			    TRAVELLER Digest 216

Topics covered in this issue include:

  1) Re: TRAVELLER digest 215	by muskrat@msn.fullfeed.com (John Kovalic)
  2) Re: TRAVELLER Digest 214	by "Harold D. Hale" <hdhale@smtpwpo.dayt.tasc.com>
  3) RC Rank Insignia	by Rob_Prior@nynet.nybe.north-york.on.ca (Rob Prior)
  4) Battledress	by Hugh Foster <100326.446@compuserve.com>
  5) bold new worlds	by jmg141@email.psu.edu (john gardner)
  6) [T214] Aslan Character Gen...	by jeff.zeitlin@execnet.com (JEFF ZEITLIN)
  7) [T214] Regency Aliens...	by jeff.zeitlin@execnet.com (JEFF ZEITLIN)
  8) VARGR characters for TNE	by "David A. Nelson" <34TYHPE@CMUVM.CSV.CMICH.EDU>
  9) Re: Re: Low Tech Spaceships designs?	by Rob_Prior@nynet.nybe.north-york.on.ca (Rob Prior)
 10) re: Aslan Careers	by roger.myhre@niva.no
 11) THE RCES Heavy POWER Armour	by LONG2469@splava.cc.plattsburgh.edu

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

Date: Tue, 7 Mar 1995 12:39:47 -0600
From: muskrat@msn.fullfeed.com (John Kovalic)
To: traveller@MPGN.COM
Subject: Re: TRAVELLER digest 215
Message-ID: <199503071839.MAA23325@fullfeed.msn.fullfeed.com>

>>>>Six," and a courageous Hiver technical advisor, "Scissor." <<
>>
>>Er, what ? A courageous Hiver ? As far as I remember, there  ain't no
>>such beastie...
>
>   Perhaps he is the equivalent of an insane Puppeteer.  Not that I would
>want to draw parallels between Hivers and Puppeteers, mind you.  : )
>

All things being relative, there have to be Hiver scales of courage. Any
guesses as to what they might consider a "courageous" act  (as opposed to a
merely "insane" act, which might be "courageous" to a human and
"milquetoast" to a male Aslan :-) )?

John K

**** /\ ************************************************************
        / * \                    ----------------------
      /        \                   The Servants of Kovalic
     ---------                 ----------------------
Hat Trick*Tornado*Read My Lips*Peace in Our Time*Market Manipulation*Bigger
Business*Murphy's Law*Rewriting History*Deasil Engine*Energy Crisis*Tax
Reform*France*Japan*Cable TV*Fraternal Orders*L-4 Society* Multinational
Oil Companies*Germany*Israel* Liquor Companies*.......Ours, alllllll OURS!
HA HA HA HA HA HA HA HA HA HA! (THWACK!) Sorry.
*******************************************************************



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

Date: Tue, 07 Mar 1995 13:54:37 -0500
From: "Harold D. Hale" <hdhale@smtpwpo.dayt.tasc.com>
To: traveller@MPGN.COM
Subject: Re: TRAVELLER Digest 214
Message-ID: <sf5c654c.027@smtpwpo.dayt.tasc.com>

Hans Rancke writes:

>By 1117 Terra had been "occupied" for over a century. Marriages
>between Imperial Marines and Terran natives had been going on for
>quite some time (see the TD issue with the article on the occupation
>forces).

Just to play "Devil's advocate here, but it could be argued that while
such marriages took place, they were frowned upon by most of Terran
society (G.I.s returning home to America from the Allied occupation of
Japan after WW II with a Japanese bride in tow encountered a great deal
of prejudice...as did French women who took German soldiers as
lovers during the German occupation).

> The annual soccer tournament between the Terran champions and the
>Marine team was a popular event (same issue). 

Devil's advocate:

   Could it have been popular because they liked to see the "local boys"
kick the butts of the occupiers?  Remember the movie "Victory" starring
Pele, Michael Caine, Sly Stallone et. al.?  The crowds cheered the
Allied players, much to the chagrin of the Germans who set up the event.

>Also, certain facets of the occupation had woven themselves into the
>fabric of daily life (I'm thinking specifically of the "fixed times for
visiting
>others" mentioned in _Sol & Aslan_, a result of the curfew laws). I
>would certainly believe a sizable amount of the population was satisfied
>with the status quo.

Devil's advocate:

   Ration stamps were an every day part of life for Americans in World
War II (they are frequently mentioned in the cartoons of the era).  That
didn't stop people from enthusiastically burning them (a little prematurely
as it turned out) when they heard the war was over.

>Also, Terra is a high-pop world and a center of trade. One might expect
>a certain cosmopolitan attitude, especially due to the not insignificant
>alien presence (Aslan are stated as being present in most major cities,
>the Hivers have their colony in Australia, and there are probably plenty
>of Vegans on the planet at any given time).  

   Agreed, all except the Vegan part.  Vegans would have found Terra
a very uncomfortable place to live, because of the high gravity
(remember, there are three worlds which are inhabited completely by
humans in the Vegan Autonomous District because of their high gravity).
Vegans are generally restricted (depending on the density of the
planet) to worlds of size 6 or less.

>This would tend to produce less support for the doctrinaire Party
>factions and more for the liberal factions (like the HDV and
>pan-Sophontists). This as opposed to the "ethnic world" colonies which
>were founded on cultural purity issues to begin with.

   We agree here.

>Note that in _Survival Margin_, Terra's UWP even after the reconquista
>is A867A69-F, indicating it's still a "captive government". It calls to mind
>the pictures in _Sol & Aslan_ of the somewhat depressed-looking
>people shuffling through crowded city streets, presumably on Terra,
>with the huge signs in the background reading "The Party Is Freedom"
>and the like.

   If that's Earth, I hope that Vegan in the picture is wearing a special
support suit.  Earth's gravity would cause serious injury and eventual
death to an unprotected Vegan.

   And remember...the Party is your friend.  You like your friends, don't
you?  So you must like the Party, or we'll make sure you don't have any
friends....<argh!>

Shalom Zaidfeld asks:

>Did anyone on the list tried to design a low tech (TL 4-5 range)
>spaceship?
>Is it possible to design one using FF&S rules?

At tech level 4 - Impossible.  Basic life support hasn't been invented
yet (I assume you want who ever you are sending up to come back
alive), and what rockets there are simply can't be built powerful
enough to carry more than a few kilos (not to mention range 
restrictions).
 
At tech level 5 - Maybe.  Basic life support is available, as are
liquid and solid fuel rockets for propulsion.  Your biggest problems would
be: 

a) Designing a rocket big enough to carry all that heavy equipment
into space.  As I recall, such rockets were not available on Terra until
TL 6 was achieved.  This task would be easier on a world with less
overall mass (say one the size of Mars), therefore less gravity to
overcome.

b) Figuring out a way to shield your volunteer from exposure to radiation
(assuming that you want who ever it is  to live a semi-normal life span
after they return).  TL 5 vacc suits are available, but provide little
protection from radiation.

   Flights into space at TL 5 are going to be of the low earth orbit variety,
with how many rads an astronaut can take probably being the limiting
factor (needless to say, an astronaut's career would consist of years
of training followed by a short flight into orbit and permanent retirement). 
Determining the exact health problems to be encountered would be up
to the referee, as I can find nothing in the Traveller rules which covers
the topic.

Harold


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

Date: 06 Mar 1995 19:03:18 GMT
From: Rob_Prior@nynet.nybe.north-york.on.ca (Rob Prior)
To: traveller@MPGN.COM
Subject: RC Rank Insignia
Message-ID: <1534722047.99506504@nynet.nybe.north-york.on.ca>

Anyone recall anything about RC rank insignia?  

I'm painting a set of RC Marines and I can't find any references to what the
rank insignia look like.  Some of my B&W illustrations have a horizontal bar
under the RC symbol on the shoulder plate, but there's no indication of
colour and whether this is a rank or unit designation.

Help, someone!  I want to get these finished soon.

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

Date: 07 Mar 95 14:02:44 EST
From: Hugh Foster <100326.446@compuserve.com>
To: <traveller@MPGN.COM>
Subject: Battledress
Message-ID: <950307190244_100326.446_BHG163-1@CompuServe.COM>

>> Ah but why make the armor illegal?  The government is 
then punishing the person for having thoughts of defense!  
In my campaign, the law level applies to weapons but not 
armor. <<

No, sorry, this doen't wash. Battledress _is_ a weapon, a 
device intended for nothing but offence. I mean, what do 
_you_ think happens if you punch a civvy with a cerametal 
glove at 3x Strength ? And the potential for accident! And 
this isn't even considering the (usually standard) add-on 
of an arm laser.

Defence means combat armour at the most. And not in your 
local bar!



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

Date: Tue, 07 Mar 1995 16:39:38 -0500
From: jmg141@email.psu.edu (john gardner)
To: traveller@MPGN.COM
Subject: bold new worlds
Message-ID: <199503072146.QAA29585@genesis.ait.psu.edu>

I am currently endeavouring to create my own setting for traveller using
F,F,&S rules.  The setting will have more of a space opera feel (as demanded
by my ever picky players), using the subspace rules instead of jump drives,
and thruster plates instead of HEPlaR thrusters.  

In the interest of fairness, my players will be creating the bulk of the
alien critters and cultures to be found in this "universe".  Since, human
creativity seems to be limited only by the number of suggestions one has on
hand at the time, and I have only so many players . . . any suggestions
would be welcome.

The tech fields I will be using are as follows (as defined in F,F&S rules):
FTL commo:                    subspace radio
matter teleportation:      none
genetics:                          standard
laser focusing:                none (close combat to be sure)
gravitics:                          thruster plates and contra grav
stardrive:                         subspace drives
shields:                             sandcasters, nuc-dampers, and meson
fields
cybernetics:                    standard
psionics:                          standard

The core of human civilization will be at earth (called Tera), and human
society will be about TL: 15.

Any suggestions will be appreciated.



                            L            L L L L L              L
L          L                 L
                           L         L                L           L
L          L                 L
                          L         L                L           L
L          L   L            L
                         L         L                L           L L L L L L
L          L       L        L
                        L         L                L           L
L          L           L    L
          L           L         L                L           L
L          L                 L             L L
           L L L L              L L L L L              L                L
L                 L             L L 
             


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

Date: Mon, 06 Mar 95 22:09:00 -0500
From: jeff.zeitlin@execnet.com (JEFF ZEITLIN)
To: TRAVELLER@MPGN.COM
Subject: [T214] Aslan Character Gen...
Message-ID: <8A4F531.0100044454.uuout@execnet.com>


T::>Was my submission on this subject of any use to anyone (other than the
 ::>couple of people who contacted me?). Anyone got any comments? Anyone want
 ::>the other Aslan careers posted to the list or shall I just send them to
the
 ::>independent requesters?

 I'd say post them to the list.  That way, we can all see them, and 
 if we don't save 'em as they come through (I do), at least we know 
 where to look to find 'em again.  Those who don't want to look at 
 them _do_ have an "N" key on their newsreaders...
==========================================================================
Jeff Zeitlin                                      jeff.zeitlin@execnet.com
---
  QMPro 1.53  Scrute the inscrutable; eff the ineffable.

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

Date: Mon, 06 Mar 95 22:06:00 -0500
From: jeff.zeitlin@execnet.com (JEFF ZEITLIN)
To: TRAVELLER@MPGN.COM
Subject: [T214] Regency Aliens...
Message-ID: <8A4F52E.0100044453.uuout@execnet.com>


T::>Keo Neseb  -  Penkwar/Spinward Marches 2128
 ::>         "Extinct insectoid race resembling giant praying mantises.
 ::>         Believed to have reached their apex about 8 million years ago,
 ::>         having reached at least two neighbors Persephone and Harvosette.
 ::>         See RICE paper on Persephone."

 This would be more possible if someone would _write_ the RICE 
 Paper on Persephone (HINT, Alvin :) ), and send it to the List and 
 the RICE Archives (me...).  All I have at the moment is Glisten 
 and Deneb, with Menorb and Emerald awaiting editing for format, 
 and a supplemental Paper on the legal system on Glisten being 
 written.

 Although I must admit that I would have expected information on 
 the Keo Neseb to be found in a Paper on Penkwar itself, or in a 
 supplemental Paper to it...
==========================================================================
Jeff Zeitlin                                      jeff.zeitlin@execnet.com
---
  QMPro 1.53  Chief Archivist, Regency Institute for Cultural Education

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

Date:         Tue, 07 Mar 95 20:45:57 EST
From: "David A. Nelson" <34TYHPE@CMUVM.CSV.CMICH.EDU>
To: traveller@MPGN.COM
Subject: VARGR characters for TNE
Message-ID:   <950307.210852.EST.34TYHPE@CMUVM.CSV.CMICH.EDU>

  This is a list of guidelines for creating Vargr characters for TNE. It is
extremely rough, and could use some fleshing out, especially in the area of
new careers (if they are needed).

ATTRIBUTES        STR  AGL  CON  INT  EDU  CHR  PSI  SOC
Common Vargr       -1   +2   -1    0    0    0    0    -
Urzaeng Vargr      +2   -1   +2   -1    0    0    0    _

BACKGROUND SKILLS: As for human characters
DEFAULT SKILLS: As for human characters

Listed next are the Vargr careers and their TNE equivilents. Some careers can
have more than one equivilent.

ADMINISTRATOR: Bureaucrat
ARISTOCRAT: Use the Wealthy Traveller career. CHR 8+ required.
BARBARIAN: Barbarian (of course)
BELTER: Belter
CORSAIR: This one is tricky. The Vargr Alien Module seems to indicate that
this career is similar to the Marines, while Vilani and Vargr seems to have it
be much like the Corsair career listed in the TNE rulebook. These guidelines
suggest using the Corsair career.
DOCTOR: Medicine
EMISSARY: Diplomat
EXPLORER: Scout
HUNTER: Hunter
LAW ENFORCER: Law Enforcer
LEADER: Manager
LONER: Use Bounty Hunter, Criminal, Mercenary or Tough as appropriate
MERCHANT: Trader
MILITIA: Army
NAVY: Navy
RAIDER: Use the Marines career, possibly with Special Forces
ROGUE: Criminal
SCIENTIST: Scientist

AGING: As for humans

VARGR CHARISMA AND LEADERSHIP: A Vargr's Charisma score (and hence his
Leadership asset) can change rapidly based on the character's social
position. Whenever a character gets a noteable success, a Difficult CHR
check allows the Vargr and increase of +1 to his Charisma stat relative to
other Vargr. His stat for humans remains the same. A significant failure will
reduce the Vargr's charisma by one unless he can succeed at an Average
Charisma check. A Vargr will respond to humans of Charisma A+ much as he would
to a strongly charismatic member of his own race. The Leadership asset is used
to determine who a Vargr will follow. The character with the highest Leadership
asset in a Vargr group will be the leader unless and until someone else
surpasses him.

SKILL BONUSES: Vargr get a -1 difficulty level on all Observation tasks
involving smell and hearing.

As you can see, it's pretty rough. I had trouble figuring out how to handle
Charisma changes during character creation. (Some kind of success roll for
each term, or possibly tied to promotions?) Any help with this would be
appreciated.

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

Date: 07 Mar 1995 23:49:36 GMT
From: Rob_Prior@nynet.nybe.north-york.on.ca (Rob Prior)
To: traveller@MPGN.COM
Subject: Re: Re: Low Tech Spaceships designs?
Message-ID: <927793150.1479689@nynet.nybe.north-york.on.ca>

>  So starting at TL 5, you have a chance.  With the Space:1889 add on rules
> to FF&S (hmm..perhaps I should CC Loren on this :->), you should be able to
> build etherflyers at TL 3.

Space: 1889 add-on rules?  If you've done these, could you email me a copy? 
(rob_prior@nynet.nybe.north-york.on.ca)

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

Date: Wed, 8 Mar 1995 09:04:08 +0200
From: roger.myhre@niva.no
To: traveller@MPGN.COM
Subject: re: Aslan Careers
Message-ID: <e681f970@smtplink.niva.no>

"David A. Nelson" <34TYHPE@CMUVM.CSV.CMICH.EDU> writes:

>I would like to see the other aslan careers, as I found that article 
>quite useful. Also, has anyone tried doing Vargr, Droyne, Zhodani, or 
>the other races in the Alien Modules series? I've been thinking of 
>doing this, but haven't set down and done yet. (Except for Vargr, 
>which I could post here if there's enough interest.)

I have made a HIWG document for generating Vargr character for TNE. I 
think I posted it a few months ago. It is also available at sunbane as 
142_14.txt. And for those who are interested I'll post it again.

Doc 142.14,  Date: January 15, 1994

                             BUILDING THE PERFECT DOG

                                       by

                                   Roger Myhre


This document has been an article on KU #4. Since then I have changed the rules 
a bit, and modified the careers. This document will be upgraded as new special 
careers pop up.

As the Traveller: The New Era (TNE) do not include Vargr character generation I 
will present some rules here that I think will be of use. Note that GDW may have
other plans for Vargr character generating. As the Vargr is quite close to 
humans (not counting looks, ancestry and behaviour) their skill will be quite
like. And I won't introduce any new skills.


THE STATS

Vargr got the same stats as humans, with one exception. Vargr do not have Social
status, but their Charisma rating is the measure to find where they stand in the
Vargr society. A Vargr with high Charisma will attract other Vargr for 
followers. So put a '-' in the Soc box on the character sheet. The stats are 
rolled as following. STR 2D2-2, AGL 2D6, CON 2D-2, INT 2D6-1, EDU 2D-1, CHA
1D6.

If the total stats are less than 33, the player can add the difference to the
character stats, with these exceptions: CHA cannot be increased to more than 3. 
Any other stat cannot be increased beyond 11. The 33 limit is lower than the 
limit in the rulebook of 36. The reason for this is that the Vargr is generaly 
weaker than an average human.

When calculating the weight of a Vargr use the same formula as for humans, but 
the base weight is 70Kg. Making generally Vargr smaller than Humans. The base
weight is the same for males as for females. For hand combat damage factor is
the same as for humans, but add 1D6 damage each time the Vargr elects to use his
or hers claws. For using the claws the skill is as for unarmed combat, Unarmed 
Melee skill which all Vargr characters start with at level 0, Leadership is also
a skill they start with at 0.


SELECTING CAREERS

The Vargr can use all the careers in the book except for "Hiver Technical 
Academy". There are some consideration to Vargr when they are generated. Firstly
their Charisma rating is a measurement of how successful a given Vargr is. The 
Charisma rating may go up and down during generation.For CHA beyond A the cost 
is doubled. Thus it cost is 2 points from A to B. But loss of one point in CHA 
brings you automatically from B to A. In some careers there is possible to make 
a big enough mistake that you are thrown out. This is true to all military 
careers. This does not however stop the character generation, the character just
has to enter a new career, but not a military one, if he or she makes the 
continuity roll. Even if you are thrown out from a career, you always finish the
term before you enter a new one.

CHA is increased/decreased like this:
   +1 If promotion is made.
   +1 if 12+ is rolled. Cumulative with above modifier. 
      And promoted an additional rank.
   -1 if the promotion roll is missed by 4 or more
   -2 and demoted if the roll is natural 2 regardles of DM's. Not cumulative
      with above modifier. Holds true for both special duty and promotion
rolls.
   If a natural 2 is rolled twice in a given military career the character is
      thrown out at the end of the term.

If your character is from Society of Equals in Gvurrdon, he or she must make a 
special roll to be rated equal. This is essential to enter the following 
careers: Any military officer, Diplomat, Lawenforces or Aristocrat.

   Difficult, Willpower

This task is rolled before the character generation is started. If the roll is a
catastrophic failure roll 1D6 and divide the result on the STR, AGL and CON 
stat. Reduce the stats accordingly. This is damage taken from the test. 

Example: A player rolls 4 on the die, when he has failed. Thus the stats has to 
be reduced with one each. For the remaining point the player may choose which
stat to reduce.


CAREERS:

**Oruelaen**
Psionic forces of Thirz Empire in Gvurrdon. Thirz empire has a special force of 
psionic agents. They are not secret agents as portraied in movies, but rather a 
information gathering group for the King in Thirz Empire. Not much are actually 
known about them publicly, so a lot of myths has been spun around them. All 
sophonts that are citizens of Thirz Empire may apply. They will be tested for
potentiality before they are admitted. For ranks use Army table in the rulebook.
All who are admitted start with rank E5 Sergeant. Rank O10 General is not 
available for playing characters when King Thir holds this position. As the 
force is small and there is only possible to get promoted when a operative dies 
or quits, the agents start at Enlisted rank, no matter what kind of academies or
careers they have attended before. Those who are admitted get a Cha+1

PREREQUESITES: PSI strenght of 8+, and at least one of these abilities: 
               telepathy, Teleperception or any useful arcana.
               Citizen of Thirz Empire.

FIRST TERM:

COMMISSION:    10+, +1 if CHA 6+

SKILLS:        Psionics-2, Determination-2, Gun Combat-1,
               Perception-1

SUBSEQUENT TERMS: 

COMMISSION:    8+, +1 If CHA 6+. The character becomes an Officer.
               Rank O1.

SKILLS:

ELISTED:       Psionics, Determination, Unarmed Melee, Gun Combat,
               Perception

OFFICERS:      Psionics, Determination, Space vessel, Gun combat, 
               Unarmed Melee, Perception

ALL TERMS:

SPECIAL DUTY:  Spacehand, Crime, Social Science, Vehicle, Tactics, 
               Interaction.

PROMOTION:     8+, +1 If CHA 6+, +1 if INT 8+

CONTACTS:      Military, Government (Officers only), Intelligence, Academic. 
               Roll 10+ on 2D6 for the contact to be from outside the Thirz 
               Empire.

OTHER EFFECTS: +1 per term as officer for scout/courier ship. Money is 
               calculated from CHA stat not Intelligence. Use Advanced 
               stellar as base when calculating money. Initiative is 
               rolled 1D6


**Aristocrat**

As an aristocrat you know how the interstellar governments in the extents is 
working. And if you are lucky and use your skills properly, you might be able


to carve out a place for your own.

PREREQUESITES: CHA 8+ or Population of 6 or more. Must not have been thrown 
               out of a military career.

FIRST TERM:

SKILLS:        Charm-2, Interaction-3, Social Science-2, CHA+1

SUBSEQUENT TERMS:

SKILLS:        Charm, Interaction, Fine Arts, Determination, Economics, 
               May trade in skill levels for CHA increase.

ALL TERMS:

SPC ADVENTURE: 7+. Spacevessel, Perception, Unarmed Martial Arts, Vice,
               Crime

CONTACTS:      Government, Military, Intelligence

OTHER EFFECTS: +1DM per term for yacht. Whenever the CHA stat is reduced 
               below 8 the character may not continue this career. Note that 
               CHA may not get above 15 or F.


**Fair Witness**

This career are only open to citizens of Thoengling Empire in Gvurrdon
Sector. A Fair Witness (FW) is a profession where a Vargr, or some other sophont
has gone through a training, giving total recall. FW is pledged to report 
whatever it observed when on duty. Most FW is working free-lance, but need a 
permit to do so. There is almost impossible to bribe a FW to tell something 
else, that the FW did observe. The reason for this is that the job itself gives 
quite good economical freedom, and Charismatic standing among the Vargr. A FW
will never offer an oppinion, nor a theory when on duty. Or  speak his or her
meaning when recalling something they observed while on duty. Thus if asked why 
a person acted has he did, the FW cannot answer this, but only tell what the 
person did. The FW will recall what he saw, heard, smelled, felt and so on. A FW
may be hired by anyone, but as they get better, their fee increase accordingly. 
FW are often used when deals are been made, or when there is need for a 
independent witness in a certain process.

When an obervation is going to be made, let the PC roll an imprint task, using 
observation as asset. Base difficulty should be difficult, adjusted depending on
the situation. When the given situation is to be recalled later, a new task is 
rolled. The difficulty on this task depends on the success level on the prior
task.

Asset: Observation
Imprint Success Level    Recall Difficulty
-----------------------------------------------
Outstanding Success      Routine  
Success                  Difficult
Failure                  Formidable
Outstanding Failure      Impossible

More than 1 year ago   +1 level of difficulty


Recall Success Level   How much was recalled?
---------------------------------------------
Outstanding Success    100%
Success                 75%
Failure                 50%
Outstanding Failure      0%

For more information on Fair Witness, read "Stranger in a strange land" by 
Robert A. Heinlein, a must read for a SF fan.

PREREQUESITES: INT 9+, Citizen of Thoengling Empire, No criminal career
               prior to this.

FIRST TERM:    CHA+1, INT+1, EDU+1, Observation-2, Interaction-2,
Willpower-1,
               Vice-1

SUBSEQUENT TERMS:

SKILLS:        Social Science, Perception, Interaction, Charm, Fine Arts,
               Skill levels may be traded for CHA

ALL TERMS:

SPC ADVENTURE: 9+, Cha+1, Crime, Determination, Gun Combat, Vice, Economics,
               Physical Science, Melee

CONTACTS:      One contact per term from either: Goverment, Legal,
               Business

OTHER EFFECTS: Roll 1D6/2 for initiative. Calculate money from either CHA or
               Observation asset, wich-ever is the highest. 


VARGR VERSUS OTHER SOPHONT INTERACTION

First time a non Vargr character is interacting with Vargr NPC's or other Vargr 
characters, divide that characters CHA with 2, and drop fractions. The result
may not be below 1. Note however that this will reduce all assets EXCEPT 
language skills. For the character to increase his or hers CHA to normal level 
follow the general CHA increase and decrease rules below. The opposit is also
true when a Vargr are going to interact with humans for the first time. Note 
that both of these cases relates to Humans in a Vargr dominated society, or 
Vargr in a Human dominated society.


CHARISMA INCREASES AND DECREASES

When a session is over there should be checked if the leader of the group,
the 
character with the highest CHA, will increase his charisma. The difficulty
level
is up to the referee. But I will give a few pointers.

Asset: Leadership.

  The session was an outstanding success    Average
  The group met its goals in the session    Difficult
  The group barely made the goals           Formidable
  The group made only a few of its goals    Impossible

If any of these tasks are a catastrophic failure the leader loose 1 point of 
Charisma. If the leader has CHA of A or more increase the difficulty with one

level.

The difficulty levels should be modified with how difficult the adventure was. 
If the adventure was an total failure, the character must roll a formidable task
to prevent Charisma decrease. If that roll is a catastrophic failure, the leader
loose 2 points of Charisma.

The leader may also by commendate or reprimand the others in the group, and thus
increase or decrease the CHA of these characters. The leader may only commendate
a character if he himself got a CHA increase, but he may reprimand a character 
whenever he wish. But reprimand a character without reason will have 
counterproductive results, and the referee should penalize this.

One good roleplaying tip is that the referee places the players in clockwise 
fashion, with the highest CHA rated character to the left of him. Whenever there
is an important decission to be made, ask the leader first. Ignore the others
for a while. If the leader is hesitating, this can mean a loss in Charisma 
specialy if other players start to come with solutions. This is to simulate that
the other Vargr always look to their leader. If the leader fails the others may 
take command. The referee should be a bit careful with this approach though. The
player may not be good at roleplaying in this fashion, so the referee should 
give him more time than a player that got good abilities at this type of 
roleplaying.

Whenever 2 players got equal or a difference of one level in Charisma a 
Charismatic struggle erupts. The leader must then roll a difficult leadership
roll to stay in position. If the roll fails, the two players change position. If
a catastrophic failure is rolled, the leader loose 2 CHA points.

The referee may also increase or decrease the CHA of characters during play, to 
give them a feel of how successful they are. However this should be used 
sparingly. If a player shows some initiative, and do something daring and 
succeeds he should be awarded. In doubt let him roll a difficult task. Equally 
he should loose Charisma if he does something and fails, especially if he 
endangers the mission and the adventure group.

Other uses of Charisma is that a high Charisma Vargr will always reduce the 
Initiative  to the opposition by one to a minimum of one, if they are of lower 
Charisma. If the Charisma to the leaders of the two groups are equal, let the
player roll a difficult leadership to gain the upper hand. If this fails the 
opponent get the upper hand. When calculating loss of initiative to combat 
damage use the original initiative.

Remember these rules is only valid in a Vargr society. A human will have a hard 
time to prove herself, but when she gets the wheels turning, there might not be 
anything stopping her. Note that If the non Vargr character increases her 
Charisma above her original level it is returned to normal when interacting with
other non vargr characters or NPCs.


BRIBING VARGR

This may sound easy, but many has fallen into the trap, believing the Vargr 
nature is working for them. What they do forget is that do not oppose to the 
Charisma of the clerk in front of them, but the Charisma of his superior
officer or leader.

An example is maybe in order. Lets say an Vargr journalist is working on a 
special report, and need graded information from the police. Offering money for 
bribery is pointless. As for most human societies social status is measured by 
the wealth you got. This is not the case with Vargr. To a Vargr you have to 
offer increase in Charisma. Money is something that comes along. Money is not as
important for a Vargr as for most human cultures. Money is a tool nothing more 
nothing less. However money should be offered in the bribe, but the amount never
is large. Its just a small contribute for the service rendered. So the 
journalist must actually make up a case were he can prove that the police 
officer will increase in Charisma if the journalist is successfull in his 
investigation. Remember that Vargr are pack animals opposed to humans which are 
more invidiualistic. A Vargr will always view a certain action in the light of 
what the group will gain by that given action. Each individual Vargr always try 
to improve their status within a group. This sound contradictory, but viewed 
from the human point it is, but for the Vargr it makes sense. If the indiviual 
Vargr feels that he or she will gain Charisma to belong to that group it will be
loyal to it, and do whatever is in her power to increase the group Charisma. 
Going back to this journalist, he must convince the police officer that the 
whole department will gain by giving the information he needs. In most cases a 
person trying to bribe a Vargr only have to go up against the closest leader to 
the Vargr trying to be bribed.

The difficulty is such a bribery attempt is rarely easier than Difficult. If the
group leader of the opposition are of lower Charisma it might be easier. The 
difficulty level should also be adjusted to how the bribing player is arguing, 
and how he or she present the deal.

There is also possible to buy information on the street by Vargr. In these cases
money have more to say, when this kind of information is bought from Vargr that 
never are attached to a group over long period of time, and thus do not have the
neccessary group loyalty, except for its own day to day survival.


+Roger Myhre, 1993/1994

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

Date: Wed, 08 Mar 1995 13:15:33 -0500 (EST)
From: LONG2469@splava.cc.plattsburgh.edu
To: traveller@MPGN.COM
Subject: THE RCES Heavy POWER Armour
Message-ID: <01HNW7RK7PD29I7FI3@splava.cc.plattsburgh.edu>

Date sent:  8-MAR-1995 13:13:03 

Friends:

	I've a question, when the RCES equipment guide was origionally 
advertised in the backs of the other source books, it showed an interesting 
Heavy POWER armour derivative.  What became of that armour design, and Is 
it still possible to get a copy of the stats for it.  It seemed to me that 
a lot of the preliminary work had been completed however that aromour was 
not to be seen in the guide, why not??  Just a quick question.

Stay Frosty,

_______________________________________________________________________________
Jamison J. Long (AKA Neuromancer, Flag Admiral, Jamie)  [{Founder T.E.R.R.A}]
LONG2469@SPLAVA.CC.PLATTSBURGH.EDU or LONG2469@SNYPLAVA.bitnet
 
Alea Iacta est.  (The Die is Cast.)  -Iulius Caesar, upon crossing the
Rubicon.
   {Also the Motto of T.E.R.R.A. [The Embry-Riddle Roleplaying Assoc.]}

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End of TRAVELLER Digest 216
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