Tuesday, June 16, 2020

Let's Read: Traveller, 1977 Edition, Characters & Combat, page 20


We’re coming to the end of the skills section, with Engineering, Medical, and Jack-of-all-Trades being saved for last. Engineering covers ship power plants and propulsion drives. Medical means exactly that. Beginners can be ship’s medics, Medical-2 helps deal with reviving low passage characters (which can be lethal?!) after a journey. Yikes. Throw a 5 or better, or you don’t come out of suspended animation because you’re dead. I will never use low passage. Ever.

Medical-3 makes you a doctor (I guess 1 and 2 are first-aid and medic training, then). The skill also covers curing diseases. High dexterity means the doctor can actually be a surgeon (until he crashes his car in a rain storm and loses all nerve control in his hands, causing him to seek in the far East for a mystical cure…nah. That idea is just too strange). All careers get this as higher education, although Scouts and Merchants can get it as regular advanced education.

Last comes the Jack of all Trades skill, which works as a general ‘I can do anything better than you’ skill bonus, levels can be added to just about anything at the referee’s discretion. Sounds fun. Interestingly, the Marines and Army can’t get this skill, while scouts have it on three tables (Navy, Merchants, and Other have it on one each, and the latter two can only get it with high education). That does make some sense, really; Scouts are used to working in small groups or even alone, so they are more likely to pick up a wider knowledge base. Not as specialized as the other careers, but they have to be able to handle lots of jobs at once.

We close out the skill section with a general warning that these are only guidelines, and there are lots of other possible ways to use these skills. For that matter, the skills themselves can be altered or added to, if necessary. However, the referee is advised to keep notes on any changes for consistency’s sake. Well, I'm sure that green light gave lots of players and referees a lot of ideas on what to change. For me, I'd rather just play the game as it is first, then decide how to change it.

So, skills are done! What's next? Tune in tomorrow, and find out!

Oh, and there's one additional sci-fi related note: my Thursday reviews of Amazing Stories are going to slow down, probably to bi-weekly for the time being, because I've started a new job, and I don't have the reading time I had during COVID-mania. Huzzah! Something's got to give, though, and it's going to have to be Amazing for a while.

Monday, June 15, 2020

Let's Read: Traveller, 1977 Edition, Characters & Combat, page 19


At last, we’re getting to the starship skills, in order of importance. Pilot, Navigator, Gunner…and Steward? Um…shouldn’t the Engineer get higher billing? Oh, well. These skills are pretty straightforward, and Gunnery was already covered, anyway.

Basically, Pilot is different from Ship’s Boat, because Ship’s Boat is for things like the Space Shuttle, interplanetary stuff at best. Pilots get to go to different star systems. And, as usual, higher levels of expertise makes the DMs better when dealing with stressful piloting situations.

Navigation actually works on land as well, assuming the night sky is visible when standing on the planet. That’s an interesting question, though: How does the navigator know what the stars in the sky are on different worlds? It’s not like they’re going to see the Big Dipper. Do they memorize different planetary constellation patterns in Navigation training school? Because that would be cool, if not really hard. But what if it’s a brand-new world that no one has ever walked on before? No constellation map would be handy. An interesting point to ponder…

Gunnery was, as mentioned, already covered previously under weapons. Not all ships will have guns, of course, but for those that do, these are the guys you want.

And now, the Ship’s Steward, whose job is to take care of passengers. That’s a pretty specific skill for a situation that isn’t likely to come up too often in a science fiction action-adventure situation, unless of course you’re doing “Die Hard on the Space Titanic” or something. But still, if I’m rolling up a character in the Merchants, and I get this instead of Gun Combat or Electronics, I’m going to feel pretty gypped.

Sunday, June 14, 2020

Preserving the Past

I've mentioned the Internet Archive before; it's a site that keeps a whole heck of a lot of files from the past, including web pages, videos, documents, audio recordings, images, etc. It's massive. It's also awesome. There are pulp magazines galore, as well as a huge number of old movies that are now in the public domain, even in the United States (which has an insane 95-year copyright law). And it's all free.

There are rumors that certain people are planning to shut down the Archive because of 'copyright' issues. The problem with these issues is that the internet is international; copyright in Canada is the author's life plus fifty years. If the new USMCA agreement is ratified, that will extend to life plus seventy years. As a writer, I'm fine with that, since it means that my grandkids will still be getting royalties on what I write, long after I'm gone.

Still, the issue of differing copyright laws means that there are loopholes to get things in North America that are public domain elsewhere, but still under copyright here. So, if people are planning to shut down sites that carry public domain materials like old movies, magazines and music, that's going to be a significant loss, and it will just mean more pirating will happen. Sure, not too many people are using torrent sites for Charlie Chaplin shorts, but there is a demographic that wants that sort of thing available, and it should be. After all, using Chaplin as an example, his first film appearances (in short, one-reel Mack Sennett comedies) were released in 1914, one hundred and six years ago. Why should we lose access to those in sweeping site shutdowns, when they've been in the public domain for more than a decade?

Maybe nothing will happen; it might just be a lot of talk. But just in case, I'm grabbing what I want from the public domain stuff while I still can. There's gold in them thar hills, folks. Treasures rich and wondrous of a bygone era, when everything in movies was new, and people were still fascinated by a simple one-minute reel of a train going by, or grainy footage of an airplane flying a few hundred feet in the air. Creative geniuses like DeMille, Griffith, Chaplin, Pickford, Fairbanks, Sennett, and many more, names that are forgotten in our time, or at least remembered more dimly.

And with today's cancel-culture in full swing, there's a very real danger that these treasures will be snatched away; look at what's happened with the most popular and profitable movie in history, Gone With the Wind. Can you imagine what will happen when those people find out about Birth of a Nation, or Amos & Andy, or Warner Bros. Bosko cartoons? It's not going to be pretty, folks.

Here's the thing: We have to preserve the past so we can pass on its lessons to our own children. Not knowing history is what's gotten us to where we are, where we are watching a twenty-first century remake of the French Revolution. How long before the guillotines are erected once again? Hyperbole? I hope so, but who knows what's going to happen?

I've mentioned before that I study history; it's a fascinating subject, and very important. In fact, I just did two weeks on the French Revolution and its aftermath, and it's not something I want to experience myself. Neither do you, trust me. But the signs are there, if you know what to look for. Rejection of religion and establishment politics, mobs in the streets tearing down anything that might pose a threat to the new way of thinking, executions...today, so far, the executions are metaphorical; people aren't being killed, but they are being silenced.

Let's face it: Today's movies are great with the special effects and big explosions, but the stories themselves just aren't as good. Sure, the public domain movies are silent, or just have a tinny piano soundtrack to go along with them, but the stories are great. They had to be, because the technology wasn't there yet to go wild the way they do today. Same with the writing, which was chock-full of imaginative scenes that would be too expensive to film even with modern special effects tech, and plots that to us might seem cliché, but were original at the time they were written.

I know, I know; I talk a lot about things that happened decades or even centuries ago, but that's because, as I said already, history is critical to understanding the present. And the modern history books just don't cut the mustard, especially the texts in schools (if they even teach history now, which isn't always certain). Sure, the past had its share of issues, but people forget that there was a lot of good, too. And erasing the past just to get rid of the bad stuff will eliminate the good, as well. And that won't do anyone any favors.

That's not to say that there isn't anything worthwhile to read or watch today, but what you're looking for won't be found in the big publishers or in Hollywood. You'll find it in the indies, where writers, musicians and even filmmakers can be free to create whatever they want without the restrictions placed on them by the corporations that run publishing, music, etc. Guys like Brian Niemeier, Larry Correia, John Del Arroz, and dozens of others, writing books that are just plain fun to read, without being pigeonholed into specific genres.

Oh, and I write that sort of thing, too. Check out my first fantasy novel, Arrival, available at Amazon in both e-book and paperback. Try it; you might like it.

Let's Read: Traveller, 1977 Edition, Characters & Combat, page 18


Ship’s Boat is also a handy skill to have in bad weather, as inclement weather can cause things like crash landings. To avoid those, Ship’s Boat skill keeps the weather from becoming a problem.

Of course, if it DOES become a problem, then Ship’s Boat expertise might keep the boat from crashing and being utterly destroyed (along with its passengers). Even with it, an emergency landing gives good odds that the ship will still be wrecked (but salvable, and even possible repairable). It also helps keep the passengers from getting hurt in the landing by making it a smoother landing.

Okay, next up are Mechanical and Electronic, both of which are skills JR has. What do they allow him to do? Field repairs, basically, as well as assemble, understand, and operate the devices (but not computers, and this doesn’t cover the field of engineering). There aren’t any examples given of how to use the skills; it’s mostly just general guidelines, because the scenarios can be so completely varied.

Saturday, June 13, 2020

Another Milestone: 100 Posts!

Hey, hey! A special moment in a blogger's life is when he reaches that triple-digit mark for posts. It's not exactly a longevity mark, but it does show commitment to the task. I got here sooner than anticipated, seventeen days sooner, in fact, thanks to my decision to double-post to include the Let's Read for Traveller.

So, let's see what's notable about the blog so far. I've had a total of 514 page views since I started back in mid-February. The most popular post was the first Let's Read: Traveller post, with 22 views so far. My first post, Once Upon a Time, has the second-most views with 8. Nobody has read my post on Reading for Fun and Profit, though. Not one person! It's like the post is invisible.

The interesting thing is looking at where my views have come from. It's no surprise that the most views have come from the US and Canada, but I've also had a bunch of views from Portugal, almost as many as Canada, in fact. I've also had people from Australia, Germany, the Philippines, and Japan take a look. I'm not sure if that's VPNs, though; I can't imagine who in the Philippines would even know who I am.

So, it's nice to know that the Traveller series has brought some views; I hope that those people have looked at my other stuff, and maybe even checked out a book or two on Amazon. I'm going to keep the series going, obviously, especially with a sci-fi book coming out soon.

I'd like to take this opportunity to thank a couple of people who have helped me out, even if it's only through encouragement. Brian Niemeier, editor, author, and Pulp Revolution star, linked a couple of my books on his blog, which was awesome. Jeffro Johnson, author of Appendix N and super-enthusiastic pulp fiction reader and gamer, has also been kind enough to take a look at The Chronicles of Meterra: Arrival. Hopefully, he likes it enough to recommend it.

I've had a lot of fun with this blog so far; it's a great creative outlet for stuff that won't be going into any books. I look forward to a long and fruitful time sharing my musings and scribblings with people. And someday, I'll even get a comment on one of my posts, or even...subscribers! That's when you know you've made it, right? When someone cares enough about what you're saying to want to know when you're saying something else. On the other hand, a subscriber could also be a stalker; you never know these days, do you?

It would have been awesome to have celebrated this post with a new book announcement, but it will have to wait until next week. Too bad, but that's the way it goes in publishing. So, be on the lookout, because there's plenty more on the way. Cheers, and I hope you'll stick around for post 200.

Let's Read: Traveller, 1977 Edition, Characters & Combat, page 17


Our next page introduces us to two other vehicle skills, as well as Computer. The two vehicles are ATV, which JR has been trained to use, and Ship’s Boat, which is a navy thing, and the only equipment that JR has been trained to use on board being the seat belts. ATVs are good for use when Air/rafts and aircraft aren’t going to work, whether it’s because there’s no atmosphere, or because the atmosphere or weather is too dangerous. They’re reliable vehicles, breaking down only on an 11+ (clearly not built by Ford). And of course, they have all the usual problems with mud, jungles, etc. Skill in this means better capability for dealing with the obstacles.

Computer skill involves using and programming them. Since virtually everyone today can use a computer, it’s not surprising that the skill in the game involves more than just using them. Programming takes time (at least a week), and programmers can make mistakes, mistakes that can involve fatal flaws in the program’s operation (with results that I’m sure will amuse the DM to no end). Of course, you don’t know that you screwed up the programming until you actually use the program in real situations…

Ship’s Boat is your typical shuttle or pinnace, basically a smaller ship attached to the bigger ship, but not capable of combat or interstellar flight. They’re great for getting around in a star system, though. Only those who are trained can use one of these boats. And of course, there are times when you really need piloting skill on this little guy, such as when you’re in combat. More on that tomorrow.

Friday, June 12, 2020

New Book Coming Soon...

The next Cameron Vail mystery is written, although it's not quite ready for publication yet. My reader is taking a second look at it to make sure it works as a story. If all goes well, I'll have it published by the middle of next week. The title is still up in the air; I have a working title, Cold Star, but I'm not in love with it. I figure I'll unleash my subconscious mind on it tonight and get a good title out of it.

The story goes back to Cameron and Bill's college days, about a year after the events of Final Exam. This time, they are investigating an old case, an accidental death of a Hollywood starlet. Something in the case doesn't quite add up, though, and before long they are looking for a murderer.

Even though it's the fourth Cameron Vail mystery that I have written, it will be the second one, chronologically, taking place before The Missing Magnate. I don't know if I'll go back to the college setting again, but we shall see; I didn't expect to go back there for this book, either.

After that, it's science-fiction time, my first sci-fi book. Tentatively titled The Interplanetary Adventures of Bard Conley, that pretty much sums up what the book is about. It's a ten-story anthology, and it will take readers on a tour of our solar system far into the future, about a thousand or so years from now, through the eyes of an adventurous ex-Space Marine and his intrepid crew aboard the Scheherazade. No, it's not a travelogue; it's pulp-style science fiction action and adventure, with lots of stuff blowing up and many futuristic guns to be fired. I hope you'll like it. You can get a taste of what it's going to be like in the opening story from A Universe of Possibilities, which is also the first story in the Bard Conley anthology.

Check out all my books, and support indie publishing! The traditional publishers are losing their positions thanks to the rise of indie publishing, and we're just getting stronger. Find stuff you like instead of what the traditional publishers like; read what you want, not what they offer you.

Let's Read: Traveller, 1977 Edition, Characters & Combat, page 16


So. we have a last note on tactical skill that says it helps get a job in which this skill is useful. No DM is given, but the notion is there.

Next up on the skill list is Forward Observer, which Major Rollinson has, the first of these skills that he learned in the Army. Good. So, this basically means you’re an artillery spotter. That could be useful, if the campaign sees some heavy artillery involved. But even if it doesn’t, this is a good bit of background information for the character. So, the skills learned in the service can help develop the character’s background and personality. That’s a bit ‘duh,’ I suppose, for quite a few people, but remember, new guy who’s never dealt with Traveller before. I’m used to novice characters who can barely tie their own shoes, not retired military vets who are already really good at their jobs.

Vacc suit is next, and this is your standard spacesuit knowledge. Vacc suits are great for dangerous atmospheres, as well as outer space. Levels in this skill allow the character to handle dangerous maneuvers in the suit, and if you don’t have levels, you’ll be virtually helpless if something does happen. It also lets the character use battle dress, which isn’t defined yet but assumed to be some kind of body armor for soldiers and marines. We’ll see.

Then it’s Air/Raft, the common get-around vehicle on most worlds. A combination air/water vehicle, it’s used all over the galaxy. So, the Traveller version of a car, then. Everyone knows how to use it, but the ones with skill levels can handle the rougher conditions (bad weather, fire fights, etc.) much better. It’s a quick way to resolve a vehicle chase, which is good for when things need to just move along, or the firefight part is the main point of the scene.

Thursday, June 11, 2020

Amazing Stories #9, December 1926

We close out the first calendar year of Amazing Stories with a milestone: This is the first issue of Amazing Stories that does not include a Jules Verne story. Shocking, isn't it? Don't worry; he will be back eventually.

COVER

In another first, this cover has nothing to do with any story in the magazine. Rather, it's a contest worth $500 to the winner, that being whoever can write the best story based on this picture. There are details later on in the magazine, apparently.

So, what is the picture? Well, there's a floating ball of some sort up in the sky, big enough to have a large ocean liner hanging from two glowing magnets underneath, the whole thing floating above a towered city. Looking on are some naked alien women with hair or headdresses that resemble a swan's feathers.

It's certainly evocative, and I have no idea what kind of story was written to explain it. I look forward to finding out in a few issues. H.G. Wells and Garrett Serviss get cover billing again, and A. Hyatt Verrill (now with two Rs) joins them.

EDITORIAL

Ah, here we go. The editorial simply explains the cover-story contest. There will be three prizes, all of which will be paid when the stories are published. First prize is actually $250; second is $150, and third is $100, for a total of $500 in prizes, not to mention the immortality of being published in the world's first scientifiction magazine. He describes the scene on the cover (for...those who didn't see it?) and puts a hard cap of 5,000-10,000 words for the story. And they want every detail from the cover art included. I'll guess they didn't mean the names of the writers, the title of the magazine, and the mention of the contest. There are the usual contest rules, like 'if you don't win but you want it back, give us return postage', Amazing Stories gets all the rights, and if you or a family member work for the publisher, you can't enter.

It's a great idea; I just have to wonder, given Gernsback's well-known reputation, if the winners actually did get paid. After all, many of his regular writers had to fight, or even sue, to get paid for their work. We shall see what transpires.

THE FIRST MEN IN THE MOON, Part I, H.G. Wells

First appearing in serialized form in 1900 in, of all things, Cosmopolitan magazine, this story isn't the first tale of lunar exploration. Jules Verne sent men to the moon in From the Earth to the Moon thirty years earlier. Nearly forty years earlier, Edgar Allan Poe sent a man to the moon on a balloon. So, it wasn't a new idea. In this 17-page installment, the first of three, Wells introduces us to Mr. Bedford and the scientifically-minded Mr. Cavor, Bedford is a businessman, and while he and Cavor aren't fast friends, they do come together in a partnership after Cavor invents a gravity-defying metal compound called, naturally enough, Cavorite. Bedford wants to make a lot of money, but Cavor has set his sights a bit higher than that. Together, they build a spherical capsule that can take them to the moon. The first installment ends with them landing on the moon and discovering that it has an atmosphere and is full of plant life that dies every sunset and is reborn by seeds every sunrise.

This book was hugely popular in the first couple of decades of the century, even being made into a movie in 1919. Jules Verne wasn't impressed; he preferred scientific accuracy to flights of fancy like anti-gravity metal. The story starts off slowly, as do a lot of stories of the day (when people had and took more time to read). There isn't a lot of action in this first episode, although the journey to the moon does have some moments of tension. The scene where the sunrise breaks over the mountains and the plants are reborn is very well written. I'm looking forward to reading the next part.

THE MAN HIGHER UP, Edwin Balmer and William B. MacHarg

First published in 1909, this story is another example of how genres were not remotely defined as they are today. It's a detective story, a murder mystery starring a 'psychological detective.' There is some technology in the story, but nothing extremely wild. The detective, Trant, uses a device that acts like a lie detector, reading people's emotional states under different circumstances. Of course, it's a crucial part of solving the mystery, which isn't a typical 'whodunit'; it's not hard to figure it out. But it still packs quite a bit in its ten pages, including a bit of action. There's a love triangle, a smuggling operation, and a happy ending. It doesn't hold up very well today, but for the time it would have been innovative for its use of the 'pneumograph,' the aforementioned primitive lie detector.

THE TIME ELIMINATOR, Kaw

An original story, this is the second (and last) short story from this author. There's no indication who 'Kaw' (or K. A. W.) actually was. This is a quick story, only three pages long. It feels incomplete, though. I imagine the story could have used a few more pages to develop its main idea.

What is the main idea? It's a 'radio' that actually works like a television, except that it can record pictures from anywhere, and any time. The inventor, Hamilton Fish Errell, isn't worried about scientific research or other such nonsense; he recognizes the invention's potential for espionage, and offers it to the government straight away. He demonstrates the device, exposing a European plot to start a trade war with the United States. The general is suitably impressed, as is his daughter; she wants to marry Errell on the spot.

And...that's it. That's the whole story. As I said, it could use some more development. However, Kaw didn't stick around to learn his craft; this was the last thing he ever published in the pulps.

THROUGH THE CRATER'S RIM, A. Hyatt Verrill

Verrill has replaced Verne as the cover highlight author. Another original story, this one is much better that the previous one. It's longer, too, at thirteen pages. There's a whole bunch of action here, anther entry in the 'lost world' genre that was very popular back in the first quarter of the twentieth century.

The narrator, whose name is never revealed, goes off to investigate an alleged lost city in the Amazonian jungle, described by his flying friend, Lieutenant Hazen. Back then, the Amazon still had a lot of undiscovered sites, so the setting is very plausible for 1926. However, the ambulatory man-eating trees aren't actually there. Still the narrator does manage to get to the lost city despite the best efforts of the trees to snack on him and his native bearers. The inhabitants of the lost city are truly weird, short as dwarves and walking on their hands, carrying objects in their feet.

The narrator's use of a tobacco pipe convinces the dwarves that he's a powerful wizard, which of course gets the local shaman angry with him. Eventually he's exposed as a mere mortal, and is scheduled to be sacrificed to the natives' god. Fortunately, Lieutenant Hazen flies by and rescues him just in time. To lighten the plane's load, the narrator tosses something out of the plane, which happens to be a bomb that destroys the aqueduct and floods the city, destroying it and the killer trees.

Some modern readers will see this as a racist screed, which misses the point of the story, which is a) that it was written in a different era, and b) it's an adventure story. The inhabitants of the lost city are clearly not fully human, and their Aztec-like religion that relies on human sacrifice is rightly treated as an abomination. Combine that with the carnivorous trees, the loss to mankind isn't worth mourning.

We also get a notice at the end of the story that Dr. Verrill is going to be a continuing contributor, as next issue we get his take on invisibility. That should be interesting, especially with H.G. Wells, originator of the concept, also a contributor at this point.

THE LORD OF THE WINDS, Augusto Bissiri

This original story is Mr. Bissiri's only contribution to the pulps. However, it certainly isn't his only contribution to pop culture. He was an Italian-born inventor who came up with a little device called a cathode ray tube, one of the primary components of the early televisions. He broadcast images across a room as early as 1906, and in 1917 sent an image from London to New York City. All hail the inventor Bissiri!

Now, on to the writer Bissiri. At just under eight pages, this is the story of a man who invents a weather-control device. His goal is to regulate the climate and seasons around the world, and to create a paradise. Needless to say, it doesn't work out as planned. Professor Matheson, the inventor, has developed a machine that will end both drought and war; if there's a lack of water, he can use his weather-controlling device to bring rain clouds. If any nation threatens war, he'll drop a hurricane on them. Rather drastic, but effective.

However, there are bad people in the world with bad motives. The one in this story isn't a nature fanatic, or a government assassin; he's just a robber looking to score off the gems that power Matheson's weather generators. In doing so, he activates the machines, causing massive tornadoes and hurricanes that devastate the region, and kill Matheson. And of course, the devices are destroyed as well, never to be built again.

All in all, it's an interesting 'what-if' story, speculating on how a world with such technology might operate before snatching the prize away in a tragic ending. It's not a bad story, and it would have been nice to see Bissiri continue in this field after his inventing career. But, like Professor Matheson, we'll never know what might have been.

THE TELEPATHIC PICK-UP, Samuel M. Sargent, Jr.

Samuel Sargent wrote several pulp stories, most of them in the action-adventure field. This is yet another original story, and Sargent's first appearance in the magazine. This one...yeah, it's science fiction, but it would definitely fit in the Poe catalog as well, under 'psychological horror.' Yikes. This is the definition of a 'short story,' being only two pages long.

In those two pages, we meet Dr. Spaulding, who has invented a telepathy radio, which can pick up thoughts and relay them to the device's operator. He plans to use it to find his long-lost brother. Unfortunately, his brother is not a nice man; he's being led to the electric chair, and Dr. Spaulding gets to hear his brother's thoughts as he's strapped to the chair and electrocuted...but not killed. No, the chair actually just paralyzes the victim, who then goes to the morgue for an autopsy. Oh, and Spaulding can hear his brother's thoughts while that starts, too. He then smashes the machine in a totally-understandable freak-out session.

Tightly-written and creepy as hell, this would definitely qualify as a good story, but not one I want to read multiple times. Sargent will appear in this magazine again in the near future. Hopefully, his future stories are a little less creepy and a little more action.

THE EDUCATED HARPOON, Charles S. Wolfe

This is Mr. Wolfe's second appearance in the magazine. This story, all three pages of it, first appeared in The Electrical Experimenter in June of 1920. It's another murder mystery; someone was stabbed to death, but there's no murder weapon present and no way the murderer could have gotten in without being seen. It turns out that the murder weapon is a remote-controlled airplane with a sharp blade at the front. The detective, Joe Fenner, tracks down the murderer, and the police chief orders the weapon destroyed because it's so nasty. Well, it was a hundred years ago; we're much more creative in our nastiness these days.

THE DIAMOND LENS, Fitz-James O'Brien

Another old, nineteenth-century story, The Diamond Lens first appeared in The Atlantic Monthly back in 1858. And this is another genre-bender, encompassing ghost-stories, sci-fi, fantasy and crime all in one. God, I love the pulps. This story runs for nine pages. In it we meet Linley, who is trying to create the world's most powerful microscope. To do this, he needs a particularly large diamond, one hundred and forty carats in size. That's a heck of a diamond. His acquaintance, Simon, who is not at all a nice man (being involved with the slave trade), owns such a diamond. Linley tries to come up with a way to get the diamond from Simon, then cuts Gordian's Knot and just murders him for it. Well, Simon had it coming, I suppose.

Linley succeeds in building his microscope, but when he looks through it at a dewdrop, he is startled to discover that there be fairies in them waters. He becomes obsessed with one of them, which he names Animula, and he is chagrined beyond measure when he realizes the dewdrop is evaporating, and he watches his beloved Animula wither and die. He's so affected by this that he becomes a raving madman, shunned by the rest of the scientific community.

It's a good story, but as with many of the stories printed in this magazine, it has to be read in context of its time. Simon is a Jew, and gets some of the stereotypical features associated with Jews at the time. Money-grubbing, suspicious, you know the drill. It's not as over-the-top as Verne's Isac Hakhabut from Off on a Comet, but it's not subtle, either. Again, product of its time.

THE SECOND DELUGE, Part II, Garrett P. Serviss

So, we bookend the issue with two serials, saving the best for last. The second installment of this serial runs for just over twenty pages, making it the longest story in this issue by a single page. In this installment, the world discovers just how wrong they were about Cosmo Versal's predictions about the new flood. Millions of people die, but there are some who did heed the warning. The French built an ark, or rather a submarine, which is obviously named Jules Verne. A nice nod from the author there. Meanwhile, the President of the United States escapes aboard an airship along with Cosmo's antagonist from the first installment, Professor Pludder, who has undergone something of a sea change in his attitude since then.

Cosmo's ark also gets another visitor, the rejected billionaire Amos Blank, who tried to buy his way onto the ark in the first installment, then manages to get aboard anyway. I'm sure he'll be causing some kind of trouble in the last two installments. His kind always do in these stories. Unless they're the inventors, of course, in which case they're all noble and heroic, because science rules.

The multiple viewpoints in this installment give a good idea of what's going on in the world after the flood begins. It also makes a lot of sense, since twenty pages of Cosmo and his Arkonauts floating on top of a water-planet would not make for an exciting story, even if you do bring sharks and sea monsters into it. The President's airship escape is poignant as well, since he and Professor Pludder fly over the American Ocean, pointing out cities that now lie deep below the waters. Pludder's conversion is tough to read, since he feels tremendous guilt at having opposed Cosmo until it was too late.

I've said it before, and I'll say it again: I love Garrett P. Serviss' writing. This is a great story, and I'm looking forward to seeing how the second half turns out.

ASCENSION, Leland S. Copeland

I know, I know...I said The Second Deluge was the bookend. Well, this is another poem, so I'll stand by my first statement. Here it is:

Age by age the sun is rising
  Toward the apex of its way;
Seeking heights where Vega sparkles,
  Many trillion miles away.
So the soul of man is climbing;
  Wistful ever, mortals wind
Farther from the brute and caveman,
  Dawn and morning of the mind.
Into dust fall kings and idols,
  Superstition, ancient gear,
For the strength of thought is stronger
  Than the curb of hope or fear.
Man is breaking vain traditions,
  Old injustice, legal wrong;
Giving outworn good for better,
  While he thinks and toils along,
Quelling plagues, controlling nature—
  Losing zest for martial fame—
Winning on this little planet
  Glory for the human name.
Smiling upward, sweeping onward,
  Through the night and through the day,
Mounts the soul of man still higher
  Toward the apex of its way.

CONCLUSION

Two noticeable changes appear in this issue: More original stories, and more short stories. Four original stories makes up almost half of the issue's contents (not counting the poem, which is also original), and only three stories were more than ten pages long. Serials continue to be an important part of the magazine, as you need to ensure people come back for the next issue. But I like the trend toward short stories, and the cover-art content should produce some interesting results, as well. All in all, I think the magazine is headed in the right direction. We'll see what happens next.

Let's Read: Traveller, 1977 Edition, Characters & Combat, page 15


The next page finishes off Administration with a note that expertise in this skill can also affect getting raises or promotions. That might have helped JR in those promotion rolls he kept missing. I didn't see anything in the advancement tables that would have helped, though.

Next up is Streetwise, which is the street version of Administration; instead of navigating bureaucratic nonsense, the character with this skill can move around in the local scene and get information he needs (such as where to get licenses easily, or cheap firearms). Again, not having the skill means DON’T TRY IT. With a -5 penalty to your roll, you’re not likely to get any information at all.

Leadership and Tactics are next, as now we’re getting into the Army side of things. Leadership is necessary for dealing with anything larger than a typical PC group; more than six NPCs, and you’d better have this skill. Better leaders can get soldiers to obey without hesitation, or recruit soldiers and hirelings more easily. Nice skill to have. Tactics, on the other hand, is the nitty-gritty of actual fighting in small-unit scenarios. The effects of the skill are vague, with no DMs or anything listed or even suggested. So, this one is for the referee to figure out. Well, if it was easy, everyone would do it.