- ------------------------------------------------------------------------
James T. Perkins		    Traveller Mailing List Administrator
Tektronix Digital Systems Division	     "Load Auto/Evade, Beowulf!"
- ------------------------------------------------------------------------
INTERNET: traveller-request@dadla.wr.tek.com
UUCP:	  uunet!dadla.wr.tek.com!traveller-request

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.wr.tek.com,
	uunet!dadla.wr.tek.com!traveller, or traveller@dadla.wr.tek.com
List Administrator: traveller-request@dadla.wr.tek.com






-------- TML Message #420 --------

Archive-Message-Number: 420
From: (Bertil Jonell) bertil@ranko.cd.chalmers.se
Subject: IS THERE ANY ROBOTS OUT THERE?
Date: Mon, 3 Jul 89 9:56:16 MET DST


Hi!
 
Is there anybody out there on TML that's got some good warbot designs.
I'm specially intrerested in Hiver Six Eyes Nest's models
(But dont tell that to the Marines :-) :-)
Other robot designs are also welcome.
- -bertil-
 
"Shitty weather on this rock" Imperial Marines Lieutenant Kiara Travernier
 			      After landing with the 14th Marines Frontier
 			      Group "Unleashed Lightning" on the infamous
 			      planet Jinx (Spinward Marches).
"That animal, Wonder what it ate??"
"I guess we don't want to know!!!" LanceCorporal Luena Jekatrinova and Private
 				   Johann Shulamikash a little while later.
      _________________________________________________________________________
     |                   *** SCROLL OF MAGIC NETTING ***                       |
 /-------------------------------------------------------------------------/-\ |
/  Bertil K K Jonell @ Chalmers University of Technology, Gothenburg      /_ _\|
|  NET: bertil@cd.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)      \_\_//
 \-------------------------------------------------------------------------\--/


-------- TML Message #421 --------

Archive-Message-Number: 421
From: (Adrian Hurt) adrian%cs.heriot-watt.ac.uk@nsfnet-relay.ac.uk
Subject: Vargr and other aliens
Date: Mon, 3 Jul 89 9:29:04 BST



> 1. I have nothing to add to the miniatures discussion; I don't use them, 
> myself.

O.K., you can sneak out the back door then.
(Hey, I was only kidding!!! :-)
 
> And now a question to the Group in general: how popular are the alien races 
> for PCs in your campaigns, and which ones do people prefer? I'm partial to 
> Vargr, myself, and every now and then I get the feeling that I'm the only one 
> in the Orion Arm who runs them as anything other than greedy little cowards.

I also like Vargr, because they can do pretty much as they like. Greedy little
cowards they are not (at least, not all). I played in a campaign which started
off with all human characters, until I bought the Vargr Alien Module and rolled
one up. I had in fact joined a campaign after its first adventure, which had
been to deliver a cargo of liquors to Roup. The others, while there, had helped
themselves to a decrepit scout/courier and parked it in the scout base while
they went to get parts for its jump-drive, and someone who could fit them.
Enter my ex-Army, ex-Navy Vargr, who amongst other skills had Engineer-2. When
we got back, we found a pirate ship in port. My Vargr, having no respect for
authority, took the scout ship down next to it and calmly blew its drives out,
then lifted off again, followed by much noise from air-traffic control. Roup
wasn't pleased with us, because the scout/courier was 1/4 of their navy! We
went to a naval base to report the pirate ship. The choice was Regina or Feri;
we chose Feri because it was smaller, and might let us help capture the
pirates. In fact they sent a Gazelle-class escort, which tolerated our company.
Back at Roup, the Navy commander demanded that the pirates be handed over, and
some prisoners were brought forward. I can't remember why, but we got a bit
suspicious; the prisoners turned out to be political prisoners from Roup, and
not one pirate among them. Now the Navy officer had no authority to threaten a
planet's government. Nor did my Vargr, but that didn't stop him doing so anyway
on behalf of the Navy. The pirates were brought forward.

My next coup was to get all these humans to visit the Vargr's home planet,
Kedzudh. I'd spotted in the Alien Module that this place was TL16, law level 1.
You can check this if you don't believe me - it may be a printing error, but it
is there. The problem was that we had to pass a corsair base on the way. Now
my Vargr had high Charisma, and his plan was to let a corsair attack, then take
command of it. It didn't quite work out like that, there was a bit of a fight,
but we ended up with the corsair and most of its crew. One or two humans died
in the fight; they took Vargr as new characters. In due time all the humans
died or left, and were replaced by Vargr.

We also had a mercenary game using just Aslan in one of their formalized wars.
Each side was allowed a fixed amount of money and a limited set of stuff from
which to buy what they wanted. This time I was refereeing, as well as running
one side; the players had PC's in the other side. They had serious trouble as
I invested a lot in air power, and in particular one 50 ton cutter fitted out
with every piece of electronics available from Striker to TL12. Eventually they
won by getting some Assassins (Aslan Ninja/commandos) into my H.Q.

 "Keyboard? How quaint!" - M. Scott

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



-------- TML Message #422 --------

Archive-Message-Number: 422
Date: Mon, 3 Jul 89 13:48 EST
From: WRICKER@northeastern.edu
Subject: RE: Miniatures


The figures I'm currently painting for variant traveller are 20mm and 25mm
figures from Ral Partha's lines for Call of Cluthlu, Danger Int'l, etc.,
and Twilight 2000.  The TW2000 figures are variously NATO and WARPACT
soldiers and semi-armed indigenous personel, with modern weapons.  They'll
paint as SF even better than the WWII figures mentioned previously.  20mm
figs can be used on the 100:1 maps designed for 15mm figs without the extreme
stresses of 25mm.  Alternatively, you can use blow-up mode at your favorite
copier to up-scale you ship prints.
- --Bill Ricker


-------- TML Message #423 --------

Archive-Message-Number: 423
Date: Wed, 5 Jul 89 23:01:23 EDT
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: Gravity and Black Globes



	Here is some stuff which a friend of mine has ask me to repost.

     1)  Can a ship in a black globe be detected by a densitometer?
     2)  Can a ship in a black globe be affected by a repulsor or
 tractor?
      Its not necessary to get the right answer, just one that seems
 consistent with Traveller.  As the answers build up and the discussion
 progresses, there might be a problem with consistency, in which case
 we can go back and change an answer.
      To let you know what I'm really doing, I'm planning to write an
 article tentatively called "Tech Briefs: Gravitics".  This is an
 intensely complex subject considering the many different ways
 gravitics are employed in Traveller, from stiffeners to TDX.ALI'm not
 so concerned about explaining gravitics as I am about describing
 reasonably and consistently how it is applied in Traveller.  So, I'm
 hoping this open discussion with the rest of you will help.
      I'm starting off the black globe because Mike Jackson (Third
 Imperium fanzine; Canada) was thinking of doing an article for Digest
 on globes.  So, this will help his work as well.
                                                            MIKE MIKESH
     Mass is related to momemtum (the faster you go the heavier you get). 
     If a ship has momemtum it has mass (as far as I know, at least according
to Einstein's theories).  However, I don't know if it has the mass that could
be detected by a densitometer (I don't believe densitometers measure mass as
such).  Maybe WILSON can pass this onto USENET (there might be more technical
people there, ie. some people who know more physics than we do, to give us a
better answer).  If the globe has mass, it might probably be affected by a
tractor or repulsor.




-------- TML Message #424 --------

Archive-Message-Number: 424
Subject: Re: Gravity and Black Globes 
Date: 06 Jul 89 11:11:16 PDT (Thu)
From: jamesp



>      1)  Can a ship in a black globe be detected by a densitometer?

	Well, my understanding was that a black globe sucked up all
	incident "energy".  Apparently, this is all energy in the form
	of electromagnetic radiation.  Less understandably, the Black
	Globe affects the manueverability of the craft inside.  I have
	assumed that this is because as well as absorbing the
	electromagnetic force (photons), it absorbs gravity too
	(gravitons), rendering reactionless thrustors and gravitic drives
	useless.

	This leaves the strong and weak nuclear forces
	which it apparently doesn't affect.  I don't know if it can
	affect the strong force; this might make it capable of
	disintegrating the nuclei of matter which passes through it,
	which would liberate a lot of energy and make it a very bad idea
	to let the black globe touch any matter.

	As the black globe absorbs gravitons, it shields the ship inside
	from the gravitational effects of the outside.  Hence, while the
	black globe is "on", the ship would not appear on a
	densitometer, which indicates in which direction large sources
	of gravitons exist.

	But, the black globe "prevents any transit" of matter across its
	boundary.  How it accomplishes this is a mystery to me.  My
	guess is that it appears to be matter to matter striking it,
	meaning that it has an electronic/nuclear structure that
	resembles matter.  To prevent degenerate forms of matter from
	bursting through the field, the black globe would need to appear
	as dense as neutronium, while maintaining its masslessness.
	Perhaps this is achievable by weaving a web of nearly
	impenetrable strong nuclear force over the surface of the globe.
	I would suppose that if someone sent an ultradense kinetic
	weapon moving near the speed of light, it would be possible to
	rupture the black globe's integrity until it was turned back on.
	Somebody help me out; this concept is starting to become very
	difficult to explore.

>      2)  Can a ship in a black globe be affected by a repulsor or
>  tractor?

	A repulsor or tractor creates a directed (anti-) gravity field,
	or conceptually, a stream of (anti-) gravitons, to affect its
	target.  I would think that the black globe would render a
	degree of immunity from gravity weapons similar to its immunity
	from densitometer detection.

Now, since a black globe is flickering, the ship should emit and absorb
gravitons any time the block globe is off.  For stealth, the globe ought
to be set to flicker at a rate which makes the ship appear to be
invisible.  For protection from gravitic weapon fire, the black globe
should be on as much as possible.

I would think that combining gravitic and electromagnetic sensors would
make detecting a stealthy black-globe-equipped ship much simpler, since
the black globe has two desriable flicker rates: one which makes it
blend into the electromagnetic background, and one which makes it blend
into the gravitic background.  If these two flicker rates are quite
different, the ship will have to choose to hide from a particular type
of sensor and will be visible (to some degree) with the other.  The
greater the disparity in desirable flicker rates, the more obvious the
ship is.  Considering the sensitivity of sensors, I would choose to
always flicker the black globe for electromagnetic stealth; the gravitic
sensors tend to be less sensitive for locating an object, and less able
to indicate the type/configuration of a object that is only visible
gravitcally.

>      Mass is related to momemtum (the faster you go the heavier you get). 
>      If a ship has momemtum it has mass (as far as I know, at least according
> to Einstein's theories).  However, I don't know if it has the mass that could
> be detected by a densitometer (I don't believe densitometers measure mass as
> such).  Maybe WILSON can pass this onto USENET (there might be more technical
> people there, ie. some people who know more physics than we do, to give us a
> better answer).  If the globe has mass, it might probably be affected by a
> tractor or repulsor.

Ah, but photons have MOMENTUM, but are MASSLESS!  I think the key is in
interpreting densitometers as graviton counters.  I also think that the
globe itself need not mass anything, instead taking the form of a
multi-force field matrix (electromagnetic, strong, gravitic) bound into a
limited region of space (a sphere), with siphons to redirect energy flow
into appropriate collectors, which absorb the energy and store it as
stored electric potential in capacitors.

James


-------- TML Message #425 --------

Archive-Message-Number: 425
From: scratch@unix.cis.pittsburgh.edu (Steven J Owens)
Date: Thu, 6 Jul 89 19:29:03 EDT
Subject: Re: Gravity and Black Globes


> 	Here is some stuff which a friend of mine has ask me to repost.
> 
>      1)  Can a ship in a black globe be detected by a densitometer?
>      2)  Can a ship in a black globe be affected by a repulsor or
>  tractor?

	I'm neither particularly knowledgable about physics nor traveller,
but the impression I seemed to get from reading about Black Globes was that
they weren't so much mass as energy of a sort... or to be more specific,
lack of energy.  I suppose that the simplest way to think of them is that 
they generate a field of some sort that then conducts energy directed at
it into some storage medium hooked up to the field generator.  Since energy
cannot escape from the Black Globe, it would seem reasonable that the 
densitometer cannot detect the mass of the ship within it... then again,
if the densitometer works not by detecting gravitic energy, but by sensing
the changes in the "shape of space" caused by mass, it would be reasonable
to assume that it CAN detect the ship.  Too many unknowns, I suppose.

>      Mass is related to momemtum (the faster you go the heavier you get). 

	Uh, not quite... it's sort of the other way around.  Just because
there is a Mass ==> Momentum relationship doesn't mean that there is a 
Momentum ==> Mass relationship.   
	
>      If a ship has momemtum it has mass (as far as I know, at least
> according to Einstein's theories).  

	If a ship has mass and is moving, it has momentum (same disclaimer).

> However, I don't know if it has the mass that could be detected by a
> densitometer (I don't believe densitometers measure mass as such).

	Same problem as above... I'm not really sure how densitometers
could detect gravity...

Steven J. Owens  		| "Twist ye, twine ye!  Even so,
Scratch@Pittvms  		|  Mingled shades of joy and woe,
Scratch@unix.cis.pittsburgh.edu	|  Hope and fear, and joy, and strife,
jscratch@eklektik.pgh.pa.us	|  In the thread of human life."



-------- TML Message #426 --------

Archive-Message-Number: 426
Date: Fri, 7 Jul 89 00:37:14 EDT
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: Information on HIWG


 From David Lai, Chief of the United Kingdom (UK)'s HIWG division: -
     WHAT IS HIWG? The History of the Imperium Working Group (HIWG)
is dedicated to the development of material for the Universe of the Third
Imperium during the Rebellion Era, featured in GDW's MEGATRAVELLER game.  It
was originally founded by Ed Edwards and Mike Mikesh in the United States in
1987, and since then the membership has grown steadily to over seventy members
in the USA, Canada, and the UK.  Because of some of the "professional"
contacts it has, some of the work of HIWG has already made print in the pages
of GDW's REBELLION SOURCEBOOK.
     Primarily, HIWG is a postal discussion group.  Much of what is discussed
revolves around the politics of the Rebellion and events, rather than
adventures and equipment for characters to buy.  
    Like many things in life, you get as much out of HIWG as you put into it,
so if you are interested in a certain aspect of MEGATRAVELLER or the
Rebellion, chances are that there's someone in HIWG who's either currently
conducting a discussion on it, or is willing to start!  To help with
discussions, members can volunteer to take on a post as a correspondent or
analyst for a particular region (Domain or Sector) or a faction of the
Rebellion (e.g. Lucan's Imperium, ani confederation, etc), that interests them
and attempt to furnish the region with further dtail.  These posts are
 assigned on the basis of "first come, first served", and so it's best for new
members to inquire what vacancies exist first before applying for a post.
There also exist other special interest groups that consider certain aspects
of the Rebellion, such as the Science and Technology Special Interest Group,
which considers the implications of the technology of the TRAVELLER Universe,
and the Espionage Secial Interest Group which considers the activities of the
various intelligence agencies active during the Rebellion.  Other interest
groups seek to promote the use of computers in TRAVELLER and to exchange
magnetic data. Three groups already formed are for the Atari-ST, Amegia, the
IBM PC.
     The main means of expression outside letter writing is a HIWG
Publication.
 Sometimes in a letter, one can find that you can waffle on for several pages
on one particular topic, which with a little tidying up could constitute a
small article.  Sometimes one might wish to discuss a certain problem, such as
"Who is the 'real' Strephon?", in the form of an open ended article inviting
comment.  In each case, they could be turned into a HIWG Pub and made
available (for a small photocopying fee) to anyone who was interested.


HOW TO JOIN HIWG

The new member package for HIWG contains:
      1) the latest TIFFANY STAR
      2) the official 1125 map of the Imperia by Marc Miller
      3) a really spiffy certificate of membership in HIWG in your name
      4) example HIWG Pub (this varies from new member to new member - 
 depends on what I have extra copies of - of course. I send out copies
 of the $0.30 items, not the $3.00  items).
      5) HIWG Pub List (HPL) - denotes the organization of HIWG
 and the HIWG Pubs available for ten cents a page.

 The normal membership in HIWG costs $12 per year.  This includes six issues of
 the fanzine: TIFFANY STAR (TS). 

                       -Mega Good TRAVELLERing!!!
                       -Ed



-------- TML Message #427 --------

Archive-Message-Number: 427
Date: Fri, 7 Jul 89 08:17:11 EDT
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: Cyberpunk in 2300



	A while ago, someone was asking about the source book for cyberpunk
in 2300 AD. The name is called Earth/Cybertech Source book. Only a small
portion of the book deals with Cybertech. The equipment listing is incomplete,
I mean just image, you can't have telescopic eyes installed? However, there
is still hope. The next two adventures that's going to be release by GDW
are cybertech based adventure. Also, Challenge will have a couple of articles
that deals with cybertech. GDW is doing their best to improve the cyberpunk
stuff in 2300.

	Hope this helps.

				Mac


-------- TML Message #428 --------

Archive-Message-Number: 428
Date: Fri, 7 Jul 89 19:18:03 EDT
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: More info on Alien source book #1



 The MegaTraveller Alien, vol 1 (DGP) 144 pages

   - Covers these races in great detail:
   - Solomani (humans of Terra)
   - Zhodani (humans of Zhodane)
   - Vilani (humans of Vland)
   - Aslan
   - Vargr
   - Anatomical drawings of a male, female, and child for each race
   - Comparative illustration with all races in one picture
   - Detailed examples to help referees use the race as an NPC in a game 
   - Detailed examples to help players play the race in a game
   - New, never-before published details about each race
   - New suggestions to make each race FUN to play

There you go.

			Mac


-------- TML Message #429 --------

Archive-Message-Number: 429
Date: Mon, 10 Jul 89 09:31 EST
From: METLAY@vms.cis.pittsburgh.edu
Subject: the HIWG



Has anyone noticed that the letter doesn't say where to send yer 12 bux?

metlay



-------- TML Message #430 --------

Archive-Message-Number: 430
Subject: Re: Gravity and Black Globes 
Date: 10 Jul 89 09:54:46 PDT (Mon)
From: jamesp



> Why does the Black Globe have to act like a *barrier* to solid, high-speed
> objects?  More likely is that it absorbs all types of energy impinging on
> it, including kinetic energy.

> Result:  that salvo of missiles was just stopped dead in its tracks at the
> edge of the field, within whatever common reference frame you happen to be
> using for the combat.  There is nothing to prevent them entering the field
> thereafter if, for example, the ship using the globe moves toward them.

> Am I making sense?
> 8 )

Since I can't conceive of how a "real" black globe could possibly be
engineered, your suggestion makes as much sense as any other.

If we assume your suggestion is correct, then it would be easy to blow
up a ship by throwing enough mass at a high enough speed at the black
globe.  Shoot a heavy piece of ordinance at .9c at the black globe, and
watch the sparks fly!

Alternatively, you could keep the Black Globe installation on a ship a
secret.  Then, as the opponent brings his fighter or boarding ship in
for the kill, you wait for them to get closer, closer, closer, and turn
on the shield at the last minute.  WHAM! It's as if they just crashed
into an asteroid.  Hope your capacitors can handle the kinetic energy
and resultant fuel explosions aboard the incoming craft.

I would tend to think that letting a mass with large kinetic energy
strike the black globe is almost as useful as letting it strike the hull
of your ship.  CRUNCH!  Only it's worse because having the capacitors
explode is an internal explosion, whereas hull damage is external
damage.

If we really wanted to get carried away, we could assume "all energy"
means kinetic, radiant (E-M, Gravity, Nuclear) and potential energy.
This would mean that the binding energy of molecules, atoms, and
subamtomic particles is absorbed by the field.  Unfortunately, this
would cause everything that struck the field to act as if it were a
nuclear explosion, and the matter would disintegrate.  This doesn't seem
to match the intended game balance.

I'm getting tired of theorizing.  Does anybody have "The Mote in God's
Eye" by Pournelle and Niven (I think those were the authors)?  I would
sure appreciate someone searching for an explanation of what the original
black globe was.

James

-------- TML Message #431 --------

Archive-Message-Number: 431
Date: Mon, 10 Jul 89 11:43:52 EDT
From: (Edward J Driscoll) ejd@caen.engin.umich.edu
Subject: MT questions/observations



    This weekend my friend and I *finally* got around to
    trying out MegaTraveller.  Our objective was not to
    start a game, but merely to exercise the rules a little
    bit to see if we understood and/or liked them.  Several
    questions, observations, and potential modifications
    suggested themselves, which I would like to submit for
    your analysis and commentary:


    (1) How many printings are there?  This isn't really a
    rules question, but during the course of play it became
    clear that there were discrepancies between my manuals
    and my friend's.  The discrepancies we noticed were in
    the combat section.  His copy has a typo about the
    maximum DM to any roll being *18*.  However, his copy
    also has some additions and/or corrections to the
    personal slug throwers table on p76.  We bought our
    boxed sets in the same store, about 4-6 months apart
    (mine first).  This isn't really devastating or
    anything, since we tend to be "house rules" players
    anyway.  However, I was extremely annoyed that not only
    do I have to live with inexcusable editing, I have to
    live with conflicting sets of inexcusable editing.  What
    gives?


    (2) Surprise roll:  Surprise is a DIFFICULT task and on
    exceptional failure, the defending party has surprise
    instead.  This seems utterly nonsensical to me.  Since a
    difficult task is an 11+, which makes exceptional
    failure a 9-, it is far more likely for the party making
    the first agressive move to be surprised....

    Tom:    "Let's hide in the bushes and ambush the sentry
            when he comes by!"

    Fred:   "Don't be a fool!  We'll stand out in the open and
            wait for him to make the first move.  Then we'll
            surprise him for sure!"
  
    Am I missing something here?


    (3) Exceptional????  Why is "exceptional"
    success/failure only +/- 2?  It seems to me that with
    such a small spread between success/failure and
    exceptional success/failure, then the latter is going to
    occur more often than the former.  In other words,
    the exception is not exceptional after all, but normal.
    We decided that +/- 4 would be exceptional
    success/failure.  This also has some sort of symmetry
    with the +/- 4 division between various difficulties of
    tasks.  That is, exceptional success on a difficult task
    requires the same effort as regular success on a
    formidable task.


    (4) Starship computers in combat:  Even in old Traveller
    I disliked how much the ship computer affected starship
    combat.  I'd rather have the outcome be determined by
    the skills of the crew, not how much the owner layed out
    for a computer.  On the other hand, I don't want them
    factored out entirely.  I picture the real heavyweight
    ships (battle cruisers, dreadnoughts, and so forth) as
    having computers which are powerful enough to affect
    combat.
 
    Our solution to this was first of all to replace all
    DM's for computer level by appropriate skills (piloting,
    gunnery, sensor ops, and so on).  Optionally, the
    computer level *divided by three* can serve in place of
    the appropriate skill, fractions rounded down.  Our
    experience has been that this rule does a good job of
    simulating the balance between human skills and
    computers that we want in our games (heavily slanted
    toward the humans).


    (5) Starship agility:  We don't like this attribute at
    all.  Scientific or not, we want the ship's maneuver
    drive capabilities to represent it's combat agility.  So
    a "fast" ship is one with a 6-G Maneuver drive, not one
    with a 1-G drive and an oversized power plant.  (Of
    course, it will take more power plant to support the
    bigger drives.)  Our house rule is that agility =
    Maneuver drive.  Seems to work for us so far.





-------- TML Message #432 --------

Archive-Message-Number: 432
Date: Mon, 10 Jul 89 07:09:00 PDT
From: (John Redden) redden@ttidca.tti.COM
Subject: cosmos 7



Cosmos # 7.  A variant rules system based on Traveller.
___________________________________________________________________________


FORCE SCINCE (TECHNO MAGIC) for Cosmos
(a simple to complex system)

Much of the burden for inventingw spells falls on the players.  The
"rules", in this case, are nothing more than an attempt to mold PC
talents as they naturally unfold in the game.  Mention is made of
Spell Schools int this posting, but I never actually defined them.  As
with spells there could be many types of schools defined by PCs once
they learn "Force Science".  The existing schools are all part of one
alien culture and thus, in theory, only a small part of the magical
component of the campaign.  Briefly, existing alien schools are:

    School Name                        Color
- ---------------------                ------------
Time/Paratemporal                      Blue
Life/Death/Healing/Animation           Green
Battle/War/Destruction                 Red
Illusion/Senses                        Silver
Dream/Subconscious/Suggestion          Amber
Conjuration/Emination                  Black
Atomic Creation/Negation/Alteration    White
Communication/Speech/Teleportation     Yellow
Embodiment/Teaching/Reading/Writing    Violet

Any resemblance to Andre Nortons novels is coincidental.  At the end
of the posting is an offering of six spells written in Canonical Form.
In future postings at audience request, I will include new interesting
spells as they are invented.  Note that this system can describe
spells of infinite variation.

Cosmos Magic (Force Science)

     All living and some non living things have a primal force of
being binding their relationship to time, energy and space.  It is
possible for a sentient being or "object" to tap into the force and
become its medium.  In theory what then can be done is unlimited
depending on the ability of the medium or caster.  Psionics are
related to the force in how they work but are solely derived from
mental powers where magic is derived from the omnipresence of nature.
Psionics are part of unconscious and conscious processes of the
sentient being where magic simply exists as is along with all other
natural phenomenon.
      There are two ways to learn magic.  The more difficult is
without an instructor.  In League Cosmos history there are
superstitions and myths concerning miraculous powers and events (not
unlike our own myths of magic).  It is possible to study some of these
rituals and if the medium is persistent and "strange" enough they can
learn an undisciplined version of magic.  Because the medium has no
training they must invent their own spells.  These invented spells are
difficult to control and will take a long period of time to master.

Undisciplined Magic

    The time to learn undisciplined magic is variable.  The medium
must practice for approximatley a week.  This requires a save vrs. FOR
on 3D EACH day or the process must start over again.  If the medium is
successful then they have MAGIC-0 and can attempt to cast
undisciplined spells.  During this study period the PC can do
virtually NOTHING else (the first time a group tried this they nearly
starved to death).  The precise restrictions depend on the ritual of
the beings society.  For some it may take less than a week for some
more.  When a PC wants to study magic, I also require that there be a
reason.  The player should role play their way into this. In League
Cosmos society anyone who dabbles in magic would be considered a head
case by most people.  As such the PC runs the risk of losing some SOC
if they persist in these strange practices and fail.  A save vrs SOC
must be made for each time the ritual is attempted.  The transition
from MAGIC-0 to MAGIC-1 means the magic becomes disciplined and the
medium is initiating their school.
     The undisciplined medium may accidently "reinvent" spells already
understood by unkown schools of magic.  The new medium might also
invent an entirely new spell.  The spell invention process can be
initiated when the PC just "tries something random".  So far these
random spells include "float a rock" or "make pretty colors".
Typically I require a roll of 10+ for MAGIC-0 and a possible save vrs
EDU on 3D+3 depending on what the PC is trying to do.  The PC can
attempt to combine MAGIC with an already known skill.  The advantage
of this method over trying random spells is that a skill roll
substitutes for a save vrs EDU.  Obvious examples are MAGIC + SOC SCI,
MAGIC + PHYSICAL SCI. MAGIC + MATH, MAGIC + ARTS OF LOVE, so on.
After some practice (i.e. the transition from MAGIC-0 to MAGIC-1) the
spell is either dropped as useless or is written up in CANONICAL FORM
by the player.

New Spells from Selfdisciplined Magic

     Inventing subsequent spells for the self disciplined medium is a
similar process to that of the first spell learned.  As before the the
medium can "try something random" or combine FORCE SCIENCE with an
exisiting skill to create the spell.  The time required to invent one
solo is 45 days.  If the attempted spell is judged higher than the PCs
level by the GM and if the PC is successful then something similar to
the attempted spell will transpire but at a lower level.  As with
learning an undisciplined spell a save vrs EDU might substitute for a
required skill.

              A roll of 10+ must be made summing the following to
              learn the spell:
              (current MAG lvl of medium)+(1 for each lvl the spell
               is below the mediums current lvl)+(number times the
               medium has failed the spell)+2D

     After success then the player or the GM writes the spell up in
CANONICAL form.

Schools of Force Science

    There are schools that exist in alien societies outside League
Cosmos.  Those PCs that are fortunate enough to make successful
contact with the aliens and then arrive at common goals of life
activity are often given the opportunity to learn magic.  Normally the
student will have an instructor that will work with then over a 45 day
period.  The student gains MAGIC-0 after three successful saves vrs
FORCE on 3D.  An example of how we role played this: McFadden is the
student and La'Ri is the master.  La'Ri "blasts" McFadden with a
nondestructive vanilla spell.  McFadden saves vrs FOR on 3D and feels
the FORCE.  Now La'Ri tries to hit McFadden with a wooden stick and
screams "use the force to deflect the stick".  McFadden saves vrs FOR
and fails and the stick goes "bonk!" right on McFaddens head.  The
next day McFadden deflects the stick with the FORCE three times (i.e.
three successful saves) and has MAGIC-0.  Learning MAGIC-1 is like any
other skill (the masters INSTRUCTOR skill also counts as in any other
skill.  When learning MAGIC-n because of its odd nature the PC MAY
also study a mundane skill.  Often the medium must study MAGIC and a
mundane skill for the spell to work (if they do not already have the
skill).

New spells from a Force Science school

    Learning a new spell from the appropriate school takes approx 20
days (spells must be less than or equal to current level of the
medium).

      A roll of 10+ must be made summing the following to learn the
      spell:
     (current MAG lvl of medium)+(masters INSTRUC lvl)+(1 for each
      lvl the spell is below the mediums current lvl)+(number times
      medium has failed spell)+2D

A 2 always fails as in any skill roll.

Increasing the PCs Level for Magic

    This works like any other skill.  It is possible for a PC to make
levels in MAGIC but only know one spell (this would not be very
useful).  A medium at level n cannot learn spells at n+m where m > 0.

          Canonical Spell Format
Spell Name _____________________     Spell level _________________
Spell Range ____________________     Spell Unity _________________
Spell Power ____________________     Spell Duration ______________
Spell Availability______________     Spell Color _________________
                  ______________     Spell School ________________
                  ______________
Spell timing ___________________     Associated Skills ___________
                                     _____________________________
                                     _____________________________
                                     _____________________________
Description of Spell ____________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
Results of Clean Usage _________     Results of Critical Usage ___
________________________________     _____________________________
________________________________     _____________________________
________________________________     _____________________________
Results of Fumble ______________     _____________________________
________________________________     _____________________________
________________________________     _____________________________
________________________________     _____________________________
Spell Quantification _____________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________

CANONICAL Spell Format (description of)

Spell Name-  The name of the spell, examples SENSE FORCE, FORCE SHIELD, DAMAGE.

Spell Level- An abstract quantification of the amount of FORCE necessary
             for the medium to contour the spell.  The level also is
             a DM on the Magic Skill Usage Table.  An approximate
             description of each level is given below.  Remember these
             do not take into consideration range (varies from spell
             to spell) and the binary affect of using two or more
             generic types simultaneoulsy.

             Level 1: 1D damage/regeneration; 1 sense affected; life
                      control (animation) 6 Kilograms; shapeshifting
                      like heavy makeup; timeshift 100 KG, communication
                      10 meters; 1st period group element control @
                      qty 100 grams; slight psychological alteration
                      of sentient being; 10 KG telekenetics, temperature
                      ctl @ 4 deg K.

             Level 2: 2D damage/regeneration; 2 senses affected; life
                      control 12 KG; shapeshifting- alter height, weight,
                      looks; time shift 800 KG; communication 100 KM;
                      element control of 2nd periodic group @ 200 grams;
                      moderate psychological alteration of sentient being;
                      25 KG telekenetics; temperature ctl @ 16 deg K.

             Level 3: 3D damage/regeneration; 3 senses affected; life
                      control 24 KG; shapeshifting- into species
                      specific variant; time shift 6400 KG; communication
                      1000 KM; element control of 3rd periodic group  @
                      400 grams;  complete psychological alteration of
                      sentient being but not fundamentally against
                      creatures will; 100 KG telekenetics; temperature
                      ctl @ 64 deg K.

             Level 4: 4D damage/regeneration; 4 sense affected; life
                      control 48 KG; shapeshifting- externally into
                      different species; time shift 25600 KG;
                      communication 10,000 KM; element control of 4th
                      periodic group @ 800 grams; psychological
                      alteration like level-3 except lasting a longer
                      period of time; 250 KG telekenetics; temperature
                      ctl @ 256 deg K.

             Level 5: 5D damage/regeneration; 5 senses affected; life
                      control 96 KG; shapeshifting- externally and
                      internally into different species; time shift
                      102,400 KG; communication 100,000 KM; element
                      control of 5th periodic group @ 1600 grams;
                      psychological alteration of sentient is like
                      level 4 except psychological alteration is
                      complete at conscious/rational level; 1000 KG
                      telekenetics; temperature ctl @ 1024 deg K.

Spell Range- A quantification of the dimensions of the spell in 3 or possibly
             more dimensions.  For most spells the medium can extend the
             range by expending units of FOR (the PC
             characteristic).  Note that points of FOR expended for the
             range do NOT effect the POWER or the DURATION of the spell.

Spell Unity- This is the minimal number of FOR points required to activate
             the spell.  The UNITY of the spell will automatically render
             a POWER, RANGE and DURATION of the equivalent of one FOR pt
             each.

Spell Power- In a FOR vrs. FOR situation this is a quantification of the
             of the ability of the spell to resist another spell or the
             quantification of the ability of the spell to over come the
             resistance of another spell.  For many spells the medium
             can increase POWER of the spell by expending additional units
             of FOR.  These additional points of FOR do not effect the
             range or duration of the spell.  Power is the active
             component of a spell and can be removed by physical damage.

Spell        The time measured in units (or paratime in units) that the
Duration-    spell lasts.  For most spells the medium can increase the
             DURATION of the spell by expending additional points of FOR.
             These additional points of FOR do not effect the POWER or
             RANGE of the spell.

Spell        The AVAILABILITY of the spell describes whether it is a
Availability-common spell that is know by many schools of magic or is
             rare in the sense that only one school knows this particular
             spell or is unique and only known by the inventor.

Spell Color- This the color of the magic.  It is a flash of light given off
             when the FORCE is collected to do the spell.  Often the color
             is associated to the school.  So far it has nothing to do with
             the spells actual properties.

Spell        The formal name of the school can be included where the spell
School-      was learned.

Spell        Spells always start at the beginning of the round (thus healing
Timing-      spells start to take effect immediately) and will typically
             complete at the end of the round (damage coming from or results
             from the spell that are outside the IMMEDIATE presence of the
             medium go off LAST).  Some unusual spells could take more than
             round.

Associated   Force Science works like any other skill.  Some spells are
Skills-      are going to require associated skills.  For example a Heal
             cast on another species could require XENO-BIOLOGY.

Description  This is a detailed description of how the spell works.  The
of spell-    mechanics should be described in simple terms.

Results of   Describes special effects that result from a "perfect
Clean usage- conduction" of FORCE.  This may not make sense for certain
             spells.

Results of   Describes special effects that may result from "conduction of
Critical     FORCE far beyond the ability of the caster" (see Critical Force
usage-       Table).

Results of   Describes special effects that may result from "botched
Fumble-      casting".  Fumbles can be "recovered" as i any COSMOS skill
Spell        (see Fumbled Force Table).

Spell        Because this is techno magic I might require additional tables
Quanta-      or formulas to describe the spell.


    The Mechanics of Spell Casting

    The medium has a maximum number of spells they can have active at
one instance.  This number is equal to their INT.  A level point is
equal to the spell level per unit, that is, a force scientist with INT
of A (10) could have 10 first level spells active at one instance.  A
medium could with MAGIC-2 with INT = A could have 6 first level spells
and 2 second level spells.  The maximum MAGIC level of the medium is
their INT.

    The mediums maximum number of spells equals their INT * level.
Thus a medium with MAGIC-1 and int of A (10) can have up to 10 first
level spells The same medium with MAGIC-2 could know 20 first level
spells, or 18 first level spells and 1 second level spell, or 16 first
level spells and 2 second level spells, ... and so on.

    The medium can reactivate spells they know from memory (i.e.
spells that they know but are not active).  The cost is one round per
level per spell.  If the medium wishes deactivate a first level spell
and replace it by another first level spell it will take one round.
If the medium wants to deactivate 2 first level spells and replace it
with a second level spell it will cost two rounds and so on.

    The medium can learn new spells to replace spells they know if
they are at their maximum of INT * level.  See "New Spells for
Selfdisciplined Magic" and "New Spells from a Force Science School".

    The medium can increase the FOR characteristic.  The PC designates
that they are studying FOR over an approximate 45 day period.  During
this time other activities may be undertaken but the PC cannot be
studying or trying to increase another skill.  The PC MAY be studying
spells.  The FOR increase roll is nearly identical to other increase
rolls:

    The current FOR + 1 or less must be rolled as [(species max as a
dice roll) + (the number of failures at increasing FOR at the current
level) + (successful INSTRUCTOR skill roll as a level DM by the
teacher) + (up to three successful usages of the FOR during this study
period)]

    So the PC want s to roll low.  The "+" DMs make this easier to do.
The PC can study another characteristic or skill and return to studying
FOR after a failure and still have the DMs apply.

Casting a Spell

    When the Player Character(medium) has a spell in mind to cast the
player rolls 2D as with any other skill.  The typical roll needed for
Force Science is 10+ (9+ for the mediums complete concentration and a
calm invironment).  So let's say Mumblefrotz with MAGIC-1 needs a 9 or
better on 2D to cast a spell with no unwanted side effects.  The Magic
Skill Usage Table is consulted to see how many initial FOR points are
gained (or needed) by the medium.  As with all other skills a natural
12 can be a clean or critical skill usage and a natural 2 can be a
recovered or unrecovered fumble.  In many cases there will be no
resistance to the spell.  Assume that this is a level one spell.  An
initial point of FOR is expended to generate the UNITY of the spell
(thus giving the spell a RANGE, POWER and DURATION of one in most
cases).  The medium may choose to expend additional points of FOR to
increase the RANGE, POWER or DURATION.  For each point expended FOR is
decreased by one.  When the spell is cast (at the beginning of the
round) a flash of color is given off by the medium.  Thus Force
Science is a little harder to conceal than Psionics.  Sometimes the
medium must over come another FORCE.  There are two kinds resisting
FOR.  One is passive and is the FOR rating of another object.  This is
the objects passive or inherent force.  Some spells create a
"physical" barrier of the FOR.  This is derived from the POW of the
spell and must be countered by either by physical damage or by
opposing points of POW.  Usually all subsequent incoming spells are
blocked until POW barrier is eliminated.  An active active block of
POW is eliminated on a point-for-point basis (see the spells COUNTER
FORCE, FORCE SHIELD), thus 4 points of POW must be expended to
eliminate 4 points of POW.  When casting a spell directly at another
object or being with FOR then that FOR must be overcome.  In this case
the casters FOR and the resisters FOR are looked up on the Serial Dice
Resolution Matrix.  The caster wants to roll LOW for the spell to be
successful.

Regaining Points of FOR

     Normal rest will restore points of FOR.  For species with an END
below 16 (base ten) points are regained at (16 - END) * .5 (round up).
For each pt of END greater than 15 the one half hour is halfed again,
i.e., at 16 END regain a point every (2**-2) hours, at 17 regain a
point every (2**-3) hours, so on.

Magic Skill Usage Table

    The base to make roll is typically 10+ (as with most skills).
This base roll could be designated higher or lower depending on the
environment the medium is in:

     Base to make =  +n  spell works, n extra FOR pts gained by medium
     Base to make =  +2  spell works, 2 extra FOR pts gained by medium
     Base to make =  +1  spell works, 1 extra FOR pts gained by medium
     Base to make =   0  spell works, 0 extra FOR pts gained by medium
     Base to make =  -1  medium must add 1 additional FOR pt or spell
                         UNITY fails.
     Base to make =  -2  medium adds 2 FOR pts or spell UNITY fails
     Base to make =  -n  medium adds n FOR pts or spell UNITY fails

     Notice that if the medium or caster fails the "base to make" and
does not fumble (i.e. a roll of a natural 2 followed by another miss),
that more than 1 FOR pt must be used where normally one would be used
(in order to drive the spell into UNITY).

Critical Force Table

     A roll is made on 2D.
     12     Caster gets 3 times number FOR pts expended, use results
            of critical usage in canonical form and roll again (the
            second rolls results accrue with the first).

     11     Caster gets 3 times number FOR pts expended, use results
            of critical usage in canonical form.

     10,9   Caster gets 2 times number FOR pts expended, use results
            of critical usage in canonical form.

     8,7    Caster gets 1.5 times number FOR pts expended (round up),
            use results of critical usage in canonical form.

     6,5    Caster gets 3 times number FOR pts expended.

     4,3    Caster gets 2 times number FOR pts expended.

     2      Caster gets 1.5 times number FOR pts expended.

Fumbled Force Table

     A roll is made on 2D.
     12      Spell fails, but there are no side effects.

     11,10   Spell fails, casters FOR goes to one.

     9,8     Spell fails, casters FOR goes to one, use results of
             fumble on canonical form.

     7,6     Spell fails, casters FOR goes to one, use results of
             fumble on canonical form, caster goes unconscious for
             1D rounds.

     5,4     Spell fails, casters FOR goes to one, FOR explosion
             for 1D damage per level to all within 1D * spell level
             meters away.

     3       like 5,4 except caster goes automatically unconscious
             for 1D days.

     2       like 3 except roll again and accrue results (if
             meaningful).


       2 Serial Dice Resolution/Resistance Matrix

   1  2  3  4  5  6  7  8  9  A  B  C  D  E  F  G  H  I  J  K

1  ** 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 +0 +1 +2
2  35 ** 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 +0 +1
3  34 35 ** 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 +0
4  33 34 35 ** 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65
5  32 33 34 35 ** 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64
6  31 32 33 34 35 ** 42 43 44 45 46 51 52 53 54 55 56 61 62 63
7  26 31 32 33 34 35 ** 42 43 44 45 46 51 52 53 54 55 56 61 62
8  25 26 31 32 33 34 35 ** 42 43 44 45 46 51 52 53 54 55 56 61
9  24 25 26 31 32 33 34 35 ** 42 43 44 45 46 51 52 53 54 55 56
A  23 24 25 26 31 32 33 34 35 ** 42 43 44 45 46 51 52 53 54 55
B  22 23 24 25 26 31 32 33 34 35 ** 42 43 44 45 46 51 52 53 54
C  21 22 23 24 25 26 31 32 33 34 35 ** 42 43 44 45 46 51 52 53
D  16 21 22 23 24 25 26 31 32 33 34 35 ** 42 43 44 45 46 51 52
E  15 16 21 22 23 24 25 26 31 32 33 34 35 ** 42 43 44 45 46 51
F  14 15 16 21 22 23 24 25 26 31 32 33 34 35 ** 42 43 44 45 46
G  13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 ** 42 43 44 45
H  12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 ** 42 43 44
I  -0 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 ** 42 43
J  -1 -0 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 ** 42
K  -2 -1 -0 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 **

Discussion: A resistance vrs. resistance roll is made (Column vrs.
row).  For the resistance to be overcome the "attacker" or the row
wants to roll low.  To determine the number needed compare the number
below the rows index with that of the columns index.  For the row to
be successful this number or less must be rolled on 2 D serial.  "**"
counts as either 36 or 41.  If a true difference is needed roll a 3rd
D as an indicator.  "+0, +1, +2" are automatic additional units of
strength and "-0, -1, -2" are automatic units of loss if the
difference between row and column is sufficient.  "A" is 10, "K" is
20.  If the distance between the indices is "L" or 21 then the units
of additional loss/strength is -3, ad infinitum.



- ----- A  F e w    e x a m p l e    s p e l l s -----------------------



Spell Name SENSE FORCE 1             Spell level 1

Spell Range 3 meters initial, 3 m    Spell Unity initial range, power
            for each additional pt                 and duration is 1.
            of FOR.
Spell Power 1 pip initial, 1 pt      Spell Duration 1 round initial,
            for additional pt of                     1 round for each
            FOR.                                    additional pt FOR.
Spell Availability Common            Spell Color All
                                     Spell School All Schools
Spell timing Starts at beginning     Associated Skills None
             of round, finishes
             at the end.

Description The spell enables the caster to sense the existence of
            active FORCE (magic) in the casters range.  If the
            "object" resists then the answer is a simple "yes" or
            "no" unless a successful FOR vrs FOR roll is made on
            the serial dice resolution matrix.  If this roll is
            made then the caster will know the exact location of
            the "object" and its power in vague (qualitative not
            quantitative) terms.

Results of Clean Usage  Caster       Results of Critical Usage
can determine quantitative nature    caster can determine exact
of FOR in a general way, i.e.,       quantitative nature for FOR
about 10 pts here, 3 pts there.      No FOR vrs FOR roll necessary

Results of Fumble  Roll 1D.
6- Detection is opposite for
   random objects
5-3 Spell cannot be used for 1D rounds

2-1 Spell cannot be used for 1D days.
Spell Quantification   None


Spell Name  DAMAGE 1                 Spell level  1

Spell Range 3 meters init, 3 m for   Spell Unity  Init range, power
            each additional pt FOR               and duration is 1
Spell Power  1 init, 1 for each      Spell Duration  1 round, fixed
            additional pt FOR
Spell Availability  by schools       Spell Color  Red
                   that teach        Spell School Battle/War/
                   martial activity               Destruction
Spell timing  starts at beginning    Associated Skills  none
             of round, finishes
             at end.

Description of Spell  If the opponents FOR is overcome on the 2D
serial resolution matrix then 1D physical damage is done to the
opponent.  This damage ignores all opposition battle armor (i.e.
is applied directly to END, DEX and STR).  Physical damage to
objects without FOR resistance is automatic.  If the opponent is
resisting with Force Shield (see canonical definition) and there is
insufficient power in the spell to overcome the Force Shield then
physical damage is applied to the shield.

Results of Clean Usage  Medium       Results of Critical Usage
can gain 1 pip damage for each       Medium doubles amount damage
additional pt of POW expended.        rolled.

Results of Fumble  Roll 1D
6-4 Apply damage to caster
3-1 Can't use spell for 1D days

Spell Quantification  Minimum area to receive damage is 64 X 64
                      centimeters.

Spell Name  FORCE SHIELD 1           Spell level  1
Spell Range  1 meter radius for      Spell Unity  Init range, power,
             each additional pt FOR              duration is 1
Spell Power  1 init, 1D AND 1 pt     Spell Duration 1 rnd + 1 rnd for
            Power per pt of FOR.                   each pt of FOR
Spell Availability Common            Spell Color  All
                                     Spell School  All school

Spell timing  Starts at beginning    Associated Skills  none
             of round, finishes
             at end.

Description of Spell  The spell enables the caster to construct
both a magical AND a physical barrier that can be a complete circle
if the medium is floating in space.  Otherwise the barrier must
somehow conform to where the medium is standing.  If another physical
object is blocking the shield then the serial dice resolution matrix
is used to determine which object gives.  Concentric force shields
maybe cast by the same medium.  Another PC can be inside the shield
with the medium.  Only the medium that created the shield can pass
through it without physically or magically cancelling it.  Each shield
cast has a power rating and a physical damage strength (see Spell
Quantification).  Once cast the shield remains in fixed position.
The shield will hold an atmosphere if it has sufficient physical
strength to do so.

Results of Clean Usage  All 6s       Results of Critical Usage
automatically rolled for physical    All 6s rolled for physical
strength of shield.                   strength, then double range,
                                     power and duration
Results of Fumble  Roll 1D:
6- Medium thinks there's a shield
   but there isn't.
5-2- Spell cannot be used for 1D
     rounds.
1- Spell cannot be used for 1D days

Spell Quantification  Each shield has a number of power points derived
from the spell power units of the caster.  For each power point there
exists a quantity of force that stops incoming spells that have a
spell power less than the shields power rating.  The power rating
remains constant while the shield exists.  The power cannot be
increased by a new spell (though a new shield could be constructed
inside an old one).  There is always at least one point of power
derived from spell unity.  In addition to "pure" force resistance
the shield has physical resistance.  For each point of Power that goes
into the spell 1D is rolled to determine the shields physical strength.
Thus if there are 3 points of Power in the spell there could be from
3 to 18 points of physical strength.  The physical strength of the
shield is removed by physical damage.  The shield does NOT loose any
magical strength until all the physical strength is removed.

Spell Name Counter Force             Spell level 1
Spell Range  3 meters + 1 m for      Spell Unity  Init Range, Power
             each additional pt.                   and Duration is 1.
Spell Power  1 pt initially + 1 pt    Spell Duration  1 rnd per attempt
             per pt of Force.
Spell Availability Common            Spell Color  All
                                     Spell School All
Spell timing  Starts at beginning    Associated Skills  None
              of rnd, finishes at
              end.

Description of Spell  The spell enables the caster to dissapate force
brought into existence by another medium.  To be successful there must
be equal or greater power in the casters spell than in the force they
are attempting to dissipate.  No FOR vrs FOR is made on the serial
dice resistance table.  If the spell is successful, conditions revert
as much as possible to their original conditions.

Results of Clean Usage  No special   Results of Critical Usage
effect.                              Triple number points of Power
                                     in casters spell.

Results of Fumble  Roll 1D
6- Increase FOR of object trying
   to dispell by 2.
5-2- Spell cannot be used for 1D rnds.
1- Spell cannot be used for 1D days.

Spell Quantification  None.


Spell Name  Atomic Creation          Spell level  2
Spell Range  2 millimeters + 2mm     Spell Unity  initial range,
             for each pt force                    power is 1.
Spell Power 1 pt initially, each     Spell Duration  permanent
            additional pt increases
            amount (see quantification)
Spell Availability  Limited.         Spell Color  White
                                     Spell School  Atomic Creation/
                                                   Alternation/
                                                   Negation.
Spell timing  Starts at beginning    Associated Skills  Physics,
              of rnd.                Chemistry.

Description of Spell  Elements in the form of matter are created
from pure force energy.  Thus the caster is able to create matter
from "nothing".  The range of the spell is in the immediate presence
of the caster.  If the caster wishes to create an element inside
another UNWILLING beings body then only 2D damage can be done after
successful roll on the serial dice resistance table.

Results of Clean Usage  2 elements   Results of Critical Usage
can (optionally) be created by       n-elements can (optionally) be
the caster simultaneously for a      created by the caster
point cost of one.                   simultaneoulsy for a point cost
                                     of one.
Results of Fumble  Roll 1D
6- Elements explode for 2D
   immediate damage.
5-2 Random wrong element is
    created.
1- Caster cannot retry spell
   for 1D days.

Spell Quantification  For each pt of power 400 grams of H, He can be
created by the medium.  For each pt of power 200 grams of Li, Be, B,
C, N, O, F, and Ne can be created by the medium.
          Canonical Spell Format
Spell Name  Time Shift               Spell level  5
Spell Range  Initial range is 0,     Spell Unity  Range, Power and
             10 meters for each                   Duration is 1
             point of force.
Spell Power 1 initial, 1 pt Pow      Spell Duration Fixed, 1 round
            for each additional pt
            of force.
Spell Availability  Limited          Spell Color  Blue
                                     Spell School  Time/Paratemporal

Spell timing  Starts at beginning    Associated Skills  History-1,
              of round, ends up      Math-1, Physics-1
              on forward branch or
              backward root timeline.

Description of Spell  The caster and a certain amount of "baggage"
can travel forward or backward in time.  Often when traveling forward
the caster can choose 2 or more diverging timelines if they are sensed
correctly.  Thus forward is travelling from the current point in time
(the root) to a future point in time (1 or more branches).  It is
possible for branches to "recombine" with the main timeline thus
forming a timeline network.  Time travel in the past is similar to the
future except the caster usually moves towards the base timeline
(unless a "recombine" point is found- something rare).  The caster
MUST follow a particular divergent timeline during travel.  The amount
of baggage the caster may shift through time (including themself) is
102,400 KG.  Each additional pt of Force will shift an additional
102.4K KG.  See timeflux and Spell Quantification below..

Results of Clean Usage			   Results of Critical Usage
The caster draws 2 X force of the spell,   The caster ends up on the time line
thus getting an automatic time flux of	   with exact precision.  All networks
5 if detected			           automatically not used on Power

Results of Fumble: Roll random on time flux table Spell
Quantification: Each time shift is subject to time flux, which makes
it difficult for the caster to know exactly where the shift will stop
on the timeline.  The player designates how far back or forward the
caster will attempt to travel on the time flux table ( a choice of 35
increments).  The GM rolls 2D to determine the amount of flux.  The
player then rolls 2D.  If the number rolled is greater then or equal
to the number the GM rolled, then there is no loss of control during
the shift.  If the number is less than the the number the GM rolled,
the number of increments than it is less becomes the number of slots
that the caster if off on the table.  The direction of the error is
random.  The caster can then compensate for this by expending
additional points of force.  The amount of compensation is 1 increment
in each direction for each point of force.  If the caster shifts off
the low end of the time flux table (past the first slot number), the
caster causes a bifurcation of the time line.  This will cause the
caster and their "baggage" to be either temporarily or permanently
separated from the prime or base timeline.  If the caster shifts off
the high end (last slot number), the player rolls a serial 2D to
determine a random reentry in time.

Time Shift Table

Serial roll   Slot      Time Increment
on 2D         Number

11            1         + or - 1000 seconds      (a dangerous shift)
12            2         + or - 10 60 min hours   (less dangerous)
13            3         + or - 1 20 hour day
14            4         + or - 2 20 hour days
15            5         + or - 4 20 hour days
16            6         + or - 8 20 hour days
21            7         + or - 16 20 hour days
22            8         + or - 32 20 hour days
23            9         + or - 64 20 hour days
24            10        + or - 128 20 hour days
25            11        + or - 256 20 hour days
26            12        + or - 512 20 hour days (1.42 years)
31            13        + or - 1024 20 hour days (2.84 years)
32            14        + or - 2048 20 hour days (5.68 years)
33            15        + or - 4096 20 hour days (11.3 years)
34            16        + or - 22.75 years
35            17        + or - 45.5 years
36            18        + or - 91.02 years
41            19        + or - 182 years
42            20        + or - 364 years
43            21        + or - 728 years
44            22        + or - 1.456 K years
45            23        + or - 2.912 K years
46            24        + or - 5.825 K years
51            25        + or - 11.65 K years
52            26        + or - 23.30 K years
53            27        + or - 46.6 K years
54            28        + or - 93.2 K years
55            29        + or - 186.4 K years
56            30        + or - 372.8 K years
61            31        + or - 745.6 K years
62            32        + or - 1.491 M years
63            33        + or - 2.982 M years
64            34        + or - 5.965*(2**(1D))
65            35        + or - 5.965*(2**(2 serial D mapped to this table))
66            36        roll random again if 66 again being ceases to exist





-------- TML Message #433 --------

Archive-Message-Number: 433
Date: Mon, 10 Jul 89 21:24 EDT
From: EHT%PSUARCH.BITNET@cunyvm.cuny.edu
Subject: Mote black globe



> I'm getting tired of theorizing.  Does anybody have "The Mote in God's
> Eye" by Pournelle and Niven (I think those were the authors)?  I would
> sure appreciate someone searching for an explanation of what the original
> black globe was.
>
> James
>
I don't have the book right here as I write this, but this as much of an
explanation as they give (and I remember :)...

Pournelle and Niven never went into the mechanics of the thing (maybe they
couldn't decide on a good explanation either? :).  About all they gave was
a simple description of the effects.

Their Black Globe generated a solid field (more on this later)
which absorbed energy including kinetic (to a certain extent), photons (up
through x-rays at least) and so on.  It did NOT absorb gravitons o(r whatever
particles the physcists have decided mediate gravity :).  Therefore,
densitometers would still detect the ship.  Bye the bye, I don't believe
the MOTE universe had densitometers sensitive enough to be used to detect ships
at ranges greater than other methods i.e. E-M spectrum.

The MOTE B-G worked on relative velocities.  That is the faster an object was
moving the more energy was absorbed.  This stopped lasers cold.  Also, missiles
moving fast enough to avoid anti-missile defenses (lasers) were also
stopped.  Missiles moving slow enough to get through the B-G (something like
a few meters per second (maximum!) were sitting ducks for the anti-missile
lasers.  However, at one point, a man fell off the ship and got his legs (?)
imbedded in the field.  I believe he ended up with minor frostbite (because
the field absorbed some of the kinetic energy of his molecules) before they got
him out of it.

As stated earlier, the Black Globe generated a solid field which required
energy, of course.  However, it required yet more energy to keep a hole open
in the center for the ship to occupy.  I am not sure if traveller uses the same
mechanism or not (not yet having gotten around to ship design :).  I don't
recall why you had to have the hole in the center, or what would happen if the
circuts which kept it open failed....probably something like total vaporization.

The MOTE B-G, unlike traveller, stored the energy it collected in the field
itself and acted as an ideal black body, radiating
excess energy into space.  The globe radiated through the entire spectrumum
 and when it got up to x-ray wavelengths, it wasn't far from collapse.  But when
it collapsed, it radiated INWARD instead of outward.  It was possible to
locally overload the field so that the entire ship wasn't destroyed, but I don't
think you could choose where the damage was taken.

That's all I remember, offhand.  If someone sees any errors, post corrections or
more details.

Captain Sir Michael Talmoth   UPP: BA5A8B
    AKA  Paul Baughman
        AKA Unka Paul --> EHT@psuarch
                          PHB100@psuvm or PHB100@psuvmxa

- ---------------------------
"You see me now a veteran of a thousand psychic wars..."
I've been living on the edge so long where the winds of limbo roar"  --BOC

"Mankind is possesed of an almost un-imaginably sensitive and delicate
   instrument which it uses as a hammer or a club"  -- Me.


SnailMail:  239 E. Prospect
            State College, PA   16801

DirectConnect:  (814) 867-0607


-------- TML Message #434 --------

Archive-Message-Number: 434
Date: Mon, 10 Jul 89 23:22:59 EDT
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: HIWG



	Oops, I forget to include the address of HIWG... (All right, go ahead.
Shoot me if you want!)

Make check payable to ED Edwards
address:
Ed Edwards
1410 E. Boyd
Norman, OK  73071

			Sorry,
				Mac



-------- TML Message #435 --------

Archive-Message-Number: 435
Date: Fri, 14 Jul 89 16:59:17 EDT
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: World Builder's Handbook & Travellers' Digest 16 now shipping!



A message from Digest Group


 The long awaited MegaTraveller update of Grand Survey/Grand Census is 
 now shipping. All equipment is now presented using the new equipment 
 sheet format. Information on how the Scout Service works, and how it has 
 been affected by the Rebellion is included. And, of course, there are 
 entensive rules for detailing a world, from where the Referee's Manual 
 left off. Temperature, tidally locked worlds, Gas Giants, Asteroid Belts 
 -- they're all covered. 96 pages, $11.95.

 Travellers' Digest 16 is out:
 Feature adventure (with Akidda, Dur, Krenstein, Aybee) by William 
 Connors. Krenstein manages to get a look at some newly discovered 
 Ancient artifacts, and much to his horror, Krenstein discovers one of 
 the Ancient artifacts still works, and works too well...
 Sword of Arthur, episode 3 of the Ghost Ship Adventure Series
 Beginner's Luck -- finding players
 Reaver's Deep library data
 Pilgra -- system survey
 Referee's Guide to Research
 Traveller Q&A -- Starship Operator's Manual questions
 System Rescue and Life Boats -- tech briefs
 Aspects of Culture -- gaming digest
 Traveller Arsenal -- SMG and Laser Pistol
 Rebel Reporter -- The Restored Vilani Empire
 For 2300AD:
 The Tulga class frigate
 Travellers' Digest 16, 56 pages, $4.95.

 --Joe, DGP



-------- TML Message #436 --------

Archive-Message-Number: 436
From: (Bertil Jonell) bertil@ranko.cd.chalmers.se
Subject: Vehilcles
Date: Mon, 17 Jul 89 13:45:38 MET DST


Hi!
Anybody out there that knows what spaceships and smallcrafts that
are included in that vehicle book for MegaT (Sorry, dont know the name)
The reason I ask is because im working on converting a lot of the old
ships (VargrTrader et al) to MegaT stats (Using a spreadsheet, of course.
Doing it by hand is like generating the Imperium with 2 dice and a pencil :-)
And I would like to avoid to duplicate their work.
A final note:
Three Loud Cheers for the Digenst Group! their Starship OPmanual
was better than a lot of genuine GDW products. Have they published
something else for MegaT?
- -bertil-
- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: bertil@cd.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)      
"WHAT?? My Scroll Is STOLEN???"



-------- TML Message #437 --------

Archive-Message-Number: 437
Date: Mon, 17 Jul 89 17:27:16 EDT
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: re: Vehicles



	There is a book by DGP called 101 Vehicles for MegaTraveller.
You might want to take a look at that, Bertil.

			Mac



-------- TML Message #438 --------

Archive-Message-Number: 438
Date: Mon, 17 Jul 89 22:52 EDT
From: jhc@mtune.att.COM
Subject: Traveller's Aid Society, also GDW by mail-order?


I'm looking for ideas for services that the Traveller's Aid Society could
provide to players. The background is that I'm starting up a MegaTraveller
game and my players quite reasonably want to know what they get for their
million credits (my players are designing their own characters). As far as
I can tell from the books they just get one High Passage every two months,
which is fine but is superfluous for my players, who are military-based.
Ideas I've had so far include:

	Article storage. Players can check their armaments or
	other valuable equipment with TAS upon landing or upon
	leaving the spaceport to go into the city, on planets
	where carrying arms is not legal. Or they could store
	things there to save a trip back up to an orbiting ship
	just to collect them.

	Secure (and independant) transmission of messages.

	Normal tourist stuff - emergency funds advance, area
	maps and highlights, Better Business Bureau, etc.

Are there any other things which GMs have their versions of TAS do?

Also, is can one purchase GDW books by mail or phone? My local hobby
has about three times as much AD&D stuff as everything else put
together. It's very convenient to be able to call ICE and give them a
credit card number (along with everyone else I'm not using Traveller
combat, I'm using a simplified SpaceMaster system).

I'm relatively new to this list, so my apologies if these are stock
questions. 

Jonathan Clark
jhc@mtune.att.com, attmail!jonathan

The Englishman never enjoys himself except for some noble purpose.



-------- TML Message #439 --------

Archive-Message-Number: 439
Subject: Re: GDW by mail-order? 
Date: 18 Jul 89 14:33:06 PDT (Tue)
From: jamesp



In the Portland Metro area, I highly recommend:

	The Military Corner
	3350 NE Sandy Blvd, Portland, OR
	(503)234-1881

They keep a pretty comprehensive set of the latest gaming stuff, best
I've seen anywhere in Oregon, by a long shot.  Give them a call, I'm
sure they'd treat you very responsively.  Make sure to ask for a
Traveller/GDW expert.

Standard Disclaimers apply; I'm just a happy customer.

If you don't feel like making a long-distance call, anyone on this list
is welcome to ask me a question via e-mail and I will call.  I'd also be
happy to serve as gopher for anyone who wanted to send me enough money
to cover purchasing and postage.  I could probably get most anything to
you in under a month, if it's in stock (I usually visit TMC every other
weekend, since it's on the other side of Portland).

- ------------------------------------------------------------------------
James T. Perkins		    Traveller Mailing List Administrator
Tektronix Digital Systems Division	     "Load Auto/Evade, Beowulf!"
- ------------------------------------------------------------------------
INTERNET: traveller-request@dadla.la.tek.com
UUCP:	  {uunet,decvax}!tektronix.tek.com!dadla.la.tek.com!traveller-request



-------- TML Message #440 --------

Archive-Message-Number: 440
Date: Wed, 19 Jul 89 00:11:14 EDT
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: GDW mail order



	Yes, you can call GDW and order stuff so long as you have your 
credit ready. Or you can ask for their catalog then mail order it.

			Mac, with Tiffany singing in the background.

Disclaimer : I don't work for GDW, as much as I would love to. 



-------- TML Message #441 --------

Archive-Message-Number: 441
Date: Wed, 19 Jul 89 22:25 EDT
From: B_MAHONE%UNHH.BITNET@mitvma.mit.edu
Subject: Darrians


Does anyone know of a source for the "Darrians: masters of Ancient Technology"
supplement?  I'm running a MT campaign, and one of my players wants to play a
Darrian, having seen an article in a copy of _Challenge_ #25 that I managed to
find... (Thanks again, James!)

Does GDW (or Digest Group) plan to re-issue all the 'old' books?  As a newbie
referee, I see a lot of ads in old magazines for stuff I'd love to get...
Any ideas?  I know a comic book dealer who claims he can find me *anything* that
comes on paper, but the man probably wants my firstborn male child as a
downpayment.

Anyone know an ex-gamer?  (Maybe a HUNGRY ex-gamer?)   ;^)

By the way, I'm still very interested in an exchange of ideas concerning the
ships detailed in the _Rebellion Sourcebook_.  (My intrepid group is currently
zipping across known space in a TJ-type trader at Jump-6, and so far no one has
asked me where thier cabin is...)

Remember:  Space is big.  Really Big.

                                  @@
- ---------------------------------m--m-----------------------------------------
Bob Mahoney                           PSC Computer Services, Plymouth NH 03264
BITNET: B_MAHONEY@UNHH                              uucp: uunet!unhd!psc90!rem



-------- TML Message #442 --------

Archive-Message-Number: 442
Date: Fri, 21 Jul 89 12:45:03 PDT
From: (John Redden) redden@ttidca.tti.COM
Subject: Cosmos #8.  A variant rules system based on Traveller.



Cosmos #8 variant rules system base on Traveller


_________________________________________________________________________

A list of skills used by profession type.  Tech level 12 League Cosmos
Typically used during character generation.


Generic character: choose ANY listed skill BUT NOT:

CBT ENGINEER, FAGUNNERY, FLEET TACTICS, FWD OBSERVER, GUNNERY, HVY
WEAPONS, INSTRUCTION, LIASON, MAGIC, NAVIGATION, PILOT, PSIONICS,
RECON, RECRUITING, SHIELDS ENGINEER, SHIPS TACTICS, STEWARD, TACTICS,
VACC SUIT, ZERO G CBT.

Scouts: 

ADMIN, ATHLETICS, BIOLOGY, BONTANY, CHEM, CLIMBING, COMMUNICATIONS,
COMPUTER, DIPLOMACY, ELECTONICS, ENGINEERING, FWD OBSERVER, GRAVATICS,
GUN CBT, GUNNERY, JOT, JUMPING, LEADER, MATH, MECHANICS, NAVIGATION,
PERCEPTION, PHYSICS, PILOT, PLANETOLOGY, PHYSICS, STEALTH, SURVIVAL,
SWIMMING, VACC SUIT, VEHICLE, WILDERNESS CAMOFLAUGE, WILDERNESS
TRACKING, XENO CONTACT, ZOOLOGY.



Dropout/Criminal/Fringer

ACTING, ARTIST, ARTS OF LOVE, ATHLETICS, BARGAINING, BRAWLING,
BRIBARY, CAROUSING, CLIMBING, FORGERY, GAMBLING, HIDE ITEM, JOT,
JUMPING, LAW, LOCK SYSTEMS, MARTIAL ARTS, MECHANICS, MEDICAL, MUSIC,
ORATORY, PERCEPTION, PHARMOCHOLOGY, SECURITY SYSTEMS, SKIING, SLIGHT
OF HAND, STEALTH, STORY TELLING, STREETWISE, SURVIVAL, URBAN
CAMOFLAUGE, VEHICLE, WILDERNESS- TRACKING, WRITING.

Security

ADMIN, ATHLETICS, BARGAINING, BATTLE DRESS, BLADE CBT, BRAWLING,
BRIBARY, CAROUSING, CLIMBING, COMMUNICATIONS, COMPUTER, CRYPTOGRAPHY,
DEMOLITIONS, ELECTRONICS, ENGINEERING, FORGERY, GAMBLING, GUN CBT,
INTERROGATION, JOT, LAW, LEADER, LOCK SYSTEMS, MARTIAL ARTS, MEDICAL,
PERCEPTION, PHARMACOLOGY, PROPAGANDA, SECURITY SYSTEMS, SLIGHT OF
HAND, SOCIAL SCIENCE, STEALTH, STREETWISE, SURVIVAL, URBAN CAMOFLAUGE,
WILDERNESS TRACKING, ZERO G COMBAT.



Soldier

ADMIN, ATHELTICS, BATTLE DRESS, BIOLOGY, BRAWLING, DEMOLITIONS,
ELECTRONICS, FWD OBSERVER, GAMBLING, GUN CBT, LEADER, LIASON, MATH,
MEDICAL, PRECEPTION, TACTICS, VEHICLE.



Merchant

ADMIN, BARGAINING, BLADE CBT, BRAWLING, BRIBARY, CAROUSING, COMPUTER,
DIPLOMACY, ELECTRONICS, ENGINEERING, FORGERY, GAMBLING, GUN CBT,
GUNNERY, HIDE ITEM, JOT, LAW, MATH, MECHANICS, MEDICAL, NAVIGATION,
ORATORY, PERCEPTION, PILOT, PHYSICS, STEWARD, STREETWISE, VACC SUIT,
VEHICLE, ZERO G CBT.

Sailor (League Navy)

ADMIN, ATHLETICS, BLADE CBT, CAROUSING, CLIMBING, COMMUNICATIONS,
COMPUTER, ELECTRONICS, FLEET TACTICS, FWD OBSERVER, GRAVATICS, GUN
CBT, GUNNERY, INTERROGATION, JOT, LIAISON, MATH, MECH, MEDICAL,
NAVIGATION, PERCEPTION, SHIELDS ENGINEER, SHIPS TACTICS, STEWARD,
SURVIVAL, VACCSUIT, VEHICLE, ZERO G CBT.

Soldier (Special Forces: League or Planetary)

ADMIN, ATHLETICS, BATTLE DRESS, BLADE CBT, BIOLOGY, BRAWLING,
COMMUNICATIONS, DEMOLITIONS, ELECTRONICS, FWD OBSERVER, GRAVATICS, GUN
CBT, INTERROGATION, JOT, LEADER, LIAISON, MARTIAL ARTS, MATH, MECH,
MEDICAL, PERCEPTION, PHYSICS, RECON, RECRUITING, RIDING, SECURITY
SYSTEMS, SKIING, STEALTH, SURVIVAL, TACTICS, VACC SUIT, VEHICLE.

Soldier (Planetary Mercenary)

ATHLETICS, BATTLE DRESS, BLADE CBT, BRAWLING, CBT ENGINEERING,
DEMOLITIONS, FA GUNNERY, GUN CBT, HEAVY WEAPONS, INTERROGATION,
LEADER, MARTIAL ARTS, MATH, MECHANICS, PERCEPTION, RECON, RECRUITING,
STEALTH, SURVIVAL, TACTICS, VACC SUIT, VEHICLE, WILDERNESS CAMOFLAUGE,
WILDERNESS TRACKING, ZERO G CBT.



Professional Student/Educator

ACTING, ARTIST, ARTS OF LOVE, ATHLETICS, BLADE CBT, BIOLOGY, BRAWLING,
BRIBARY, CAROUSING, CHEMISTRY, COMPUTER, DIPLOMACY, ELECTRONICS,
ENGINEERING, FORGERY, GAMBLING, GENETICS, HIDE ITEM, INSTRUCTION, JOT,
LAW, LIAISON, LINGUISTICS, LOCK SYSTEMS, MARTIAL ARTS, MATH, MECH,
MEDICAL, METEOROLIGIST, MUSIC, ORATORY, PERCEPTION, PHARMACOLOGY,
POETRY, PHYSICS, PROPOGANDA, RIDING, SECURITY SYSTEMS, SKIING, SLIGHT
OF HAND, SOCIAL SCIENTIST, STEALTH, STORY TELLLING, SWIMMING, VEHICLE,
WRITING, XENO CONTACT, XENO MEDICAL.

Scientist

ADMIN, BIOLOGY, BONTANY, CHEMISTRY, COMMUNICATIONS, COMPUTER,
CRYTOGRAPHY, ELECTRONICS, ENGINEER, GRAVATICS, GENETICS, JOT, LAW,
LINGISTICS, MATH, MECHANICAL, MEDICAL, PLANETOLOGY, MUSIC, ORATORY,
PERCEPTION, PHARMACOLOGY, PHYSICS, SECURITY SYSTEMS, SOCIAL SCIENTIST,
SWIMMING, WRITING, XENO CONTACT, XENO MEDICINE.

Media

ACTING, ADMIN, ARTIST, ARTS OF LOVE, BARGAINING, BRAWLING, BRIBARY,
CAROUSING, CLIMBING, COMMUNICATIONS, COMPUTER, DIPLOMACY, ELECTRONICS,
FORGERY, GAMBLING, GUN CBT, INTERROGATION, JOT, JUMPING, LAW, LIAISON,
LINGUISTICS, LOCK SYSTEMS, MARTIAL ARTS, MATH, MUSIC, ORATORY,
PERCEPTION, POETRY, PROPAGANDA, RECRUITING, RIDING, SECURITY SYSTEMS,
SKIING, SLIGHT OF HAND, SOCIAL SCIENCE, STEALTH, STEWARD,
STORYTELLING, STREETWISE, SWIMMING, VACC SUIT, VEHICLE, WRITING, XENO
CONTACT.

Miner/Low Grav Colonist

ADMIN, ATHLETICS, BARGAINING, BLADE CBT, BRAWLING, BRIBARY, CAROUSING,
COMMUNICATIONS, DEMOLITIONS, ELECTRONICS, FORGERY, FWD OBSERVER,
GAMBLING, GRAVATICS, GUN CBT, HIDE ITEM, JOT, LAW, LEADER, LOCK
SYSTEMS, MARTIAL ARTS, MATH, MECHANICS, MEDICAL, NAVIGATION,
PERCEPTION, PILOT, PHYSICS, PLANETOLOGY, RECON, RECUITING, RIDING,
SECURITY SYSTEMS, SKIING, SLIGHT OF HAND, STEALTH, STREET WISE,
SURVIVAL, SWIMMING, URBAN CAMOFLAUGE, VACC SUIT, VEHICLE, WILDERNESS
CAMOFLAUGE, WILDERNESS TRACKING, ZERO G CBT.



-------- TML Message #443 --------

Archive-Message-Number: 443
Date: Thu, 20 Jul 89 08:44:11 EDT
From: ejd@caen.engin.umich.edu (Edward J Driscoll)
Subject: Re: Vehicles


The 101 Vehicles book (I don't remember the title exactly,
sorry) doesn't include ANY starships -- I know because I'm
dealing with exactly the same problem you are -- how to get
all those great Traveller ships into my game without doing
any real work (especially the ones from Supplement 9 -- Fighting
Ships).  The Vehicles book contains things like speeders,
GCarriers, tanks, and all sorts of basically mundane transportation
equipment.

As a sidebar, the "Rebellion Sourcebook" -- which is basically
a rules-free description of the politics and people of the
Shattered Imperium -- does contain plans for a *few* battleships
and cruisers.  These are the only other plans I've seen except
the ones in the Imperial Encyclopedia.  I don't have any issues
of the Traveller's Digest, they may or may not have printed ship
plans. 

I asked my hobby store clerk, who generally seems to know
what's coming out, if GDW had any plans to release something
like the old supplements 7 and 9.  He said he didn't know 
of any such releases planned within the next year :-(.

- ---
Ed Driscoll
The University of Michigan
ejd@caen.engin.umich.edu


-------- TML Message #444 --------

Archive-Message-Number: 444
From: (Adrian Hurt) adrian%cs.heriot-watt.ac.uk@nsfnet-relay.ac.uk
Subject: Re: Vehicles
Date: Mon, 24 Jul 89 8:58:14 BST



> The 101 Vehicles book (I don't remember the title exactly,
> sorry) doesn't include ANY starships -- I know because I'm
> dealing with exactly the same problem you are -- how to get
> all those great Traveller ships into my game without doing
> any real work (especially the ones from Supplement 9 -- Fighting
> Ships).

Just how compatible are ships designed under High Guard with the new system?
The sizes of various things have changed; density is no longer constant, which
means mass and volume aren't necessarily equivalent any more; and you have to
account for all the sensors separately. As an exercise, let someone try to
design a Type S scout courier, similar in performance and TL to the original,
as designed in Book 2. That means TL9!

> As a sidebar, the "Rebellion Sourcebook" -- which is basically
> a rules-free description of the politics and people of the
> Shattered Imperium -- does contain plans for a *few* battleships
> and cruisers.

Plans?! For what size "battleships"? Remember "Azhanti High Lightning", which
had a dozen or so A3-sized plans of decks, and each plan represented many
similar decks. And that was only a heavy cruiser! I'd expect the plans for,
say, a "Plankwell" class 200,000 ton battleship to occupy a book by themselves.
 
> I asked my hobby store clerk, who generally seems to know
> what's coming out, if GDW had any plans to release something
> like the old supplements 7 and 9.  He said he didn't know 
> of any such releases planned within the next year :-(.

How does one get something "Approved for use with Traveller" by GDW? Maybe we
could release our own?

 "Keyboard? How quaint!" - M. Scott

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



-------- TML Message #445 --------

Archive-Message-Number: 445
From: bertil@milou.cd.chalmers.se (Bertil Jonell)
Subject: Re: Vehicles
Date: Mon, 24 Jul 89 14:40:43 MET DST


> Just how compatible are ships designed under High Guard with the new system?
> The sizes of various things have changed; density is no longer constant, which
> means mass and volume aren't necessarily equivalent any more; and you have to
> account for all the sensors separately. As an exercise, let someone try to
> design a Type S scout courier, similar in performance and TL to the original,
> as designed in Book 2. That means TL9!

Compatible??? Not at all! :-( :-(
Just look att the Jumpdrives and their fuel consuptions.
In old T (& HighGuard) the drive drunk 10% of the ship volume
in fuel per parsec of jump. In MegaT it's appetite is based on the volume
of thwe drive!!! 
(Example: 100tons hull with Jump-6 would require 60(old)tons of fuel
according to the old rules, In MegaT it would only take about 35(old)tons!)
((Old ton is deplacement tons: 1 old ton <=> 13.5 new kilolitres))
The net result is that with old T it was easy to make 6-G Agility-6 ships
but harder to achieve any big jump numbers, In MegaT Jump-6 is a piece of
arcturian cake, but Agility-6 AND non-missile armaments is nearly impossible.

Anybody know if this was intentional or just the result of some goof-up 
when they (GDW) designed MegaT???


- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: bertil@cd.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 #446 --------

Archive-Message-Number: 446
Date: Mon, 24 Jul 89 10:54:41 EDT
From: ejd@caen.engin.umich.edu (Edward J Driscoll)
Subject: Word Generator, Anyone?


On pp 92-97 of the MT Referee's Companion there is a rather
interesting section on alien languages, including word generation
algorithms and tables for most of the major alien races.

I used the tables to generate some Zhodani names this weekend,
and it actually worked rather well.  However, it was an extremely
tedious process, requiring several dice rolls for each syllable.

This process is obviously an ideal target for a computer program.
Has anyone written an implementation of these particular tables
yet, preferably in C ??  If not, would anyone be interested in
such a program ?  I'm sure I'll end up writing one eventually,
although I don't know how much I could legally distribute and
I have no intention of violating anyone's copyrights.

Thoughts, anyone?

PS: I haven't heard a thing about the MT questions/observations
I posted a while ago.  Were they really THAT dull??!?



-------- TML Message #447 --------

Archive-Message-Number: 447
Date: Mon, 24 Jul 89 11:36:48 EDT
From: ejd@caen.engin.umich.edu (Edward J Driscoll)
Subject: Any interest in a campaign pack?




    Background:
    -----------
    Some weeks ago I posted some thumbnail notes about a
    Shattered Imperium campaign I was designing.  The
    campaign will take place in the Querion subsector of the
    Spinward Marches.  The campaign is specifically designed
    for a part of PC pirates.  Although they don't know it,
    the PC's are being manipulated by one of Archduke
    Norris's own right-hand men, to help him accomplish
    military and political missions.

    In order to get a feel for the politics of this
    subsector (none of which falls within Imperial borders),
    I decided to write a program to take the UWP's of the
    systems and sort them on each parameter so that I could
    see, for instance, which systems had the highest level
    of technology.

    I then produced a "System Profile" for each system, with
    all the standard parameters and their corresponding text
    descriptions.

    To each System Profile I added some notes about who ran
    the system, where it fit into the subsector economy, and
    anything else that seemed interesting about this
    particular system.  I also generated characters where
    appropriate.

    The result is what I am calling my homebrew campagin
    pack.


    Offer:
    ------
    If anyone is interested, I could submit this pack to the
    mailing list.  It is, however, rather large (~60K last
    look), so I'm asking before posting.  Once again, the
    notes are in rather rough shape, being intended solely
    for my own use when created, but they might nonetheless
    provide campaign ideas for other refs out there.

    In the next message I am going to post a sampling of two
    system profiles.  I am intentionally choosing two of the
    most interesting ones, most of them are not as lengthy
    or detailed.  I will admit right here that I have
    borrowed from science fiction literature and movies.
    When I looked at the data for Xhosa, it just screamed
    "Foundation" at me, and it fit in so well with the
    general themes of the campaign that I couldn't resist.

    I intend to have the pack completed within one week.  If
    anyone is interested, I could post it either in
    installments or one big lump.

- ---
Ed Driscoll
The University of Michigan
ejd@caen.engin.umich.edu



-------- TML Message #448 --------

Archive-Message-Number: 448
Date: Mon, 24 Jul 89 11:38:23 EDT
From: ejd@caen.engin.umich.edu (Edward J Driscoll)
Subject: Sample Profile -- Atson








     * * *  S Y S T E M    P R O F I L E  * * *
     ------------------------------------------


     System Name: Atson

     Hex: 0111

     Starport: B		Good - Spacecraft, overhauls, refined fuel
     Size: 3			Small: 4000 - 5599 km
     Atmosphere: 1		Vacuum (trace)
     Hydrosphere: 0		Desert World, 0-4%
     Population: 5		Med - hundred thousands
     Government: 9		Impersonal Bureaucracy
     LawLevel: 8		High law - blades controlled, no open display
     TechLevel: 8		Pre-Stellar - superconductors, 1990
     Bases: -
     Trade Classes: Ni
     Travel Zone: -
     Population Multiplier: 9
     Gas Giants: 3
     Planetoid Belts: 3
     Allegiance: Na

     High: Govt, Starport

     Low: Hydro

     N O T E S
     ---------
     Think Outland.  Atson is a smallish world with no
     atmosphere or water.  What it DOES have is a profitable
     mining industry both on the planet and the three
     planetoid belts in the system.  The metals mined on
     Atson are exported to most of the other systems in the
     subsector, in return for which they import the goods
     necessary to support the inhabitants, as well as the
     starships necessary to transport their cargo when
     necessary (since Atson doesn't have the technology to
     build them, Atson's clients usually hire independant
     carriers to transport the material).  They also import
     the technology necessary to run their class B starport,
     which is responsible for maintaining their in-system
     ships.

     The Atson society is about what you'd expect from a
     mining town.  Although some structures extend into the
     underground, most of them are above-ground and
     connected by airtight slidewalks.  The people tend to
     be rather uncivilized.  Atson is a good place to go and
     disappear, which is why many of them are here.  In
     order to keep a lid on violence, guns and blades are
     controlled, although this law is not vigorously
     enforced and shootouts have been known to take place.
     A small pistol or blade is likely to go unnoticed by
     local law enforcement, whereas a rifle or serious
     combat weapon probably will not.

     The government of Atson is an impersonal bureaucracy
     whose main concern is keeping the business running.
     Its leader, Chief Director Francis (Frank) K. Murdock
     is himself a hedonistic, rough-cut individual who
     reportedly uses drugs recreationally.  Murdock's main
     goals are to keep business running smoothly and to keep
     everyone just happy enough to keep working.  The
     government rarely intervenes either for or against the
     people unless it significantly affects the mining
     operations.

     Security in and around the system is pretty tight.
     Mining is about the ONLY reason to be in Atson, and
     anyone that doesn't appear to be on official business
     is likely to be subject to a high degree of hassle.
     The government maintains an extensive fleet of shuttles
     and fighters for in-system operation.  It also
     maintains a system squadron consisting of 12 system
     defense boats, 2 destroyers, and 6 destroyer escorts.
     The SDB's typically patrol the system, while the
     destroyers and escorts are reserved for extreme
     situations, to be deployed separately or together as
     the situation demands.

- ---
Ed Driscoll
The University of Michigan
ejd@caen.engin.umich.edu

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	uunet!dadla.la.tek.com!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #449 --------

Archive-Message-Number: 449
Date: Mon, 24 Jul 89 11:39:50 EDT
From: ejd@caen.engin.umich.edu (Edward J Driscoll)
Subject: Sample Profile -- Xhosa








     * * *  S Y S T E M    P R O F I L E  * * *
     ------------------------------------------


     System Name: Xhosa

     Hex: 0115

     Starport: E		Frontier
     Size: A			Large: 15,200 - 16,799 km
     Atmosphere: 9		Dense (tainted)
     Hydrosphere: 5		Wet World, 45-54%
     Population: 1		Low - tens
     Government: 2		Participating Democracy
     LawLevel: 4		Moderate law - light assault weapons
     TechLevel: 4		Industrial - internal combustion, 1900
     Bases: -
     Trade Classes: Lo Ni
     Travel Zone: -
     Population Multiplier: 9
     Gas Giants: 0
     Planetoid Belts: 1
     Allegiance: Na

     High:

     Low:

     N O T E S
     ---------
     According to local history, Xhosa was a stronghold for
     advanced Imperial military units during the First
     Frontier War until a Zhodani naval detachment bombarded
     the planet with nuclear bombs and germ warfare.  The
     only current inhabitants are scholars combing the ruins
     for artifacts and trying to make the plant habitable
     again.  Not only is the planet dangerous with radioactivity
     and virii, but some strains of the virii have no known
     cure -- meaning anyone who catches them must be
     quarrantined on the planet for the rest of their lives.

     Nothing is as it appears.  Xhosa is actually the home
     system of a colony of immensely powerful and benevolent
     psionics and psychohistorians.  They foresaw the
     shattering of the Imperium decades before it occured,
     but still too late to avert it entirely.  They
     immediately began efforts to minimize the effects of
     the shattering and try to prevent another Long Night.
     They are still carrying out their plans.  The most
     prestigious among them are the Speakers, and the most
     powerful of them the First Speaker.  The stories about
     the radioactivity are only partially true -- the planet
     was once bombarded during the First Frontier War.  The
     stories about the virii are completely fabricated --
     designed to scare people away from actually visiting
     the planet.  Satellite beacons orbit the planet
     broadcasting warnings about this mythical virus.

     Unbeknownst to Norris, his right-hand man (the same one
     manipulating the PC's on his behalf) is also not only a
     member of this colony, but the First Speaker himself.
     (evil laughter....)  The First Speaker and the whole
     colony generally support Norris as a strong candidate
     to reunite the Imperium.  They would dearly like to get
     close enough to Strephon to determine whether or not he
     is truly alive, but none of them have been able to do
     it yet.

- ---
Ed Driscoll
The University of Michigan
ejd@caen.engin.umich.edu



-------- TML Message #450 --------

Archive-Message-Number: 450
Date: Mon, 24 Jul 89 18:36 EDT
From: EHT%PSUARCH.BITNET@cornellc.cit.cornell.edu



>    Yes, you can call GDW and order stuff so long as you have your
>credit ready. Or you can ask for their catalog then mail order it.
>
>            Mac, with Tiffany singing in the background.
>

I'm sure I remember someone posting this before, but what is GDW's  phone number
and/or address where I can get their catalog?  And what is their attitude toward
us peons?  Helpful?  Not so helpful?  Outright hostile?

Thanx for all the info...

- ----------
>From the Bridge of the NOMAD

Captain Sir Michael Talmoth, Commanding     UPP:  BA5A8B
   AKA Paul Baughman ---> EHT@psuarch.BITNET
      AKA Unka Paul

"You see me now a veteran
        of a thousand psychic wars,
                I've been living on the edge so long,
                       where the winds of limbo roar
And I'm young enough to look at,
        and far too old to see
                All the scars are on the inside,
                       I don't know if there's anything left of me..."
 -- BOC --





-------- TML Message #451 --------

Archive-Message-Number: 451
Date: Mon, 24 Jul 89 19:22 EDT
From: EHT%PSUARCH.BITNET@cornellc.cit.cornell.edu



>By the way, I'm still very interested in an exchange of ideas concerning the
>ships detailed in the _Rebellion Sourcebook_.  (My intrepid group is currently
>zipping across known space in a TJ-type trader at Jump-6, and so far no one has
>asked me where thier cabin is...)
>
I be verra interested in ship plans.  I remember someone mentioning the
possibility of exchanging deck plans and so forth, was that you?  The call was
for votes on graphics format.  Well, knowing absolutely nothing about the
various graphics formats, I had nothing to contribute to the raging torrent of
discussion :).  I decided to just sit back and let the rest of you hack (& slash
   )
it out.
   Sigh.  Another good battle missed.  Anywho, I have since found out how to
with MacPaint or MacDraw files (I don't know what format those are in).  Also,
I have been told that TIFF is a good format to work with, although I don't know
what programs use that.
   So, I guess you could say my votes are for Postscript, MacPaint or MacDraw,
with a tenative vote for TIFF, if someone will tell me what to do with it when I
get it...:)  On the other hand, if the vote goes against me (how many votes now,

Bob?  three?  two?  one?  :) I am sure there is enough expertise at this
university to get me up and running in any format that the consensus agrees to.

>
>
Maybe they don't sleep?  Just wander around the engineering spaces and the
bridge getting into trouble and detecting pirates that would have passed them
by otherwise?   :)  Maybe if you start penalizing them for lost sleep, they will
start seeking their bunks more often.  :)

- ----------
>From the Bridge of the NOMAD

Captain Sir Michael Talmoth Commanding     UPP:  BA5A8B
   AKA Paul Baughman ---> EHT@psuarch.BITNET
      AKA Unka Paul

"You see me now a veteran
        of a thousand psychic wars,
                I've been living on the edge so long,
                       where the winds of limbo roar
And I'm young enough to look at,
        and far too old to see
                All the scars are on the inside,
                       I don't know if there's anything left of me..."
 -- BOC --




-------- TML Message #452 --------

Archive-Message-Number: 452
Date: Tue, 25 Jul 89 01:14:00 EDT
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: Re: Word Gen



	Sounds like a good idea, I would go ahead and write one but I am
too tied up with 10 million projects. I don't think anyone has done something
like this yet. As for the MT questions you posted a while ago, I believe
you meantioned something about what's the current edition for MT. I 
believe it's print 3. Open your player's manual and look inside cover,
if the number goes like 1 2 3 4 5 6 7 8, you got 1st edition, if it says
2 3 4 5 6 7 etc , it's 2nd. And so on. By the way, I meant to reply to
your article, it was interesting to see MT from a new comer's point of view.
But as I stated before, I am just too tied up with 10 million things to do.

			Mac, with Palua singing on the back



-------- TML Message #453 --------

Archive-Message-Number: 453
Date: Tue, 25 Jul 89 01:17:32 EDT
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: GDW Phone #



	The number for GDW is 309-452-3632. It's been a while since I ordered
from them. But as far as I can remember, they are very nice. In fact, I had
a interesting conversion with one of their operator. She was very helpful.

			Mac, with Paula singing on the back



-------- TML Message #454 --------

Archive-Message-Number: 454
From: (Adrian Hurt) adrian%cs.heriot-watt.ac.uk@nsfnet-relay.ac.uk
Subject: Word Generator
Date: Tue, 25 Jul 89 10:05:52 BST



> On pp 92-97 of the MT Referee's Companion there is a rather
> interesting section on alien languages, including word generation
> algorithms and tables for most of the major alien races.
>... 
> This process is obviously an ideal target for a computer program.
> Has anyone written an implementation of these particular tables
> yet, preferably in C ??  If not, would anyone be interested in
> such a program ?  I'm sure I'll end up writing one eventually,
> although I don't know how much I could legally distribute and
> I have no intention of violating anyone's copyrights.

Good news: I have programs for making data files out of the tables, for
generating words, and for making a sort of dictionary.

Bad news: They're for a pocket machine called the Psion Organiser. It's been
around in the States, so some of you may have one. Its language is a sort of
hybrid between Pascal and Basic (don't flame me, flame Psion :-) and so may
be readable to you, but not to your machine. If anyone's interested, I'll try
to send the programs over, and you can try to convert them to some normal
language.

 "Keyboard? How quaint!" - M. Scott

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



-------- TML Message #455 --------

Archive-Message-Number: 455
From: (Be True to Your Song) baranski@yoda.enet.dec.COM
Date: 25 Jul 89 07:24
Subject: why "screamed at you"?


"When I looked at the data for Xhosa, it just screamed "Foundation" at me, and
it fit in so well with the general themes of the campaign that I couldn't
resist."

Why "screamed at you"?  I don't see anything obvious.

Jim Baranski
DEC Vax Diagnostics
Tewksbury MA



-------- TML Message #456 --------

Archive-Message-Number: 456
Date: Tue, 25 Jul 89 10:04:10 EDT
From: ("William B. Morrison") morrison@pyr.gatech.edu


Edward J Driscoll <ejd@caen.engin.umich.edu> writes:
> In order to get a feel for the politics of this subsector
>  (none of which falls within Imperial borders), I decided
> to write a program to take the UWP's of the systems and     
> them on each parameter so that I could see, for instance,      
> systems had the highest level  technology.

Just to remind the group, I currently have two software systems
to automatically generate star systems. The first (written by
James Perkins) is MegaTraveller compatible and allows you to
generate a single sector at a time (ASCII and PostScript output
are supported). The second program is written by Matt Burdick
<burdick@hpindzb> and generates "real" star systems (based upon
current astrophysical studies). If there is any interest in these 
progrtams, let me know and I'll email them to you (if there is
sufficient interest, I'll post them).

I look forward to hearing from anyone else who has public domain
or shareware software related to Traveller/MT. With any luck, this
will help supply the star system discussion group with something
to talk about and do. For the groups information, the last topic
of discussion was defining requirements for a program that would
generate anything from an entire sector down to a plantary map and
everything in between (ambitious? Yes,... :-).If anyone has any
discussion on the topic of star system generation, send them to 
me (Bill Morrison <morrison@pyr.gatech.edu>) and I'll collect all
the input, "digestify" the messages, and submit the digest to
the Traveller Mailing List.

Star system generation is usually a hot topic, but of late, traffic
on the topic has come to a sreeching halt. If you have anything to
say about Star System Databases, their generation, storage, and display,
I'll be glad to get your input.

- --Bill Morrison
  Star System Discussion Group Coordinator



-------- TML Message #457 --------

Archive-Message-Number: 457
Date: Wed, 26 Jul 89 10:42 EST
From: METLAY@vms.cis.pittsburgh.edu
Subject: GenCon 1989



To any and all Traveller List readers who will be at GenCon next month, 
I extend a heartfelt invitation to get together and swap impossible RPG
stories. You might want to catch me as I bulldoze a few parties in Near
Miss VI: Radio Free Terra, but I'll also be around at other times. You can
find me through the nice folx at the Hyatt Regency.

Hope to see SOMEONE there!

metlay

PS> I will also be collecting a list of questions that people want answered
by the GDW and Digest Group staffs. My first and foremost question is on
the existence of a definitive Imperial UPP Atlas (as has been rumored) and
of its availability. Anything else folx want me to ask before I try to sell
Near Miss to one or the other group and get booted out on my arse? |->




-------- TML Message #458 --------

Archive-Message-Number: 458
Date: Wed, 26 Jul 89 15:51:09 EDT
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: GenCon 89



Digest Group will not be at GenCon this year, just
thought I let you guys know.

			Mac



-------- TML Message #459 --------

Archive-Message-Number: 459
Date: Wed, 26 Jul 89 23:53:07 EDT
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: Another message from Joe.



 SUBJECT: GenCon

 Digest Group Publications WILL NOT have a booth at GenCon this year. The 
 only person from our staff to attend the con will be Gary Thomas. 
 Financially, it is stretching it a bit for us to attend two major 
 conventions in a year. If we attend a con in force, the expenses can eat 
 us alive. Our sales help defray the cost -- but our product line does 
 not yet have enough titles to justify going to both ORIGINS and GenCon 
 -- this year. We ARE planning to attend both ORIGINS and GenCon in 1990.

 However, even though DGP will not be at GenCon in force, our presence 
 will be very apparent:

 We are sponsering the RPGA MegaTraveller Tournament at GenCon this year.
 It's called "To kill an Archduke". (Sorry Scott, that's all I can say 
 right now...it would be unfair to say any more since this is an offical 
 GenCon tournament.)

 We, along with GDW, are producing a full-color promotional MegaTraveller 
 poster of Craig Farley's beautiful art that appears on the cover of 
 World Builder's Handbook. Make sure and get your poster -- they'll be at 
 the GDW booth and they're free. And, make sure your gaming dealer gets 
 one of these posters for his store. The idea with these posters is for 
 us all to use them to promote MegaTraveller. When new players join the 
 game, we all benefit by the growth.

 --Joe, DGP
 ------------

Another message from Joe...

				Mac



-------- TML Message #460 --------

Archive-Message-Number: 460
Date: Wed, 26 Jul 89 20:10 EDT
From: B_MAHONE%UNHH.BITNET@mitvma.mit.edu
Subject: Making Ship plans



A general question: Given ship stats, and a picture, as in the Rebellion
Sourcebook, where is a good place to start if I want to draw ship plans?

The specific project is the TJ-type Transport.  How big is the silly thing?
I know how much it displaces in liquid hydrogen, but that means little to
me in terms of size...  Am I missing something, or are there a number of
"correct" dimensions?

                                   -Bob

b_mahoney@unhh.bitnet



-------- TML Message #461 --------

Archive-Message-Number: 461
Subject: Re: GenCon 1989 
Date: Wed, 26 Jul 89 23:18:40 PDT
From: leonard@bucket.UUCP (Leonard Erickson)


	One item that should be brought to the Digest Group's attention
is that the star does *not* go in the *center* of an elliptical orbit!
Rather, it goes at one of the *foci*. Among other things, this means
that closest approach is *opposite* farthest seperation, not 90 degrees
away from it.

I'll be putting together a letter to them about this, but they need to
know they goofed *soon*!

In case you are wondering where this comes from, take a long hard look
at the diagram on page 65 of _World Builder's Handbook_.

As for the Imperial Atlas data, it would appear that some (most?) of it
will be available early next year in machine readable format. See the
ad on the last page of the handbook.



-------- TML Message #462 --------

Archive-Message-Number: 462
Subject: Re: Making Ship plans 
Date: 27 Jul 89 11:50:06 PDT (Thu)
From: jamesp



Generally, what I do is to first draw an interesting ship shape, with a
front view, top view, and right side view.  It is typically cobbled
together from half a dozen to a dozen roughly geometric shapes; wedges,
cones, hemi-spheres, cylinders, etc., with additional small ignorable
garbage.  I then guess at the rough dimensions that seem "right", from
my rough drawing.  Then I get out my mensuration formulae; i.e. volume
of a cone is 1/3 times the area of the base times the height; volume of
a sphere is 4/3 times pi times the radius squared, etc.  With the aid of
a good calculator, I determine what the actual volume of my drawing is
in cubic meters, and divide by 13.5 to get tons.  The ratio between my
rough-guess volume and the specification volume is the cube of the ratio
between my rough-guess dimensions and the accurate dimensions that would
reflect the specifications.  I adjust my overall dimensions accordingly.

Next, I split the plan into decks, at 3m-intervals.  Sometimes a ship is
"split-level", to optimize volume for deck space.  I then make slices
through my drawings at the deck levels, and copy them to graph paper, at
the correct scaling of 1.5m squares.  I detail the interior with all the
ship's components, then draw final, detailed plans of the exterior.

Fortunately, the "rules" permit 10-20% slop in a plan, so everything
generally comes out okay.  Unfortunately, desgning ships in this manner
requires a good understanding of basic algebra and geometry.

James



-------- TML Message #463 --------

Archive-Message-Number: 463
Date: Thu, 27 Jul 89 11:25:04 EDT
From: ejd@caen.engin.umich.edu (Edward J Driscoll)
Subject: replies/clarifications



Responding to Adrian Hurt, RE: "plans" in the Rebellion Sourcebook:

These are not deck plans, just the same specs you find in the
rulebooks, in (old) supplements 7 & 9, etc.  I apologize for
not being more specific.


Responding to Jim Baranski, RE: Xhosa

When one of the largest worlds in the subsector also has
the lowest population, there has to be some explanation.
The world has a water supply and an atmosphere which is
breathable (albeit only with a filter mask).  It also
has a (frontier) starport.  It seemed obvious to me that
whoever these 90 people were, they had to be special.
I began searching for plausible explanations, and when
I thought of a group of psionic psychohistorians, I knew
that they fit perfectly into the "shattered imperium" setting.
Weren't the foundations formed to reunite a shattered imperium
of their own?

Granted, I could have come up with a more mundane explanation
had I worked at it, but I couldn't see any reason to do so when
this one fit the campaign so well and provided me with a major
instrument of mystery and manipulation.  You can imagine my
delight when I discovered that my primary PC (there is only
one at this point) had not read any of the Foundation books.
Now I'm debating whether or not it would be too much of a dead
give-away to name the NPC I mentioned "Gendibal".


- ---
Ed Driscoll
The University of Michigan
ejd@caen.engin.umich.edu



-------- TML Message #464 --------

Archive-Message-Number: 464
From: (Bertil Jonell) bertil@ranko.cd.chalmers.se
Subject: ?EscapeVentures?
Date: Fri, 28 Jul 89 9:57:34 MET DST


Sorry to take bandwidth with this but:
Today i recieved a letter (SnailMail) from something called the
Escape Ventures, POBox 4330, Virginia Beach VA
The only thing out of the ordinary with that was that the
envelope was opened and *empty*! Since there was no clue to the subject
of the letter on the envelope (I haven't the faintest idea
what "Escape Ventures" is!) i put out this notice.
If those who sent the letter,would please EMail me or repeat the letter.
And if anyone who have a clue what "Escape Ventures" could contact me,
I would be much obliged.
- -bertil-
- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: bertil@cd.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 Carlifornia gas stations" W.Gibson "The Gernsback Continuum"


-------- TML Message #465 --------

Archive-Message-Number: 465
Date: Sun, 30 Jul 89 16:32:30 MDT
From: (SULAIMAN) asulaima@udenva.cair.du.edu
Subject: Ships for Mt



And here finally is the shuttle:

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



		Drochzdidl class Zhodani Shuttle

CraftID:	Fuel Shuttle, Type TY(Z), TL13, MCr 16.95 
Hull:		45/113, Disp=30t, Conf=2SL, Armor=40F
		Unloaded=540t, Loaded=645t. 
Power:		4/8, Fusion=540Mw, Dur=30/90
Loco:		1/2, Maneuver=2, NOE=170, Cruise=750,Top=1000
		Agility=0
Commo:		Radio=Systx1
Sensors:	PassEMS=Substellar, Nutrino=100kw
		PasEngScan=Rout, PasEngPin=Diff
Off:		Missiles  =xx2
			     1
			     1
		Pulse Laser=x02
			      1
			      1
Def: 		DefDM=+3
		Sandcaster=x03
			     1
			     1
Control:	Comp=Model 1x3, Panel=DynLinkx200, Special=HUDx2
 		Env=BasEnv,BasLS, ExtLS, GravPlates,Inert comp.
Accom:		Crew=2(Bridge=2), Seats=Roomyx6, Pass=4
Other:		Cargo=74.25kl, Fuel=435kl, Scoops
		ObjSize=Ave,EMLevel=Faint

A commonly used fuel shuttle. It is well liked for its ability to protect
itself and for its all around ability. It is the only means of refuelling the
Shivva class frigate whom it can fully replenish in 8-9 runs.


Ameer Z. Sulaiman.




-------- TML Message #466 --------

Archive-Message-Number: 466
Date: Sun, 30 Jul 89 16:20:03 MDT
From: (SULAIMAN) asulaima@udenva.cair.du.edu
Subject: Ships for MT


Here's the fighter fot the ship.

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



		AOZPENJ class Zhodani Fighter

CraftID:	Light Fighter, Type FM(Z), TL13, MCr 14.36 
Hull:		8/18, Disp=8t, Conf=1AF, Armor=40F
		Unloaded=197t, Loaded=201t. 
Power:		3/5, Fusion=270Mw, Dur=5/15
Loco:		2/4, StdGravThrust=1150t
		NOE=170kph, Cruise=2475, Top=3276kph
		Agility=4
Commo:		Radio=Systx1
Sensors:	Act EMS=Interplt, PassEMS=planet.
		ActObjScan=Diff, ActObjPin=Diff
		PasEngScan=Rout
Off:		Missiles  =xx3
			     1
			     1
Def: 		DefDM=+8
Control:	Comp=Model 2x3, Panel=DynLinkx50, Special=HUD
 		Env=BasEnv,BasLS, ExtLS, GravPlates,Inert comp.
Accom:		Crew=1(Operator)
		Seats=Roomyx1
Other:		Fuel=18kl,
		ObjSize=Ave, EMLevel=Faint


The Aozpenj class lt fighter is the most commonly found Zhodani fighter. It is
rugged and well liked by its pilots except for its tight accomodations. It is
the primary fighter of the Shivva class patrol frigate.



Ameer Z. Sulaiman.


-------- TML Message #467 --------

Archive-Message-Number: 467
Date: Sun, 30 Jul 89 15:52:11 MDT
From: (SULAIMAN) asulaima@udenva.cair.du.edu
Subject: Ships for MT



Sorry for the delay in posting this ships I was out for a while.

Anyway here is the ubiquitious Shivva class Zho frigate. Further background
is in traveller adv 'Leviathan' and 'Expedition to Zhodane'. Will be posting the
fighter and shuttle forthwith. Note that ship relies on its shuttle for refuelling.
As always comments are welcome:
- -----------------------------------------------------------------------------



		Zhodani 'SHIVVA' Class Patrol Frigate

Craft ID:	Patrol Frigate, Type FP(Z), TL13, MCr 401.52
Hull:		540/1350, Disp=600, Conf=7USL, Armor=40F
		Unloaded=8863, Loaded=9522t
Power:		32/64, Fusion=4320Mw, Dur=17/51
Loco:		27/54, Man=2G, 27/54, Jump=2
		Top=300 Cruise=225kph, Agility=0
Commo:		Radio=Systemx3, Laser=System, Maser=System
Sensors:	ActEMS=FarOrbit, PassEMS=Interst, ActEMS Jammer
		Densitometer=HiPen/100m, Neutrino=100kw
		ActObjScan=Rout, ActObjPin=Rout
		PasObjScan=Diff, PasObjPin=Diff
		PasEngScan=Rout, PasEngPin=Diff
Off:		Beam Laser=x 0 5
		Batt	       1
		Missiles=x 0 3
		Batt  	     1
Def:		DefDM=+7
		Sandcaster=x 0  3
		Batt	        3
		Bear		3
Controls:	Comp=6fibx3, Panel=DynLinkx600, Special=LargeHolo
		HeadsUpHolox2
		Environ=BasicEnv,BasicLS, ExtLS, ArtGrav, InertComp
Accom: 		Crew=22(Bridge=2,Eng=2,Gun=2,Flight=13,Comm=3)
		SmallStaterooms=22,SubCraft=10 Aozpenj class 10t Fighters,
		1 Drochzdidl class shuttle.
Other:		Cargo=310kl, Fuel=3005kl, Fuel Purification(12hrs), No Scoops.
		ObjSize=Average, EMLevel=Moderate







Ameer Z. Sulaiman



-------- TML Message #468 --------

Archive-Message-Number: 468
Date: Mon, 31 Jul 89 11:04:25 EDT
From: ("William B. Morrison") morrison@pyr.gatech.edu


Before I go internet archive hopping, I'd like to know if anyone
in this group has a shar file extraction tool/program for VMS.
We have a few people at VMS sites that can't extract the star 
system generation programs, which are in UNIX shar format. I'd
rather find such a tool than send each of the files seperately.

Thanks.
- --Bill Morrison






-------- TML Message #469 --------

Archive-Message-Number: 469
Date: Wed, 2 Aug 89 09:22:26 MDT
From: (Dan Williams) uunet.uu.net!zephyr.ENS.TEK.COM!salt!china!dan@tektronix.TEK.COM
Subject: Weather generation


The following is a weather generator for areas on earth like planets.  The 
parameters can be modified to suit your needs and the program could
probably be modified to fit any generally earth like world.

# This is a shell archive.  Remove anything before this line, then
# unpack it by saving it in a file and typing "sh file".  (Files
# unpacked will be owned by you and have default permissions.)
#
# This archive contains:
# README Makefile weather.c gregorian.h gulf.h japan.h mid_atlantic.h middle_earth.h n_atlantic.h n_pacific.h s_atlantic.h weather.h

echo x - README
cat > "README" << '//E*O*F README//'
When playing roleplaying games (RPGs), it often adds some realism if the GM
can determine what kind of weather is occuring.  This program generates random
weather for a year that is tunable to various climates.  Several example
climates are included: north, south, and mid atlantic, gulf, and north
pacific.

In addition, several different calendars are included: Gregorian, medieval
Japanese, and the Middle Earth calendar detailed in the appendices of
Tolkien's The Lord of the Rings.

The details of these are provided so that the user can create his or her own
climate profiles or calendars.

Please send any improvements, new climate profiles, new calendars, or
better versions of the current climate profiles to one of the addresses below.

- -----------------------------------------------------------------
Brett Slocum   UUCP: ...uunet!hi-csc!slocum
               Arpa: hi-csc!slocum@uunet.uu.net
"My name is Inigo Montoya. You killed my father. Prepare to die."
- -----------------------------------------------------------------

//E*O*F README//

echo x - Makefile
cat > "Makefile" << '//E*O*F Makefile//'
# Makefile: makefile for weather.c
# 
# make <choice>
# will create a specific climate program.
#
# make
# will create 'england', an English climate program.
#
# make all
# will create all climate programs.
#
# To make addition climate programs, just add the calendar
# and climate choices as -D options.
#
# Calendar choices:
# 
# GREGORIAN - uses essentially modern calendar, without leap years.
#
# JAPAN     - uses medieval Japanese calendar.
#
# MIDDLE_EARTH - uses calendar described in appendices of Tolkien's
#                'The Lord of the Rings'.
#
# Climate choices:
#
# N_ATLANTIC   - useful for Scandinavia coastal or interior continential US
#                or Europe.
# MID_ATLANTIC - useful for England, European coastal, New England, etc.
# S_ATLANTIC   - useful for Spain, Southern coastal US
# GULF         - useful for Gulf States, Mediterranean, etc.
# N_PACIFIC    - useful for Japan, Korea, Southern Alaskan coast, etc.

england: weather.c weather.h gregorian.h mid_atlantic.h
	cc -DGREGORIAN -DMID_ATLANTIC -o england -g weather.c

minnesota: weather.c weather.h gregorian.h n_atlantic.h
	cc -DGREGORIAN -DN_ATLANTIC -o minnesota -g weather.c

japan: weather.c weather.h japan.h n_pacific.h
	cc -DJAPAN -DN_PACIFIC -o japan -g weather.c

florida: weather.c weather.h gregorian.h gulf.h
	cc -DGREGORIAN -DGULF -o florida -g weather.c

shire: weather.c weather.h middle_earth.h mid_atlantic.h
	cc -DMIDDLE_EARTH -DMID_ATLANTIC -o shire -g weather.c

georgia: weather.c weather.h gregorian.h s_atlantic.h
	cc -DGREGORIAN -DS_ATLANTIC -o georgia -g weather.c

all: england minnesota japan florida shire georgia

//E*O*F Makefile//

echo x - weather.c
cat > "weather.c" << '//E*O*F weather.c//'
/**************************************************************************
 *  Weather - generates random weather                                    *
 *                                                                        *
 *  Copyright 1988 by Brett Slocum.  All rights reserved.                 *
 *  Permission is granted to distribute or modify this program, or use    *
 *  portions of this program in other programs, as long as this notice    *
 *  remains intact.                                                       *
 *  This program or its derivatives may not be sold for profit without    *
 *  permission of the author.                                             *
 *                                                                        *
 *  Original UNIX Version: Brett Slocum UUCP: ...uunet!hi-csc!slocum      *
 *                                      ARPA: hi-csc!slocum@uunet.uu.net  *
 *                                                                        *
 **************************************************************************/

#include "weather.h"

typedef UBYTE MONTH_T;

/* Calendar choices */
#ifdef GREGORIAN
#include "gregorian.h"
#else
#ifdef JAPAN
#include "japan.h"
#else
#ifdef MIDDLE_EARTH
#include "middle_earth.h"
#endif
#endif
#endif

/* Climate choices */
#ifdef N_ATLANTIC
#include "n_atlantic.h"
#else
#ifdef MID_ATLANTIC
#include "mid_atlantic.h"
#else
#ifdef S_ATLANTIC
#include "s_atlantic.h"
#else
#ifdef GULF
#include "gulf.h"
#else
#ifdef N_PACIFIC
#include "n_pacific.h"
#endif
#endif
#endif
#endif
#endif

UBYTE Stat_Table[N_MONTHS][N_STAT] = {
    {200,0,0}, {200,0,0}, {200,0,0}, {200,0,0}, {200,0,0}, {200,0,0}, 
    {200,0,0}, {200,0,0}, {200,0,0}, {200,0,0}, {200,0,0}, {200,0,0}
};

WIND_T     Wind = CALM;          /* today's wind conditions */
TEMP_T     Temp_Class = CHILLY;  /* today's temperature class */
PRECIP_T   Precip_Class = NONE;  /* today's precipitation */
WEATHER_T  Weather;              /* today's weather */
OVERCAST_T Sky;                  /* today's sky conditions */

UBYTE Temperature = 0,           /* today's actual temperature */
      Duration = 0;              /* today's precipitation duration */

BOOL Duration_Hours = TRUE,      /* flag that indicates whether precip lasted */
                                 /* hours (TRUE) or minutes (FALSE) */
     Catastrophe = FALSE,        /* flag that indicates whether a catastrophe */
                                 /* occurred today */
     Storm = FALSE,              /* flag that indicates whether precip was a storm */
     Long_Storm = FALSE,         /* flag that indicates whether precip was a */
                                 /* long storm lasting more than one day */
     Snow = FALSE;               /* flag that indicates whether snow fell today */

float Rainfall = 0.0,            /* yearly total rainfall */
      Snowfall = 0.0,            /* yearly total snowfall */
      Snow_Depth = 0.0;          /* today's snow depth, including new accumulations */
                                 /* and melting */

WEATHER_T 
gen_weather(month, ptr_catastrophe)
    MONTH_T month;
    BOOL *ptr_catastrophe;
    /* This routine generates the overall weather for the day. */
    /* It also determines whether a catastrophe has occurred.  */
    /* A catastrophe can be localized or wide-spread, natural  */
    /* or man-made. Such things as fires, earthquakes, floods, */
    /* etc. are possible.                                      */
{
     int       roll;
     WEATHER_T i, 
               return_val;

     /* get die-roll.  if catastrophe, set flag and roll again. */
     do {  
         roll = DIE(100);
         if (roll == 100)
             *ptr_catastrophe = TRUE;
     }
     while (roll == 100);
 
     /* if it rained more than a sprinkle yesterday, it more likely */
     /* to be at least overcast, if not rainy today. */
     if (Precip_Class > SPRINKLE) {
         roll = roll - 10;
         if (roll < 1)
             roll = 1;
     }

     /* find the type of weather from the die-roll */
     return_val = CLEAR;
     for (i = CLEAR; i >= PRECIPITATION; i--)
         if (roll <= Weather_Table[month][i])
             return_val = i;
     return(return_val);
}

TEMP_T 
gen_temp(month)
    MONTH_T month;
    /* generates the day's temperature and set the temp type */
{
     int roll, data, i;
     TEMP_T return_val;

     /* determine temperature variation from monthly average */
     /*   +/- 20 degrees */
     roll = DIE(100);
     data = 8;
     for (i = 8; i >= 0; i--)
         if (roll <= Temp_Variation[i])
             data = i;
     Temperature = Ave_Temp[month] + ((data-4) * 5);

     /* classify the temperature class */
     if (Temperature < 25) 
         return_val = COLD;
     else
     if ((Temperature >= 25) AND (Temperature < 40)) 
         return_val = CHILLY;
     else
     if ((Temperature >= 40) AND (Temperature < 65)) 
         return_val = FAIR;
     else
     if ((Temperature >= 65) AND (Temperature < 80)) 
         return_val = WARM;
     else
     if (Temperature >= 80) 
         return_val = HOT;

     /* accumulate monthly statistics */
     Stat_Table[month][HIGH] = MAX(Temperature, Stat_Table[month][HIGH]);
     Stat_Table[month][LOW] = MIN(Temperature, Stat_Table[month][LOW]);
     return(return_val);
}

WIND_T
gen_wind(month)
    MONTH_T month;
    /* generate the wind class */
{
     int roll;
     WIND_T return_val, i;

     /* modify the roll for current weather.  Clear weather is less likely */
     /* to be windy, and rainy weather is more likely. */
     roll = DIE(100);
     switch (Weather) {
     case CLEAR : 
         roll -= 20;
         break;
     case PRECIPITATION:
         roll += 20;
         break;
     } /* switch */

     /* if yesterday was very windy, today will be windier */
     if (Wind >= BLUSTERY) 
         roll += 20;

     /* limit to boundaries 1-100 */
     if (roll < 1) 
         roll = 1;
     if (roll > 100) 
         roll = 100;

     /* find wind type */
     return_val = GALE;
     for (i = GALE; i >= CALM; i--)
         if (roll <= Wind_Table[month][i]) 
             return_val = i;
     if (Weather == TAIFUN) 
         return_val = GALE;
     return(return_val);
 }

PRECIP_T
gen_precip(month)
    MONTH_T month;
    /* generate today's precipitation */
{
     int roll;
     PRECIP_T return_val, i;

     return_val = NONE;
     if (Weather == PRECIPITATION)
     {
         roll = DIE(100);
         return_val = STEADY;
         for (i = STEADY; i >= SPRINKLE; i--)
             if (roll <= Precip_Table[month][i])
                 return_val = i;
     }

     /* if yesterday had steady precipitation, there is a 1/3 chance */ 
     /* on the second day and 1/6 chance on succeeding days that today */
     /* also has steady precipitation */
     if ((Precip_Class == STEADY) AND (DIE(6) <= 2 - Long_Storm))
     {
         Weather = PRECIPITATION;
         return_val = STEADY;
     }

     return(return_val);
}

void
precip_statistics()
     /* determines various flags including Snow, Storm and Long_Storm. */
     /* Also determines precipitation duration and amount, updates */
     /* yearly Rainfall and Snowfall statistics, daily Snow_Depth, */
     /* and snow melting */
{
     float amount;

     if (Weather == PRECIPITATION)
     {
         /* set flags */
         if (Precip_Class != STEADY) 
             Long_Storm = FALSE;
         if (Temperature < 35)
             Snow = TRUE;
         else
             Snow = FALSE;
         if ((Temp_Class >= WARM) AND ((Precip_Class == SHOWER) OR (Precip_Class == HEAVY)))
             Storm = TRUE;
         else
             Storm = FALSE;
         if (Snow AND (Precip_Class >= HEAVY) AND (Wind >= BLUSTERY))
             Storm = TRUE;

         /* determine duration and amount of precipitation */
         switch (Precip_Class) {
         case SPRINKLE :
             Duration = 5 * DIE(6);
             Duration_Hours = FALSE;
             amount = 0.1;
             break;
         case SHOWER :
             Duration = 10 * (DIE(6) + DIE(6));
             Duration_Hours = FALSE;
             amount = Duration / 100;
             break;
         case HEAVY : 
             Duration = 1 + DIE(6);
             Duration_Hours = TRUE;
             amount = (DIE(4) + (Storm * Duration));
             break;
         case STEADY :
             Duration = 24;
             Duration_Hours = TRUE;
             amount = (DIE(6) + DIE(6)) + (Storm * (DIE(6) + DIE(6))); 
             break;
         }
         if (Storm)
             amount *= 2.0;

         /* update yearly and daily statistics */
         Rainfall += (amount / 10);
         if (Snow)
             {
                 Snow_Depth += amount;
                 Snowfall += amount;
             }
         else
             switch (Precip_Class) {
             case SHOWER : 
                 Snow_Depth -= Duration / 60;
                 break;
             case HEAVY : 
                 Snow_Depth -= Duration;
                 break;
             case STEADY :
                 Snow_Depth -= 12;
                 break;
             }
     }

     /* melt snow in weather above freezing */
     switch (Temp_Class) {
     case CHILLY :
         if (Temperature > 32) 
             Snow_Depth -= 1.0;
         break;
     case FAIR :
         Snow_Depth -= Temperature / 8;
         break;
     case WARM :
         Snow_Depth -= Temperature - 40;
         break;
     case HOT : 
         Snow_Depth -= Temperature - 20;
         break;
     }
     if (Snow_Depth < 0.1)
         Snow_Depth = 0.0;
}

OVERCAST_T
gen_overcast(weather)
    WEATHER_T weather;
    /* generate today's level of cloudiness */
{
     int roll;
     OVERCAST_T return_val, i;

     return_val = CLOUDY;
     switch (weather) {
     case PRECIPITATION:
     case OVERCAST :
          roll = DIE(100);
          return_val = CLOUDY;
          for (i = CLOUDY; i >= HEAVY_FOG; i--)
              if (roll <= Overcast_Table[i])
                  return_val = i;
          break;
     case TAIFUN : return_val = CLOUDY;
     }
     return(return_val);
}

void
print_notes(day, month)
    UBYTE day;
    MONTH_T month;
    /* print snow depth, precipitation type and duration, */
    /* catastrophe, and holidays */
{
     char *precip,
          *dur;

     if (Precip_Class != NONE) 
     {
         if (Snow) 
             precip = (Storm ? "Blizzard" : "Snow");
         else
             precip = (Storm ? "Storm" : "Rain");
         dur = (Duration_Hours ? "hours" : "minutes");
         printf(" %s - %2d %s,", precip, Duration, dur);
     }
     if (Catastrophe)
         printf(" Catastrophe,");
     print_holiday(day, month);
}

void
print_weather(day, month)
    UBYTE day;
    MONTH_T month;
    /* print today's weather */
{
     printf("%4d  %13s", day, Weather_Name[Weather]);
     printf("%11s", ((Weather==CLEAR) ? "Clear" : Overcast_Name[Sky]));
     printf("%8s (%3d)  %8s  %8s", Temp_Name[Temp_Class], Temperature, Precip_Name[Precip_Class], Wind_Name[Wind]);
     if (Snow_Depth > 0.0) 
         printf(" %5.1f\" ", Snow_Depth);
     else
         printf("%8c", ' ');
     print_notes(day, month);
     printf("\n");
 }

void
init_winter()
     /* initialize last year's winter */
{
     UBYTE day;
     MONTH_T month;

     /* calculate snow depth for Oct. thru Dec. */
     for (month = LAST_MONTH-2; month <= LAST_MONTH; month++)
         for (day = 1; day <= Day_Table[month]; day++)
         {
             Catastrophe = FALSE;
             if (DIE(100) > 50) 
                 Weather = gen_weather(month, &Catastrophe);
             Wind = gen_wind(month);
             Temp_Class = gen_temp(month);
             Precip_Class = gen_precip(month);
             precip_statistics();
             Sky = gen_overcast(Weather);
         }
}

init_stat()
{
    MONTH_T month;
    STAT_T stat;

    for (month = FIRST_MONTH; month <= LAST_MONTH; month++)
    {
        Stat_Table[month][LOW] = 200;
        for (stat = AVERAGE; stat <= HIGH; stat++)
            Stat_Table[month][stat] = 0;
    }
}

main(argc, argv)  
int argc;
char *argv[];
{
     int cum_temp;               /* cumulative temp used for calculating average temp */
     unsigned int sunshine = 0;  /* number of days of sunshine */
     MONTH_T month;              /* month counter */
     UBYTE day,                  /* day counter */
           year,                 /* year counter */
           n_years = 1;          /* number of years */

     srandom((int)time(0));
     if (argc > 1)
         n_years = atoi(argv[1]);
     init_winter();
     for (year = 1; year <= n_years; year++)
     {
         Rainfall = 0.0;
         Snowfall = 0.0;
         sunshine = 0;
         init_stat();
         printf("%64c%6s\n", ' ',"Snow");
         printf("Year %3d%11s%11s%14s%10s%10s%7s%7s\n", year, "Weather", "Sky", "Temperature", "Precip", "Wind", "Depth", "Notes");
         for (month = FIRST_MONTH; month <= LAST_MONTH; month++)
         {
             cum_temp = 0;
             printf("%-9s\n", Month_Name[month]);
             for (day = 1; day <= Day_Table[month]; day++)
             {
                 Catastrophe = FALSE;
    
                 /* half the time, Weather is the same as yesterday */
                 if (DIE(100) > 50) 
                     Weather = gen_weather(month, &Catastrophe);
                 Wind = gen_wind(month);
                 Temp_Class = gen_temp(month);
                 cum_temp += Temperature;
                 Precip_Class = gen_precip(month);
                 precip_statistics();
                 Sky = gen_overcast(Weather);
    
                 /* count sunny days */
                 if (Weather == CLEAR) 
                     sunshine++;
                 print_weather(day, month);
             }
             Stat_Table[month][AVERAGE] = (cum_temp / Day_Table[month]);
             printf("High Temp = %3d, Low Temp = %3d, Average Temp = %3d\n\n", Stat_Table[month][HIGH], Stat_Table[month][LOW], Stat_Table[month][AVERAGE]);
         }
         /* print yearly statistics */
         printf("Sunshine = %3d days\n", sunshine);
         printf("Rainfall = %4.1f\"\n", Rainfall);
         printf("Snowfall = %4.1f\"\n\n", Snowfall);
     }
}

//E*O*F weather.c//

echo x - gregorian.h
cat > "gregorian.h" << '//E*O*F gregorian.h//'
/* Copyright 1988 by Brett D. Slocum - 12/12/88 */
/* All rights reserved */
/* This is the calendar include file is for weather generation */
/* It includes calendar and holiday information */

/* To create a new calendar file, 
       1) define month names for use by MONTH_T type,
       2) define FIRST_MONTH and LAST_MONTH,
       3) define string array Month_Name with printable version of month,
       4) define number of days per month array Day_Table,
       5) add printf statements in print_holidays for holidays
*/

/* Month types */
#define JANUARY   0
#define FEBRUARY  1
#define MARCH     2
#define APRIL     3
#define MAY       4
#define JUNE      5
#define JULY      6
#define AUGUST    7
#define SEPTEMBER 8
#define OCTOBER   9
#define NOVEMBER  10
#define DECEMBER  11

#define FIRST_MONTH JANUARY
#define LAST_MONTH  DECEMBER

#define N_MONTHS (LAST_MONTH - FIRST_MONTH) + 1

char *Month_Name[N_MONTHS] = {
    "January", 
    "February",
    "March",
    "April",
    "May",
    "June",
    "July",
    "August",
    "September",
    "October",
    "November",
    "December"
};

UBYTE Day_Table[N_MONTHS] = {31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31};

void
print_holiday(day, month)
    UBYTE day;
    MONTH_T month;
{
     switch (month) {
     case JANUARY : 
         if (day == 1) 
             printf(" New Years (s)");
         if (day == 6) 
             printf(" Twelfth Night");
         break;
     case FEBRUARY : 
         if (day == 2) 
             printf(" Candlemas");
         if (day == 14) 
             printf(" St. Valentine's Day");
         break;
     case MARCH : 
         if (day == 21) 
             printf(" Spring Equinox");
         break;
     case APRIL : 
         break;
     case MAY : 
         if (day == 1) 
             printf(" May Day");
         break;
     case JUNE : 
         if (day == 21) 
             printf(" Midsummer Day");
         break;
     case JULY : 
         break;
     case AUGUST : 
         if (day == 2) 
             printf(" Lammas");
         break;
     case SEPTEMBER : 
         if (day == 21) 
             printf(" Fall Equinox");
         break;
     case OCTOBER : 
         if (day == 31) 
             printf(" Halloween");
         break;
     case NOVEMBER : 
         break;
     case DECEMBER : 
         if (day == 21) 
             printf(" Winter Solstice");
         if (day == 25) 
             printf(" Christmas");
         break;
     }
}

//E*O*F gregorian.h//

echo x - gulf.h
cat > "gulf.h" << '//E*O*F gulf.h//'
/* Most of the info provided in this file could be found in an almanac. */

/* Ave_Temp       - the average temperature for each month */
/* Weather_Table  - each entry in the table is the weather profile for each month */
/*                  for a random 1-100 die roll. */
/*  month profile - {precipitation, overcast, taifun/hurricane, clear} */        
/*        example - {30,35,0,100} means that in this month a roll of : */
/*                  1-30  = precipitation        */
/*                 31-35  = overcast             */
/*                 no chance of taifun/hurricane */
/*                 36-100 = clear                */

/* Wind_Table     - is structured like the Weather_Table. */
/*  month profile - {Calm, Light, Brisk, Blustery, Gale}  */

/* Precip_Table   - as above */
/*  month profile - {None, Sprinkle, Shower, Heavy, Steady} */

/* Overcast_Table - {Heavy Fog, Light Fog, Mist, Cloudy} */

UBYTE Ave_Temp[N_MONTHS] = {65, 70, 75, 80, 85, 95, 95, 90, 85, 75, 70, 65};

UBYTE Weather_Table[N_MONTHS][N_WEATHER] = {
    {30,35,0,100}, {25,35,0,100}, {20,30,0,100}, {35,50,0,100}, {25,40,0,100}, {15,25,0,100}, 
    {10,15,0,100}, {10,15,0,100}, {15,25,0,100}, {25,35,0,100}, {25,40,0,100}, {30,45,0,100}
};

UBYTE Wind_Table[N_MONTHS][N_WIND] = {
    {60,80,90,100,0}, {50,70,85,100,0}, {40,60,75,99,100}, {60,85,95,100,0}, {70,90,100,0,0}, {80,90,100,0,0}, 
    {80,100,0,0,0}, {80,100,0,0,0}, {60,80,95,100,0}, {40,65,85,97,100}, {40,60,80,95,100}, {60,80,90,100,0}
};

UBYTE Precip_Table[N_MONTHS][N_PRECIP] = {
    {0,40,70,80,100},
    {0,50,80,95,100},
    {0,60,80,100,0},
    {0,40,70,90,100},
    {0,50,80,100,0},
    {0,60,90,100,0},
    {0,80,95,100,0},
    {0,80,95,100,0},
    {0,60,80,90,100},
    {0,50,80,90,100},
    {0,40,70,85,100},
    {0,40,70,80,100}
};

UBYTE Overcast_Table[N_OVERCAST] = {10,20,70,100};


//E*O*F gulf.h//

echo x - japan.h
cat > "japan.h" << '//E*O*F japan.h//'
/* Copyright 1988 by Brett D. Slocum - 12/12/88 */
/* All rights reserved */
/* This is the calendar include file is for weather generation */
/* It includes calendar and holiday information */

/* To create a new calendar file, 
       1) define month names for use by MONTH_T type,
       2) define FIRST_MONTH and LAST_MONTH,
       3) define string array Month_Name with printable version of month,
       4) define number of days per month array Day_Table,
       5) add printf statements in print_holidays for holidays
*/

/* Month types */
#define RAT    0
#define BULL   1
#define TIGER  2
#define HARE   3
#define DRAGON 4
#define SNAKE  5
#define HORSE  6
#define SHEEP  7
#define MONKEY 8
#define BIRD   9
#define DOG    10
#define BOAR   11

#define FIRST_MONTH RAT
#define LAST_MONTH  BOAR

#define N_MONTHS (LAST_MONTH - FIRST_MONTH) + 1

/* text version of month names */
char *Month_Name[N_MONTHS] = {
    "Rat",
    "Bull",
    "Tiger",
    "Hare",
    "Dragon",
    "Snake",
    "Horse",
    "Sheep",
    "Monkey",
    "Bird",
    "Dog",
    "Boar"
};

/* table of days per month */
UBYTE Day_Table[N_MONTHS] = {29, 30, 29, 30, 29, 30, 29, 30, 29, 30, 29, 30};

void
print_holiday(day,month)
    UBYTE day;
    MONTH_T month;
    /* prints holidays that fall on a given day */
{
     if (day == 15)
         printf(" Full Moon,");
     if (day == Day_Table[month])
         printf(" New Moon,");
     switch (day) { 
     case 1:
     case 15 : printf(" Shinto,");
          break;
     case 8:
     case 18 : printf(" Buddhist,");
          break;
     case 28 : printf(" Buddhist, Shinto,");
          break;
     }
     switch (month) {
     case RAT : 
         if ((day >= 1) AND (day <= 6))
             printf(" New Years (s)");
         break;
     case BULL :
         switch (day) { 
         case 1: case 2: case 4: case 5: case 6: case 7:
             printf(" Equinox (b)");
             break;
         case 3: 
             printf(" Setsuban (1st Day of Spring) (s)");
             break;
         }
         break;
     case TIGER :
         if (day == 3) 
             printf(" Doll Festival (c)");
         break;
     case HARE :
         if (day == 8)
             printf(" Buddha's Birthday (b)");
         break;
     case DRAGON :
         if (day == 5) 
             printf(" Boy's Day (c)");
         break;
     case SNAKE :
         switch (day) {
         case 1: case 2: case 3: case 4: case 5: case 6: case 7: 
             printf(" Rice Planting Festival (p)");
             break;
         case 30 : 
             printf(" All debts paid (p)");
         }
         break;
     case HORSE :
         switch (day) {
         case 1 : 
             printf(" Midyear (p)");
             break;
         case 7 : 
             printf(" Tanabata (Star Festival) (c)");
             break;
         case 13: case 14: case 15: 
             printf(" Bon Festival (for the dead) (b)");
         }
         break;
     case SHEEP :
         if ((day >= 1) AND (day <= 7)) 
             printf(" Equinox (b)");
         break;
     case BIRD :
         switch (day) { 
         case 15 : 
              printf(" Rice Harvest Festival (p)");
              break;
         case 20 : 
              printf(" Festival of Ebishu (s)");
         } 
         break;
     case DOG :
         if (day == 8) 
             printf(" Feast of the Bellows (s)");
         break;
     case BOAR :
         if (day == 30) 
             printf(" All debts paid (p)");
     }
}

//E*O*F japan.h//

echo x - mid_atlantic.h
cat > "mid_atlantic.h" << '//E*O*F mid_atlantic.h//'
/* Most of the info provided in this file could be found in an almanac. */

/* Ave_Temp       - the average temperature for each month */
/* Weather_Table  - each entry in the table is the weather profile for each month */
/*                  for a random 1-100 die roll. */
/*  month profile - {precipitation, overcast, taifun/hurricane, clear} */        
/*        example - {30,35,0,100} means that in this month a roll of : */
/*                  1-30  = precipitation        */
/*                 31-35  = overcast             */
/*                 no chance of taifun/hurricane */
/*                 36-100 = clear                */

/* Wind_Table     - is structured like the Weather_Table. */
/*  month profile - {Calm, Light, Brisk, Blustery, Gale}  */

/* Precip_Table   - as above */
/*  month profile - {None, Sprinkle, Shower, Heavy, Steady} */

/* Overcast_Table - {Heavy Fog, Light Fog, Mist, Cloudy} */

UBYTE Ave_Temp[N_MONTHS] = {20, 35, 45, 55, 65, 75, 85, 80, 65, 50, 35, 25};

UBYTE Weather_Table[N_MONTHS][N_WEATHER] = {
    {30,35,0,100}, {25,35,0,100}, {20,30,0,100}, {35,50,0,100}, {25,40,0,100}, {15,25,0,100}, 
    {10,15,0,100}, {10,15,0,100}, {15,25,0,100}, {25,35,0,100}, {25,40,0,100}, {30,45,0,100}
};

UBYTE Wind_Table[N_MONTHS][N_WIND] = {
    {60,80,90,100,0}, {50,70,85,100,0}, {40,60,75,95,100}, {60,85,95,100,0}, {70,90,100,0,0}, {80,90,100,0,0}, 
    {80,100,0,0,0}, {80,100,0,0,0}, {60,80,95,100,0}, {40,65,85,95,100}, {40,60,80,90,100}, {60,80,90,95,100}
};

UBYTE Precip_Table[N_MONTHS][N_PRECIP] = {
    {0,40,70,80,100},
    {0,50,80,95,100},
    {0,60,80,100,0},
    {0,40,70,90,100},
    {0,50,80,100,0},
    {0,60,90,100,0},
    {0,80,95,100,0},
    {0,80,95,100,0},
    {0,60,80,90,100},
    {0,50,80,90,100},
    {0,40,70,85,100},
    {0,40,70,80,100}
};

UBYTE Overcast_Table[N_OVERCAST] = {10,20,70,100};


//E*O*F mid_atlantic.h//

echo x - middle_earth.h
cat > "middle_earth.h" << '//E*O*F middle_earth.h//'
/* Copyright 1988 by Brett D. Slocum - 12/12/88 */
/* All rights reserved */
/* This is the calendar include file is for weather generation */
/* It includes calendar and holiday information */

/* To create a new calendar file, 
       1) define month names for use by MONTH_T type,
       2) define FIRST_MONTH and LAST_MONTH,
       3) define string array Month_Name with printable version of month,
       4) define number of days per month array Day_Table,
       5) add printf statements in print_holidays for holidays
*/

/* Month types */
#define AFTERYULE   0
#define SOLMATH     1
#define RETHE       2
#define ASTRON      3
#define THRIMIDGE   4
#define FORELITHE   5
#define AFTERLITHE  6
#define WEDMATH     7
#define HALIMATH    8
#define WINTERFILTH 9
#define BLOTMATH    10
#define FOREYULE    11

#define FIRST_MONTH AFTERYULE
#define LAST_MONTH  FOREYULE

#define N_MONTHS (LAST_MONTH - FIRST_MONTH) + 1

char *Month_Name[N_MONTHS] = {
    "Afteryule",
    "Solmath",
    "Rethe",
    "Astron",
    "Thrimidge",
    "Forelithe",
    "Afterlithe",
    "Wedmath",
    "Halimath",
    "Winterfilth",
    "Blotmath",
    "Foreyule",
};

UBYTE Day_Table[N_MONTHS] = {30, 30, 30, 30, 30, 31, 30, 30, 30, 30, 30, 34};

void
print_holiday(day, month)
    UBYTE day;
    MONTH_T month;
{
     switch (month) {
     case AFTERYULE:
         break;
     case SOLMATH:
         break;
     case RETHE:
         break;
     case ASTRON:
         break;
     case THRIMIDGE:
         break;
     case FORELITHE:
         if (day == 31) 
             printf(" Midsummer Day");
         break;
     case AFTERLITHE:
         break;
     case WEDMATH:
         break;
     case HALIMATH:
         break;
     case WINTERFILTH:
         break;
     case BLOTMATH:
         break;
     case FOREYULE:
         if ((day >= 31) AND (day <= 34))
             printf(" Yule");
         break;
     }
}

//E*O*F middle_earth.h//

echo x - n_atlantic.h
cat > "n_atlantic.h" << '//E*O*F n_atlantic.h//'
/* Most of the info provided in this file could be found in an almanac. */

/* Ave_Temp       - the average temperature for each month */
/* Weather_Table  - each entry in the table is the weather profile for each month */
/*                  for a random 1-100 die roll. */
/*  month profile - {precipitation, overcast, taifun/hurricane, clear} */        
/*        example - {30,35,0,100} means that in this month a roll of : */
/*                  1-30  = precipitation        */
/*                 31-35  = overcast             */
/*                 no chance of taifun/hurricane */
/*                 36-100 = clear                */

/* Wind_Table     - is structured like the Weather_Table. */
/*  month profile - {Calm, Light, Brisk, Blustery, Gale}  */

/* Precip_Table   - as above */
/*  month profile - {None, Sprinkle, Shower, Heavy, Steady} */

/* Overcast_Table - {Heavy Fog, Light Fog, Mist, Cloudy} */

UBYTE Ave_Temp[N_MONTHS] = {10, 15, 25, 40, 55, 70, 85, 80, 60, 35, 20, 15};

UBYTE Weather_Table[N_MONTHS][N_WEATHER] = {
    {30,40,0,100}, /* January or the first month in non-Gregorian calendar */
    {25,35,0,100}, /* February */
    {20,30,0,100}, /* March */
    {35,50,0,100}, /* April */
    {25,40,0,100}, /* May */
    {15,25,0,100}, /* June */
    {10,15,0,100}, /* July */
    {10,15,0,100}, /* August */
    {15,30,0,100}, /* September */
    {25,40,0,100}, /* October */
    {25,40,0,100}, /* November */
    {30,45,0,100}  /* December */
};

UBYTE Wind_Table[N_MONTHS][N_WIND] = {
    {60,80,90,100,0},    /* January */
    {50,70,85,100,0},    /* February */  
    {40,60,75,95,100},   /* March */     
    {60,85,95,100,0},    /* April */     
    {70,90,100,0,0},     /* May */       
    {80,90,100,0,0},     /* June */      
    {80,100,0,0,0},      /* July */      
    {80,100,0,0,0},      /* August */    
    {60,80,95,100,0},    /* September */ 
    {40,65,85,95,100},   /* October */   
    {40,60,80,90,100},   /* November */  
    {60,80,90,95,100}    /* December */  
};

UBYTE Precip_Table[N_MONTHS][N_PRECIP] = {
    {0,40,70,80,100},   /* January */  
    {0,50,80,95,100},   /* February */ 
    {0,60,80,100,0},    /* March */    
    {0,40,70,90,100},   /* April */    
    {0,50,80,100,0},    /* May */      
    {0,60,90,100,0},    /* June */     
    {0,80,95,100,0},    /* July */     
    {0,80,95,100,0},    /* August */   
    {0,60,80,90,100},   /* September */
    {0,50,80,90,100},   /* October */  
    {0,40,70,85,100},   /* November */ 
    {0,40,70,80,100}    /* December */ 
};

UBYTE Overcast_Table[N_OVERCAST] = {10,20,70,100};


//E*O*F n_atlantic.h//

echo x - n_pacific.h
cat > "n_pacific.h" << '//E*O*F n_pacific.h//'
/* Most of the info provided in this file could be found in an almanac. */

/* Ave_Temp       - the average temperature for each month */
/* Weather_Table  - each entry in the table is the weather profile for each month */
/*                  for a random 1-100 die roll. */
/*  month profile - {precipitation, overcast, taifun/hurricane, clear} */        
/*        example - {30,35,0,100} means that in this month a roll of : */
/*                  1-30  = precipitation        */
/*                 31-35  = overcast             */
/*                 no chance of taifun/hurricane */
/*                 36-100 = clear                */

/* Wind_Table     - is structured like the Weather_Table. */
/*  month profile - {Calm, Light, Brisk, Blustery, Gale}  */

/* Precip_Table   - as above */
/*  month profile - {None, Sprinkle, Shower, Heavy, Steady} */

/* Overcast_Table - {Heavy Fog, Light Fog, Mist, Cloudy} */

UBYTE Ave_Temp[N_MONTHS] = {40, 50, 60, 65, 70, 80, 85, 75, 65, 50, 40, 35};

UBYTE Weather_Table[N_MONTHS][N_WEATHER] = {
    {10,15,0,100}, {35,45,0,100}, {50,70,0,100}, {50,70,0,100}, {50,60,0,100}, {50,60,0,100}, 
    {35,40,0,100}, {40,45,55,100}, {40,45,55,100}, {10,15,17,100}, {10,15,0,100}, {10,15,0,100}
};

UBYTE Wind_Table[N_MONTHS][N_WIND] = {
    {40,70,90,100,0}, {40,70,90,100,0}, {40,70,90,100,0}, {40,70,90,100,0}, {40,70,90,100,0}, {40,70,90,100,0}, 
    {40,70,90,100,0}, {40,70,90,100,0}, {40,70,90,100,0}, {40,70,90,100,0}, {40,70,90,100,0}, {40,70,90,100,0}
};

UBYTE Precip_Table[N_MONTHS][N_PRECIP] = {
    {0,40,70,80,100},
    {0,50,80,95,100},
    {0,60,80,100,0},
    {0,40,70,90,100},
    {0,50,80,100,0},
    {0,60,90,100,0},
    {0,80,95,100,0},
    {0,80,95,100,0},
    {0,60,80,90,100},
    {0,50,80,90,100},
    {0,40,70,85,100},
    {0,40,70,80,100}
};

UBYTE Overcast_Table[N_OVERCAST] = {10,20,70,100};


//E*O*F n_pacific.h//

echo x - s_atlantic.h
cat > "s_atlantic.h" << '//E*O*F s_atlantic.h//'
/* Most of the info provided in this file could be found in an almanac. */

/* Ave_Temp       - the average temperature for each month */
/* Weather_Table  - each entry in the table is the weather profile for each month */
/*                  for a random 1-100 die roll. */
/*  month profile - {precipitation, overcast, taifun/hurricane, clear} */        
/*        example - {30,35,0,100} means that in this month a roll of : */
/*                  1-30  = precipitation        */
/*                 31-35  = overcast             */
/*                 no chance of taifun/hurricane */
/*                 36-100 = clear                */

/* Wind_Table     - is structured like the Weather_Table. */
/*  month profile - {Calm, Light, Brisk, Blustery, Gale}  */

/* Precip_Table   - as above */
/*  month profile - {None, Sprinkle, Shower, Heavy, Steady} */

/* Overcast_Table - {Heavy Fog, Light Fog, Mist, Cloudy} */

UBYTE Ave_Temp[N_MONTHS] = {50, 60, 65, 70, 75, 80, 85, 80, 75, 65, 55, 50};

UBYTE Weather_Table[N_MONTHS][N_WEATHER] = {
    {30,35,0,100}, {25,35,0,100}, {20,30,0,100}, {35,50,0,100}, {25,40,0,100}, {15,25,0,100}, 
    {10,15,0,100}, {10,15,0,100}, {15,25,0,100}, {25,35,0,100}, {25,40,0,100}, {30,45,0,100}
};

UBYTE Wind_Table[N_MONTHS][N_WIND] = {
    {60,80,90,100,0}, {50,70,85,100,0}, {40,60,75,99,100}, {60,85,95,100,0}, {70,90,100,0,0}, {80,90,100,0,0}, 
    {80,100,0,0,0}, {80,100,0,0,0}, {60,80,95,100,0}, {40,65,85,97,100}, {40,60,80,95,100}, {60,80,90,100,0}
};

UBYTE Precip_Table[N_MONTHS][N_PRECIP] = {
    {0,40,70,80,100},
    {0,50,80,95,100},
    {0,60,80,100,0},
    {0,40,70,90,100},
    {0,50,80,100,0},
    {0,60,90,100,0},
    {0,80,95,100,0},
    {0,80,95,100,0},
    {0,60,80,90,100},
    {0,50,80,90,100},
    {0,40,70,85,100},
    {0,40,70,80,100}
};

UBYTE Overcast_Table[N_OVERCAST] = {10,20,70,100};


//E*O*F s_atlantic.h//

echo x - weather.h
cat > "weather.h" << '//E*O*F weather.h//'
#ifdef SYSV
#define srandom srand48
#define random lrand48
#endif

#define DIE(n) ((int)(random() % (unsigned)n)+1)
#define MIN(a,b) ((a<b) ? a : b)
#define MAX(a,b) ((a>b) ? a : b)

#define AND &&
#define OR  ||

typedef unsigned char UBYTE;
typedef UBYTE BOOL;

typedef short STAT_T;
typedef short WEATHER_T;
typedef short OVERCAST_T;
typedef short WIND_T;
typedef short TEMP_T;
typedef short PRECIP_T;

/* Boolean types */
#define FALSE 0
#define TRUE  1

/* Statistics types */
#define N_STAT  3
#define LOW     0
#define AVERAGE 1
#define HIGH    2

/* Weather types */
#define N_WEATHER     4
#define PRECIPITATION 0
#define OVERCAST      1
#define TAIFUN        2
#define CLEAR         3

char *Weather_Name[N_WEATHER] = {
    "Precipitation",
    "Overcast",
    "Typhoon",
    "Clear"
};

/* Overcast types */
#define N_OVERCAST 4
#define HEAVY_FOG  0
#define LIGHT_FOG  1
#define MIST       2
#define CLOUDY     3

char *Overcast_Name[N_OVERCAST] = {
    "Heavy Fog",
    "Light Fog",
    "Mist",
    "Cloudy",
};

/* Wind types */
#define N_WIND   5
#define CALM     0
#define LIGHT    1
#define BRISK    2
#define BLUSTERY 3
#define GALE     4

char *Wind_Name[N_WIND] = {
    "Calm",
    "Light",
    "Brisk",
    "Blustery",
    "Gale",
};

/* Temperature types */
#define N_TEMP 5
#define COLD   0
#define CHILLY 1
#define FAIR   2
#define WARM   3
#define HOT    4

char *Temp_Name[N_TEMP] = {
    "Cold",
    "Chilly",
    "Fair",
    "Warm",
    "Hot",
};

/* Precipitation types */
#define N_PRECIP 5
#define NONE     0
#define SPRINKLE 1
#define SHOWER   2
#define HEAVY    3
#define STEADY   4

char *Precip_Name[N_PRECIP] = {
    "None",
    "Sprinkle",
    "Shower",
    "Heavy",
    "Steady",
};

UBYTE Temp_Variation[9] = {1, 5, 13, 25, 75, 87, 95, 99, 100};
//E*O*F weather.h//

exit 0


| Dan Williams (uunet!china!dan) | FRP: It's not just a game,        |
|       MCDONNELL DOUGLAS        |            it's an adventure!     |
|           Denver CO            | "Of course thats just my opinion" |



-------- TML Message #470 --------

Archive-Message-Number: 470
Date: Wed, 2 Aug 89 13:00:06 -0500
From: uxc.cso.uiuc.edu!zephyr.ENS.TEK.COM!gslisa!gsliss!jcunning@tektronix.TEK.COM
Subject: Gencon



I will be at Gencon Saturday, and possibly on Friday. On Saturday
I'll be wearing my old Huscarles T-shirt from way back. I now wear
it only once a year lest it fall apart. Say hello. Hope to see you there.


				Jim Cunningham
Traveller Relic




-------- TML Message #471 --------

Archive-Message-Number: 471
From: (Steven J Owens) scratch@unix.cis.pittsburgh.edu
Date: Thu, 3 Aug 89 1:12:52 EDT
Subject: Vehicular Rules?






-------- TML Message #472 --------

Archive-Message-Number: 472
From: scratch@unix.cis.pittsburgh.edu (Steven J Owens)
Date: Thu, 3 Aug 89 18:41:04 EDT
Subject: Vehicular Rules


[Let's try this again -- James]

A few messages back somebody was discussing vehicles... I didn't have
much to contribute to that conversation, but it got me thinking (always
a dangerous condition :-) about something I was interested in awhile
back when I played Traveller more actively.  Namely, vehicle design
rules and vehicular combat.  Now, I know that striker has rules for
both design and combat, altthough they are more oriented towards tanks
and such than civilian vehicles.  There was an article in one of the
TASJs about designing civilian vehicles with Striker rules.
 
	What I'm interested in is rules to handle designing normal
civilian vehicles and even armored and/or heavily armed civilian
vehicles, plus rules for combat with them, with only a few vehicles
instead of many.  Of course a system that could handle both ends of the
scale, military and civilian, many and few, would be just as fine.  So
the question is, does such a system exist?  I'm totally unfamiliar with
the new rules, so I don't know if they have anything useful.  I'm not a
Striker aficianado, so if there's one out there, can that system be
tweaked sufficiently to handle what I'm talking about? 
 
	I used to play car wars a bit, and we even cobbled up a
simplistic conversion for car wars style combat in a traveller universe
(the GM liked CW also, and much of our gaming took place on a world
suited to the genre).  I'd like a good set of rules to handle this
stuff, and am open to suggestions.  While I'm at it, a good car battle
game to replace car wars would be nice too... (something very
high-techish, but flexible enough to use with other systems would be
PERFECT!) 
 
Steven J. Owens  		| "Twist ye, twine ye!  Even so,
Scratch@Pittvms  		|  Mingled shades of joy and woe,
Scratch@unix.cis.pitt.edu	|  Hope and fear, and peace, and strife,
				|  In the thread of human life."



-------- TML Message #473 --------

Archive-Message-Number: 473
Date: Fri, 4 Aug 89 21:43:58 EDT
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: Vehicle



	The new rules does cover creating vehicles of any kind. And new combat
system also handles vehicle combats well. 

			Mac



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


-------- TML Message #474 --------

Archive-Message-Number: 474
Date: Sat, 5 Aug 89 03:29:12 -0400
From: (Mail Delivery Subsystem) MAILER-DAEMON@unix.cis.pittsburgh.edu
Subject: Returned mail: User unknown


   ----- Transcript of session follows -----
>>> RCPT To:<@RELAY.CS.NET>
<<< 550 Unable to parse address
550 @RELAY.CS.NET... User unknown

   ----- Unsent message follows -----
Received: by unix.cis.pittsburgh.edu (5.61/6.37)
	id AA09699; Sat, 5 Aug 89 03:29:12 -0400
From: Steven J Owens <scratch>
Message-Id: <8908050729.AA09699@unix.cis.pittsburgh.edu>
To: @RELAY.CS.NET, @tektronix.tek.com:jamesp@dadla.la.tek.com
Date: Sat, 5 Aug 89 3:29:11 EDT
Subject: Re: Vehicle
In-Reply-To: Message from "@RELAY.CS.NET,@tektronix.tek.com:jamesp@dadla.la.tek.com" of Aug 4, 89 at 9:43 pm
X-Mailer: Elm [version 1.5b]

> 	The new rules does cover creating vehicles of any kind. And new combat
> system also handles vehicle combats well. 
> 
> 			Mac

	Uhmmm... Mac, it's not that I don't appreciate the response, but
I'm not about to go blow $$$$ on Megatraveller when I have no likelihood 
of being involved in campaign any time this year.  Could you expand on 
this answer?  How well does the vehicular design and combat system work?
Is it suitable for single, civilian vehicles as well as multiple military
vehicles?  What kind of action happens with the combat?  How fast can a
vehicle be designed, and how quickly does the action move once in combat?
What range of vehicles can be designed?  What technologies are allowed?
Can you give me some samples of a short combat or vehicle design?  I'm
all eyes, hit me with your best shot (to mix two cliches :-)

Steven J. Owens  |  Scratch@Pittvms  |  Scratch@unix.cis.pitt.edu

"As far as the ethics of all of this may have been concerned, I'm not
 sure there's any good sense in imposing questions of ethics upon a
 profession which has muddled along for centuries without any."

	_Telling_Lies_For_Fun_&_Profit_, Lawrence Block




-------- TML Message #475 --------

Archive-Message-Number: 475
Date: Sun, 6 Aug 89 15:30:29 EDT
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: Re: Vehicles



	The process of designing a vehicle is, well a bit too long. First,
you choose a hull design, and decide its size and configuration and armor.
Power supply comes next, then locomotion, communication, sensors and 
electronics, weapons if you want, screens if you want, bridge if needed, 
accommodations, and fuel. The system was designed in a way so that you can
use it to create vehicles, starships, or small crafts. The only thing I don't
really like is that it took a long time just to create a craft of any kind.

	You can design crafts of any kind up to Tech level 21.

	As for combat, well vehicle combat is covered in the personal combat
section, a vehicle is not very different from a person in combat except
it has more firepower/armor. The combat between two vehicles doesn't take
any longer than the combat between two people, thanks to the task system.
You can use civilan vehicles in the combat, too. It just can't fire back,
that's all. What kind of actions occur in combat? Well, you can fire,
you can evade, or intrupt someone else's turn if your turn go before his.
Image, tank A is fighting against B and C. A is aimming B ready to fire, but
C goes first. Thus C decides to perform a intrupt on A, (the form of intrupt
is up to you, you can fire or whatever. As long as it's something that A can't
ingnor. If you succed hitting A and push it aside. A lost it's turn, and B is
safe.) Using the combat system, I have done as many as 15 vehicles combat
without dragging it down...

			Mac



-------- TML Message #476 --------

Archive-Message-Number: 476
From: scratch@unix.cis.pittsburgh.edu (Steven J Owens)
Date: Mon, 7 Aug 89 9:00:08 EDT
Subject: Re: Vehicles


> 	The process of designing a vehicle is, well a bit too long...

	Hmm... I see what you mean.  But surely you can cut certain steps
out depending upon what kind of vehicle you're designing?  Or make the
answers "standard" for a certain class of vehicle.  I agree with you, it
sounds great, perhaps I can get my traveller-playing cousin (hello there
David) to buy the system so I can look at it :-)  Then he can play traveller
and I can autoduel and we'll both be happy :-)

> 	You can design crafts of any kind up to Tech level 21.

	Sounds fun... what kind of options are at that level?  Hmmm...
for that matter, I don't recall much in the old system being above TL16,
aside from a little chart that had vague things like "anti-matter power"
or "personal disintegrator weapons" or "teleportation" etc.

> 	As for combat, well vehicle combat is covered in the personal combat
> section, a vehicle is not very different from a person in combat except
> it has more firepower/armor.

	Hmmm... this doesn't sound perfect.  I realize that ground vehicles
(Cars) are a relatively small portion of the spectrum of vehicles possible,
but do they all move the way human beings do?  Or are there accel/deccel
rules and such?  From what's been said, I suspect that "grafting" on an
adaptation of such rules might work well.

> The combat between two vehicles doesn't take any longer than the combat
> between two people, thanks to the task system.

	How does this task system work?  I've seen various "task systems"
for skills-based RPGs, basically a basic skill plus modifiers for conditions.
Is this similar, or more involved?
 
	Thanks for all of the information.  This is sounding like a more
attractive system the more I hear about it!  (Now if only I had the cash...
anybody know anybody who needs a decent tech writer?  How about an FRPG
writer? :-)

Steven J. Owens  |  Scratch@PITTVMS  |  scratch@unix.cis.pitt.edu

"Okay, Major Jonathan "Wrong-Is" Wright rubs his magic ring of Imperial
 Intervention and twenty stormtroopers wearing battledress  and carrying
 gauss rifles pop out of the microwave oven..."
 
	- Sean T. Grape, in a truly bizarre traveller campaign...
 (Anybody seen this guy recently?  He's probably on the net, somewhere...)



-------- TML Message #477 --------

Archive-Message-Number: 477
Subject: Re: Vehicle 
Date: 07 Aug 89 10:41:06 PDT (Mon)
From: jamesp



> How well does the vehicular design and combat system work?

Slowly, arduously.  It helps to have a spreadsheet so you can trade off
options.  Naturally, it takes a long time to set up your calculator.

> Is it suitable for single, civilian vehicles as well as multiple military
> vehicles?

Yes, the combat system works for everything.  Civilian vehicles just tend to
have lousy armor and no weapons.

> What kind of action happens with the combat?

Being an armchair MT reader, and not having exercised this, I bow to the
knowledge of other, more-experienced MT refs.

> How fast can a
> vehicle be designed, and how quickly does the action move once in combat?

I'd guess at about 4 hours, maybe half-an-hour with a pre-completed
spreadsheet.

> What range of vehicles can be designed?  What technologies are allowed?

Anything you can imagine and that you can stuff into your hull.

> Can you give me some samples of a short combat or vehicle design?

Some samples?  Okay, here's a ground car from p. 76 of the Imperial
Encycopedia:

				Ground Car
	CraftID:	Ground Car, TL 5, Cr5600
	Hull:		2/5, Disp = 2, Config = 4 USL, Armor = 4B,
			Unloaded = 8.2tons, Loaded = 9.9tons
	Power:		1/2, IntCombust = 0.3Mw, Duration = 0.2/0.6
	Loco:		1/2, Wheels Road = 85 kph, OffRoad = 30 kph
	Commo:		None (some have a radio receiver)
	Sensors:	None
	Off/Def:	HardPoints = 1
	Control:	Panel = Mechanical, Environ = basic env
	Accomm:		Crew = 1 (Operator = 1), Seats = cramped x 6
	Other:		Cargo = 1.5kliters, Fuel = 2.1kliters, ObjSize = small,
			EMLevel = faint
	The ground car is an ordinary self-powered vehicle suitable for use
	in civilized areas on low-tech worlds.

The above UCP (Universal Craft Profile) is arrived at via a long and
tortured design method.  Unfortunately some of the numbers seem a little
silly.  8.2 tons (0-100kph in only 125 seconds)! 2100 liters of fuel
(500 gallons)? Come on! Maybe these are covered in the MT errata.

> I'm all eyes, hit me with your best shot (to mix two cliches :-)

Unscrupulous Adventurer: All eyes? Heh, heh, heh.  What a strange alien.
	Let me shine a laser rangefinder at it.
Alien (SJO): "Aiyeee!!!!"
UA: Heh, heh, heh.  Now it's at my mercy!

James



-------- TML Message #478 --------

Archive-Message-Number: 478
Date: Mon, 7 Aug 89 18:08:08 EDT
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: Re: Vehicles creation



	TL 21? Well, I can't go through the book and list everything.
But anti-matter, and TL21 Avionics comes to mind. Jump damper is also interesting. Most of the TL21 stuff are for starships, though.

	As for movment, each vehicle has a movment point base on its speed.
And it's up to you to use the movement point in anyway you like. Thus
takes care of the Accl/Deccel part. It's not perfect, but then nothing is.

	Task system, well. A task could be simple, routine, difficult, or
formidable. Simple is 3+ on 2d6, routine 7+ on 2d6, difficult 15+,
formidable 17+. Skills can serve as pluses to the roll, characterics/6 can
also serve as pluses. The point is, this is no ordinary simple one skill 
based task sort of thing in other games. It's actully complete and makes
the game run a lot smoother.

				Mac



-------- TML Message #479 --------

Archive-Message-Number: 479
Date: Wed, 9 Aug 89 08:16:18 PDT
From: (John Redden) redden@ttidca.tti.COM
Subject: Cosmos 9



Cosmos Number 9

A Trav variant 

_________________________________________________________________________

Psionics in Cosmos

1.0 General rule descriptions

1.1 Mental Origin of Psionics

All self conscious entities have a psionic power derived from their
consciousness.  The powers are derived partly from conscious activity
and partly from unconscious activity.  Psionics are a product of
"recursive mental identification and are divided into active and
passive modes.

Psionics in their passive mode are a product of "recursive like"
machine intelligence (as the most primitive mechanism).  These devices
can be used to distort, dampen or enhance an active psionic entity.
Examples of primitive passive devices are psionic shields on a star
cruiser or a psionic power boosting entity.

1.2 Timing of Psionics

Psionics operate at the speed of light.  Even those very rare
disciplines that operate on time and space still adhere to this
limitation.  Thus if psionics are used in a melee round they will go
off simultaneously with first action.  Note: rare psionics may have
cause and effect that transcend the speed of light and time, but the
local operation of the talent is at the speed of light.

1.3 Active Psionics

Active psionics are divided into 4 conditions: Psionic Base (PSI),
Psionic Strength (PSS), Psionic Resistance (PSR) and Psionic Skill
Level.

For life forms that do not have strength or endurance it is based on
the raw power of their "nervous system" (living machine intelligence
for example).

1.3.1 Psionic Base (PSI)

PSI is the entities basic psionic potential to effect mental-to-mental
casuality in the time space continuum.  For the number of dice see
specific species.  For humanoids the PSI roll is 2D.

1.3.2 Psionic Resistance (PSR)

PSR is computed: (PSI) * 2 + END + INT.  

PSR represents the entities ability to resist probing and attacking
psionic entities.

1.3.3 Psionic Strength (PSS)

PSS is computed: (PSI) * 2 + END + STR

PSS represents the entities ability to exercise active psionics.

1.3.4 Psionic Skill Level

The psionic skill operates like any other skill. The differences are
the effects that are involved.  Any entity with a skill level of
Psionics-0 or greater is said to be psionically active.

1.4 Psionic Awaking

An entity is awakened (with the possibility of gaining Psionics-0 as a
skill) by being exposed to psionic attack or manipulation.  Very basic
rule: use of psionics breeds psionics.  To see if the entity is
awakened a save must be made against their Psionic Base (PSI) on 3D-3
(a roll lower than PSI constitutes a success).

1.4.1 Automatic Awakening

An entity with a PSI of 16 ("G" in Travllerese) is automatically
awaked when exposed to the awakening incident.

1.4.2 Number of Awakening Attempts

An entity makes a save on PSI on EACH awakening incident until
awakened.  There can be no more than one incident per melee round.

1.4.3 Six Major Talent Disciplines 

Once awakened the entity can intuitively "feel" the six major psionic
disciplines:

	Telepathy
	Telekenesis
	Teleportation
	Telurgy
	Clairvoyance
	Body Control

1.4.4 Other Disciplines

Other disciplines do exist, but are not intuitively obvious to the
newly awakened entity.

1.5 Learning Psionics

The now psionically active adept can learn on their own or with an
instructor.  The learning process is obviously more difficult solo.

1.5.1 Multiple Skill Training

Mundane skill learning process is directly associated to the current
Technical Level.  Learning psionics can take place at the SAME TIME
while studying a mundane skill but they adept may not study another
non-mundane "meta-skill" (Force Magic for instance) while studying
psionics.  The adept can study NOTHINGNESS (a mundane "anti-skill" or
"null skill") while studying psionics.

The adept entity when studying psionics can study a talent discipline
or level but not both.

1.5.2 Timed Required to Study

Unlike Tech Level associated skills the time required to for study is
invariant.  It is always 45 20 hour days.

1.5.3 Successfully Gaining a Level

Psionic skill levels are gained in psionics just like any other skills
and do operate independently of the disciplines.  Thus the psionic
skill level of a character represents the general ability of the
character and the discipline orders represent the specific
applications of those skills.  Needless to say the higher the entities
psionic skill level the easier it will be for it to learn the
disciplines.  A psionically awaked entity cannot learn a discipline
talent higher than their current psionic skill level.

Psionic levels go in sequence like all other skills (Psionics-0;
Psionics-1; and so on).

The following roll must be made on 2D where success is greater than or
equal to the computed number:

[7 + (psionic skill level) - (instructors skill level) - (number of 
times skill level attempted and failed)

For example: Mumblefrotz has Psionics-2 and is trying to get
Psionics-3.  He has failed 2 times at this skill level and his
instructor has Instruct-2 with a successful make.  Thus Mumblefrotz
needs:

[7 + (3) - (2) - (2)] or greater than or equal to 6 on 2D.

1.5.4 Successfully Gaining a Talent

The following roll must be made on 2D where success is greater than or
equal to the computed number:

[7 + (current psionic talent level) - (psionic skill level) -
(instructors skill level) - (number of times talent attempted and failed)

The "current psionic talent level" is the level of the talent within
the discipline under study.  Note a character with Psionics-2 can study
a level-1 talent within a (new or already known) discipline (and find
it easier to learn).  A psionic talent cannot be greater than the
adepts psionic skill level.

For example; Mumblefrotz now has Psionics-3 and has a number of
talents within the telepathy discipline and decides to start leaning
talents within the telekenesis discipline.  He must learn the Mass
Movement talent which is a level-1 talent without the aid of an
instructor.  He has never studied and failed at this talent. Thus
Mumblefrotz needs:

[7 + (1) - (3) - (0) - (0)] or greater than or equal to 5 on 2D.

Talents MUST be gained in the order that they are in the discipline

1.5.5 Criticals and Fumbles

If the instructor criticals the Instruction skill the task will be
learned by the learner on any roll except an unrecovered fumble
against learners psionic skill level (a natural 2 on 2D followed by a
failed skill level make).

1.6 Using a Psionic Talent

1.6.1 Active or Attacking Actions by the Adept

To use a psionic skill the adept must roll greater than

[7 + (psionic talent level] - (psionic skill level) on 2D.

If the roll fails (and an unrecovered fumble was not made), the adept
can expend additional Psionic Strength points to bring the use of the
talent up to the necessary level.

1.6.2 Passive or Defenders Actions

If the object or entity of the action or attack has no Psionic
Resistance (PSR) then the action is automatically successful. If there
is a passive or defending PSR then a comparison of PSS vrs. PSR is
made on the 2 serial dice resolution matrix.  The active entity
(attacker(s)) rolls vrs the number on the table and if their PSS
successfully overcomes the defenders PSR.

1.6.3 Two Serial Dice Resolution Matrix


       2 Serial Dice Resolution/Resistance Matrix

       1  2  3  4  5  6  7  8  9  A  B  C  D  E  F  G  H  I  J  K

   1  ** 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 +0 +1 +2
   2  35 ** 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 +0 +1
   3  34 35 ** 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 +0
   4  33 34 35 ** 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65
   5  32 33 34 35 ** 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64
   6  31 32 33 34 35 ** 42 43 44 45 46 51 52 53 54 55 56 61 62 63
   7  26 31 32 33 34 35 ** 42 43 44 45 46 51 52 53 54 55 56 61 62
   8  25 26 31 32 33 34 35 ** 42 43 44 45 46 51 52 53 54 55 56 61
   9  24 25 26 31 32 33 34 35 ** 42 43 44 45 46 51 52 53 54 55 56
10 A  23 24 25 26 31 32 33 34 35 ** 42 43 44 45 46 51 52 53 54 55
11 B  22 23 24 25 26 31 32 33 34 35 ** 42 43 44 45 46 51 52 53 54
12 C  21 22 23 24 25 26 31 32 33 34 35 ** 42 43 44 45 46 51 52 53
13 D  16 21 22 23 24 25 26 31 32 33 34 35 ** 42 43 44 45 46 51 52
14 E  15 16 21 22 23 24 25 26 31 32 33 34 35 ** 42 43 44 45 46 51
15 F  14 15 16 21 22 23 24 25 26 31 32 33 34 35 ** 42 43 44 45 46
16 G  13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 ** 42 43 44 45
17 H  12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 ** 42 43 44
18 I  -0 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 ** 42 43
19 J  -1 -0 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 ** 42
20 K  -2 -1 -0 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 **

Discussion: A resistance vrs. resistance roll is made (Column vrs.
row).  For the resistance to be overcome the "attacker" or the row
wants to roll low.  To determine the number needed compare the number
below the rows index with that of the columns index.  For the row to
be successful this number or less must be rolled on 2 D serial.  "**"
counts as either 36 or 41.  If a true difference is needed roll a 3rd
D as an indicator.  "+0, +1, +2" are automatic additional units of
strength and "-0, -1, -2" are automatic units of loss if the
difference between row and column is sufficient.  "A" is 10, "K" is
20.  If the distance between the indices is "L" or 21 then the units
of additional loss/strength is -3, ad infinitum.

Reminder: Overcoming PSS is not the same as eliminating PSS by using
the appropriate talent.

1.6.4 Result of Active Success

On a success the talent is successful and the passive entity or
defenders PSR and attackers PSS is reduced by the level number of the
talent and points used to make the basic skill roll(note some talents
could require additional PSS points).

For example if Mumblefrotz uses a 2nd level talent successfully this
removes 2 PSS points to be regained later. (Note most talents allow
the adept to use additional PSS points to enhance the effect of the
talent).

1.6.5 Result of Active Failure

When the active entities PSS fails to over come the passive PSR then
all PSS points for this action are lost until regained later.

1.6.6 Non Living Objects

It is possible for non-living objects like a starship or battle armor
to have a shield with PSR due to recursive psionic feedback.  It must
be overcome like any other PSR.

1.6.7 Regenerating PSS and PSR

PSS and PSR are both regained simultaneously according to the
following formula:

(16 - END) * 0.5 (round fractions up) hours per point regained.

Example: Mumblefrotz has an END of 12 (C); (16 - 12) * 0.5 = 2 or
1 point of PSR and PSS is regained every two hours.  For entities
without END substitute SIZ in cubic meters for END.

For entities of SIZ or END greater than or equal to 16 the time in 
hours to regenerate 1 point of PSS and PSR is calculated according
to the following formula:

1 / 2 * (END - 15)

Example: Helen Heaven has END of 17; 1 / 2 * (17 - 15) or she 
regenerates 1 point of PSS and PSR every 15 minutes.

1.6.8 Multiple Nervous Systems

An entity with more than one brain or nervous system will have two
or more distinct set of statistics for Psionics.

1.6.9 Nothingness Skill

The NOTHINGNESS anti(null) skill negates all incoming psionics save
critical usages.  A critical NOTHINGNESS will negate incoming critical
usages of psionics.

1.6.10 PSS costs under the Talents

The costs of various effects listed under the talents are in PSS
formulas.  The effects must be generated using separate PSS points.
That is, expenditure of PSS on range will not buy duration and so on.

2.0 Cross Index of Talents ordered by Discipline

1st level Telepathy Discipline

3.0.1 Lifesense
3.0.2 Mind Shield
3.0.2.0 Non-rigid Mind Shield
3.0.2.1 Rigid Mind Shield
3.0.3 Empathetic Contact

2nd level Telepathy Discipline

4.0.1 Mind Touch
4.0.2 Suggestion
4.0.2 Mental Attack
4.0.3 Stun

3rd level Telepathy Discipline

5.0.1 Telepathy

4th level Telepathy Disciplines

6.0.1 Telepathy
6.0.2 Mind Probe
6.0.3 Pain Blast
6.0.4 Illusion One Sense

5th level Telepathy Disciplines

7.0.1 Telepathy
7.0.2 Locate
7.0.3 Communicate
7.0.4 Illusion Two Senses

6th level Telepathy Disciplines

8.0.1 Telepathy
8.0.2 Death Bolt
8.0.3 Control Static Consciousness
8.0.4 Illusion Three Senses

7th level Telepathy Disciplines

9.0.1 Telepathy
9.0.2 Illusion Three Senses
9.0.3 Star Speak
9.0.4 Dominate Intelligence

8th level Telepathy Disciplines

10.0.1 Telepathy
10.0.2 Clear
10.0.3 Timed Subconscious Suggestion
10.0.4 Illusion Multiple Senses

9th level Telepathy Disciplines

11.0.1 Transfer Personality
11.0.2 MetaPsionics


1st level Telekenesis Disciplines

3.1.1 Mass Movement
3.1.2 Manipulation
3.1.3 Sound

2nd level Telekenesis Disciplines

4.1.1 Mass Movement
4.1.2 Soft Speak
4.1.3 Telekenetic Blow

3rd level Telekenesis Disciplines

5.1.1 Mass Movement
5.1.2 Telekenetic Bullet
5.1.3 Mind Shield

4th level Telekenesis Disciplines

6.1.1 Mass Movement
6.1.2 Telekenetic Shield

5th level Telekenesis Disciplines

7.1.1 Mass Movement
7.1.2 Telekenetic Missile

6th level Telekenesis Disciplines

8.1.1 Mass Movement
8.1.2 Area Effect Telekenesis
8.1.3 Mind Touch
8.1.4 Life Sense

7th level Telekenesis Disciplines

9.1.1 Mass Movement
9.1.2 Energy Battery

8th level Telekenesis Disciplines

10.1.1 Mass Movement
10.1.2 Screen
10.1.3 Energy Disruption/Conduction

9th level Telekenesis Disciplines

11.1.1 Faster Than Light
11.1.2 MetaPsionics


1st level Clairvoyance Disciplines

3.2.1 Sense Danger
3.2.2 Locate danger

2nd level Clairvoyance Disciplines

4.2.1 Far See
4.2.2 Detect Psi
4.2.3 Sense Molecular

3rd level Clairvoyance Disciplines

5.2.1 Mind Touch
5.2.2 Psionic History
5.2.3 Clairaudience
5.2.4 Mind Shield

4th level Clairvoyance Disciplines

6.2.1 Clairaudience
6.2.2 Perception
6.2.3 Postcognition

5th level Clairvoyance Disciplines

7.2.1 Clairaudience
7.2.2 Perception
7.2.3 Locate

6th level Clairvoyance Disciplines

8.2.1 Clairaudience
8.2.2 Perception

7th level Clairvoyance Disciplines

9.2.1 Clairaudience
9.2.2 Perception

8th level Clairvoyance Disciplines

10.2.1 Clairaudience
10.2.2 Perception
10.2.3 Precognition

9th level Clairvoyance Disciplines

11.2.1 MetaPsionics

1st level Telurgy Disciplines

3.3.1 Mind Shield
3.3.2 Strength

2nd level Telurgy Disciplines

4.3.1 Endurance

3rd level Telurgy Disciplines

5.3.1 Dexterity

4th level Telurgy Disciplines

6.3.1 Strength

5th level Telurgy Disciplines

7.3.1 Awareness

6th level Telurgy Disciplines

8.3.1 Awareness

7th level Telurgy Disciplines

9.3.1 Awareness

8th level Telurgy Disciplines

10.3.1 Awareness

9th level Telurgy Disciplines

11.3.1 MetaPsionics

1st level Body Control Disciplines

3.4.1 FTL Shock Control

2nd level Body Control Disciplines

4.4.1 Self Suspension

3rd level Body Control Disciplines

5.4.1 Self Heal Endurance
5.4.2 Self Heal Dexterity
5.4.3 Self Heal Strength

4th level Body Control Disciplines

6.4.1 Other Same Species Heal Endurance
6.4.2 Other Same Species Heal Dexterity
6.4.3 Other Same Species Heal Strength

5th level Body Control Disciplines

7.4.1 Xeno Species Heal Endurance
7.4.2 Xeno Species Heal Dexterity
7.4.3 Xeno Species Heal Strength

6th level Body Control Disciplines

8.4.1 Damage Endurance Same Species
8.4.2 Damage Dexterity Same Species
8.4.3 Damage Strength Same Species

7th level Body Control Disciplines

9.4.1 Damage Endurance Xeno Species
9.4.2 Damage Dexterity Xeno Species
9.4.3 Damage Strength Xeno Species

8th level Body Control Disciplines

10.4.1 Shapechange

9th level Body Control Disciplines

11.4.1 MetaPsionics

3.0 First Level Talents

3.0.0 Telepathy Discipline

3.0.1 Lifesense

The adept can detect the presense of living beings though their mental
auras.  The range of the talent is:

10meters * (psionic skill level) * (number of PSS points
spent)

successful the general nature of the creatures will be known.  That is
the number and approximate distance.  The adept does NOT have to over
come the beings PSR to know that they are there.  Lifesense does NOT
constitute a psionic attack.

3.0.2 Mind Shield

This is a permanent skill that alerts the adept to psionic probing.
Once learned the skill has two natural states: rigid and non-rigid.

3.0.2.0 Non-rigid Mind Shield

The non-rigid mind shield has the following attribute: the adept will
automatically detect any psionics and will have the opportunity to
immediately go from non-rigid to rigid mode.  The non-rigid mind
shield is in effect if the adept is conscious or unconscious and still
living (that is, it is permanent once learned).

3.0.2.1 Rigid Mind Shield

When the adept raises a rigid mind shield, points can be spent from
PSS and put into PSR.  They will remain there until PSS is
regenerated.  The adept cannot prevent the later transfer of enhanced
PSR back to PSS with this talent.  The number of PSRs is generated
directly  from the number of PSS points expended.

The adept MAY use other talents when screens are rigid.  A critical
roll will allow the adept to gage the quantity of incoming attacks or
probes.

3.0.3 Empathetic Contact

The adept can send a message with a single meaning to another being.
The message is open to misinterpretation and can be resisted.  If
resisted the beings PSR must be overcome and the message will be
understood as the adept wished.  The range of the message is:

10 meters * (psionic skill level) * (number of PSS points spent)

A successful empathetic contact will tell adept something of the mood
of the contact if it is capable of emotion.  If PSR is overcome, the
use of this talent constitutes a psionic attack.

3.1.0 Telekenesis Discipline

3.1.1 Mass Movement

The adept can move objects a certain mass using this ability without
touching them.  A successful role will mean that the object can be
moved at:

1 meter * (psionic skill level)

See Telekenetic Level/PSS cost table below to determine PSS
expenditure effect:

Mass	L/1	L/2 	L/3	L/4	L/5	L/6	L/7 	L/8 	L/9	L10
___________________________________________________________________________________
to 1gm	5	4	3	2	1	1	1	1	1	1
10gm	15	13	11	9	7	5	3	1	1	1
1kg	25	22	19	16	13	9	6	3	1	1
10kg	35	31	27	23	19	13	9	6	3	1
25kg	45	40	35	30	25	17	12	9	6	3
50kg	55	49	43	37	31	21	15	12	9	6
75kg	65	58	51	44	37	25	18	15	12	9
100kg	75	67	59	51	43	29	21	18	15	12
125kg	85	76	67	58	49	33	24	21	18	15
150kg	95	85	75	65	55	37	27	24	21	18
175kg	105	94	83	72	61	41	30	27	24	21
200kg	115	103	91	79	67	45	33	30	27	24
250kg	125	112	99	86	73	49	36	33	30	27
300kg	135	121	107	93	79	53	39	36	33	30
500kg	145	130	115	100	85	57	42	39	36	33
1000kg	155	139	123	107	91	61	45	42	39	36
+1K	+10	+9	+8	+7	+6	+4	+3	+3	+3	+3

The adept can combine the effect of mass movements with other adepts.
The talent may be applied to the adept themselves so to enable
"flight".  If a being is being moved against its will it constitutes a
psionic attack

3.1.2 Manipulation

The adept has the ability to manipulate small objects such as knobs,
switches or other similar objects as if fingers or other similar
dextrous organs were being used.  Cost in weight is also computed on
Telekenetic Level/PSS cost table.  Additional non PSIONIC skill rolls
may be required to manipulate an object.  The time required to
manipulate an object is:

round * (Psionic skill level) per point of PSS

3.1.3 Sound

The adept has the capacity to vibrate a section of air (or
atmosphere), thin metal or like object.  The adept must sense the
object vibrating.  The object size that is vibratable is equal to cost
on Telekenetic Level/PSS cost table.  The time required to vibrate the
object is:

round * (Psionic skill level) per point of PSS

3.2.0 Clairvoyance Discipline

3.2.1 Sense Danger

The adept has a heightened awareness of potential danger.  The adept
must actively sense the danger.  Sensing the danger of another psionic
being normally does not constitute a psionic attack.  The range of the
sense is:

10 meters * (psionic skill level) * (number of PSS points spent)

As the adept moves closer to the danger the feeling will be stronger
(thus allowing the adept to use multiple sense dangers to identify the 
source).

3.2.2 Locate danger

The adept can attempt to locate the general direction of a possible
danger once alerted.  The range to locate the danger is:

10 meters * (psionic skill level) * (number of PSS points spent)

3.3.0 Telurgy Discipline

3.3.1 Mind Shield

In all respects this is identical to the first level Telepathy skill.

3.3.2 Strength

The telurgic adept increases the characteristics of their strength one
of two ways: permanently by using a point psionic base (PSI) or
temporarily using psionic strength points (PSS).  In each case the
formula for success is the same:

The following roll must be made on 2D where success is greater than or
equal to the computed number:

(3D - 3 - STR) + (current psionic talent level) - (psionic skill level) -
(instructors skill level) - (number of times talent attempted and failed)

3.4.0 Body Control Discipline

3.4.1 FTL Shock Control

Allow the adept to protect themselves from the rigors of faster than
light travel.  There is not cost in PSS to activate the skill.

3.5.0 Teleportation Discipline

3.5.1 Teleport

Allows the adept to teleport an object (including the adept them
selves) instantaneoulsy (FTL but not in time) from source to
destination according to the following formula and table:

For distance:

1 kilometer * [(psionic skill level) * (teleport discipline level) * 
(each point of PSS expended for distance) - (non-psionic obstruction
rating of teleport destination)]

Use Teleportation discipline Level per PSS cost table below to determine
PSS expenditure effect for mass:

Mass	L/1	L/2 	L/3	L/4	L/5	L/6	L/7 	L/8 	L/9	L10
___________________________________________________________________________________
to 1gm	5	4	3	2	1	1	1	1	1	1
10gm	15	13	11	9	7	5	3	1	1	1
1kg	25	22	19	16	13	9	6	3	1	1
10kg	35	31	27	23	19	13	9	6	3	1
25kg	45	40	35	30	25	17	12	9	6	3
50kg	55	49	43	37	31	21	15	12	9	6
75kg	65	58	51	44	37	25	18	15	12	9
100kg	75	67	59	51	43	29	21	18	15	12
125kg	85	76	67	58	49	33	24	21	18	15
150kg	95	85	75	65	55	37	27	24	21	18
175kg	105	94	83	72	61	41	30	27	24	21
200kg	115	103	91	79	67	45	33	30	27	24
250kg	125	112	99	86	73	49	36	33	30	27
300kg	135	121	107	93	79	53	39	36	33	30
500kg	145	130	115	100	85	57	42	39	36	33
1000kg	155	139	123	107	91	61	45	42	39	36
+1K	+10	+9	+8	+7	+6	+4	+3	+3	+3	+3

A non psionic obstruction can be dense material and/or a gravitational
field.  Each G in the gravitational field rates as a point of psionic
obstruction (round up).  Each 36 physical defense points of armor or
hull density or similar dense material count as a point of obstruction
(round up).  Optimal teleporting conditions exist in Zero-G
environments.  Another non-psionic obstruction is unfamiliarity of the
destination by the adept.  This can rate as negative (very familiar)
to several points of obstruction (destination totally unknown).

A failed teleport always returns the adept the source where they
started.

4.0 Second Level Talents

4.0.0 Telepathy Discipline

4.0.1 Mind Touch

The adept is able to probe the surface thoughts of another sentient
being.  The base roll to be successful is dependent on the difficulty
rating of the thoughts probed. If resisted the beings PSR must be
overcome then the surface thoughts can be read.  The range of the mind
touch talent is:

10 meters * (psionic skill level) * (number of PSS points spent)

Unless a critical roll is made the skill the talent will not read
subconscious thoughts.  Use of this skill usually constitutes a psionic
attack.

4.0.2 Suggestion

This talent is similar to the first level talent Empathetic Contact in
that the adepts own mood us first impressed on the subject.  Then the
adept can suggest a simple two word or two "syntax" phrase that does
not contradict the beings fundamental nature or well being.  Examples
might be "walk slow" or "<in-the-continuum-that-your-energy-is-in>
<enlarge>".  If resisted the beings PSR must be overcome and the
suggestion will be understood and acted upon. The range of the
suggestion is:

10 meters * (psionic skill level) * (number of PSS points spent)

Use of this talent always constitutes a psionic attack.

4.0.2 Mental Attack

Allows the adept to directly attack another beings PSR.  Obviously the adept 
must first overcome the target beings PSR.  Then the adept can elliminate the
target beings PSR as per:

(psionic skill level) * (number of PSS points spent) - (target beings
psionic skill level)

The range of the mental attack is:

10 meters * (psionic skill level) * (number of PSS points spent)

The target will regain PSR according to PSS regeneration formula.

A psionic attack.

4.0.3 Stun

Allows the adept to directly attack another beings END.  As with all
attacks the target beings PSR must be overcome.  Then the adept can
elliminate the target beings END.  The target beings END loss is always
equal to the psionic level of the adept (always at least 2).  The cost
for the effect of this talent in PSS is also equal to the psionic
level of the adept.  The range of stun is:

10 meters * (psionic skill level) * (number of PSS points spent)

A psionic attack.

4.1.0 Telekenesis Discipline

4.1.1 Mass Movement

(see 3.1.1 for description)

4.1.2 Soft Speak

The adept can use sound so a message can be whispered in the ear of
the intended subject.  The number of words in the whispered message
is:

(psionic skill level) * (number of PSS points spent)

The range of the message is:

10 meters * (psionic skill level) * (number of PSS points spent)

Use of this talent does not constitute a psionic attack.

4.1.3 Telekenetic Blow

Allows the adept to hurl an object so as to do physical or bashing
damage.  The size in kilograms and the amount of damage done is equal
to the psionic skill level of the adept.  The range of the blow is:

10 meters * (psionic skill level) * (number of PSS points spent)

The advantage of this talent over other offensive talents is that
because the attack is physical it does not constitute a psionic attack.
attack.

4.2.0 Clairvoyance Discipline

4.2.1 Far See

This talent will allow the adept to gain an approximate characteristic
of a location that is in line of sight vision.  The clarity of the
talent is a function of the difficulty, range, skill level and psionic
strength of the adept.  The clarity in X power is:

(psionic skill level) * (number of PSS points spent) / (difficulty level)

Difficulty would be smoke, fog and so on.

The range of the farsee is:

10 meters * (psionic skill level) * (number of PSS points spent)

Living beings within the area of farsee are not under psionic attack.

4.2.2 Detect Psi

This talent allows a great sensitivity to psionics in the adept.  Use
of the talent will allow the adept to detect the emination, alteration
or usage of psionics.  The range of detect psionics is:

10 meters * (psionic skill level) * (number of PSS points spent)

Use of this talent does not constitute a psionic attack.

4.2.3 Sense Molecular

Allows the adept to sense the molecular chemical makeup within the
range of the talent.  Useful for sensing water, poison and the like.
The sensing will give the molecular makeup but not atomic or subatomic
information.  The range of sense molecular is:

10 meters * (psionic skill level) * (number of PSS points spent)

Normally not a psionic attack.

4.3.0 Telurgy Discipline

4.3.1 Endurance

The telurgic adept increases the characteristics of their endurance one
of two ways: permanently by using a point psionic base (PSI) or
temporarily using psionic endurance points (PSS).  In each case the
formula for success is the same:

The following roll must be made on 2D where success is greater than or
equal to the computed number:

(3D - 3 - END) + (current psionic talent level) - (psionic skill level) -
(instructors skill level) - (number of times talent attempted and failed)

4.4.0 Body Control Discipline

4.4.1 Self Suspension

This talent allows the adept to discontinue all life functions and
place them in a state of non-living hybernation.  While in this state
the entity does not age or need life support, though susceptibility to
physical damage would remain unchanged.  Time in suspension in hours:

(psionic skill level) * (number of PSS points spent)

4.5.0 Teleportation Discipline

4.5.1 Teleport

see 3.5.1

5.0 Third Level Talents

5.0.0 Telepathy Discipline

5.0.1 Telepathy

This talent allows the adept to communicate with other sentient beings
over a considerable distance.  The it is effectively a face to face
conversion.  There are four modes to telepathic conversation with
another sentience: conversation with a psionically unactivated being,
conversation with a willing psionic, conversation with a willing
psionic that has the telepathy talent and conversation with an
unwilling psionic.  The distance for a conversation with a psionically
unactivated being and with a psionically resisting beings is:

10Km * (psionic skill level) * (number of PSS points spent)

The distance with a psionically activated being is effectively doubled.
The distance with a psionically activated person with telepathy is:

10Km * (senders psionic skill level) * (senders number of PSS points
spent) * 10Km * (receivers psionic skill level) * (receivers number of
PSS points spent).

The time in 6 second rounds that telepathy is in effect is similar to range

(psionic skill level) * (number of PSS points)

As with range the effective time is increased orthogonally increased if the
receiver is psionically active or a psionically active telepath

5.1.0 Telekenesis Discipline

5.1.1 Mass Movement

(see 3.1.1 for description)

5.1.2 Telekenetic Bullet

Allows the adept to hurl very small hard object(s) at missile velocity.
The damage of the "bullet" is:

1D * (psionic level)

The range of the bullet(s) are:

10 meters * (psionic skill level) * (number of PSS points spent)

The advantage of this talent over other offensive talents is that
because the attack is physical it does not constitute a psionic
attack.

5.1.3 Mind Shield

(see 3.0.2 for description)

5.2.0 Clairvoyance Discipline

5.2.1 Mind Touch

(see 4.0.1 for description)

5.2.2 Psionic History

This talent allows the adept to discover information about an object
by probing it psionically.  The object can then give its "history" if
it has been either handled or near intelligent entities.  The number
of facts (assumed to be a single "sentence" or logical statement) that
are revealed to the adept is equal to the adepts psionic level.  It is
also the number of PSS points expended per session.  The frequency of
the number of sessions the adept has with an object is:

(36 20 hour days + number of previous sessions with object by adept) / 
(psionic level + PSS points expended)

- ---------------------------------------------------------------------
(continued in Cosmos 10)




-------- TML Message #480 --------

Archive-Message-Number: 480
Date: Wed, 9 Aug 89 08:17:28 PDT
From: (John Redden) redden@ttidca.tti.COM
Subject: Cosmos 10



Cosmos Number 10

A Trav variant Psionic rule system (continuation of Cosmos 9)

_________________________________________________________________________


Normally not a psionic attack.

5.2.3 Clairaudience

This talent allows the adept to overhear spoken words at a distance.
The range of the clairaudience is:

10m * (psionic skill level) * (number of PSS points spent)

The number of 6 second rounds that the clairaudience is:

(psionic skill level) * (number of PSS points spent)

5.2.4 Mind Shield

(see 3.0.2 for description)

5.3.0 Telurgy Discipline

5.3.1 Dexterity

The telurgic adept increases the characteristics of their dexterity one
of two ways: permanently by using a point psionic base (PSI) or
temporarily using psionic dexterity points (PSS).  In each case the
formula for success is the same:

The following roll must be made on 2D where success is greater than or
equal to the computed number:

(3D - 3 - DEX) + (current psionic talent level) - (psionic skill level) -
(instructors skill level) - (number of times talent attempted and failed)

5.4.0 Body Control Discipline

5.4.1 Self Heal Endurance

This talent allows the adept to self heal END damage.  The number of
END point healed can equal the adepts psionic level.  The cost in PSS
is equal to the number of END points healed.

5.4.2 Self Heal Dexterity

This talent allows the adept to self heal DEX damage.  The number of
DEX point healed can equal the adepts psionic level.  The cost in PSS
is equal to the number of DEX points healed.

5.4.3 Self Heal Strength

This talent allows the adept to self heal STR damage.  The number of
STR point healed can equal the adepts psionic level.  The cost in PSS
is equal to the number of STR points healed.

5.5.0 Teleportation Discipline

5.5.1 Mind Shield

(see 3.0.2 for description)

6.0 Fourth Level Talents

6.0.0 Telepathy Discipline

6.0.1 Telepathy

(See 5.0.1 for description)

6.0.2 Mind Probe

The adept first uses the Mental Attack discipline (see 4.0.2) to
remove another entities PSR.  The adept may then use the Mind Probe
talent. The range is identical to Mental Attack.  The adept may then
ask a number of pointed questions which the entity must answer to the
best of its knowledge.  The time allowed for these questions is:

(psionic skill level) * (number of PSS points spent)

A psionic attack.

6.0.3 Pain Blast

This talent allows the adept to direct an attack on the targets
secondary nervous system, DEX.  As with all attacks the target beings PSR
must be overcome.  Then the adept can elliminate the target beings DEX.
The target beings DEX loss is always equal to the psionic level of the
adept (always at least 4).  The cost for the effect of this talent in
PSS is also equal to the psionic level of the adept.  The range of
stun is:

10 meters * (psionic skill level) * (number of PSS points spent)

A psionic attack.

6.0.4 Illusion One Sense

After overcoming the targets PSR this talent allows the adept to
create an illusion in a single sense such as sight, sound, smell or
touch.  The duration of the illusion in 6 second melee rounds is:

(psionic skill level) * (number of PSS points spent)

The range of the illusion is:

10 meters * (psionic skill level) * (number of PSS points spent)

6.1.0 Telekenesis Discipline

6.1.1 Mass Movement

(see 3.1.1 for description)

6.1.2 Telekenetic Shield

Allows the adept to construct a physical shield that is capable of
absorbing missile and energy attacks.  It is also partially useful in
keeping atmosphere in or out of the shielded area.  The defensive strength of the shield is:

1D * (psionic level)

Normally the shield is used on the adept so the range is immediate.
However The shield can be projected.  The range of the projection is:

10 meters * (psionic skill level) * (number of PSS points spent)

The volume that an immediate or projected shield is:

10 cubic centimeters * (psionic skill level) * (number of PSS points
spent)

6.2.0 Clairvoyance Discipline

6.2.1 Clairaudience

(see 5.2.3 for description)

6.2.2 Perception

This talent will allow the adept to accurately perceive objects for
long distances.  Some energy screens and substances will inhibit the
perception.  The range of the perception is:

10 kilometers * (psionic skill level) * (number of PSS points
spent)

The clarity of the perception is (psionic skill level) * (number of PSS
points ) / (difficulty level)

Difficulties would be strong energy fields, thick shielding (lets say so
many feet below the planets surface) and so on.

The Perception talent penetrates psionic illusions.

Normally not a psionic attack.

6.2.3 Postcognition

The adept develops visionary powers of the past and present (but not the
future).  The adept will concentrate on a "subject".  The length of the
postcognition in 6 second rounds is

(psionic skill level) * (number of PSS points spent)

The accuracy and clarity of the postcognition is based on the same 
formula.

6.3.0 Telurgy Discipline

6.3.1 Strength

The telurgic adept increases the characteristics of their strength one
of two ways: permanently by using a point psionic base (PSI) or
temporarily using psionic strength points (PSS).  In each case the
formula for success is the same:

The following roll must be made on 2D where success is greater than or
equal to the computed number:

(3D - 3 - STR) + (current psionic talent level) - (psionic skill level) -
(instructors skill level) - (number of times talent attempted and failed)

6.4.0 Body Control Discipline

6.4.1 Other Same Species Heal Endurance

This talent allows the adept to other same species heal END damage.
The number of END point healed can equal the adepts psionic level.
The cost in PSS is equal to the number of END points healed.

Not a psionic attack unless resisted

6.4.2 Other Same Species Heal Dexterity

This talent allows the adept to other same species heal DEX damage.
The number of DEX point healed can equal the adepts psionic level.
The cost in PSS is equal to the number of DEX points healed.

Not a psionic attack unless resisted

6.4.3 Other Same Species Heal Strength

This talent allows the adept to other same species heal STR damage.
The number of STR point healed can equal the adepts psionic level.
The cost in PSS is equal to the number of STR points healed.

Not a psionic attack unless resisted

6.5.0 Teleportation Discipline

6.5.1 Teleport

(see 3.5.1 for description)

7.0 Fifth Level Talents

7.0.0 Telepathy Discipline

7.0.1 Telepathy

(See 5.0.1 for description)

7.0.2 Locate

In ways this talent is like Lifesense except it is much more powerful
and exact.  Use of the talent will give the accurate position of the
mental aura or psionic power in the range of the talent.  This will
talent when used will also let the adept know if a talent is being
used with the adept as the target.  Use of this talent does constitute
a psionic attack.  The range of the locate is:

10 kilometers * (psionic skill level) * (number of PSS points
spent)

7.0.3 Communicate

This discipline is similar to telepathy except the range is
considerably increased.  However only a single thought or image can be
transceived.  The range is identical to telepathy (see 5.0.1) but
substitute "10,000 kilometers" for "10 kilometers".  Only one message
can be sent per use and it must be a single thought image.

7.0.4 Illusion Two Senses

Similar to Illusion One Sense (see 6.0.4)

7.1.0 Telekenesis Discipline

7.1.1 Mass Movement

(see 3.1.1 for description)


7.1.2 Telekenetic Missile

Allows the adept to hurl a medium hard  object(s) at missile velocity.
The damage of the "missile" is:

2D * (psionic level)

The range of the missile(s) are:

10 meters * (psionic skill level) * (number of PSS points spent)

The advantage of this talent over other offensive talents is that
because the attack is physical it does not constitute a psionic
attack.

7.2.0 Clairvoyance Discipline

7.2.1 Clairaudience

(see 5.2.3 for description)

7.2.2 Perception

(see 6.2.2 for description)

7.2.3 Locate

(see 7.0.2 for description)

7.3.0 Telurgy Discipline

7.3.1 Awareness

This talent allows the telurgic adept to temporarily absorb a psionic
discipline from another adept within in range.  The PSS points
expended for the duration and range of Awareness are in addition to
those that must then be expended to use the borrowed talent.  The
talent borrowed can be less than or equal to the current psionic level
of the adept using Awareness.  The range of the awareness is:

10 kilometers * (psionic skill level) * (number of PSS points
spent)

The time the Awareness is in effect is:

(6 seconds) * (psionic skill level) * (number of PSS points spent)

7.4.0 Body Control Discipline

7.4.1 Xeno Species Heal Endurance

This talent allows the adept to Xeno species heal END damage.
The number of END point healed can equal the adepts psionic level.
The cost in PSS is equal to the number of END points healed.
In non-carbon and machine derived life forms the equivalent to END
stun points is healed.

7.4.2 Xeno Species Heal Dexterity

This talent allows the adept to Xeno species heal DEX damage.
The number of DEX point healed can equal the adepts psionic level.
The cost in PSS is equal to the number of DEX points healed.
In non-carbon and machine derived life forms the equivalent to DEX
secondary nervous system damage points is healed.

7.4.3 Xeno Species Heal Strength

This talent allows the adept to Xeno species heal STR damage.
The number of STR point healed can equal the adepts psionic level.
The cost in PSS is equal to the number of STR points healed.
In non-carbon and machine derived life forms the equivalent to STR
primary nervous system damage points is healed.

7.5.0 Teleportation Discipline

7.5.1 Postcognition

This talent is often used by this discipline to find where to teleport
to.

(see 6.2.3 for description)

7.5.2 Perception

(see 6.2.2 for description)

8.0 Sixth Level Talents

8.0.0 Telepathy Discipline

8.0.1 Telepathy

(see 5.0.1 for description)

8.0.2 Death Bolt

This talent allows the adept to direct an attack on the targets body,
secondary and primary nervous system identical to a combination
energy/missile weapon.  The power of the attack is:

(psionic level)D  (i.e. minimum 6D)

The range of the attack is 

10meters * (psionic skill level) * (number of PSS points spent)

8.0.3 Control Static Consciousness

This talent allows the adept to control a consciousness with an INT of
less than 3.  This would include animals, non-conscious artificial
machine intelligences and the like.  The range of the control is:

10 meters * (psionic skill level) * (number of PSS points spent)

The time the Control is in effect is:

(6 seconds) * (psionic skill level) * (number of PSS points spent)

8.0.4 Illusion Three Senses

(see 6.0.4 for description)

8.1.0 Telekenesis Discipline

8.1.1 Mass Movement

(see 3.1.1 for description)

8.1.2 Area Effect Telekenesis

This talent allows the adept to apply telekenesis to a two dimensional
area.  The results could be shaking, bending, folding and the like.
In some cases the power of the telekenesis must be matched against the
substance subject to psionic manipulation.  Wood is relatively easy.
Tech level 5 metals more difficult. Techlevel 12 bio-metals very
difficult. And so on.

The area of the telekenesis in meters squared is:

[(psionic skill level) * (number of PSS points spent)]**2

The range of the center of the area effect telekenesis is:

10 meters * (psionic skill level) * (number of PSS points spent)

The "power" of the area effect telekenesis is:

(psionic skill level) * (number of PSS points spent) / (substance
difficulty in area)

This is an "abstract" number that is the equivalent of telekenetic
motion.  If the adept was shaking the ground the number would be the
save vrs DEX to stay in control.  The "substance difficult" is
approximately equal to the "physical damage" to move the object.  Earth
or dirt would be 1.  A space station floor at Tech level 12 would be
about 25.

8.1.3 Mind Touch

(see 4.0.1 for description)

8.1.4 Life Sense

(see 3.0.1 for description)

8.2.0 Clairvoyance Discipline

8.2.1 Clairaudience

(see 5.2.3 for description)

8.2.2 Perception

(see 6.2.2 for description)

8.3.0 Telurgy Discipline

8.3.1 Awareness

(see 7.3.1 for description)

8.4.0 Body Control Discipline

8.4.1 Damage Endurance Same Species

This talent allows the adept to cause damage to END (i.e., body stun)
of their own species.  The amount of damage per usage is equal to the
adepts psionic skill level.  The cost in PSS is equal to the number of
points of damage.  The range is:

10meters * (psionic skill level) * (number of PSS points spent)

A psionic attack

8.4.2 Damage Dexterity Same Species

This talent allows the adept to cause damage to DEX (i.e., secondary
nervous system) of their own species.  The amount of damage per usage
is equal to the adepts psionic skill level.  The cost in PSS is equal
to the number of points of damage.  The range is:

10meters * (psionic skill level) * (number of PSS points spent)

8.4.3 Damage Strength Same Species

This talent allows the adept to cause damage to STR (i.e., primary
nervous system) of their own species.  The amount of damage per usage
is equal to the adepts psionic skill level.  The cost in PSS is equal
to the number of points of damage.  The range is:

10meters * (psionic skill level) * (number of PSS points spent)

A psionic attack

8.5.0 Teleportation Discipline

8.5.1 Perception

(see 6.2.2 for description)

8.5.2 Passthrough

This talent allows the adept to pass through dense matter.  The
difficulty of the maneuver is:

(psionic skill level) * (number PSS points spent)

This must equal the highest atomic weight of the all the elements the
adept wants to pass through.

Then the distance of pass through is:

10centmeters * (psionic skill level) * (number PSS points spent)

Normally not a psionic attack

8.5.3 Mass Movement

(see 3.1.1 for description)

8.5.5 Telekenetic Missile

(see 7.1.2 for description)

8.5.6 Teleport

(see 3.5.1 for description)

9.0 Seventh Level Talents

9.0.0 Telepathy Discipline

9.0.1 Telepathy

(see 5.0.1 for description)

9.0.2 Illusion Three Senses

Similar to Illusion One Sense (see 6.0.4)

9.0.3 Star Speak

This discipline is similar to communicate except the range is
greatly increased.  However only a single thought or image can be
transceived.  The range is identical to telepathy (see 5.0.1) but
substitute 1.0**11 kilometers" for "10 kilometers".  Only one message
can be sent per use and it must be a single thought image.

9.0.4 Dominate Intelligence

To use this talent the adept first must make a successful mental
attack (see 4.0.2).  Then the adept may dominate the subjects
consciousness.  The subject will do most actions.  Suicide or attacks
against friends whom they feel strongly about will cause the subject
to go into a state of catatonia.  The range of the dominate is:

10meters * (psionic skill level) * (number of PSS points spent)

9.1.0 Telekenesis Discipline

9.1.1 Mass Movement

(see 3.1.1 for description)

9.1.2 Energy Battery

This talent allows the adept to directly generate EUNITS or energy
units (See Technology Levels for a discussion of EUNITS) from psionic
power.  The adept has to have knowledge of the energy form (for
example electricity at Tech Level 6) to produce it.  The number of
EUNITs produced is:

(psionic skill level) * (number of PSS points spent)

A common use of this talent is to increase the power source for a
starship.

9.2.0 Clairvoyance Discipline

9.2.1 Clairaudience

(see 5.2.3 for description)

9.2.2 Perception

(see 6.2.2 for description)

9.3.0 Telurgy Discipline

9.3.1 Awareness

(see 7.3.1 for description)

9.4.0 Body Control Discipline

9.4.1 Damage Endurance Xeno Species

This talent allows the adept to cause damage to END (i.e., body stun)
of an alien species.  The amount of damage per usage is equal to the
adepts psionic skill level.  The cost in PSS is equal to the number of
points of damage.  The range is:

10meters * (psionic skill level) * (number of PSS points spent)

A psionic attack.

9.4.2 Damage Dexterity Xeno Species

This talent allows the adept to cause damage to DEX (i.e., secondary
nervous system) of an alien species.  The amount of damage per usage
is equal to the adepts psionic skill level.  The cost in PSS is equal
to the number of points of damage.  The range is:

10meters * (psionic skill level) * (number of PSS points spent)

A psionic attack.

9.4.3 Damage Strength Xeno Species

This talent allows the adept to cause damage to STR (i.e., primary
nervous system) of an alien species.  The amount of damage per usage
is equal to the adepts psionic skill level.  The cost in PSS is equal
to the number of points of damage.  The range is:

10meters * (psionic skill level) * (number of PSS points spent)

A psionic attack.

9.5.0 Teleportation Discipline

9.5.1 Teleport

(see 3.5.1 for description)

9.5.2 Perception

(see 6.2.2 for description)

9.5.3 Life Sense

(see 3.0.1 for description)

10.0 Eight Level Talents

10.0.0 Telepathy Discipline

10.0.1 Telepathy

(See 5.0.1 for description)

10.0.2 Clear

This talent allows the adept to undo any psionic attack or illusion on
another intelligent being.  The adept must be aware of the psionic
activity before the clear talent is used.  The adept must match
(psionic skill level) * PSS of the clear vrs (psionic skill level) *
PSS of the talent used against the target on the "Two Serial Dice
Resolution/Resistance Matrix (see 1.6.3) for the clear to be
successful.

10.0.3 Timed Subconscious Suggestion

This talent is similar to suggestion except that the suggestion can be
placed directly in the subconscious mind to be activated at a later
time.  See 4.0.2 for the basic parameters on the suggestion talent.
The maximum number of days that the suggestion can be activated is:

(20 hour days) * (psionic skill level) * (number PSS points spent)

A psionic attack.

10.0.4 Illusion Multiple Senses

(see 6.0.4 for description)

10.1.0 Telekenesis Discipline

10.1.1 Mass Movement

(see 3.1.1 for description)

10.1.2 Screen

This talent allows the adept to construct a mass/energy protective
screen to absorb damage.  The damage value of the screen is:

(psionic skill level) * (number of PSS points spent)

Damage (all non-stun attack damage) is taken off the screen instead
instead of any armor or nervous system.

The defensive value of the talent is equal to (psionic skill level)
and does not have points subtracted from it during combat.  Screen may
be regenerated through multiple uses but NOT stacked.

10.1.3 Energy Disruption/Conduction

This talent allows the adept to disrupt energy systems.  The amount of
EUNITs the adept is capable of "sinking" or conducting is:

(psionic skill level) * (number of PSS points spent)

The range is always immediate to the adept.

10.2.0 Clairvoyance Discipline

10.2.1 Clairaudience

(see 5.2.3 for description)

10.2.2 Perception

(see 6.2.2 for description)

10.2.3 Precognition

The adept develops visionary powers of the past, present and future.
The future is a form of time travel.  The skill will only operate on
the timeline that the adept is currently on.  It MAY be possible to
"see" alternate timelines whose origin in from the current timeline.
The adept will concentrate on a "subject".  The length of the
precognition in 6 second rounds is

(psionic skill level) * (number of PSS points spent)

The accuracy and clarity of the postcognition is based on the same 
formula.

10.3.0 Telurgy Discipline

10.3.1 Awareness

(see 7.3.1 for description)

10.4.0 Body Control Discipline

10.4.1 Shapechange

This talent allows the adept to physically change form in a number of
ways.  

Modes of shapechange:

Density; thus causing the adept to be less susceptible to
physical damage.  Defensive modifier for density is:

	(psionic skill level) * (number of PSS points spent)

Form; thus causing the adept to look like something else.

Substance; changing the biochemical makeup of the adept.  The adept
must know the species and chemical makeup (if different than carbon)
to do the shapechange.

Time; how long the shapechange will last.  In 6 second rounds the time
is:
	(psionic skill level) * (number of PSS points spent)

10.5.0 Teleportation Discipline

10.5.1 Teleport

(see 3.5.1 for description)

10.5.2 Perception

(see 6.2.2 for description)

10.5.3 Screen

(see 10.1.2 for description)

10.5.4 Energy Disruption/Conduction

(see 10.1.3 for description)

11.0 Ninth Level Talents

11.0.0 Telepathy Discipline

11.0.1 Transfer Personality

Allows the adept to transfer their personality to another sentient.
If the receiving sentient considers it an attack then the targets PSS
must be overcome and the time of the assumed personality is in seconds:

36 * (psionic skill level) * (number of PSS points spent)

If the receiving personality is friendly the time of the assumed personality
in 20 hour days is:

(psionic skill level) * (number of PSS points spent)

A psionic attack.

11.0.2 MetaPsionics

(see MetaPsionics 12.0)

11.1.0 Telekenesis Discipline

11.1.1 Faster Than Light

This talent allows the adept to "blink" their person plus an area of
mass at a faster than light speed.  This skill only works on the
current time line and will always relocate the adept and "baggage"
instantaneously.  The range in parsecs is:

(1/36) * (psionic skill level) * (number PSS points spent)

The mass that can be FTLed in metric tons:

10 *  (psionic skill level) * (number PSS points spent)

11.1.2 MetaPsionics

(see MetaPsionics 12.0)

11.2.0 Clairvoyance Discipline

11.2.1 MetaPsionics

(see MetaPsionics 12.0)

11.3.0 Telurgy Discipline

11.3.1 MetaPsionics

(see MetaPsionics 12.0)

11.4.0 Body Control Discipline

11.4.1 MetaPsionics

(see MetaPsionics 12.0)

11.5.0 Teleportation Discipline

11.5.1 Faster Than Light

(see Faster Than Light 11.1.1)

11.5.2 MetaPsionics

(see MetaPsionics 12.0)

12.0 MetaPsionics

When the adept reaches a certain stage they are transformed into what
can be called a transcorporal being.  Depending on the beings former
cultural patterns a number of events can take place.  Psionics will
blur and combine with Force Science (Magic).  The now transformed
being can effectively operate with tech level 30 or greater societies
where energy and matter are transformed instantaneously over space and
maybe even time.  The transformed being may approach tech level 40 a
go completely outside the time space continuum of all time lines
before the Big Bang and after the Big Suck.  Former reality will not
be forgotten but remain a dream like memory.  Perhaps the MetaPsionic
will meet other wandering MetaPsionics and have cosmic encounters on a
new scale.

12.1 Permuted Psionic Discipline: Time/Teleport 

Invented by Chen and named by Laret during the great TimeLine
traversal from League Cosmos through the artifact into the time line
of League Galactica back through time with the BigFish before the
BigBang into non-time and then back into time again on the League
Cosmos time line.

12.1.0 1st Level Talents

12.1.1 Tell Time

This talent allows the adept to "feel" mathematically correct time
within accuracy:

(1 second / (psionic skill level)) / (number of PSS points spent)

12.1.2 Know Age

This talent allows the adept to accurately estimate the age of object.
The adept must be aware of the object to estimate its age (for
example, a microbe).

12.1.3 Photographic Recall

This talent allows photographic recall of an event in memory that has
happened in the past.

12.2.0 2nd Level Talents

12.2.1 Teleport

(see 3.5.1 for description)

12.2.2 Predict event

Will allow the adept to predict the chance of a particular event
happening on the current timeline and possibly its derivatives.  The
basic chance to predict an event is 4 * (psionic level) on a scale 
of 1 to 36.  

12.2.3 Slow entropy

The adept is able to slow entropic processes but not stop them.  The
effect is on the flow of EUNITs in the immediate and far cosmos (see
Technology Levels for a discussion of EUNITs).  The range for slow
entropy is:

10meters * (psionic skill level) * (number PSS points spent)

The number of EUNITs slowed is:

.1 * (Tech Level culture of adept) * (psionic skill level) * (number PSS
points spent)

What a bizarre talent!

12.3.0 3rd Level Talents

12.3.1 Teleport

(see 3.5.1 for description)

12.3.2 Slow Down my Body

Creates a temporal field around the adepts body or cellular structure
to make it slower.  The 6 second ration effect is:

(6 seconds) * (psionic skill level) * (number PSS points spent)

12.3.2 Speed Up my Body

Creates a temporal field around the adepts body or cellular structure
to make it faster.  The 6 second ration effect is:

(6 seconds) /[(psionic skill level) * (number PSS points spent)]

12.4.0 4th Level Talents

12.4.1 Teleport

(see 3.5.1 for description)

12.4.2 Area Effect Slow Down

Like 12.3.2 except an area of effect is associated to this talent:

10 square centimeters * (psionic skill level) * (number PSS points spent)

12.4.2 Area Effect Speed Up

Like 12.3.3 except an area of effect is associated to this talent:

10 square centimeters * (psionic skill level) * (number PSS points spent)

12.5.0 5th Level Talents

12.5.1 Timeport Current Timeline

This talent allows the adept to teleport through time on the current
time line.  This would include bifurcations and recombinations where
possible.  The length of the timeport in years is:

360day year * (psionic skill level) * (number PSS points spent)

See 3.5.1 for a description of PSS expenditure for mass on time port.

12.5.2 Stasis

Continual Timeport Current Timeline to same point in time.  The
number of "times" the adept may use this talent to "loop" is:

(psionic skill level) * (number PSS points spent)

12.6.0 6th Level Talents

12.5.1 Timeport Different Timeline

The talent is similar to Timeport Current Timeline (12.5.1) except the
adept can attempt to time port to a different timeline.  Exactly where
and on which timeline the adept will end up on is somewhat asynchronous 
and indeterminate.  That is the distance from the "beginning of time"
is is the same on the other timeline, not the same equivalent event.

12.7.0 7th Level Talents

12.7.1 Forsee Event on current time line

Like 12.2.2 except chance scale is 36 out of 36 (chance to see event
is 100% if psionics skill roll is made).

12.7.2 Sense Timeline

Bifurcations from the BigBang and Convergences to the BigSuck are
sensed and traversed.  As the adept travels these timelines the
absolute number of years travelled is:

1Million * (psionic skill level) * (number PSS points spent)

The adept can continue sensing timelines from where the last sense
timeline left off.  The adept does NOT travel the timelines while
sensing them.

12.8.0 8th Level Talents

12.8.1 Forsee Event on parallel time lines

Like 12.7.1 except the talent works on alternate parallel timelines.

12.8.2 Alter Time

Using this talent the adept is able to alter events on a timeline
without creating a new timeline (fundamentally changing the past and
future).

12.9.0 9th Level Talents

12.9.1 Parallel Timeport

The Adept is similar to Timeport Different Timeline (12.5.1) except
that the adept can timeport the same associated event (if it exists)
on a different parallel timeline.

12.9.2 Create Timeline

Allows the adept to create (yet another) alternate past and future in
a controlled manner.

12.9.3 Metapsionics

(see MetaPsionics 12.0)



-------- TML Message #481 --------

Archive-Message-Number: 481
From: (Bertil Jonell) bertil@ranko.cd.chalmers.se
Subject: Reality & Traveller?
Date: Thu, 10 Aug 89 14:53:41 MET DST


Really silly subject line, eh?
I have a question to the members of TML that i will try to explain below:
How closly shall the parts of traveller that depicts parts of our real
world follow said real world?
The background behind the question is this: I recently bought the COACC
(Close Orbit and Airspace Control Command) sourcebook for MegaT, And while
as a whole, the bok was as expected (No more errors and omissions and
unclear points than usual :-) there was one thing that struck me as strange
In the chapter about Aircraft Maintainance there was a taskroll for refueling
an a/c (airCraft :-) that said like this:

	To fuel an aircraft:
	Simple, Dexterity, 2 min, (hrzadous, unskilled OK)
	Referee: If a fumble failure occurs, static electricity ignites
     a fire leading to an explosion in 3D seconds. The aircraft and possibly
     any neighbouring aircraft are destroyed by the explosion. The Character/
     NPC refueling the aircraft is killed unless he is at least 20 meters
     from the fire when the explosion occurs
     (My apologies for broken copyrights)

According to the rules, a fumble mishap occurs when you make a throw of 2
with the 2D. Statistically this happens 1/36 (one time in 36). That is:
every 36th time you fuel an a/c it explodes ?!
(As a byline I can mention that I personally have refueled jettrainers
on at least 240 occations (4times a day 5days a week for 3 months, while
doing conscript service in the Royal Swedish Air Force). And no explosion
ever happend, even though I *did* manage a major fumble and got showered
with jet-fuel )
In reality jet-fuel is quite hard to set fire to: It behaves more like
kerosene than gasoline, The *really* scary stuff is high octane prop-plane
fuel, Higly volatile and equally flammable. 
Thus my question:
Shall traveller follow reality or is there a reason to keep the xploding
aircraft rule on the grounds of game balance or something like that?
Comments on this case, the question in general and other cases are welcome.
Mail to me, or if interesting to the TML, mail there.

I don't state this question because I have a desire to tamper with the
game system. It's just that in this case the results are so totally ludicrous
that I feel that I have so speak out. Imagine for example a mercenary air
squadron that looses one a/c in 36 because it explodes while being refueled?!
They would go bust in notime.

Here is my suggestion for refueling tasks:

	To refuel a ramjet, turbojet, turboprop or turbofan a/c:
	Simple, Dexterity, 2min (hazardous, Unskilled OK)
	Referee: If a fumble mishap occurs, roll on the mishap table:
    Destroyed: a/c catches fire, Major: a/c catces fire if engine has been
    running within the last 10 min. (ie engine still hot).
    Minor or less: Fuel on the tarmac or somebody got a shower
    (The latter could be fatal if that somebody is an officer :-)

	To refuel a propeller, rocket or fusion rocket a/c:
	Simple, Dexterity, 2min (hazardous, Unskilled OK)
	Referee: If a fumble mishap occurs, roll on the mishap table:
    Destroyed: a/c explodes immediately (fatal within 20 meters),
    Major: a/c catches fire. Minor or less: as for jet a/c:s
	Note: If the a/c is rocketpowered and TL 7- this task becomes:
	Routine, Dexterity, Mechanic, 2min (hazardous)
	(Cryogenic fuels (Liquid oxygen and hydrogen) are extremely
	unpleasant to handle)

If the a/c catches fire throw 1D every round, on a 5+ the a/c will explode.
Remember that fuzed munitions may cook off and explode.

	To put out a a/c on fire:
	Difficult, OFF=(Highest dexterity, +1 per participating person), 
	 DEF=( -1 per previous round on fire), 1 cmbt rnd (absolute,
	 hazardous, fateful)
	Referee: Every participating person must have a flame extinguisher
    and be on the site of the fire to be included. Any mishaps mean that
    injuries has been sustained. Attempt this task once per round until
    the fire is put out (or the a/c explodes)
- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: bertil@cd.chalmers.se 
VOICE: +46 31 723971 / +46 300 61004     
SNAILMAIL: Box 154,S-43900 Onsala,SWEDEN      
"During the high point of the Downes Age, they put Ming the Merciless in charge
of designing Carlifornia gas stations" W.Gibson "The Gernsback Continuum"


-------- TML Message #482 --------

Archive-Message-Number: 482
Date: Mon, 14 Aug 89 09:29 EDT
From: EHT%PSUARCH.BITNET@cornellc.cit.cornell.edu



>       Task system, well. A task could be simple, routine, difficult, or
>formidable. Simple is 3+ on 2d6, routine 7+ on 2d6, difficult 15+,
>formidable 17+. Skills can serve as pluses to the roll, characterics/6 can
>
Whoa!  Jump back, Mac!  :)   Simple is 3+, routine 7+, difficult is 11+ not 15,
and formidable is 15+ not 17.  It is always a difference of 4 between the task
levels.  Of course, it was just a typo, right?  :) I knew it.

>                               Mac

On another note, has anyone out there seen the World Builder's Handbook?  I
remember hearing discussion of it, but our local gaming/bookstores don't have
it yet.  Just wondering if the discussion was about a beta version or what?
Also, if it's not out yet, any official anticipated date from GDW as to when
it will be in the stores?

How about the Alien Modules?  Any date on when those will be available?


- ----------
>From the Bridge of the NOMAD

Captain Sir Michael Talmoth Commanding     UPP:  BA5A8B
   AKA Paul Baughman ---> EHT@psuarch.BITNET
      AKA Unka Paul

"You see me now a veteran
        of a thousand psychic wars,
                I've been living on the edge so long,
                       where the winds of limbo roar
And I'm young enough to look at,
        but far too old to see
                All the scars are on the inside,
                       I don't know if there's anything left of me..."
 -- BOC --




-------- TML Message #483 --------

Archive-Message-Number: 483
Date: Mon, 14 Aug 89 10:02 EDT
From: EHT%PSUARCH.BITNET@cornellc.cit.cornell.edu
Subject: RE:  Refuelling aircraft



Discussion of refueling aircraft...

>According to the rules, a fumble mishap occurs when you make a throw of 2
>with the 2D. Statistically this happens 1/36 (one time in 36). That is:
>every 36th time you fuel an a/c it explodes ?!

   Sounds like an awful lot of explosions to me.  Anyone out there have
   U.S. Airforce experience to add to the Swedish experience?  Does this
   sound about right?

>In reality jet-fuel is quite hard to set fire to: It behaves more like
>kerosene than gasoline, The *really* scary stuff is high octane prop-plane
>fuel, Higly volatile and equally flammable.

   From what little I know of Jet fuel, I would tend to agree with you.

>Shall traveller follow reality or is there a reason to keep the xploding
>aircraft rule on the grounds of game balance or something like that?

   I don't have any contacts with GDW so I'll have to leave that question
   up to the people who do have contacts.  Anyone care to throw the
   question at them?  :)

>Here is my suggestion for refueling tasks:
(several suggested tasks follow)

   Never having had ANY experience refueling aircraft, I have  only one
   question...
   Can an aircraft of any type be completely refueled in only 2 minutes?
   This seems too low to me, especially if we are talking about hundreds of
   gallons at a time.  Are they *REALLY* high speed pumps or what?

- ----------
>From the Bridge of the NOMAD

Captain Sir Michael Talmoth Commanding     UPP:  BA5A8B
   AKA Paul Baughman ---> EHT@psuarch.BITNET
      AKA Unka Paul

"You see me now a veteran
        of a thousand psychic wars,
                I've been living on the edge so long,
                       where the winds of limbo roar
And I'm young enough to look at,
        but far too old to see
                All the scars are on the inside,
                       I don't know if there's anything left of me..."
 -- BOC --





-------- TML Message #484 --------

Archive-Message-Number: 484
Date: Mon, 14 Aug 89 14:53 EST
From: METLAY@vms.cis.pittsburgh.edu
Subject: GenCon 1989 highlights ala Metlay, ack thphht



Hi gang. Metlay here, back from GenCon 1989 in Milwaukee. So what's to 
report?

Well, the Con was well attended and ran smoothly. As always, the single 
biggest hassle was in obtaining onsite event registration (line lengths on the 
average of one hour or more), and everything else went smoothly. I didn't see 
any other List readers there, but what th'hey. Big sellers were FASA's new
SHADOWRUN game and everything else in their line, and Palladium and Leading 
Edge also made a very strong showing. Big hits of the Con were the MIDIMaze 
Interactive Combat Synthesizer and the FASA BattleTech display. Imagine a 
video game where every piece on the board is being run by a live player, who 
can think, move, and attack in real time! Both games offered this capability, 
and each had its strong points. The MIDIMaze games ran on clusters of up to 16 
linked Atari ST computers, and had tournaments, team or singles play, and open 
gaming for $2 an hour. I actually won one round, which is nothing short of a 
miracle, considering that the game was swamped by expert video game players 
who racked up enormous lists of wins, including one guy who won a 15- against- 
1 round singlehandedly! The graphics were simple but effective, and knowing 
that you were playing against other people made the game extremely 
stimulating. But the really spectacular event was the interactive BattleTech 
display at FASA's booth. Four players in teams of two were seated in realistic 
BattleMech cockpits, with complex display and hand controls taking the place
of the game's "Neurohelmets." They then fought one another on a computer-
generated battlefield, with great graphics, internal status readouts,
surround-sound effects, and total attention to BattleTech rules, including
disabled-unit movement and overheating problems. The game was phenomenally
popular, even at $3 for 5 minutes or until dead, whichever comes first.
Advanced setups allowed torso movement, and perhaps even jumping and kicking,
although I never saw an Advanced game. As usual, FASA demonstrated that the
most cash inflow came to the display with the glitziest setup, and this year
they even beat last year's Steiner-Davion wedding. Yeesh. 

On matters Travellerish, I had a short pair of conversations with Loren 
Wiseman and Marc Miller. Loren's a very nice guy but has such a full schedule 
that it's damned near impossible to get anything out of him, and Marc is just 
too busy to give anyone more than two minutes' attention. Digest Group was not 
there this year, and their "To Kill An Archduke" MegaTraveller event was 
cancelled, but I THINK I saw Gary Thomas there, looking so frayed that I 
thought better of hassling him. Sorry, gang, but I just wasn't in nosy 
reporter mode this weekend. What I did get was as follows.

These are lean times for the Traveller games, my friends. Digest Group is
doing its best to support the rules, but the big emphasis at GDW appears to be
on its other games, the ones with the four-digit numbers in their titles. Let
it also be remembered that Digest Group's people, despite their enthusiasm, DO
have day jobs, and that it's a miracle we get as much as we do from them. But
don't despair; both companies will be putting out their usual two or three
items a year, and let's remember that in the early years we were grateful to
get that much new Traveller material! That having been said, let's look at
what IS out there: 

Currrently in the works from GDW are "Fighting Ships of the Imperium," a set 
of ship descriptions and MegaTrav stats for various and sundry ships in the 
Rebellion. Cutting through the sales pitch, what it appears to be is a reprint 
and expansion of the old Supplement 9, for people (like me) who haven't the 
time and patience to futz around with the new rules for ship generation. 
There's also "Knightsfall," an adventure module for political intrigue(?). I 
haven't any data on that. GDW was also plugging the two new books from Digest 
Group, "The MegaTraveller Alien" and (I believe it's called) "The Black Duke."
No data on either of these, although I believe that the former book will be a 
reprint and expansion of Alien Modules 1,3,4, and perhaps 5. The Aslan, Vargr, 
and Zhodani will be covered; the K'Kree definitely won't, and neither will the 
Solomani or Hivers; the Droyne are iffy, but I'd guess that they will be, 
having been mentioned in detail in the Referee's Companion. For all you far- 
antispinward fans out there, it looks like you're all S.O.L. Sorry.

Representation of the Traveller rules systems at GenCon was pitiful at best. 
Besides my games and the ones sponsored by (and cancelled by) DGP, I counted 
three other Traveller events, and they were all your basic kick-ass mercenary 
contract sessions. The RPGA was supposed to run a Traveller tournament this 
year, but I don't recall whether or not that went through. I'm not complaining
at all about the rarity of Traveller stuff though; as usual, "Near Miss VI:
Radio Free Terra" was a smash hit, sold out on all three rounds long before
the Con opened with Generic Ticket holders lined up for overflow seating. The
sessions went well at first and got better as the weekend progressed, with
Saturday Night's game a real free-for-all, half the players having been in
previous Near Miss games since 1985 and the other half being experienced and
inventive newcomers. Navy Ensign Horace Plimpton and Daisy Ferne of the
Columbia University Music Dept. are now happily married (imagine Rick Moranis
and Shelley Duvall as Romeo and Juliet) and all's well that ends well.

Schedule permitting, "Near Miss VII: Over the Edge" will run at GenCon 1990,
and there will be a Near Miss Book out from either DGP or GDW at some time in
the near future, both Gary Thomas and Marc Miller at least being willing to
entertain the concept if it's well-presented. Meantime, if folx are
interested, I may run bits and pieces of "Borrowed Snapshots," the first
full-length Near Miss story, on the List. 

If anyone else has any questions about GenCon, feel free to ask.

later,

metlay


-------- TML Message #485 --------

Archive-Message-Number: 485
Date: Mon, 14 Aug 89 15:38 EST
From: METLAY@vms.cis.pittsburgh.edu
Subject: releases



The World Builder's handbook is out. I have it and I like it, even if it
does put the sun at the center of an elliptical orbit rather than one focus.

The MegaTraveller Alien Book will be out later this year.

metlay


-------- TML Message #486 --------

Archive-Message-Number: 486
Date: Mon, 14 Aug 89 15:38 EST
From: METLAY@vms.cis.pittsburgh.edu
Subject: This is neat! I've never played rules-lawyer before! (*gag*)



In getting ready for running the latest Near Miss event at GenCon, I 
familiarized myself with the new combat system. After about five minutes of 
reading, I came up with the following:

SCENARIO 1:

Hiram Trilby, a con artist, is being pounded into steakumms by Thor Phangle of 
the Imperial Marines. Thor is wearing full Battle Dress, Hi Stellar design, 
with an armor value of 18 over his entire body, and Thor's life force is about 
18, giving him 3 damage points to unconsciousness. (For the purposes of this 
explanation, Hiram's stats and armor are unimportant.) As he frantically 
attempts to save his own worthless life, Hiram manages to get his gun hand up 
between Thor's arms as Thor is attempting to twist his head off, places the 
muzzle of his Gauss Pistol against Thor's eyeslit, and fires.

Hiram's player, a decent kid who's never learned to be crafty and to take 
advantage of gaping holes in rules systems, is doing what appears to be the 
sensible thing: he makes his task to hit one level harder (from simple to 
routine, a safe bet) and allows himself a pinpoint attack, thus halving the 
armor value of Thor's Battle Dress and maximizing his chances to escape.

Okay so far?

He rolls an 11 on his attack. The result, according to the rules, is as 
follows. The attack is with a penetration-4 weapon, against an armor class of 
18 halved or 9. Weapon < Armor, so Zero penetration, and since the armor is 
full-body, no damage occurs. But wait! Hiram needed a 7 to hit, and rolled an 
11! That's a 4+ exceptional success, so Hiram quadruples his damage (4x0=0) or 
takes a minimum of 2 points. Thor can take 3, so the 2-point hit to his face 
doesn't knock him out.

The result: the Gauss needles bounce off the armored eyeslit, except for one 
which manages to penetrate and do damage. Thor is injured, and really mad now. 
Hiram had better hope for an 11 or better on his next roll, assuming he has 
any ammo left in his pistol, or he's doomed. (Note that the choice of shot
placement did nothing here: only the high roll did.) 

SCENARIO 2:

As above, except Hiram has only a 5mm body pistol (with a Penetration value of 
0 at any range!), and Hiram's being played by a different player, say for 
example, me. (Thor's doomed. |-> ) He calmly places the pistol's muzzle 
against Thor's chest, where the thickest armor plating is located, and pulls
the trigger, once. He rolls an 11.

We now consult the rules again. Hiram didn't try anything fancy to maximize 
his chances of getting through the impossibly thick armor Thor was wearing: he 
just fired. At this range, that's a Simple task. He hits, and his weapon 
obviously does no damage (it didn't last time, and 0 vs. 18 is a lot worse 
than 4 vs. 9). But wait! he needed a 3, and rolled an 11, so that's an 8+ 
exceptional success, for octuple damage (8x0=0) or a minimum of 4 points!

The result: Thor's knocked unconscious by the tiny bullet expending its energy 
against his chest. Hiram removes Thor's limp hands from his thoat, places the 
pistol over Thor's heart, and fires until he rolls two 7s or an 11, at which 
point Thor is dead. (Note that he does not declare a coup de grace, as this is 
an automatic zero-penetration hit and hence does no damage. He states he is in 
combat, and thus must roll for his hits, risking a miss but also allowing for 
the exceptional success that knocked Thor out in the first place.)


Neat, huh? I'm leaving this glitch in my rules set. Every player needs a break
every now and then! |->

dim the lights,

******
metlay				| "What'd you hit him for, Hug?" "I asked him
				| what the wallet was made of, and he said,
metlay@pittvms.BITNET		| 'Hide, the cow's outside.' Imagine his nerve,
metlay@vms.cis.pitt.EDU		| suggesting an Aslan is afraid of a cow!" |->




-------- TML Message #487 --------

Archive-Message-Number: 487
Date: Mon, 14 Aug 89 16:38:43 EDT
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: Oops



	Sorry about that, and thanks to Paul for point it out. I made a 
couple of typos. 

	World Builder's Handbook has been out for almost a month. And it's not
from GDW, it's from Digest Group. 

			Mac



-------- TML Message #488 --------

Archive-Message-Number: 488
Subject: Latest Challenge, WB Handbook
Date: 14 Aug 89 14:43:25 PDT (Mon)
From: jamesp



The latest Challenge has a single article on Traveller, but a voluminous
one.  [As Metlay pointed out, Traveller seems as if it's becoming
"Grandfathered"].  Anyhow, the article is a long (about 24 pages)
pullout section describing the Hinterworlds Sector, in fact, you can
remove it from the Challenge issue as a booklet in istelf.  At the front
is about 5-6 pages of discussion, explaining the history, economics,
government, and minor races present in the Hinterworlds.  Following that
is 16 pages devoted to subsector and UWP information in the standard
tabular form, and a two-page map of the entire sector.  I really enjoyed
the article, and it would provide me with an entirely different corner
of the Imperium to go out and explore and flesh out myself, a fresh
change from the ubiquitous Spinward Marches campaigns.

I'm doing a review of World Builder's Handbook for you guys and gals,
and I will try to get it done this week.

CraftID: Child's Tricycle, TL 15, kCr265  | James T. Perkins 568BB8, 23 years
   Hull: Config=1AF, Armor=10G		  | Traveller Mailing List Adminstrator
  Power: Fusion=1MW, Duration=45/135	  | Homeworld: Earth D867A74-7
   Loco: StdGravThrust=1ton, NOE=190kph   | Computer-2, Physics-1, Leader-0,
Off/Def: Pintel:VRFGauss,1600rounds/min	  | Wheeled Vehicle-1, Mechanical-1,
  Accom: Operator=1, Seats=crampedx1	  | Electronics-1, History-0



-------- TML Message #489 --------

Archive-Message-Number: 489
Date: Mon, 14 Aug 89 21:38 EDT
From: B_MAHONE%UNHH.BITNET@mitvma.mit.edu
Subject: _World Builder's Guide_ mini-review


Well, I got my copy of the _World Builder's Guide_ the other day...  I like it.

I have never seen the original Grand Census/Grand Survey set, so I really only
have Digest Group's word that it is improved and expanded.

The book is full-sized (8-1/2 x 11?) and center stapled.  96 pages.  Nice art.

The first half of the book, "Survey and Exploration", details the actual
process the IISS uses to explore new worlds.  This is a detailed treatment of
the subject, including types of surveys and IISS guidelines.  If you are
running a Scout-oriented campaign, you need this book.  A pretty complete
picture of what the Scouts do.  ("Three stars"- and if anyone can tell me why
the IISS doesn't use rank for Field operatives, they get the fourth star...)

Included are several equipment data sheets, in the new format used in the
Referee's Gaming Kit.  (You know- the screen...)  Detailed equipment: (with
pictures)

Handheld Densitometer   Neural Activity Sensor  Image Converter Binoculars
"PRIS" Field Glasses    Med Scanner     Bio-Scanner     Floater  Gyrocompass
Multichronometer        Language Translator     Handheld Communicator
Comdots         Remote Earpiece         Lasercom Relay  Data/Display Headset
General Purpose Vacc Suit       (three kinds of) Portable Life Support Systems
Tailored Vacc Suit      Lt. Duty Vacc Suit      Hostile Enviroment Vacc Suit
Utility Vest    Grav Belt  (*Whew*)

Also: Detailed treatments, with task libraries, for the G-tube, Grav Bike,
Hurricane-class Air/raft, and the Survey G-Carrier.  (Also seen in 101
Vehicles)  One page for each craft.

Then...  Ship plans for the Donosev Survey vessel.  Not as detailed as the
SOG's Trader diagrams, but ok.

The remaining 42 pages deal with "Building a World".  Without going too deeply
into it, it seems pretty complete: Atmosphere, Law levels, Religious issues...

If you're doing these things in your campaign, this book seems like a good buy,
folks.

                                            -Bob

                                  oo
- ---------------------------------m--m-----------------------------------------
Bob Mahoney                           PSC Computer Services, Plymouth NH 03264
BITNET: B_MAHONEY@UNHH                   uucp: [uunet!unhd!,dartvax!]psc90!rem



-------- TML Message #490 --------

Archive-Message-Number: 490
Date: Mon, 14 Aug 89 21:41 EDT
From: B_MAHONE%UNHH.BITNET@mitvma.mit.edu
Subject: Really?



The folks at Digest Group are only part-time?  Not bad!  They seem to be
running rings around the GDW folks, at least in terms of development...

- -Bob



-------- TML Message #491 --------

Archive-Message-Number: 491
Date: Tue, 15 Aug 89 04:00:28 -0400
From: (Dumpmaster John) jco@manatee.cis.ufl.edu
Subject: Fueling a jet



First, let me say I've never fueled a jet.  I have fuel a race car (So I
don't know how close these two are.)  But this has never stopped anyone on
the net.   :-)

So I'd say you don't need to make a roll except under combat conditions (or
something real close, like jabba is coming into your landing bay and you
need to get out before he kicks your ass.)  So you can take all the time you
need.  So unless the player was clutzing out.  He could do it.

Now then how much fuel does a plane take?  As for cars you can fuel them
(15-20 gals) in 15-20 sec.  Now then they have special tanks so you can fuel
them fast.  (extra outlets for air and stuff)  So anyway in 2 mins you could
get 120gals in (and change the tires  :-)

Another question on TV they always talk about how many pounds of fuel they
have left.  Is this a more proper unit to use in a/c?

As for setting fuel off.  On a nova from 1 or 2 seasons ago ("How safe is
safe."  I think)  They said that it was the misting of fuel that causes the
problems.  So if you fumble and mist it I guess you could be in for a bad time.

later
jco

"What would Rock and Roll be without feedback?" -- D. Gilmour
In Real Life:		UUCP: {gatech|mailrus}!uflorida!beach.cis.ufl.edu!jco
John C. Orthoefer	Internet: jco@beach.cis.ufl.edu
University of Florida	Floyd Mailing List: eclipse-request@beach.cis.ufl.edu



-------- TML Message #492 --------

Archive-Message-Number: 492
Date: Tue, 15 Aug 89 10:40:57 EDT
From: perez%qm7503.genrad.com@qmvs01.genrad.COM (Arturo Perez 508-369-4400 x3239)
Subject: RE:  Refuelling aircraft


>
>   Never having had ANY experience refueling aircraft, I have  only one
>   question...
>   Can an aircraft of any type be completely refueled in only 2 minutes?
>   This seems too low to me, especially if we are talking about hundreds of
>   gallons at a time.  Are they *REALLY* high speed pumps or what?
>----------
>From the Bridge of the NOMAD
>
>Captain Sir Michael Talmoth Commanding     UPP:  BA5A8B
>   AKA Paul Baughman ---> EHT@psuarch.BITNET
>      AKA Unka Paul
>

Now remember, the times included with the task description is typically
10% of the time to perform the task.  You have to role 3d6 to determine
the real amount of time the task really takes.  For the above case, that works
out to 6-36 minutes with an average of 20-26 min..  It is not a flat 2 minutes
unless that task says "2 min. absolute."

Does that make the time needed more reasonable?  Although I must admit,
36 min. to fuel an aircraft, unless it's an Eastern jetliner :-), seems a
bit on the long side; especially when the Imperial storm troopers want to
frag you for stealing the emperor's scepter :-)

arturo perez
qm7503.genrad.com
10:38am 8-15-89



-------- TML Message #493 --------

Archive-Message-Number: 493
Subject: Re: World Builder's Handbook (very popular)
Date: Tue, 15 Aug 89 10:50:49 EDT
From: uunet.uu.net!zephyr.ENS.TEK.COM!ispi!jbayer@tektronix.TEK.COM (Jonathan Bayer)


[ Yet another message coming to me instead of the list, and duly forwarded.
BTW, The Military Corner has several copies available last time I checked,
if anyone wants to go to the extra cost of shipping, etc.  --James ]

> 	World Builder's Handbook has been out for almost a month. And it's not
> from GDW, it's from Digest Group. 

And its been unavailable for almost a month.  Every place I have called
has been sold out.  I finally managed to locate a copy and should have it
within a week.  

I saw a friend's copy  a few days ago.  It looked _real_ nice.


JB
- -- 
Jonathan Bayer			      Beware: The light at the end of the
Intelligent Software Products, Inc.	      tunnel may be an oncoming dragon
500 Oakwood Ave.				...uunet!ispi!root
Roselle Park, NJ   07204    (201) 245-5922    jbayer@ispi.UUCP




-------- TML Message #494 --------

Archive-Message-Number: 494
Date: Wed, 16 Aug 89 11:31 EDT
From: B_MAHONE%UNHH.BITNET@mitvma.mit.edu
Subject: MegaTraveller Referees *ONLY*


I don't know how you folks keep published 'spoilers' from your groups,
but for those who can, I thought I'd try to help keep the secrets...

In the Imperial Encylopedia, in the Referee's section, there is a notation
under Imperial Stationary that describes how Norris essentially forged his
appointment as Archduke...  Why is this included, and why here?  Is this some
essential seed for future "official" development, or just a strange idea
someone had?  It is fairly odd, in that all the published material I have
seen would give the impression that Strephon *would* have made the appointment.

Anyone care to speculate on this?  Also, has anyone joined the "History of the
Imperium Working Group" (HIWG)?  To what extent is this group's work going to
be incorporated into the "official" universe?

My campaigns (fantasy and now SF) have always been very history oriented, so
these issues are bound to come up in my group...

- -Bobmah



-------- TML Message #495 --------

Archive-Message-Number: 495
Date: Wed, 16 Aug 89 16:46 EST
From: METLAY@vms.cis.pittsburgh.edu
Subject: re: MegaTraveller Referees *ONLY*



Makes perfect sense to me, actually. He was nearly assassinated by one of
his own admirals (Santanocheev, I believe) and had to take control of the
Navy to save his own hide, to say nothing of the Marches. Also, keep in
mind that the ImpEncyc was written by Norris's own people, and they tend
to paint him in a favorable light. Whether or not his appointment to Archduke
was honest was open to question, but its usefulness is moot (if you'll pardon
the expression |-> ): it's saved the Marches from fragmentation. If ole
Norrie-baby's a crook, at least he's a competent, smart crook. 

Who'd you have picked? Leonard Bolden-Tukera of Aramis? Gag oop ecch!

metlay



-------- TML Message #496 --------

Archive-Message-Number: 496
Date: Wed, 16 Aug 89 22:16 EDT
From: B_MAHONE%UNHH.BITNET@mitvma.mit.edu
Subject: Re: **MegaTraveller Referees ONLY**


metlay relates: (In answer to my Norris "The Pen" forgery question)

>Makes perfect sense to me, actually. He was nearly assassinated by one of
>his own admirals (Santanocheev, I believe) and had to take control of the
>Navy to save his own hide, to say nothing of the Marches. Also, keep in
>mind that the ImpEncyc was written by Norris's own people, and they tend
>to paint him in a favorable light. Whether or not his appointment to Archduke
>was honest was open to question, but its usefulness is moot (if you'll pardon
>the expression |-> ): it's saved the Marches from fragmentation. If ole
>Norrie-baby's a crook, at least he's a competent, smart crook.
>
>Who'd you have picked? Leonard Bolden-Tukera of Aramis? Gag oop ecch!

Hmmm...  I obviously missed a turn here.  I am a new ref, to all new
Travellers- is the above background regarding Santanocheev & Bolden-Tukera
pre-MegaTraveller?  If so, are the publications concerned still available?

Tukera?  Of Tukera lines perhaps?

(I *hate* missing the begining of a good story!)

Any 'lost' info appreciated.

- -BobMah


-------- TML Message #497 --------

Archive-Message-Number: 497
From: (Adrian Hurt) adrian%cs.heriot-watt.ac.uk@nsfnet-relay.ac.uk
Subject: Norris vs. Santanocheev
Date: Thu, 17 Aug 89 10:25:19 BST



>>Makes perfect sense to me, actually. He was nearly assassinated by one of
>>his own admirals (Santanocheev, I believe) and had to take control of the
>>Navy to save his own hide, to say nothing of the Marches.

>Hmmm...  I obviously missed a turn here.  I am a new ref, to all new
>Travellers- is the above background regarding Santanocheev & Bolden-Tukera
>pre-MegaTraveller?  If so, are the publications concerned still available?

>From what I can gather from "The Spinward Marches Campaign" and the board game
"Fifth Frontier War", at the time of that war Santanocheev was Sector Admiral,
in charge of defending the Spinward Marches. He was a complete incompetent, and
had obtained the position more on the basis of social standing and court
connections than any real ability. (In the board game, he's actually a
liability to any fleet that gets him - they're better off with no admiral at
all!)

Before the war, Naval Intelligence (in which Norris was then a minor officer)
had produced a report which was very critical of Santanocheev. Unfortunately,
it criticised him wrongly. As a result, Santanocheev set up a new organisation
to take its place, comprised mainly of yes-men and bootlickers. Being the more
competent organisation, and not being actually disbanded, Naval Intelligence
was the one that got wind of what the Zhodani were planning, and because of his
former connection, Norris received that information. He knew what an idiot
Santanocheev was, and asked the Emperor to do something about the situation,
e.g. sack Santanocheev and put Norris in charge. What Strephon did was to send
Norris an Imperial Warrant, which basically says "This person can do what he
wants because he's doing it in the Emperor's name". Unfortunately, the warrant
didn't reach Norris. He eventually learnt that the ship carrying it had crash-
landed on Algine, which was interdicted, therefore he was forbidden to go
there. He went anyway, his reasoning being that if he found the warrant, it
would allow him to override the interdiction. If he didn't, he was in deep
trouble, but that was a risk he chose to take. Meanwhile, he put about rumours
that he was ill, he was dead, he'd been assassinated or deposed, etc., to
cover his disappearance. Eventually he found the warrant, came back, kicked
out Santanocheev and saved the Marches.

That's the sort of man Norris is. Another of his schemes was the funding of an
"Azhanti High Lightning" class cruiser by getting all the school children of
the Spinward Marches to make donations out of their lunch money. The ship was
named "Children of the Marches" in their honour.

Now, what I want to know is, has anyone written an adventure based on Norris'
expedition to Algine? It looks like a hook just waiting for someone to hang a
plot on it!

 "Keyboard? How quaint!" - M. Scott

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



-------- TML Message #498 --------

Archive-Message-Number: 498
Date: Thu, 17 Aug 89 12:41 EST
From: METLAY@vms.cis.pittsburgh.edu
Subject: The shady past of His Grace Norris Aella Aledon, Duke of Regina



Listen up, folx.

The following is my admittedly hazy remembrance of what was, for a while,
the most interesting bit of political intrigue in Traveller, from a time
when the Spinward Marches were the only part of the Imperium about which
anyone outside GDW knew anything (the Solomani Rim still being under prep):

When the Fifth Frontier War began in 1107 (That's about 1981 or so), the 
Imperial Navy was under the command of a sleaze bucket known through the
Traveller News Service as Grand Admiral hault-Santanocheev. He proceeded 
to lose the Jewell Cluster, the Lanth Subsector, and most of the rest of
the frontier regions of the Marches, in a stunning series of Zhodani wins
that ended up threatening Rhylanor itself! 

Norris was not amused, and he told Santanocheev as much.

Santanocheev did the only sensible thing: he had the Duke assassinated.

Or tried to, anyway.

(Insert sound of flung wad of excrement striking rotary air blower here)

It took until after the War was over for us poor readers of the JTAS to
piece everything together, but as nearly as I can work out, what happened
was that Norris's death was reported to the News Service, only to be
followed by a statement that the Duke wasn't dead, just resting |-> .
The rumors of a coverup persisted until Norris himself came on the scene and
forcibly removed Santanocheev from power. He couldn't trust any of the
chiefs of staff, and he needed to be in firm command of the situation
when the Corridor Fleet arrived on the scene looking for someone to kill,
so he took command of the Navy himself. Under his command, the Zhodani were
driven back, Lanth was recaptured, Jewell was freed (it never fell), and
the Zhodani negotiated a ceasefire, followed by an armistice on 001-1111.
No territories changed sides, and that was that. (Oh, by the way, the 
other members of the OUtworld Coalition, the Sword Worlds and the Vargr,
got chewed up and spat out nearly a year before the ceasefire. They didn't
negotiate a ceasefire-- they SURRENDERED! Can you say, "Please don't hurt
me?" You can? Well, SAY IT LOUDER! AND GROVEL!) The upshot of the whole 
business was that Norris, as the real architect of the victory, came out
smelling better than any Admiral since Arbellatra Alkhalkoi stomped the
Zhodani in the Second Frontier War, then took her fleet to the Core and
established the dynasty whose latest child is lying on the floor of the
Iridium Throne Room with Dulinor's slug in his forehead....

But I digress. |->

The point is, Santanocheev was stripped of command, tried, courtmartialed,
cashiered, and exiled. He wasn't killed, nor was a public reading of the
charges made, to hide the depth of the corruption in the Imperial Navy,
which resembles the bad guys in the Star Wars movies more and more as you 
learn how they REALLY operate.... (HISS! BOO!) 

Norris has been an immensely popular and charismatic leader ever since.
He knew that with the proper stamp of authority, he could avoid a lot of
hassles when the assassination became public knowledge. so he made himself
Archduke of Deneb. Simple, wasn't it? It'd be a lot easier to prove if he
could explain why, by the time his appointment was announced, the whole
Corridor Fleet (which was ostensibly his to command) was on its way to the 
Imperial Core, leaving the sector defenseless.... Oh, well, nobody's perfect.

Oh, and Leonard Bolden-Tukera, the Marquis of Aramis, is married to a woman
who's a full-blooded Tukera family member. He has a lot of vested interests
in Tukera, and in Akerut, its local feeder line serving the Aramis subsector.
His chief rival is Marc hault-Oberlindes, Baron of Feri, whose Oberlindes
Lines are making life difficult for Akerut these days. Oberlindes is a sharp,
hardworking businessman whose reputation for taking care of his employees 
is nothing short of legendary. Bolden-Tukera is a fat, stupid slob who
couldn't inspire loyalty in a tribe of Orcs. ("Orcs? What're they?" "Oh, some
minor race from the Hinterworlds. Currently fighting with something called
the Bobbits, or Boggits, or something like that....") The tradewar between
Akerut and Oberlindes of 1105 and 1106 came to an abrupt end when Oberlindes
was able to prove that Akerut's security chief was selling meson guns to a
Vargr corsair band for use against his own country's shipping, and lining
his own pockets with the commission. (See THE TRAVELLER ADVENTURE.) The Duke
wasn't too pleased about that, either.....

Any other questions?

yatta yatta,

metlay

PS. Yes, what the HIWG does becomes gospel. That's why they're so controlled.



-------- TML Message #499 --------

Archive-Message-Number: 499
Date: Fri, 18 Aug 89 12:51:53 +0200
From: (Maurice Schekkerman) schekker@cst.prl.philips.nl
Subject: Fifty Starbases


This message is forwarded by my friend Maurice. Actually *he*
never refereed a Traveller game and I've been his GM, but never
mind...

I have a question about Judges Guild's playing aid "Fifty
Starbases". Does anybody know what the maps are for? I never
managed to see any use in them. There is a map key with lots
of interesting symbols, but they never appear on the maps.

Am I supposed to create the maps myself? If this is true,
I paid an awfull lot of money for something I still have
to do myself anyway.

I would appreciate if somebody could help me with this.

Eelco



-------- TML Message #500 --------

Archive-Message-Number: 500
Date: Fri, 18 Aug 89 08:28 EDT
From: B_MAHONE%UNHH.BITNET@mitvma.mit.edu
Subject: Norris background


Well!  Thanks to Adrian & metlay for filling in the gaps.  This sort of
backgroud is just what I wanted!

By the way, a while back I was asking if anyone had worked up plans for the
Imperialines TJ Freighter/Courier that appears in the Rebellion Sourcebook.
It seemed that no one had, so...

A friend and I have been diligently working on laying out the ship plans.  This
thing is Big.  (Or maybe I've screwed up the procedure...)  At any rate, once
it's done, I'd be happy to share it with folks for postage & copying cost.  I'd
be interested to see if we've done it "correctly".  Drop me a message if you're
interested- we should have it done in the next week or so.

(Of course, by then there will probably be an official deck plan that makes
ours look ratty, but that's the risk you run.)

- -Bob
                                  oo
- ---------------------------------m--m-----------------------------------------
Bob Mahoney                           PSC Computer Services, Plymouth NH 03264
BITNET: B_MAHONEY@UNHH                   uucp: [uunet!unhd!,dartvax!]psc90!rem




-------- TML Message #501 --------

Archive-Message-Number: 501
Date: Fri, 18 Aug 89 13:00 EST
From: METLAY@vms.cis.pittsburgh.edu
Subject: re the Algine story



Is that story gospel? In which book is it? I've got both FIFTH FRONTIER
WAR and "The Spinward Marches Campaign" and don't remember that from 
either item. Maybe my memory's gone kerflooey; if Adrian's right and I'm
wrong, then please accept my version of the story as the one that is
considered common ex post facto public knowledge in the postwar years.
(The trip to Algine was of course never mentioned to the media, so the
assassination attempt was the most palatable alternative story, and the
one that the news services ran as details of the case were allowed to 
come to light.) At any rate, Adrian's story agrees with mine in one
fundamental area: Norris is used to getting things done, regardless of
whether he has to step beyond the bounds of propriety. We should be glad
that he's a more moral, decent guy than Lucan....

glip,

metlay



-------- TML Message #502 --------

Archive-Message-Number: 502
Date: Fri, 18 Aug 89 13:10 EST
From: METLAY@vms.cis.pittsburgh.edu
Subject: Fifty Starbases!



What they are is fifty funky drawings of roads and buildings, most shaded
in haltones so you can't label them. You're supposed to pick one that looks
pretty, fill in the suggested code marks where appropriate ("Hmm, I'll make
this circle here the landing pad, and this series of ovals the fuel tanks"),
and let your player characters look at them and go "Ooooh. Ahhhhh."

I've found use for perhaps six of the fifty drawings. The rest are good for
a laugh. 

metlay

PS. Anyone remember the mess Judges' Guild made of the four whole sectors they
    mapped for GDW before their license got pulled? There are two versions of
    Ley Sector, the Glimmerdrift Reaches, and two other sectors, called the
    Crucis Margin and the Maranantha-Alkahest Sectors by Judges' Guild and 
    something different by GDW, I can't recall what at the moment. Confusion
    and fun for Imperium mappers everywhere, YIPPEE!



-------- TML Message #503 --------

Archive-Message-Number: 503
Date: Mon, 21 Aug 89 11:07 EST
From: METLAY@vms.cis.pittsburgh.edu
Subject: "official" deckl planz



So bob, what's to keep you from getting your plans accepted as official?

Add a second set for the TI, copyright 'em, and send them to DGP or Seeker!

just a suggestion.....

metlay



-------- TML Message #504 --------

Archive-Message-Number: 504
From: (Adrian Hurt) adrian%cs.heriot-watt.ac.uk@nsfnet-relay.ac.uk
Subject: re the Algine story
Date: Mon, 21 Aug 89 9:50:48 BST



> Is that story gospel? In which book is it? I've got both FIFTH FRONTIER
> WAR and "The Spinward Marches Campaign" and don't remember that from 
> either item.

The story is in "The Spinward Marches Campaign". I don't have it right here, so
I can't check which part; I think it's in the part describing Santanocheev,
Norris and the Zhodani commander (who was also in his position more due to
social status than skill). "Fifth Frontier War" has admiral counters for all
three; Santanocheev and the Zhodani chief are worse than useless, while Norris
seems to be great at planning and initiative, but not so good at tactics (not
as bad as the other two, though).

 "Keyboard? How quaint!" - M. Scott

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



-------- TML Message #505 --------

Archive-Message-Number: 505
Date: Mon, 21 Aug 89 16:20:50 PDT
From: (Be True to Your Song 21-Aug-1989 1040) baranski@yoda.enet.dec.COM
Subject: Has anyone gotten a look at FASA's BATTLETECH stuff?  BATTLETECH is very


similiar in flavor to Traveller.  FASA has *loads* of very professional and
well written rules, text, history, fiction and graphics for BATTLETECH, which
is pretty amazing to me since BATTLETECH has only been out a couple of years.
(I believe).  That's quite a contrast to Traveller & GDW.  In this respect, I
consider BATTLETECH to be the way Traveller 'should have been'.

Other comments:

BATTLETECH's rules seem to be complete enough, yet very simple.  It leaves me
with a feeling that I'm missing something, or the rules are missing something.
Yet the only thing that I can think of is that  BATTLETECH has very little to
account for  differing Tech Levels.

BATTLETECH is even more militaristic then Traveller was...  Necessarily so? I
don't think so.  I think that it is still quite possible to play a non military
campaign with BATTLETECH.

Jim Baranski




-------- TML Message #506 --------

Archive-Message-Number: 506
Date: Wed, 23 Aug 89 17:00:22 EDT
From: (Greg Givler - QA) givler@cbmvax.commodore.COM
Subject: Trade and Commerce Vol. 6



  ***************************************************************************
  ** TRADE & COMMERCE DIGEST: Cargo, freight, and passenger issues.        **
  **                                                                       **
  ** All followups on this topic should be sent to                         **
  ** givler@cbmvax.cbm.commodore.com.  They will be edited for clarity     **
  ** and resent to the Traveller Mailing List in a following digest.       **
  ** For my benefit, if you would include the word TRADE or COMMERCE in    **
  ** your SUBJECT: this will help me track these articles for inclusion    **
  ** in this digest. Thanks, Greg Givler <givler@cbmvax.cbm.commodore.com> **
  ***************************************************************************

Hi sorry it has been a while since the T&C Digest has been out. Sorry, but
I have had some changes at work, and have been on vacation in there too. 
Below are a couple of articles from Maurice Schekkerman. Enjoy, and if you have
any responses, let me know. Don't post any replies to these articles send them
to me. Thanks, Greg

Contents:

1. From: Maurice Schekkerman <schekker@cst.prl.philips.nl>
   Subject: [Tech Level Ruminations -- JamesP]

2. From: schekker@cst.prl.philips.nl (Maurice Schekkerman)
   Subject: Traveller Trade

*****************************

Date: Mon, 31 Jul 89 08:48:09 +0200
From: Maurice Schekkerman <schekker@cst.prl.philips.nl>
Subject: [Tech Level Ruminations -- JamesP]

I have followed the discussions on several aspects of the tech-level a while
ago with interest (yes, I'm new to the list). Still the whole handling of it
just doesn't sound right to me. I will try to explain my view by looking at
the situation as it now exists on Earth.

On Earth we've countries with different technology level. The USA, Japan and
Western Europe have technology level 8. The other countries have a less level.
Especially in Africa the tech level is quite low. Some of these countries have
the tech level of around 1900 (or even less). Still this doesn't imply that
they build steam engines, very primitive cars and so on. They're better of 
importing them. The higher developed countries can produce better machines
and cars at lower costs.

So, why aren't they full of all this imported stuff. Because they can't afford
them. In general the higher the technology level of a country, the richer they
are. Low tech countries are poor countries which just can't pay for all the 
stuff they want.

This doesn't imply however that all technology is built in the countries with
the highest tech level. Most products can be produced at lower tech levels 
(think of the countries in South-East Asia). The production there is not as
advanced as in the high tech countries, but the people are a lot cheaper.
This also solves the problem of computers and jump drives becoming smaller
at higher tech levels. Of course the USA can now built a computer which can do
the same thing twenty years ago, but is x times smaller. But the countries
which lay twenty years behind don't build the computers which were build then,
they just build very cheap computers which aren't very advanced. So they have
the technology of twenty years back but build computers which weren't even
available then!

This is the key-point in my view on technology level. Less developed countries
don't build the same devices advanced countries did when they were on that
level. They build the simpler devices which they can produce cheaper than the 
advanced ones.

Now replace countries with planets and you have my basic view on interstellar
trading. The planets with the highest TL are the richest planets. The planets
with a lower TL can produce cheaper. And the difference between spaceships of
TL 12 and TL 15 is that spaceships of TL 12 are simpler to construct and 
maintain, so they are cheaper. However, they aren't only used on TL 12 worlds.
Worlds of higher TL may also have use for them.

[This would account for the plethora of Tech 12 startships in the Imperium.
A question, are we being fair to our players. I know I tend to side with 
my players and see if I can get them the Newest equipment available. I know
this is digressing a bit, but is it right to give player characters the 
advantage. The game already does that does it not? Just a thought - Greg]

I don't know the Traveller rules very well, so perhaps this view is 
contradicting with them. Still I think this approach is a neat way to cover 
[Bsome of the problems which were discussed in the list.
So again, why doesn't a TL 15 world built TL 12 ships (with much smaller 
drives, etc.)? They perhaps do, but the TL 12 world can also build the smaller 
drives (after all they only have to buy the technology, it is already 
invented). Perhaps the TL 12 drives aren't as small as the drives produced on 
the TL 15 world, but they are sure a hell of a lot cheaper.

One last remark. Of course it's still possible that a world of low tech
level build obsolete machinery. Perhaps they can't buy new technology, perhaps
they lay in a remote part of the galaxy, perhaps they don't allow free trade
to protect the government (think of dictators and communist countries on 
Earth), perhaps ...(fill in yourself). Furthermore communication is slow in
the Empire and the trade between planets probably isn't as large as between
countries on Earth. So planets with lower tech level may produce machinery
for the local market which is obsolete on the higher TL worlds. But I don't
believe that on one world they are still building Spitfires while on e planet
five jumps further away you can by F16 in a discount shop.

Allright, what do you think of it?

                                     Maurice Schekkerman
                                     schekker@cst.prl.philips.nl

*************************************

Date: Tue, 1 Aug 89 16:21:04 +0200
From: schekker@cst.prl.philips.nl (Maurice Schekkerman)
To: givler@cbmvax.cbm.commodore.com
Subject: Traveller Trade
Status: R

Hello Greg,

If everything went right James should have send you my article. (I sent it to
him yesterday). I'm sorry, but I thought I had lost your mailing address. 
Apparantly I found it somewhere. As you should already have received the 
article, I'm not including it here (don't know how to do it without 
destroying what I have typed already anyway). However, I do have a copy of 
the article, so if anything went wrong, mail me and I'll send it to you.

Furthermore I only want to say I like what you're doing. I haven't seen a
Trade and Commerce Digest in the last few weeks however. I hope it's because
yoBu were on holidays, but I'm afraid it's because of lack of articles.
Don't give up! 

Then some advice (their just my opinions, so throw away if you want:-)
What I miss in your Digest are personal comments. In order for people to send
the articles to you instead of the mailing list, you have to add something to
the articles (without changing their meaning). Personal comments or suggestions
for discussions might be a good way of doing that.
Furthermore you once or twice took articles from the mailing list itself
because they hadn't send the articles to you, although the articles were 
about trade and commerce. I don't think that's a good idea. Afterall, every-
body already knows the article (it would be something different if you
commented the article and gave suggestions). Why not just mail the 'offenders'
and ask them if they would send such articles to you in the future.
Another problem is that sometimes you just receive no articles (the
average message traffic isn't that high), so there is no digest to send.
And people forget fast (look at me), so if they don't receive your digest
they don't send articles to you (e.g. they forget or are to lazy to look up
your mailing address). There are two solutions:
1. include your mailing address in the standard crap james always include in
   the Traveller mailing-list (I suggested this to james also).
2. make sure your digest appears weekly. If nobody else write an article, you
   do. It doesn't have to be long. Especially discussion topics might be a 
   good idea (they result in articles for your mailing list). As you must be
   interested in trade and commerce, it can't be hard to think of some good
   topics.

That's all. I repeat that I do like what your doing and hope that some of 
my suggestions might be usefull to you.

					Maurice Schekkerman
					Centre for Software Engineering (CST)
 					Philips, Eindhoven
					the Netherlands
					schekker@cst.prl.philips.nl

P.S. As you can see my English isn't that good, so you have my permission to
correct any error you find in my article (stronger, I would appreciate it!)

[I want to thank Maurice for his comments and his suggestions. I will be
trying to get an Article out weekly, and I will add my comments, stupid 
though they may be. - Greg]

==============================================================================
TRADE AND COMMERCE DIGEST             | ****This*SPACE*intentionally*left****
Greg Givler, Editor                   | *************************************
James Perkins, List Administrator     | ************FULL*OF*STARS************
- ------------------------------------------------------------------------------
Send replies to: givler@cbmvax.uucp or givler@cbmvax.cbm.commodore.com
==============================================================================




-------- TML Message #507 --------

Archive-Message-Number: 507
Subject: World generation program
Date: Wed, 23 Aug 89 17:48:53 EDT
From: (Jonathan Bayer) jbayer@ispi.COM


Greetings, fellow travellers :-)

I am currently working on writing a program to save me the trouble of
rolling dice.  I am making the program based directly on the World
Builder's Handbook, put out by Digest Group.  My questions are this:

1.	Is there, and if so, what kind of copyright problems would I
	have if I wanted to distribute the program via this mailing
	list?

2.	Is there interest?

3.	Assuming that there is a copyright problem, would there be
	interest in my sending the program to people who have proved
	(via a receipt or other hard copy) that they own the book.



I await your replies (hopefully I do not need an asbestos suit)


JB
- -- 
Jonathan Bayer		Intelligent Software Products, Inc.
(201) 245-5922		500 Oakwood Ave.
jbayer@ispi.COM		Roselle Park, NJ   07204    




-------- TML Message #508 --------

Archive-Message-Number: 508
Date: Thu, 24 Aug 89 10:46 EST
From: METLAY@vms.cis.pittsburgh.edu
Subject: world building



Ask DGP if they don't mind. They may wish to license you. I'd like to see it.

Tecnically, you can't distribute it at all, even to owners of the book, without
permission from the copyright owners.

metlay



-------- TML Message #509 --------

Archive-Message-Number: 509
Subject: Re: World generation program 
Date: 24 Aug 89 10:45:56 PDT (Thu)
From: ("James T. Perkins") jamesp@dadla.WR.TEK.COM



> I am currently working on writing a program to save me the trouble of
> rolling dice.  I am making the program based directly on the World
> Builder's Handbook, put out by Digest Group.  My questions are this:

There are others on this list, who probably wish to remain anonymous,
who would be able to answer your question regarding copyrights.  If they
have a reply and wish to retain their anonymity, I'd be happy to
manually edit and forward a reply.

Jonathan, take a look at Page 96 of the WBH.  It should answer your
question very nicely.  To paraphrase, the WBH will be made available by
Digest Group on computers (IBM PC, Macintosh, Apple II, Commodore
64/128), available Jan 1990.  The WB program will be $24.95 for IBM and
Mac, and $29.95 Apple II and Commodore.  They are also sending the UWP
data for "37 sectors in and near the Imperium", called "Second Survey
Data", which will also cost 24.95/29.95.  They aren't taking any pre-orders,
though.

Maybe somone on this list could convince DGP to let them do a UNIX port
of the software and data files?



-------- TML Message #510 --------

Archive-Message-Number: 510
Subject: Minor types in World Builder's Handboot
Date: Thu, 24 Aug 89 15:28:53 EDT
From: (Jonathan Bayer) jbayer@ispi.COM


For those of you who are using the World Builders Handbook, there
are a couple of minor typos on page 63.

The typos are on page 63, step 12, the Seismic Stress Factor
calculations.  The given equation is:

	F = X + P + M + S

where

	F = Seismic Stress Factor
	X = 1d6 - 3
	P = random # based on the planetary core type
	M = Satellite diameter in km + (orbit number * 64).  Compute for
	    each satellite and add all together
	S = Mass of central star + worlds orbital distance in AUs

The problem is the calculation for M and S.  They should read:

	M = Satellite diameter in km / (orbit number * 64).  Compute for
	    each satellite and add all together
	S = Mass of central star / worlds orbital distance in AUs

Somehow the slash "/" got replaced with a plus "+".  Either that, or
they are trying to use the divide sign and the printing was not good
for those characters.

I came across this while programming the step on my system.  I was
getting outrageous numbers until I looked at the examples given, (the
results are ok, the description is also wrong) and realized that
somebody made a small mistake.



JB
- -- 
Jonathan Bayer		Intelligent Software Products, Inc.
(201) 245-5922		500 Oakwood Ave.
jbayer@ispi.COM		Roselle Park, NJ   07204    




-------- TML Message #511 --------

Archive-Message-Number: 511
Date: Fri, 25 Aug 89 17:20:41 PDT
From: joshua@Atherton.COM (Flame Bait)
Subject: Re: world building (software)


jbayer@ispi.com writes:
> I am currently working on writing a program to save me the trouble of
> rolling dice.  I am making the program based directly on the World
> Builder's Handbook, put out by Digest Group.  My questions are this:
> What kind of copyright problems would I
> have if I wanted to distribute the program via this mailing list?

To which metlay@vms.cis.pittsburgh.edu replies:
> Tecnically, you can't distribute it at all, even to owners of the book,
> without permission from the copyright owners.

Metlay is totally wrong from a legal point of view.  Books are copyrighted,
which means no one else can publish the book (or parts of the book) without
permission of the copyright holder.  Since jbayer is writing a program, it is
very unlikely that he will be coping large sections of the book.  There are,
however, two dangers:

    1. That jbayer's documentation might violate the copyright in some way.
       He should be very careful to avoid using paragraphs similar to 
       paragraphs in the world building book.

    2. Jbayer could violate copywrites by distributing tables from the book.
       Remember that copyright covers the form of a book, NOT THE INFORMATION
       IN THE BOOK!  As long as jbayer does not display tables that look like
       the tables in the book he is OK.  Also, using tables from the book is
       fine, it is displaying tables so that they look like tables in the book
       that is a problem.

Consider an example:  There is something called the Yourdon design method,
which was described by Mr. Yourdon in a book he wrote.  There are many software
companies which sell software which implements this methodology.  Yourdon is
one of these companies, but there are several others.  Jbayer is doing the
exact same thing, so he will not have any legal problems.  Accounting
software is very similar.  The ideas have all been published in books, but
that does not keep people from appling those same ideas to computer programs.

It is also important to note that a computer program is not a dirivitive
work.  Examples of dirivitive works are translations to foreign languages
or editing a book down into a short story or magazine article.  Obviously,
a computer program is a different form of expression from a book.  It can
not be a dirivitive work unless it contains text from the book.

Remember that some phases are not mearly copyrighted, but also trademarked.
Trademark is a much stronger pertection than copyright, so be careful how
you use words like TRAVELLER which are trademarked.  You can still use
them, of course, but you must say that they are trademarked.

I'm not a lawyer.

Joshua Levy                          joshua@atherton.com  home:(415)968-3718
                        {decwrl|sun|hpda}!athertn!joshua  work:(408)734-9822 


 





-------- TML Message #512 --------

Archive-Message-Number: 512
Subject: Re: world building (software) 
Date: Sat, 26 Aug 89 14:44:05 EDT
From: (Jonathan Bayer) jbayer@ispi.COM


joshua@atherton.COM writes:

> 
>     1. That jbayer's documentation might violate the copyright in some way.
>        He should be very careful to avoid using paragraphs similar to 
>        paragraphs in the world building book.
> 
>     2. Jbayer could violate copywrites by distributing tables from the book.
>        Remember that copyright covers the form of a book, NOT THE INFORMATION
>        IN THE BOOK!  As long as jbayer does not display tables that look like
>        the tables in the book he is OK.  Also, using tables from the book is
>        fine, it is displaying tables so that they look like tables in the book
>        that is a problem.

Does this mean that I can distribute a compiled version of the program,
but not a source code version?  The source code version would obviously
contain tables from the book, in almost the same format as the book.  

Regarding documentation, all I would supply would be instructions for
running the program.  All interpretation would be referred to the book. 
This would solve # 1 above, I think.

Is there anybody from Digest Group or GDW on this mailing list who could
respond with some more concrete information?


JB
- -- 
Jonathan Bayer		Intelligent Software Products, Inc.
(201) 245-5922		500 Oakwood Ave.
jbayer@ispi.COM		Roselle Park, NJ   07204    




-------- TML Message #513 --------

Archive-Message-Number: 513
Date: Sun, 27 Aug 89 19:33:48 PDT
From: joshua@Atherton.COM (Flame Bait)
Subject: Re: world building (software)



This is part of the legal discussion of writing a program based on a book.

> From: jbayer%ispi.com@RELAY.CS.NET
> Does this mean that I can distribute a compiled version of the program,
> but not a source code version?  The source code version would obviously
> contain tables from the book, in almost the same format as the book.  

I do not think so.  The tables in your program would look like this:

int extra_special_table[3][10] = {
    { 1,2,3,4,5,6,7,8,9,0 },
    { 11,22,33,44,55,66,77,88,99,100},
    { 111,222,333,444,555,666,777,888,999,1000}
} ;

But in the book, it would look like this:

                    Extra Special Table

       +----------------------------------
       |   1   2   3   4   5   6   7   8   9    0
       |  11  22  33  44  55  66  77  88  99  100
       | 111 222 333 444 555 666 777 888 999 1000 

> Is there anybody from Digest Group or GDW on this mailing list who could
> respond with some more concrete information?

These would not be the folks I would ask, unless you trust them completely.
They have a large vested interest in the outcome.  I'd ask a friend who was
a lawyer, if you have one.  I wrote this responce (and my last one) off the
top of my head.  Next weekend, I'll get a chance to put this question to a
friend of mine who is a business lawyer.  I'll pass on what he says.

I'm not a lawyer.

Joshua Levy                          joshua@atherton.com  home:(415)968-3718
                        {decwrl|sun|hpda}!athertn!joshua  work:(408)734-9822 




-------- TML Message #514 --------

Archive-Message-Number: 514
From: bart@videovax.tv.TEK.COM (Bart Massey)
Subject: Game Copyrights and Other Arcana (Re: world building (software))
Date: Mon, 28 Aug 89 10:53:04 PDT


jbayer@ispi.com writes:
> I am currently working on writing a program to save me the trouble of
> rolling dice.  I am making the program based directly on the World
> Builder's Handbook, put out by Digest Group.  My questions are this:
> What kind of copyright problems would I
> have if I wanted to distribute the program via this mailing list?

Well, it's probably more complicated than posters so far would have
you believe.

As joshua@atherton.com pointed out, you normally have full legal ownership
of any software you wrote "from scratch" on your own time.  His arguments
about inclusion of tables may be incorrect -- one is allowed to "quote"
copyrighted works in an original work to some extent, and at any rate, if
you embed the tables in C code, just the reformatting could make them your
own work.

However, there exists a special kind of copyright status specifically for
*games*.  This is why no one can produce a computer game just like Monopoly
except with slightly rewritten text and graphics.  It is possible that DG
would argue that their "World Builder's Handbook" is in fact a new "game",
and that the "concept" contained therein is thus protected.

This and other factors make it appear that you probably have three safe
choices.  First, you can just release the stuff.  If you do this, I would
strongly suggest that you consult with a lawyer with copyright expertise
first, as you could conceivably get sued.  Remember that in America, one can
sue over practically anything with no penalty :-).  Second, you can get
written permission from DG to distribute your code.  This may or may not be
possible.  Third, you can design your own world-building system from
scratch...

In answer to your question, no, an object-only distribution wouldn't help
anything, according to several court decisions on the subject...

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


-------- TML Message #515 --------

Archive-Message-Number: 515
Date: Wed, 30 Aug 89 11:02:55 -0500
From: wrgate.wr.tek.com!uxc.cso.uiuc.edu!zephyr.ENS.TEK.COM!gslisa!gsliss!jcunning@tektronix.TEK.COM
Subject: Judges Guild Sectors




GDW superceeded the JG versions of the sectors when Atlas of the
Imperium came out. Apparently, Marc was not terribly impressed
with their efforts. It was frusterating for us at High Passage
as well. JG placed a world in Glimmerdrift Reaches with a jump
route extending into the Old Expanses, into an area where no
world was placed. As a result, we had to modify the Rusco
subsector, adding a world and several jump routes to make the
whole thing fit. The added world is named Siaj, which stands for
Searing is a jerk (Dave Searing designed the JG sectors).

A useless but interesting bit of trivia, no?


			Jim Cunningham
			Traveller Relic





-------- TML Message #516 --------

Archive-Message-Number: 516
Subject: TML Admin Speaks on Issues of Legality
Date: 31 Aug 89 21:35:35 PDT (Thu)
From: jamesp



Hey folks, I encourage you to ask the list for advice, but when it comes
to real-life legal matters you better call your lawyer.  Please don't
accept as truth anything about law or contracts except what a lawyer
discusses with you as his client.

Moving back to science fiction, anyone want to come up with a Law Level
chart for software copyrighting? We can discuss copyright law in a
fictional universe as much as we want! :-)

- ------------------------------------------------------------------------
James T. Perkins		    Traveller Mailing List Administrator
Tektronix Digital Systems Division	     "Load Auto/Evade, Beowulf!"
- ------------------------------------------------------------------------
INTERNET: traveller-request@dadla.wr.tek.com
UUCP:	  uunet!dadla.wr.tek.com!traveller-request



-------- TML Message #517 --------

Archive-Message-Number: 517
Date: Sat, 2 Sep 89 15:38:52 +0200
From: ("Hans Rancke-Madsen.") rancke@diku.dk
Subject: Amazing new ship design philosophy.


Some time ago I tried my hand at the Megatraveller ship design
system and attempted to create the smallest ship with a spinal
gun possible  -  sort of a space-age floating gun platform  -
and I came up with two insights: One (a minor one) was that it
was ridiculous that you only have a choice of 3 or 4 different
sizes in spinal mounts for each tech level. Instead, I suggest
a table where you can cross-reference tech level  with desired
UCP factor and come up with the size and price of a spinal gun
to meet your precise needs. Ah well.. some day I may even make
such a table (Sure! Just after I've finished a couple of dozen
other projects... :-/)

   The other insight, however, is a major one, and destined to
make my name shine  amongst spaceship designers throughout the
Imperium! (Ta-dah!):
   I tried first with a 8000 T design and then with a 10000 T.
To no avail  -  it couldn't be done.  It was the fuel consump-
tion that defeated me.  Those spinal mounts uses up tremendous
amounts of power. I could accomodate the power plant needed to
feed that  ravenous beast,  but the fuel  -  no way.  You just
can't imagine  the amount of fuel needed  to keep  that spinal
gun blazing away for a full 30 days!

   !?!?!?!?! Say! Run that last sentence by me again!

That's right, starship fuel requirements are calculated on the
assumption, that all guns are fired **constantly** for the en-
tire 30 days that the fuel are supposed to last!

Now, that's not really a reasonable assumption, is it? Come to
think about it, fuel consumption calculations also assume that
the maneuver drive is going full blast for the entire 30 days.
But traders  usually  spends 1 week of every 2  in jump space,
where you can't use the maneuver drive,  and several days more
on the ground or in orbit loading and unloading passengers and
goods.  On an ordinary  landing and takeoff  a ship  with a 1G
drive would use the drive for less than 20 hours (this assumes
a word size of 10). A refueling run would take longer, but the
ship would be getting more fuel at the same time! So actually,
many traders freighters could make do with 1 day's maneuvering
fuel.

Well, this is perhaps a bit TOO restrictive, but I really feel
that a starship constructor would be justified in cutting fuel
space quite a bit.  The figures  I'm using myself,  is 15 days
worth of maneuvering fuel and 33 1/3 hours (100 combat rounds)
worth of weapon fuel.

Now, the last figure is just "grabbed out of the air" (to use a
danish expression),  and if anyone  with experience  in playing
'Trillion Credit Squadron"  and knowlegde about how long an en-
gagement usually lasts,  could comment on this,  I would really
appreciate it.

One of my players thinks that the Rancke Ship Design Philosophy
are faulty because a fusion drive is either "on" or "off" - you
can't  turn the output  up or down.  I maintain that controlled
fusion is just that - controlled. Oh, perhaps not at tech level
 9, but surely by tech level 11 or 12?  What do you think?  (In
any case,  even if fusion drive ARE only either on or off,  you
could easily have 3 different fusion drives. If you connect the
three chambers,  you could cold-start the other two in a matter
of seconds as long as one of them were on).


      Hans Rancke
University of Copenhagen
     rancke@diku.dk





-------- TML Message #518 --------

Archive-Message-Number: 518
From: (Bertil Jonell) bertil@ranko.cd.chalmers.se
Subject: Re: Amazing new ship design philosophy.
Date: Mon, 4 Sep 89 14:10:09 MET DST


In a posting Hans Rancke writes:
 
> [Talk about that fuel is enough to power ALL ships systems for 30days]  

> Now, that's not really a reasonable assumption, is it? Come to
> think about it, fuel consumption calculations also assume that
> the maneuver drive is going full blast for the entire 30 days.
> But traders  usually  spends 1 week of every 2  in jump space,
> where you can't use the maneuver drive,  and several days more
> on the ground or in orbit loading and unloading passengers and
> goods.  On an ordinary  landing and takeoff  a ship  with a 1G
> drive would use the drive for less than 20 hours (this assumes
> a word size of 10). A refueling run would take longer, but the
> ship would be getting more fuel at the same time! So actually,
> many traders freighters could make do with 1 day's maneuvering
> fuel.

There really is a precedent in this question, In the GDW boxed module
"Beltstrike" there is a table on fuelconsumption when going less than
maximum acceleration, (On the other hand, the same module also stated
that the manueverdrive made a forcefield (:^)) that protected the crew from
the hazardous cosmic radiation. In MegaT this is accompliced with lots
of shielding (This is the reason why all exo-atmospherical craft must
have a Armor of 40 or more)).

A resonable way of handling this is to compute the Kilolitres of H/hour/MW
and then use the maximum energyconsumption during an hour as the 
consumption for that hour. The systems that can be assumed to be operating
at all times are the environment, the computer, the controls & the sensors.
During jump only the environment and the computer needs power, When at normal
flight the drives (at normal Gee or less), the comp, the controls, the environ
and the sensors, And in combat: Everything (including agility).

This assumption also raises interesting questions regarding vehicle design.
One trick i've thought of (and used in a number of designs) is to power
weapons with a high energy demand from energy stored in zuruchai crystals
(jump-energy-sinks, see "Starship Operators Manual by DGP"), 

Take for example that you want to power an 100MW weapon with a ROF of 10, 
but the only Powerplant
that fits the hull only have 50MW to spare to such entertainment.
To solve the problem you install Z-crystals capable of storing 50MJ
(Mega Joule, measure of energy, if you have 1 joule you can power something
that demands 1 watt for one second) The storagecapacity of 13.5 kl of
z-crys os about 600MJ (deduced from MegaT & old HighGuard) so you
should install around 1-2 kl of crystals, The contraption will function
like this: Half the time the PP will load the z-crys with energy (50MJ) and
the other half of the time this energy and the 50MW that the PP outputs
this period combines to make 100MW for the weapon!
(The ROF will be halved to 5 because the weapon can't fire 50% of the time)

The biggest disadvantage is that z-crys can't store energy more than a couple
of minutes, Then they'll start to decompose and the energy will be released in
an uncontrolled form (heat mostly). 50MJ in close proximity is certainly
an health hazard :-) (A quick calculation gives that the energy released
is roughly compareble to 11kg (22lb) of TNT)

But, all in all, the old system of computing energy consumption *is* somewhat
oversimplifyed, and a more complex system could ease the burden on the
ship and vehicle designers.

>       Hans Rancke
> University of Copenhagen
>      rancke@diku.dk

- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: bertil@cd.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)      
"GOOD DEEL ON - SLIGHTLY USED CRANE" The Abyss



-------- TML Message #519 --------

Archive-Message-Number: 519
Date: Mon, 4 Sep 89 19:01 EST
From: METLAY@vms.cis.pitt.edu
Subject: obnoxious munchkinlike background trivia question number 1846231



Can a non-Hiver join a Hiver Club?

Opinions welcome.

metlay

PS. There's a fellow in my newest campaign who rolled up a movie producer 
under the MegaTrav rules (yes, it can be done!) and who'd dealt with the Hivers
in his youth and had learned about the Manipulators' Club. So he sent a sealed 
Proposal to Glea and then made a documentary on an unstable political system
in the Solomani Rim on a relatively little-visited world, ostensibly to make
the Imperial public aware of the problem but actually to pique the interest 
of a rival megacorporation, who upon seeing his film decided to turn a profit
on the current situation and who sent a good-sized army there. Years later, 
the political mess reached the Imperium's ears and the film was used as 
evidence in the trial of the megacorp VP who'd ordered the action, who just
happened to be the fellow who'd gotten the character fired twenty years ago
and embittered him against life in general! So to embarrass this ex-boss, my
player had started a small war, toppled a government or two, and gotten a lot
of people killed. And now he's waiting to hear from Glea as to whether or not
he's been accepted into the Manipulators' Club.

I'm tempted to give it to him; he really did have it all worked out.

|->



-------- TML Message #520 --------

Archive-Message-Number: 520
Date: Mon, 4 Sep 89 19:26:44 EDT
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: Supplment


Category 11,  Topic 7
Message 24        Thu Aug 31, 1989
T.MCINNES2                   at 17:14 PDT

If this upload goes properly, here is as supplement to COACC (actually, it's a
COACC outtake) on special weapons-- that's chemical and nuclear, folks. This
has been submitted for publication in Challenge and may show up there.  Here
goes... Special Weapons for COACC COACC includes a wide variety of
conventional air to ground  weapons for use by tactical aircraft.  However,
tactical and strategic  aircraft also have a wide variety of special weapons--
chemical and  nuclear-- available to them for a number of purposes ranging
from  tactical air support to city and planet-busting. These expanded COACC
rules add special weapons to  MegaTraveller campaigns for situations where
characters are involved in wide-open  warfare and need these weapons to arm
both tactical and strategic  aircraft. Special Weapons Special Weapons include
chemical weapons and nuclear weapons.   They are special because of their mass
destructiveness and because  their possession and use were illegal under the
Imperial Rules of  War.  Now, however, the power of the Imperium has declined
and as  the Rebellion spreads, these deadliest of weapons are coming into
increasing use.
    Chemical Bombs
 Size  Penetration   Damage  Danger     Price

 250 kg  0  Special 30          CR1000
  Chemical Bombs Chemical bombs are filled with either persistent or non-
persistent  chemical agents and a small bursting charge.  Each exploding  bomb
 forms a gas cloud covering approximately 30 meters in diameter.  Chemical
bombs are aimed and dropped with the same DMs to hit a  designated area as low-
drag HE bombs.   Non-persistent agents are released in the form of a gas or
light vapor.   They only affect the designated target area in which the gas
cloud is  physically present, and the  gas cloud drifts with the wind.  Non-
persistent agents dissipate after 3D minutes.  The exact direction and  rate
of draft should be determined randomly by the referee.  Non- persistent agents
cause damage through inhalation. Persistent agents are released in the form of
a heavier vapor, and  contaminate everything they touch.  The initial gas
cloud forms during  the first combat round and a cloud of the same size forms
immediately  down wind on the second combat round.  The area covered by the
clouds remains contaminated until decontamination teams are able to
counteract and clean up the chemical agent.  Persistent agents cause  damage
through inhalation and skin absorption. Chemical Weapons Effects Chemical
weapons are non-lethal or lethal.  Individuals affected by  non-lethal weapons
suffer one wound point per round until they are  unconscious.  Individuals
affected by lethal weapons suffer six wound  points per round until they are
dead. Individuals wearing combat environment suits, vacc suits, combat  armor,
or battle dress or aboard vehicles that are sealed or equipped  with
overpressure systems are not affected by gas weapons.   Individuals with
protective masks who are able to don them before  losing consciousness become
immune to non-persistent chemical  agents.  They require a sealed protective
body suit and mask for  immunity to persistent agents which are absorbed by
the skin. Nuclear Weapons Nuclear weapons are special in more than one sense,
in addition to  being destructive, they are very expensive.  On the average,
they cost  one Megacredit per kiloton of yield.   Crude fission bombs yielding
approximately 20 kilotons become  available at TL6.  However, their bulk and
weight prohibit their  delivery by all but the largest strategic bombers.
They are almost  custom-built weapons and need to be manually armed in flight,
with  the nuclear explosive inserted into the chemical explosive implosion
lenses just before the weapon is dropped. Fission bomb weights drop
dramatically at TL 7 as more powerful  chemical explosives and miniaturized
chain-reaction initiators result  in lighter, more compact, and manageable
bombs.  Nuclear bombs  become light enough to be carried by many fighter and
attack aircraft.   By late TL7, variable yield bombs are designed that accept
several  different nuclear cores with different yields.  Also by late TL7,
"sealed  pit" weapons are developed, bombs with stable nuclear cores  imbedded
in their chemical explosive lenses.  These are treated like  rounds of
ammunition with no special handling other than high  security storage. Fusion
bombs appear in early TL7 with yields eventually reaching  more than 50
megatons.  Early fusion bombs are massive devices  with thick casings needed
to contain the reaction of the fission trigger  long enough to ignite the
fusion fuel.  Techniques such as boosting  the primary fission trigger with
tritium (H3) and the use of solid lithium  rather than liquid hydrogen
isotopes as a fusion fuel result in smaller,  more efficient bombs and missile
warheads as technology advances. At TL8, "dial-a-yield" tactical nuclear
weapons become available.   These light-weight bombs have their yields set by
the aircraft pilot just  before drop.  A cockpit control meters the amount of
tritium injected  into the nuclear core of this boosted fission weapon.  As
the fission  explosives detonate, they ignite a fusion reaction in the
tritium.   Therefore, the more tritium injected into the nuclear core, the
higher  the yield of the combined fission-fusion explosion.  Typical "dial-a-
yield" bombs weigh 350 kg and yield from 100 kilotons to 1 megaton,  with
selectable yields available in 100 kiloton increments. Enhanced radiation
weapons also appear at TL8.  These yield a  minimum of blast and a massive
burst of neutrons.  They are  designed to inflict a maximum number of
personnel casualties while  minimizing physical damage to the target.
Enhanced radiation  weapons are useful for killing enemy troops in urban areas
while  keeping the destruction of buildings to a minimum.  They are also
highly effective in killing armored vehicle crews while leaving the  vehicles
intact because of the penetrating power of the neutron burst. Weapon sizes
decrease and yields increase as fission and fusion  efficiency becomes higher
with advancing technology.  TL9 tactical  weapons are half the weight and
twice the yield of TL8 bombs as all  components become increasingly
miniaturized. By TL10, the major tactical weapons are miniaturized enhanced
radiation and focused blast bombs.  The former perform much like  their TL8
counterparts, however, their size has been reduced to 50  kilograms. Focused
blast weapons are essentially the nuclear equivalent of  shaped charge weapons
created with advanced tamping technology.   Approximately 70 percent of the
weapon's blast effect is focused into  a 30-degree cone with its axis parallel
to the bomb's direction of  travel.  These are used to destroy heavily
fortified installations such as  bunker complexes, or against targets
requiring pin-point accuracy  such as dams and bridges, or specific buildings
within a city where a  conventional explosive would be insufficient.  Focused
blast weapons  are available as gravity bombs or as 50-kilogram missile
warheads.   Lighter, more advanced versions are fitted as warheads on standard
 starship missiles. At higher tech levels, tactical bombs are replaced by
drone-fired   collapsing californium missile warheads.   Meson guns eventually
 replace all strategic nuclear bombs except for the highest yielding- planet
busting anti-matter bombs in the 1,000 megaton + range that  become available
at TL 15. Using Nuclear Bombs Tactical nuclear bombs are usually dropped from
low altitude using  one of two methods: Toss Bombing--  The pilot approaches
the target at low altitude and at  a high rate of speed.  During a sharp pull-
up into a vertical climb, the  bomb is released at the proper angle to toss it
at its target in a ballistic  arc.  The pilot reverses course at the top of
the climb and dives back  to low altitude for his escape.  Pilots try to pick
a release point behind  terrain such as a range of hills that will shield them
from the blast as  they make their escape.  Bomb fuses are usually set for air
burst or  ground burst for a tactical toss bombing. Task: To successfully toss-
bomb a target with a nuclear bomb.
 Difficult, Aircraft and Gunnery (Instant, Fateful)
 Referee:  Add aircraft computer level as positive DM.
       +1 DM with Heads Up Display. Laydown Bombing-- This is a low altitude,
high speed tactic using   nuclear bombs equipped with parachute packs.  The
parachute slows  the bomb sufficiently so the aircraft has time to escape
before  detonation.  Bombs may be fused for ground burst or for delayed
detonation. Task:  To successfully make a laydown attack with a nuclear bomb.
 Difficult, Gunnery, Dex (Instant, Fateful)
 Referee:  Add aircraft computer level as positive DM. Nuclear Weapons Effects
The Nuclear Effects Table indicates the effect radius in meters from  ground
zero of several different effects, with different listings for  ground bursts
and air bursts. 1. Crater--  Only ground bursts produce craters.  No
individuals  may enter craters because of extreme radiation levels.  All
targets are  destroyed within craters. 2. Primary Blast Radius-- All
targets within the inner half of the  primary blast radius are destroyed.  All
targets within the outer half are  hit with a penetration of 60 and a damage
rating of 60. 3. Secondary Blast Radius-- All targets in the secondary blast
radius are hit with a penetration of 20 and a damage rating of 20. 4.
Tertiary Blast Radius-- All individuals within the tertiary blast  radius must
roll the following task:
 Task:  To avoid sustaining blast damage
        Difficult, Survival, End (Instant, Fateful)

        Referee:  Individuals under cover receive a DM of +2. 5. Induced
Radiation-- The tertiary blast radius and everything  inside it is
contaminated with induced radiation for 30 minutes after  bomb detonation.
After 30 minutes the area is reduced to that listed  as Induced Radiation.
Unprotected individuals may not enter a  contaminated area.  If they are in
the area, they must leave within 30  minutes or suffer a serious wound with
two characteristics reduced to  zero. Nuclear Effects Table Yield Crater
Induced   Primary Secondary Tertiary 1 40  40
30/60 210/240 420/420 5 50  80       150/120 480/420
660/600 10 60  90       180/120 540/480 720/660 20 60
100       300/240 540/480 900/720 50 70  120       420/300
750/600 1200/900 100 100  140       480/420 750/600 1260/1080 250
200  430       540/500 2310/1560 4430/2900 500 250  530
650/570 3320/2240 6300/4200 1MT 300  650       750/680
3660/2500 7000/4600 5MT 500  1000      1000/990 6200/4200
12000/7900 10MT 600  1300     1340/12507900/5300 15000/9900 25MT 800
1700    1820/1700 11000/7200 20500/13500 1kMT 2400  5150
6220/580024700/3700070340/46000 ________ Yield - in kilotons unless indicated
as megatons (MT) Crater, Induced = radius in meters Primary, Secondary,
Tertiary = air burst/ground burst in meters. Nuclear Weapons Tech Level  Yield
Weight Price Notes TL6  20kt 5000 kg MCr 20 Crude fission bomb,
must be armed in flight. TL7   9mt 4500 kg MCr 9000 Strategic fusion
bomb. TL7   10-70k   850 kg      MCr 75 Tactical weapon, yield depends
on nuclear core manually inserted in  weapon before takeoff. TL7 20mt 20000
kg MCr 20000 Massive strategic fusion bomb, a "city-buster." TL7   1mt 1000
kg MCr 1000 Light nough for tactical aircraft, enough yield to use as
strategic  weapon.  "Sealed Pit" weapon designed for long storage and "off the
 shelf" use. TL8 10kt 250 kg MCr 10 Low blast, enhanced radiation weapon
designed to sterilize enemy  installations and cities with relatively little
physical destruction.   Damage is reduced to 1/3 values given for secondary
and tertiary  radius.  All individuals are immediately killed by radiation
within  tertiary blast radius.  Air-to-ground tactical missile warhead also
available with these characteristics. TL8  100kt-1mt 350 kg  MCr
1000 "Dial-a-Yield" with 10 variable yield settings in 100 kt increments
selected by the pilot while in flight. TL8 2mt 1200 kg MCr 2000 Light
weight bomb designed for  tactical or strategic aircraft.  May be
adapted for use as ballistic missile warhead. TL9    1kt-1mt  250 kg MCr
1000 "Flexi-bomb" similar to "Dial-a-Yield" in operation with an almost
infinite selection of yields available in 1kt increments. TL10 10kt 50 kg
MCr 10 Low blast, enhanced radiation weapon. Also available as air-to- ground
tactical missile warhead. TL10 10kt 50 kg  MCr 10 Focused blast weapon,
the nuclear analog of a shaped charge.   Approximately 70% of the blast is
focused in a 30-degree cone with  its major axis parallel to the weapon's
direction of travel.  Cratering  and blast effects appear as an oval footprint
beginning at  thedetonation point, extending 15 degrees to each side of the
weapon's flight axis, and out to 70 per cent of the listed distances in  the
10kt entry of the Nuclear Effects Table.  Outside the cone, blast  and
radiation  effects extend 30 percent of the listed distance  from the
detonation point.  Available as gravity bomb and air-to- ground tactical
missile warhead. TL15  1000mt (1gigaton)1000 kg MCr100000000 Anti-matter bomb
capable of destroying a region nearly 200  kilometers in diameter. Burrowing
versions can destroy a size "1"  planet by destabilizing its core.   Larger
weapons in the "planet  cracker" series are rated by the size number and
equivalent gigaton  yield -- up to 10-- of the planets they can destroy.  Any
weapon of this  size must be delivered by missile or drone spacecraft. Sorry
the tables got screwed up.  Will try to upload them again later. Enjoy, Terry





-------- TML Message #521 --------

Archive-Message-Number: 521
Subject: PLEASE READ - Address change
Date: 05 Sep 89 00:24:25 PDT (Tue)
From: jamesp



Hi all,

Those of you who are extra astute (and caught up on your TML mail) will
have already noticed the change...

The Traveller Mailing List has moved to a different e-mail address.
Instead of dadla.la.tek.com, it is now dadla.wr.tek.com.

	If you want to:				Send to:
	------------------------------	---------------------------------
	Send a submission to everyone	traveller@dadla.wr.tek.com
	on the list.
	Send a message to the list	traveller-request@dadla.wr.tek.com
	administrator (me).
	Send personal mail to me.	jamesp@dadla.wr.tek.com

The UUCP version of the above:

	uunet!dadla.wr.tek.com!traveller
	uunet!dadla.wr.tek.com!traveller-request
	uunet!dadla.wr.tek.com!jamesp

The old mail address should continue to work for some time (a few
months), but please make it a point to use the new form.

James


-------- TML Message #522 --------

Archive-Message-Number: 522
Subject: Questions re. world builder's handbook
Date: Mon, 4 Sep 89 17:21:13 EDT
From: (Jonathan Bayer) jbayer@ispi.COM


Greetings fellow travellers.

While programming the population related details of the World Builders
Handbook, I have come across two minor problems.  It occurs on page 
74, step 6.  To quote:

	If a world has a type A, B, or C atmosphere, no native life, and
	its tech level is 9+, then roll 3D-3.  If this roll is less
	than or equal to the world's population digit, then techlevel - 6 
	of the population is in permanent orbit.

	if the above is not true, then determine the number and size of
	orbital cities as below:


Now, this seems to contradict itself.  It seems to state that if there
is not techlevel - 6 of the population in orbit, then you are to
determine the number and size of the orbital cities.  Any comments?


Also, a couple of paragraphs later, the following problem shows itself. 
Again, to quote the book:

	For class B starports, there must be 
	at one orbital city (of at least tertiary
	size) no matter how many class B star-
	ports are on the ground.

I believe that this should read as follows:

	For class B starports, there must be 
	only one orbital city (of at least tertiary
	^^^^
	size) no matter how many class B star-
	ports are on the ground.


Again, any comments?


Finally, there is no mention of adding orbital cities if the world has a
normal atmosphere.  I can imagine several situations where a normal
world will have orbital cities.  Are there major reasons that the
current system does not allow this?


JB
- -- 
Jonathan Bayer		Intelligent Software Products, Inc.
(201) 245-5922		500 Oakwood Ave.
jbayer@ispi.COM		Roselle Park, NJ   07204    




-------- TML Message #523 --------

Archive-Message-Number: 523
Subject: Phone # of Digest Group & GDW
Date: Tue, 5 Sep 89 13:42:53 EDT
From: (Jonathan Bayer) jbayer@ispi.COM


Greetings, 

I am looking for the phone numbers for Digest Group, and Game Designers'
Workshop.  When I tried information for DG in Boise, ID, they said that
there was no listing.

Anybody have the phone #s?


JB
- -- 
Jonathan Bayer		Intelligent Software Products, Inc.
(201) 245-5922		500 Oakwood Ave.
jbayer@ispi.COM		Roselle Park, NJ   07204    




-------- TML Message #524 --------

Archive-Message-Number: 524
Date: Wed, 6 Sep 89 12:03:58 EDT
From: (Greg Givler - QA) givler@cbmvax.commodore.COM
Subject: TRADE & COMMERCE DIGEST VOL. 7



  ***************************************************************************
  ** TRADE & COMMERCE DIGEST: Cargo, freight, and passenger issues.        **
  **                                                                       **
  ** All followups on this topic should be sent to                         **
  ** givler@cbmvax.cbm.commodore.com.  They will be edited for clarity     **
  ** and resent to the Traveller Mailing List in a following digest.       **
  ** For my benefit, if you would include the word TRADE or COMMERCE in    **
  ** your SUBJECT: this will help me track these articles for inclusion    **
  ** in this digest. Thanks, Greg Givler <givler@cbmvax.cbm.commodore.com> **
  ***************************************************************************

Contents:

1. Letter from the Editor
2. Tech Level Ruminations by Dan Williams

1. Letter from the Editor

I am in the process of presenting a Trade and Commerce System based on the
excellent articles submitted in earlier digests. I will have the first part
available in about one week. After which I will try to follow up with another
part every week. I will welcome input on all parts so that we as a 
group can establish a Trade and Commerce System that we all find useful.
In the mean time take a look at Dan Williams article it sheds some light on 
the subject of tech level and what exactly does it mean.

**********************************
2. From: salt!china!dan@uunet.uu.net (Dan Williams)
Subject: Re:  Tech Level Ruminations 

Hi I am new to the list also, but I though I might try to add something.
In the computer game star-saga the economic model is for inner worlds to 
be high tech while the outer worlds are seperated and low tech areas with 
a scattering of really advanced technology in spots.  The play continues 
with players taking cheap high tech goods to low tech worlds to trade for 
materials, and taking the raw materials back to the high tech worlds to use
to buy more expensive high tech gadgetry for trade or use by the player.
This is a more normal means of exploitation of cheap low tech labor by high
tech worlds.  Normally there is a need to gear up to a new technology before
it can be utilized by a people.  The tools just aren't there to be able to
support high tech industry.  So if a high tech level N factory was planted 
on a low tech level N-3 world and your tech level N Framistat defiburalated
what is the factory to do?  Stop production while a quick messenger fetches 
the necessary part?  Most Businesses can not afford to do this!  
	Of course with enough incentive a business or organization can 
develop the required infrastructure to support itself.  Maybe with goverment 
assistance.  If the raw materials are at the location and it is to costly or 
inconvinient to transport them, and the labor is cheap and plentiful, and the 
goverment will give us a loan for providing "aid" to the locals, then it may
make sense to build training facilities, support bussinesses, public service 
industries, or what ever else you could need to suport yourself.  I would 
expect to find stratification of locals and imported highly trained personnel
happening quickly.  Slums and resentment, ect.  Think of South Africa today 
and how it started.  An extreame example but History does repeat itself.  
If you want a better example think about how the US installed industry in 
Japan, and how Japan has grown to the power it is today from the wreck it 
was after the war. 
	So if you intend to seed a high tech industry on a low tech world you
need to take account of the infra-structure, why the industry is here, 
(labor costs, transport costs, necessity, etc.) how are the natives 
used/treated, and whats in it for the bottom line.
	Comments, observations, or flames encouraged.
Dan Williams

==============================================================================
TRADE AND COMMERCE DIGEST             | ****This*SPACE*intentionally*left****
Greg Givler, Editor                   | *************************************
James Perkins, List Administrator     | ************FULL*OF*STARS************
- ------------------------------------------------------------------------------
Send replies to: givler@cbmvax.uucp or givler@cbmvax.cbm.commodore.com
==============================================================================




-------- TML Message #525 --------

Archive-Message-Number: 525
Date: Wed, 6 Sep 89 10:54:10 -0500
From: wrgate.wr.tek.com!uxc.cso.uiuc.edu!zephyr.ENS.TEK.COM!gslisa!gsliss!jcunning@tektronix.TEK.COM
Subject: phone no.





GDW's phone number is 309-452-3632 (which is also the combination
to the safe in Research Station Gamma). Digest Group's escapes me 
at the moment, but if you check the back cover of any of their
products or the masthead of Travellers Digest I'm sure you'll
find it. Also remember that the DG folks have daytime jobs when you
are deciding when to call them.

While I`m at it here, is there anyone out there who has any
background in enviornmental topics like pollution, the greenhouse
effect, etc.? I have an idea for an adventure which would require
some background of this type which I lack detiled knowledge of.



			Jim Cunningham
			Traveller Relic





-------- TML Message #526 --------

Archive-Message-Number: 526
Subject: More typos, and a request for info (UWPs)
Date: Wed, 6 Sep 89 12:59:18 EDT
From: (Jonathan Bayer) jbayer@ispi.COM


Greetings, fellow travellers.


I bring you more typos in the World Builder's Handbook. :-(


When calculating Technology Related Details, the same error occurs in
two different places.

On page 83, section 4a, Computer/Robotics TL limits.  Also, on page 84,
section 5a, Communications TL limits.  To quote:

	Lower limit: Upper limit / 3 (drop fractions)

It then gives an example:

	A world has an energy upper limit of 14.  The .............
	limits are 14 and 11.

Now, instead of the / they are using the divide symbol, (which is very
confusing with a plus sign, but that is another problem).  I believe
that it should read:

	Lower limit: Upper limit - 3

because they reference these examples several times using the range of 14
and 11.




On a brighter note, I need some input.  Specifically, I need some UWP to
test my program (almost done).

I have created a simple questionaire below.  Enter the information
requested after the colon, and then mail the whole thing to me.  I have
a simple program which will strip out the unnecessary text.  Please do
not delete the question text as I may need it to figure out what is
going on.  I will post interesting (and reasonable) results to the list.

Finally, I still need the phone # for DG.  I got it for GDW.


JB

- -------------------------------------------------------------------------
World name:
Hex location:
Star size:
Star type:
Orbiting a central planet (y/n):

(if yes to the above then answer the following three questions,
 otherwise delete them)

Central planet's diameter (km):
Satellite's orbit diameter (in diameters):
Central planet mass:

Orbit # (if not in a habitable orbit):

(repeat the following two lines as necessary)

Satellite diameter:
Satellite orbit:

Number of stars in this system:

(repeat the following three lines as necessare)

Companion size:
Companion type:
Orbit companion is in (0 for near, 99 for far):

(Now is the standard UWP information)

Starport type:
Size:
Atmosphere:
Hydrosphere:
Population:
Government:
Law level:
Tech level:
Bases:
Trade classes:
Travel zone:
Population multiple:
Planetoid belts:
Gas giants:
Allegiance:

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


- -- 
Jonathan Bayer		Intelligent Software Products, Inc.
(201) 245-5922		500 Oakwood Ave.
jbayer@ispi.COM		Roselle Park, NJ   07204    




-------- TML Message #527 --------

Archive-Message-Number: 527
Date: Wed, 6 Sep 89 18:11 EST
From: METLAY@vms.cis.pitt.edu
Subject: the Manipulator's Club



To Steven Fellows, and anyone else who isn't as fanatical about their 
history lessons as yours truly:

The Manipulators' Club is the most popular Club in the Hive Federation, 
although it's also one of the hardest to join. The concept of Manipulation,
and the rules of the Club, are explained in the Alien Module HIVERS.

Shall I go into more detail for the List, or will that be sufficient?

metlay



-------- TML Message #528 --------

Archive-Message-Number: 528
Subject: Law Related details
Date: Wed, 6 Sep 89 22:04:22 EDT
From: (Jonathan Bayer) jbayer@ispi.COM


Greetings fellow travellers (its me again).


I have a question which I would like to see a little discussion on.

In the World Builder's Handbook it discusses and creates the law
related details.  Frankly, I was a little bit disappointed at this
section since it only has two steps, and the steps are a bit
simplistic.  Anyway, it talks about the uniformity of law, and legal
profile for the entire planet.  Now, when the entire planet is under
one government that makes sense.  However, if the planet is balkanized
and under several different governments, it seems to make sense to me
that the law details should be generated for each government.  Does
anybody have any reasons this should not be (other than the excessive
detail)? 



JB
- -- 
Jonathan Bayer		Intelligent Software Products, Inc.
(201) 245-5922		500 Oakwood Ave.
jbayer@ispi.COM		Roselle Park, NJ   07204    




-------- TML Message #529 --------

Archive-Message-Number: 529
Date: Thu, 7 Sep 89 17:57 EST
From: METLAY@vms.cis.pitt.edu
Subject: Traveller Universe History and Background


[I have removed a name to protect the guilty, where there is a [*] -- James]

To the List in general:

A lot of people seem to be interested in bits and pieces of Triveller travia, 
uh, Trivialler tra-- oh, the hell with it. Anyway, if the List needs an 
unofficial historian (or, James, an official one), I'll be glad to fill the 
gap: I've got access to everything GDW ever put out on the Traveller->MegaT
universe, and almost everything Digest Group has done. There may be people 
with better connections for certain things than I (hi, [*]), but for
historical data and info on the Universe, I'd be glad to work as a resource.

When I say "historian," I mean historian, of the universe and of developments 
in the game, and not (even if people would listen to me, which I doubt) a 
rules arbiter. If you want to know why people laugh when you say you've gotten
a perfect-condition first printing of HIGH GUARD, or why Cymbeline's a
hacker's heaven, or whether Hivers have a sense of humor, or who Ek is, or how 
many babies a Vargr mother tends to have in a litter, or even the lowdown on 
who is credited with the discovery that you could have a viable 2G, Jump-2 
ship with a 200 ton hull (and hence invented the Far Trader by accident), I
can answer you gladly. But I will not render judgements on how ANY actual game
rules are supposed to work, as my policy since discovering my first rules
glitch in the original Book 2 in 1978 has been, "Talk fast, wing it, and if
anyone tries to quote the rules at you, kick their character out an airlock,"
which is great for argument-free play sessions but lousy for being able to
quote chapter and verse on tables of data. 

I should warn folks that my database, while huge, is incomplete: I own by no
means all of the stuff belonging to groups other than GDW and DGP, and am
missing several issues of the better-known fanzines. (I need information
contained in Travellers' Digest Numbers 5-7, for example.) And last but not
least, my research schedule forces me to leave my terminal for weeks at a
time, so there may be backlog on occasion. But I'll try to notify James and/or
the List in such cases. 

My memory is excellent but by no means perfect, so I may amend answers to
questions after I've had an opportunity to check the hundred-plus-volume
Metlay Traveller Library. And if I get something wrong, I'm open to being 
corrected, but flame me at your peril: the last person to flame me was named 
Jim Morrison. And before that it was Elvis, and before that, Jimmy Hoffa.

What do y'all think?

expectantly,

******
metlay				| "What'd you hit him for, Hug?" "I asked him
******				| what the wallet was made of, and he said,
metlay@pittvms.BITNET		| `Hide, the cow's outside.' Imagine his nerve,
metlay@vms.cis.pitt.EDU		| suggesting an Aslan is afraid of a cow!" |->


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

