelting my way.  :)

thanks to everyone on this list, I really enjoy having you people to
share my ideas with and to get alternate point of views from.  I know
that if I need a plot searched for weakness or implausibilities, I can
count on you guys.  :)

Laters!

--
The J-Man
GOC Systems
j-man@iname.com

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

   Date: Thu, 09 Oct 1997 13:10:41 -0700
   From: "Jory M. Earl" <j-man@iname.com>
Subject: Re: [gworld] Plastic buffet.

You need to remember, also, that in the 1st edition book, mankind not
only used nuclear, but also biological and mutational weapons as well.
Yexils could have been much smaller then, with no relative powers.  they
could have been silly little 'pets' bred for the rich as presents for
their children.  They could have been genetically altered to require
synthetic clothing as a diet.  I imagine the world of the "Ancients" was
one where genetic manipulation was as easy to do as manufacturing a new
flavor of soda pop.

--
The J-Man
GOC Systems
j-man@iname.com

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

   Date: Tue, 14 Oct 1997 14:29:49 -0700
   From: "Jory M. Earl" <j-man@iname.com>
Subject: Re: [gworld] QPCs and other stuff

It's all great stuff Derek, and I hope you keep posting it; however,
it's difficult for me to use because I stopped at 2nd Edition rules.  I
have the other editions, but neither play them or use their rules.  As
to 4th edition itself, I haven't even opened the book except recently to
read the starting equipment lists for the PBEM that I am in hosted by
one of the people on this list.
--
The J-Man
GOC Systems
j-man@iname.com

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

   Date: Tue, 14 Oct 1997 14:46:40 -0700
   From: "Jory M. Earl" <j-man@iname.com>
Subject: Re: [gworld] Money

I once ran a scenario where the players encountered a still active
military base, where all the security stations and everything else were
ran on domars.  Security Robotoids would charge a 'fee' for their
services (like if the party stumbled into a forbidden area and the
robots had to usher them out).  the scenario was ran purely from the
comical stand point and only one character died.

(The character in question had refused to pay for using the restrooms
and actually attacked the automated coin delivery system.  It of course
defended itself by pounding him into pulp.).  :)

--
The J-Man
GOC Systems
j-man@iname.com

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

   Date: Thu, 16 Oct 1997 16:20:54 -0700
   From: "Jory M. Earl" <j-man@iname.com>
Subject: Re: [gworld] Saranxis on holiday

Barclay Johnson wrote:
>
> >There isn't any spam at all on the Traveller List.
> >Personally, I think all spammers should be fed to the Yexils.
> No nutritional value there. They're better off eating plastics.

Well, spammers are one very good reason for me to trial-fire my Phase
Transition rifle.


The Mark I Phase Transition Rifle
---------------------------------
Maximum Range    :  Reality/Universe
Effective Range  :  Reality/Universe
Projectile       :  Phase shifted primal mass/Quantum Filaments
Damage Inflicted :  Destroys Universe
Power Source     :  Most major stellar masses
Battery Life     :  N/A.  Nothing is left behind initial use.

	This rifle uses quantum filaments rotated around a central core of
primary mass, effectively raising the energy yield of the universe in a
local area to levels high enough to unite the 4 major universal forces
into the unified 'super force'.  When this happens, the rifle's
multi-dimensional mini-computer creates a self replicating dimensional
'virus' that swiftly corrupts the multi-dimensional mathematical
constructs on which reality is based.  The manifestation of this effect
is immediately visible as a spreading black 'void' which quickly
consumes the entire universe, restoring reality to it's chaotic state
prior to the big bang.

The rifle draws off the energy output of 1d8 local groups (clusters of
nearby galaxies), permanently dimming them and accelerating them into
their "giant" stages of stellar evolution. The only known defense
against this rifle is the creation of a pocket universe to hide in.

The J-Man
GOC Systems
j-man@iname.com

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

   Date: Fri, 17 Oct 1997 20:58:24 -0700
   From: "Jory M. Earl" <j-man@iname.com>
Subject: Re: [gworld] H.G. Wells

ok here it is :


Martian Tripod
--------------

Date of Service : circa 1855, Earth time.
           Crew : 1-3
      Positions : Manipulator, Gunner, Locomoter.
                  All positions may be taken over by one martian
                  if needed

Main Armament
-------------
Parabolic Mirrored Heat Ray
         Damage : 20d6 (heat)
         Radius : 10 meters
   Rate of Fire : 1/melee
           Ammo : Crystal Cell; 100 shots before recharge.
       Recharge : recharging is done via an array of small solar
                  panels on the hood of the fighting machine.
                  A full charge takes 8 hours.


Secondary Armament
------------------
Black Dust Projector
         Damage : Intensity 21 poison gas
         Radius : 100 meters
   Rate of Fire : 1 canistor may be fired every other melee
       Duration : Due to it's thickness, 1d6 days
                  Settles in 1d10 minutes
           Ammo : Each fighting machine stores 30
                  cylinders of Black Dust.

Other Specs
-----------
   Manipulation : 3 duroflex robotic tentacles, each 130cm long
                  Tentacles have PS of 30
   Fire Control : manual, no computer-aided guidance
     Armor Type : Titanium
    Armor Class : 1
 Superstructure : 2,950 hit points
         Weight : 35 tons
         Height : 30 meters
     Powerplant : Crystal Cell
          Speed : 56 khp
          Range : unlimited
           Cost : 2,000,000 credits

The J-Man
GOC Systems
j-man@iname.com

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

   Date: Sat, 18 Oct 1997 06:37:29 -0700
   From: "Jory M. Earl" <j-man@iname.com>
Subject: [gworld] more stuff

Gamma World's Guide to Extraterrestrials
-----------------------------------------
By J-Man


I .  Basic Element
-------------------

Roll	Element
--------------------
~ 01-50	Carbon
~ 51-65	Silicon
~ 66-70	Copper
~ 71-73	Iron
+ 74-74	Germanium
* 75-75	Plutonium
~ 76-80	Potassium
+ 81-85	Boron
+ 86-91	Phosphorus
* 92-00	Non-Material
---------------------
~ Aliens of these bases will not be
  mineral, metallic, energy or
  hyper-spatial.

+ Aliens of these bases will not be
  piscoid, molluscoid, cephaloid, cetoid
  or amphibian.

* Aliens of these bases will be either
  hyper-spatial or energy.


II .  Basic Physical Form
--------------------------

Roll	Type
------------------------
  01-01	Unicellular
  02-07	Fungoid
* 08-11	Sessile Plant
* 12-19	Motile Plant
  20-22	Piscoid
  23-23	Molluscoid
  24-25	Cephalapoid
  26-32	Amphibian
  33-32	Cetoid
  34-35	Saurian
  36-41	Reptillian
  42-42	Flying Avian
  43-49	Flightless Avian
  50-77	Mammalian/Humanoid
  78-78	Flying Insectoid
  79-79	Flightless Insectoid
  80-80	Annelidoid
  81-81	Lepidopteroid
  82-82	Lupine
  83-83	Ursoid
  84-84	Serpent
  85-87	Mineral
  88-90	Crystalline
  91-91	Energy
  92-95	Hive Mind
  96-99 Hyper-Spatial
+ 00-00	Interstellar
------------------------------

* Sessile refers to rooted.
Motile refers to mobile.

+ Aliens of this type exist
over galactic distances as
mental energy.



III .  Primary Environment
-------------------------------

Roll	Type
------------------------------------------
01-75	Land based environment
76-80	Water based environment
81-91	Air based environment
92-95	Any Two terrestrial environments
96-99	Any three terrestrial environments
00-00	Non-terrestrial/Vacuum
-------------------------------------------
Note: Use the above chart with a grain of salt;
      Some types of aliens will naturally fall into these
      categories.  For example, an amphibian will generally
      come from a liquid environment. Sessile plants won't
      generally be airborne unless uprooted and thrown there.
      Hyper-spatial and Interstellar Intellects may primarily
      exist in a vacuum, but may also inhabit the upper
      atmospheres of terrestrial or gas giant type worlds.


IV .  Symmetry of Form
-----------------------

Roll	Adjustment
------------------------------
01-90	Bilateral
91-96	Radial/Rotational
97	Generally Symmetrical
98-00	Asymmetrical
-------------------------------
Note: Bilateral refers to having two sides.  Radial refers to
      a body where the 'trunk' is a central axis from which
      limbs branch. Symmetrical means the form is even-sided,
      no matter how many sides there are.  Asymmetrical refers
      to bodies that follow no discernable pattern.


V .  The Brain
----------------

Roll	Adjustment
-------------------------
01-95	Single brain
96-99	Dual brain
00-00	Multiple brains (roll 1d4+2)
-------------------------
Note: The presence of one or more brains is possible.  The other
	    brains may be dedicated to physical processes or may
	    actually house a separate intellect.


Roll	Specialization
-----------------------------------------------------------
01-95	Extra brains provide physical control (+1 dexterity)
96-98	Extra brains provide additional mental abilities
      (+1 IQ, +1 mental strength )
99-99	Extra brains are separate intelligences
      At least one brain (primary) must be sentient
      Roll percentile dice: 01-99 brain is not sentient
                            00-00 brain is sentient
00-00	Extra brains provide mental mutations
      (Roll 1 mental mutation per brain)
-----------------------------------------------------------


VI .  Brain Placement
-----------------------

Roll	Location
------------------------------------------
01-95	Brain is located in head
96-99	Brain is internal to main body
00-00	Brain is located in a limb
------------------------------------------
Note :  Roll on this chart for each brain.



VII .  Tail
----------------------

Roll	Adjustment
-----------------------
  01-90	No tail
* 91-99	One tail
+ 00-00	1d6 tails
-----------------------
* Alien is 25% more likely not to be caught 'off balance'.
+ Alien is 50% more likely not to be caught 'off balance'.


Well, what do you all think so far?  there is a lot more to this, but I
thought I'd chop the generator into multiple posts.  If you guys like
this, I'll post the rest.

The J-Man
GOC Systems
j-man@iname.com

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

   Date: Thu, 23 Oct 1997 05:40:58 -0700
   From: "Jory M. Earl" <j-man@iname.com>
Subject: Re: [gworld] A special note on Dimension Travel

Hubbell's wrote:
>
> >
>
> -snip-
>
> > That's very close to what happens in the base part of my GW campaign,
> > even though the adventure itself takes place almost 12 thousand years
> > later.
> >                               The J-Man
>
> i'm intrigued. what tech level is predominant in your 14000 AD campaign?
> how long did it take for the survivors (of the Cataclysm) to crawl out
> of the ashes, so to speak? since most of the people here (i'm guessing)
> play their campaigns 200 - 500+ years after the cataclysm, your's sounds
> like it might be quite fascinating...
>
>     ~[yberia

Well, there was the original Nuclear War, ending civilization for the
most part.  There are several pockets of humanity left.  The Genetics
Institute under Professor John Mets is still standing, with all of it's
"animal" heightened intelligence experiments mainly intact.  Prof. Mets
has been slowly increasing the IQ of certain animals to near human
proportions, until just before the WAR.  If fact, some of the animals
showed exceptional intelligence and problem solving abilities.  After
the war, radiation helps some, and the mutant animals form a society
with remnant pockets of humans.  they slowly claw their way up.  These
are the "Shadow Years".  Prof. Mets dies in a battle between the mutant
armies led by General Guar.  Kordo leads his forces against General Guar
and defeats him.  Many years of fief-wars and minor battles occur.
Finally, 200 years after the first nuclear hells were unleashed :

Year 200 :  The first intra-solar system ships are made.  Some
colonization of the near planets results.  Venus terraforming project
begins.  Mars terraforming project begins.

Year 215 : the outer planets become sparsely settled.  Kordo, the canine
leader of Prof. Met's old group of enhanced animals, becomes the
de-facto leader of Earth.  A generation ship is dispatched to Alpha
Centuari after preliminary probe studies shows planets capable of
hosting life.

Year 232 : Longevity Drugs are introduced, and a small portion of the
government is allowed access to them.  Specifically, people crucially
important to running things.  Kordo establishes the first
extra-terrestrial government when he links the colonies of the outer
planets and the inner planets into one commonwealth.

Thus begins the New Era, the 1st CommonWealth.  Date system changes
here, to reflect the years of this new government.  Dates are referred
to as "CW and - and the year.  For instance, 'CW-1' refers to year 1 of
the new commonwealth.

CW-5 :  Mutant scientist Dr. Chi improves the Ion Drive, increasing the
engine's ISP ten-fold, allowing for the first practical trade between
colonies in the solar system.

CW-18 :  More outer planets are settled, increasing the size of the
Commonwealth.  Trade is well established.

CW-22 :  First ships built at colony on Alpha Centuari arrive.  Ships
are retro-fitted with the Chi Drive.  More colonists embark to Alpha-C
colony.  Kordo retires from the Council of the Commonwealth.  Lassic,
the youngest member of the CommonWeakth Council, is elected Chairman in
Kordo's place.

CW-45 :  New discoveries in Physics lead to another improvement to the
now aging ion-drives.  Alpha Centuari run is shortened to 6 years.
Partial trade established with that colony.

CW-49 : Lassic dies suddenly, leaving the post of chairman open.  Rival
groups vie for the position and a mutant named Revo grabs power.  

CW-50 :  Signs of dis-satisfaction in the government lead to fewer and
fewer meetings of the CommonWealth Council.  Most decisions made by
absentee ballet.  Revo subtly alters the politics of the Council toward
a more militant stand.

CW-53 :  Trade with Alpha Centuari is cut off mysteriously.  The outer
planets begin pressing for reforms in the structure of the CommonWealth
Charter.  Talks stall.  Revo has more of his own people elected to the
Council.

CW-55 :  The Uranian Colonies secede from the CommonWealth to form the
United Uranian Colonies (UUC).  UUC modfies a few ionships as
patrolships.  Revo now firmly controls the council.

CW-57 :  The Saturn colonies withdraw from the CommonWealth.  Officially
stating they are nuetral, they covertly send materials and arms to the
UUC.  UUC begins arming more ships.

CW-60 :  The Martian shipyards at Phobos and Deimos begin building
warships for the CommonWealth.  Terran rule is fortified by Military
bases on Venus, Mars and Luna.  Saturn colonies still officially allied
to the CommonWealth, however no military bases are permitted on any of
the colonies.

CW-61 : A brief skirmish erupts as CommonWealth ships and ships of the
UUC clash at Ceres.  The forward UUC base on Ceres is discovered.

CW-62 :  The CommonWealth issues an Ultimatum :  All colonies are to 
recognize Revo as the sovereign power and ally themselves with the
CommonWealth.  Saturn Colonies refuse, joining the UUC.  The UUC doesn't
answer, but patrols are reinforced.

CW-63 : War breaks out.  Many vessels are destroyed, colonies burned,
some planets are bombed.  Space travel is abandoned.

The Interregnum, a time of rebuilding and reconsolidation, lasts for 52
years.  A second CommonWealth rises from the ashes.  Colony trade is
re-established, and contact with the colony on Alpha Centuari is
established.  

CW-116 :  The first interstellar drive is invented.  Many of the nearby
starsystems are explored and settled.

CW-121 :  Contact with the "Rauthens", a silicoid based alien race.

CW-130 : First Interstellar Trade Commission is established.  Bureau of
Alien Affairs established.  Trade between colonies strong.  Earth
selected for Capitol.

CW-150 :  Rauthen-Human war.

CW-156 :  Rauthen-Human war ends.   

CW-199 : Massive solar flare makes life on Earth impossible; Earth is
irradiated.  Population is re-settled on many of the colony planets.
Capitol is moved to Epsilon Eridani II.  Planet christened, "Core".

CW-205 :  Beginning of Era of Exploration.  Hundreds of ships are sent
outwards to collect data on all star systems.  Colonizing of new planets
begins.  

CW-500 :  Era of Exploration draws to a close.  Survey ships are still
sent out, but in only a fraction of their earlier numbers.  

CW-611 :  Empire of the Ryse discovered.  Peace envoy is destroyed for
no apparent reason.  Rysian warships attack colonies.  Beginning of the
Terro-Rysian Wars.  Many of the older colonies are destroyed by the
Ryse.  All attempts at peace are ignored.  The CommonWealth mobilizes
for war.

CW-689 :  After years of intercene warfare, the Ryse retreat for no
apparent reason.  Rebuilding begins.

CW-701 :  Second Terro-Rysian war begins with a sneak attack on "Core". 
Rysian warships using new weapons begin to win.

CW-704 :  Forcefield technology is advanced enough to shield planets.
CommonWealth planets are all sheilded.  Terro-Rysian war ends in a
stalemate.  Rysian forces eventually withdraw.

CW-800 :  Final Terro-Rysian war.  Rysian warships using cloaking
technologies and new weapons that bypass the planetary shields destroy
many planets.  CommonWealth fleet searches in vain for the Rysian fleet.

CW-801 :  CommonWealth fleet units divided up to guard the remaining
colonies.  Rysian fleet attacks "Planet P" and is repulsed.  Rysian
fleet appears in the Sigma Draconis system and is again repulsed, at the
lose of nearly every ship stationed there.  

CW-802 :  CommonWealth scientists develope a way of finally tracking
Rysian warships.  Rysian fleet is met at Beta Crucis and defeated. 
Location of the Rysian homeworld is revealed.  CommonWealth fleet
engages the remnants of the Rysian fleet.  In a last ditch defense,
Rysian forces destroy their own star.  Most of the CommonWealth fleet is
destroyed in the supernova.

Year 803 :  The CommonWealth is in ruins.  Very few worlds retain
CommonWealth technological base.  Anarchy.

Year 1000 :  C'Zien Marduk founds the first Empire of Man.  Imperial
Capitol is designated at Tau Ceti.  Empire of Tau founded.

The Empire of Tau lasts for 10,000 years.  During this time, many
advancements are made in technology and knowledge.  The Empire grows to
span a large part of the saggitarius arm of the galaxy.  Earth is
rediscovered.  Jupiter is eventually condensed to make material for a
large ringworld, set in the Earth's former orbit.  The Earth is
preserved on the Ringworld, along with many man-made areas.

This is as far as I can take this, as there are folks on this list
currently engaged in this game.  I wouldn't want to spoil some pretty
awesome surprises for them.  :)

Also, this is a VERY much abridged edition of my history.  The actual
history is on several hundred index cards and contains FAR more detail
and data then this email does.

--
The J-Man
GOC Systems
j-man@iname.com

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

   Date: Tue, 28 Oct 1997 03:35:11 -0800
   From: "Jory M. Earl" <j-man@iname.com>
Subject: Re: [gworld] Hello all,

Yeah Gweedo, I still have my Classic Traveller books and MegaTraveller
books as well.  But Gamma World rules.  Nuff said.  :)

I was introduced to Gamma World in 1976 and introduced to Traveller in
1980.  So I had plenty of time to fall in love with Gamma world.  The
very first time i EVER heard anything about Gamma World, this kid in my
8th grade newspaper class asked me, "What does '3 metal folding chairs,
intensity 13 radiaion, mean?' ".  Of course, I didn't have a clue.  :)
I had never even heard of role playing games yet.
--
The J-Man
GOC Systems
j-man@iname.com

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

   Date: Sat, 15 Nov 1997 18:15:58 -0800
   From: "Jory M. Earl" <j-man@iname.com>
Subject: Re: [gworld] GW 2nd Edition Rules

The Gamma World 2nd Edition :

On the box cover as well as the Rules Booklet, there is depicted an
armored humanoid wearing a flowing red cape, riding a white Brutorz.  He
is aiming a Mark 5 blaster pistol at a mutatant humanoid wearing no
shirt, on foot, with vulcan ears and he's carrying a bazooka-like affair
on his shoulder while firing a bright yellow beam from it, at the horse
rider.

Off to the right side there is another mutant humanoid with rocky skin
(aka that orange rock guy from the Fantastic 4).  He is wearing green
pants and some sort of electronic headgear.  He has a shield raised as
if to ward off an attack.  He also has a laser pistol in his right hand,
held up and not aimed.

Box color is mainly red, as is the rule book.  These rules are not
different then the 1st edition, merely a re-packaging and expansion of
them with new creatures (illustrated too!), new mutations, etc.
--
The J-Man
GOC Systems
j-man@iname.com

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   Date: Wed, 07 Jan 1998 13:28:15 -0800
   From: The J-Man <j-man@iname.com>
Subject: Re: [gworld] Two Considerations

At 09:21 PM 1/5/98 -0000, you wrote:
>I don't believe there is any "official" line regarding humans colonies in
>outer space surviving the holocaust. It is up to the individual GM to
>decide on this. Personally I the existence of human colonies would somehow
>rob part of the drama from the setting. It makes the struggle for survival
>on Gamma Terra somewhat less important.
>
>I'd rather think that at the time of the apocalypse, Man's presence in the
>stars took the form of temporary scientific or mining outposts; small
>installations with limited autonomy.
>Regards,
>

Perhaps the colonies were bombed out of existence as well?  Perhaps all
that remain of them are tattered buildings and ruined artifacts.  Could
make for a neat scenario.

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   Date: Mon, 12 Jan 1998 17:20:12 -0800
   From: J-Man <j-man@iname.com>
Subject: Re: [gworld] New to List

>
> 1) Favorite character?
>

"Lucas Trask".  I've played him in Gamma World, Arduin, Boothill, AD&D
and Traveller.


> 2) Where do you base your campaigns? Might be interesting to post the
> various areas fleshed out by everyone on someones website, even as text
> files...
>

My campaign is based in the future.  goto
http://www.geocities.com/Area51/Dimension/5823/index.html
and click on "current Game" to get a run-down of my campaign universe.


> 3) Has anyone done extensive conversion work to another system, say Hero or
> GURPS? Made some minor attempts in this area myself, and would like to see
> another's thoughts.
>


I've converted everything I can get my hands on for Gamma world.  :)

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   Date: Mon, 19 Jan 1998 14:22:54 -0800
   From: J-Man <j-man@iname.com>
Subject: Re: [gworld] New to List

RCrichton wrote:
>
> In a message dated 98-01-17 04:42:44 EST, you write:
>
> > "Lucas Trask".  I've played him in Gamma World, Arduin, Boothill, AD&D
> >  and Traveller.
> >
> Wow! Another H. Beam Piper fan- I just reread Space Viking last month, for
> around the tenth time.
> -Bob

Yes, very much so a Piper fan.  I keep asking Jerry Pournelle when he's
going to write that sequel to Space Viking that he and Piper talked
about, but so far it's not on his list of things to be done right away.
He's mainly been busy writing another Jannisaries novel.

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   Date: Sun, 01 Mar 1998 02:20:07 -0800
   From: J-Man <j-man@iname.com>
Subject: Re: [gworld] ??s+more weapons

> Hi All,
>          I was just thinking- has anyone developed any aquatic weapons?
> Also I ask that people to please send me weak mutations (esp mental) to
> go on that table I am making up. In the TotA, there are 2 EMP generators,
> which one do you guys use? Did that person who sent the 1st 1/2 of the
> Alien table send the rest? If so please send me both 1/2s Thanks.


Hello, I'm the one who sent half the Alien Creation charts.  I've been
busy with a lot of things lately and haven't had time to update the
charts and type them in.  Almost everything I made for GW was before I
ever owned a computer.

Also, i have my complete list of extra mutations on my website.
http://www.geocities.com/Area51/Dimension/5823/index.html

click on Mutations.

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   Date: Sun, 22 Mar 1998 04:56:13 -0800
   From: J-Man <j-man@iname.com>
Subject: Re: [gworld] fifth edition

> The soon to be in deep water
>
> Derek
>


Oh yeah, you certainly ARE in deep water now!  Muahahaha.
And here come a school of my specially mutated red-breasted
pirahnas with mass mind and telekinesis.....heh heh heh...


         Base Stock  :  Red Breasted Piranha
           New Name  :  Telenha
            Habitat  :  Flowing streams, lakes or large ponds
Generations Mutated  :  8
          Mutations  :  H. Intelligence, Increased Speed,
                        Telekinesis, Mass Mind and H. Dexterity
      No. Appearing  :  1d10
          Alignment  :  Deadly
           Hit Dice  :  2d6+3
          IQ and MS  :  2d6+1
            Weapons  :  Bite (1d6) 3 times a round
  Poison Resistance  :  18
Radiation Resistance :  3

Description
-----------
Large 30cm in length.  Compressed, disc-shaped body.
Lower jaw somewhat projected, showing 2 rows of ominous
looking incisors.  Eyes glow a dull red color.  They lurk
in the more shadowy areas of the water where they cannot
be readily detected until it is too late.  They like to use
their telekinesis to pull prey into the water where they
proceed to strip flesh from bone at a heart-pounding rate
of speed.  They are fearless and when organized by a
central "leader" can make very deadly military groups.

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