
-------- TML Message #374 --------

Archive-Message-Number: 374
Date: Wed, 24 May 89 20:57 EDT
From: B_MAHONE%UNHH.BITNET@mitvma.mit.edu
Subject: Salvage


Hi.

My players have found and repaired a Type J "Seeker".  It was marooned on an
Exile world, the crew having been killed by the Exiles.  It's a little beat-up,
but it flies.

My question is this: How to handle the savlage rights?

There is a good article in the latest _Challange_ on Prize Ships and amount of
prize money that goes to the crew of the capturing vessel.  I am considering
just using the same basic system to handle salvage rights, with a few
modifications.

Can anyone think of some issues I need to consider (Aside from not letting them
get too wealthy...)?

                                  oo
- ---------------------------------m--m-----------------------------------------
Bob Mahoney                           PSC Computer Services, Plymouth NH 03264
BITNET: B_MAHONEY@UNHH                    uucp: [uunet!unh!,dartvax!]psc90!rem


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-------- TML Message #375 --------

Archive-Message-Number: 375
Date: Thu, 25 May 89 09:48:31 -0700
From: ("Scott Holter v5.1") evil@blake.acs.washington.edu
Subject: re: salvage


>From: B_MAHONE%UNHH.BITNET@MITVMA.MIT.EDU
>Subject: Salvage
>
>My players have found and repaired a Type J "Seeker".
...
>My question is this: How to handle the savlage rights?

Recovery of a "lost" ship has always been a favorite plot device for me.
Here's how I have handled salvage rights.

The Imperium recognizes the right of "finders keepers."  However, Imperial
law requires the new owners of a ship to assume responsibility for any
burden of debt that may rest with it.  Usually, this means the salvagers
must assume or pay off the remaining portion of the purchasing loan.  They
are also liable for any other outstanding fees, fines, or liens against the
ship --- up to the current value of the vessel.

In addition, the salvagers must pay a fee to officially re-register the
ship.  This fee is typically 10% to 30% of the current value of the craft.
(For a quick percentage, multiply the applicable law level by 2%, then add
10%.)  The re-registration can take a while, particularly if there is some
question about the circumstances surrounding the "recovery" of the ship.
(This is a good opportunity for impatient characters to try out their
bribery and/or admin skills, in order to speed the paperwork.)

Note that all this assumes there are no other claimants to the ship.  The
fun of protracted litigation is left as an exercise for the creative GM.

For the Seeker in question, there is probably no outstanding loan.
(Seekers are mostly old ships, so it has probably been paid off already.)
The players should be able to pay the re-registration fee and a few bribes,
and walk away with a ship.  If they lack the necessary capitol, they can
negotiate a new loan (using the ship as collateral) or submit the ship for
auction.  Even with auction and re-registration fees, they should come out
of the deal with something like 40% of the true value of the ship.

If you want to keep then poor, you'll have to rip them off.  Sticky legal
problems are the easy out for the GM.


Scott Holter                             evil@blake.acs.washington.edu

      "You humans are so *stupid*!"  --alien force commander, 
                                       _Plan 9 from Outer Space_

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-------- TML Message #376 --------

Archive-Message-Number: 376
From: (Adrian Hurt) uunet.uu.net!zephyr.ENS.TEK.COM!mcvax!cs.hw.ac.uk!adrian@tektronix.TEK.COM
Subject: Salvage
Date: Thu, 25 May 89 11:33:55 BST



Bob Mahoney writes:
> My players have found and repaired a Type J "Seeker".  It was marooned on an
> Exile world, the crew having been killed by the Exiles.  It's a little beat-up
> but it flies.
> 
> My question is this: How to handle the savlage rights?
 
The way I handled this in previous campaigns was that the ship was held in the
nearest A or B class starport for a certain time, and a message circulated to
the effect that it had been found. The owner would have to claim it during that
time, and prove their claim. The bank which had financed the ship could also
put in a claim. If the owner showed up, the ship was handed back and the
finders got a percentage of its cash value, based mainly on its condition. If
no owner showed up, but the bank did, then the finders had the option of taking
over the ship, and making all outstanding payments to the bank; or handing the
ship to the bank, and claiming salvage money as above. If neither owner nor
bank showed up, the finders got the ship. If the ship had some military
significance, the Imperial Navy could intervene and seize the ship, and maybe
pay the finders.

In a campaign in which I was playing, we acquired a Vargr corsair this way. We
were attacked, but captured it, and then went to the nearest Naval base to
register it. We persuaded the Navy to waive the bit about waiting for the
owners to show up, as they were most unlikely to do so! (They were alive - we
released them - but obviously Vargr corsairs would not go to an Imperial base
to claim a corsair ship!)


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-------- TML Message #377 --------

Archive-Message-Number: 377
Date: Thu, 25 May 89 10:51:50 EDT
From: ("William B. Morrison") morrison@pyr.gatech.edu
Subject: Star System Digest Update


First things first. I have received *no* traffic regarding system
generation in the past  two weeks. This means that everyone
knows all there is to know about star system generation, that the
current generation system is ideal and supplies all the information
that everyone needs, and that everyone already has their own ideal
computer program to generate systems, planets, shipping lanes, etc.
I'm glad that everyone is happy. (Now that I've lit a few fires under
a few seats, especially my own ;-).

You may remember my mentioning a program for a simulation of *real*
(yes, *real*) star system generation based on an article in the
Journal of the British Interplanetary Society (JBIS) called 
'Extrasolar Planetary Systems: a Microcomputer Simulation'. I do
have a copy of this program, but I haven't been able to get it to
run on my Sun-3. I have been in touch with the author of the program
(burdick%hpda@hplabs.hp.com) who has given some ideas on where to
look, but I haven't had the time, and may not in the near future.
The program is repored to work on HP9000/350, Sun-3, and IBM-
compatible PCs (note my earlier warning). This program provides all
sorts of neat information from planetary albedo and axial tilt to
eccentricty of orbit and surface acceleration and everything in between.
If you would like a copy of this program just to have or to try and
fix (the author thought the problem may be in the accretion
routines and the random number routines that are called), let me
know and I'll email a copy. Note that the shar file is about 80K, so
I may have to compress it to get it past mailers with size restrictions
or break it into parts.

- -- Bill Morrison
   Star System Generation Discussion Coordinator
   morrison@pyr.gatech.edu

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-------- TML Message #378 --------

Archive-Message-Number: 378
Date: Thu, 25 May 89 10:58:49 EDT
From: (Jim Pendergraft) jimp@dg-rtp.dg.COM
Subject: Re:  Salvage


[This was sent to traveller-request, but obviously was destined for
traveller.  I'm forwarding it.  I also reformatted the long lines and
ran it through the spell checker -- James]

I would let them have the ship, charge them a whopping registration fee
(or it would be like an unregistered car, but with penalties like
confiscation possible) and make them upgrade some equipment to current
standards (maybe a triple cost overhaul - latest comm/safety stuff
required by Imperium) Also, depending on the reactions of the officials,
bribes, and circumstances of the original disappearance, and how well
they documented their find (pictures of it before they moved it, records
of the search for the original crew, etc..) I might impound it for a
long/short while for an investigation (length depending on bribes, admin
skill, friends in high places, etc...).

It could be made into several interesting (or frustrating) encounters.
If they are still too wealthy, it could always have a major breakdown.
Maybe the jump drive has gone bad and needs to be replaced.  This should
be discovered in the overhaul.  (If the players are all ignorant, and
don't get a second opinion, maybe the yard will try to replace something
that works fine, and charge the players.  Or use a defective part.  Or
switch an old broken piece for a good one on their ship).

Or you could just use a pirate to blow a hole in the ship that they
would have to get fixed.  Never any problem separating money from
players.  To be fair though, if they stick out an initial period of
hassles/expenses, then they should be considered to have earned the ship
and shaken out the bugs.  Then let them use it normally.

Jim Pendergraft


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-------- TML Message #379 --------

Archive-Message-Number: 379
Date: Thu, 25 May 89 20:46 EDT
From: B_MAHONE%UNHH.BITNET@mitvma.mit.edu
Subject: Trendy Chemical Gaming Aids?


Player #3:  "OK!  Then I take my dose of Combat Drug, and rush the guard...
             What does it do for me?"

Bob:        "Ah...  Let me see...  I knew I read that somewhere..."

             [15 minutes of frantic searching later...]

Bob:        "I can't find it.  Ok- you *DON't* take your dose of Combat Drug.
             stuff's probably bad for you anyway.  Just shoot the guard, will
             you?"

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

I *thought* I  had seen it.  (Maybe the sun was in my eyes.)

Can anyone point out to me which book details the effect of taking Combat Drug?
Please?  Like a fool, I sold them some of this stuff...


Thanks.
                                  oo
- ---------------------------------m--m-----------------------------------------
Bob Mahoney       Network Manager     PSC Computer Services, Plymouth NH 03264
BITNET: B_MAHONEY@UNHH                    uucp: [uunet!unh!,dartvax!]psc90!rem


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-------- TML Message #380 --------

Archive-Message-Number: 380
Date: Fri, 26 May 89 06:41:50 PDT
From: (John Redden) uunet.UUCP!ttidca.TTI.COM!redden@tektronix.TEK.COM
Subject: variant Trav systems


A number of people in the mailing list have suggested some variations to 
GDW Traveller and to MegaTrav.  I have been working on a variant system 
since about 1980.  It keeps a lot of the Trav syntax and simplicity.  If
any of you read the fanzine "A&E" then you will already be quite familiar
with the rules and the campaign background.  Some of the over basics to
the variant which I simply call "Cosmos" are:

* tech levels redfined as technology, energy production, information 
  transfer and culture.

* non-Imperium background with tech level-0 to tech level-40.

* time travel on multiple time lines; including pre big bang and post
  big suck.

* Expanded skills limited by EDU and tech level (similar to MegaTravs
  expanded list).

* Skill improvement based on techlevel.

* Variant psionic system.

* Force science (techno magic) system.

* Massive alternate history for campaign background.

* tiered levels of complexity for starship combat and design from simple
  to complex.

* supporting software written in c to run under most flavors of Unix.

Most of this is on-line from this posting addess and can be sent to the
mailing list if there are enough requests (I would be some work packaging
it).

- -John R.

"Magick has the 2001 effect, it works at the dawn and dusk of technology".


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-------- TML Message #381 --------

Archive-Message-Number: 381
Date: Sun, 28 May 89 08:31 EDT
From: B_MAHONE%UNHH.BITNET@mitvma.mit.edu
Subject: Re: Trendy Chemical Gaming Aids


I asked:

>>   Can anyone point out to me which book details the effect of taking
>>   Combat Drug?  Please?  Like a fool, I sold them some of this
>>   stuff...
>
>Try the Imperial Encyclopedia, p. 67.
>
>Stuart Stirling         silver@emory.mathcs.emory.edu   silver@emory.bitnet
>{decvax,emoryu1,gatech,gt-eedsp,msdc,sbmsg1,sun!sunatl}!emory!silver

Ok...  That's part of what I'm looking for.  The IE says:

"Combat Drug:  Taken by fighters... Prior to combat, this drug increases
personal strength and endurance.  The effect begins 30 seconds after being
taken and lasts for about 10 minutes.  When the effect wears off, the user
suffers 1D in wounds."


What it neglects to say is HOW MUCH it increases your scores in Strength and
Endurance...  It better be more than just one of each, or it won't be worth
risking 6 points of wounds, which would knock *any* of my players out cold!

How do you play it?  Do you use an arbitrary amount of increase, or a variable
die roll?

                                  oo
- ---------------------------------m--m-----------------------------------------
Bob Mahoney                           PSC Computer Services, Plymouth NH 03264
BITNET: B_MAHONEY@UNHH                    uucp: [uunet!unh!,dartvax!]psc90!rem

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-------- TML Message #382 --------

Archive-Message-Number: 382
Date: Wed, 31 May 89 15:45:09 EDT
From: (Greg Givler SUPPORT) givler@cbmvax.cbm.commodore.COM
Subject: Re:  Trendy Chemical Gaming Aids?


>Archive-Message-Number: 379
>From: UNHH.BITNET!B_MAHONE@rutgers.edu
>Subject: Trendy Chemical Gaming Aids?

>I *thought* I  had seen it.  (Maybe the sun was in my eyes.)

>Can anyone point out to me which book details the effect of taking Combat Drug?
>Please?  Like a fool, I sold them some of this stuff...


On page 44 of Book 2, Starships, the old books (2nd edition), it says, and I 
quote:

COMBAT DRUG is taken by fighters (usually military personnel) prior to 
combat. It increases personal strength and endurance each by _two_. The
effect begins two combat rounds after being taken, and lasts for 30 combat
rounds. When the effect wears off, the user receive 1D in wounds.

>Thanks.

Your welcome, sorry it took so long but I just moved and had to find which 
box the Traveller Books were in.

Greg

- ------------------------------------------------------------------------------
Greg Givler                        Q-Link: Commodore
Telecommunications Coordinator     CompuServe: CBM/Support 76703,2047
Commodore Customer Support         INTERNET: givler@cbmvax.uucp
215-436-4200 (Support Line)        OR :::::: givler@cbmvax.cbm.commodore.com
- ------------------------------------------------------------------------------
The  knack  of flying is learning how to throw yourself  at  the 
ground and miss. --  Hitchhikers Guide to the Galaxy
=============================================================================


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-------- TML Message #383 --------

Archive-Message-Number: 383
Date: Thu, 1 Jun 89 08:21 EDT
From: B_MAHONE%UNHH.BITNET@mitvma.mit.edu
Subject: Re: Varient trav Systems


John Redden writes:

>A number of people in the mailing list have suggested some variations to
>GDW Traveller and to MegaTrav.  I have been working on a variant system
>since about 1980.  It keeps a lot of the Trav syntax and simplicity.  If
>any of you read the fanzine "A&E" then you will already be quite familiar
>with the rules and the campaign background.  Some of the over basics to
>the variant which I simply call "Cosmos" are:
>.
>.
>.
>
>* Massive alternate history for campaign background.
>
>* supporting software written in c to run under most flavors of Unix.

Well, I'd be interested in seeing some the above.  New ideas are always worth
the bandwidth.
                                  oo
- ---------------------------------m--m-----------------------------------------
Bob Mahoney                           PSC Computer Services, Plymouth NH 03264
BITNET: B_MAHONEY@UNHH                    uucp: [uunet!unh!,dartvax!]psc90!rem

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-------- TML Message #384 --------

Archive-Message-Number: 384
Date: Mon, 5 Jun 89 12:25:54 EDT
From: ("William B. Morrison") morrison@pyr.gatech.edu
Subject: Update to real system generation program


The following is an update to the program I recently mentioned that generates
*real* star systems. This update fixes a problem with Suns, but should
be implemented regardless. Many thanks go out to Jonathan Bayer
(ispi!jbayer@uunet.UU.NET) who found the problem and the fix.

The config.h file contains definitions that provide tailoring for
specific hardware and operating systems. This file contains the
following defines:

> #ifdef SUN
> #define LONG_RAND
> #endif

Here is Jonathan's fix:
> I just found your problem on the Sun.  The define shown above is in
> config.h.  However, config.h is included LAST in all the source files.
> Since the LONG_RAND flag is used in consts.h, it is not being used
> properly.  Move all the #include "config.h" to be the first local file
> included and your problem should go away.

Also, Jonathan mentioned that he has some patches for the DOS version
which I will forward as soon as I receive them.

- --Bill Morrison
Star System Generation Discussion Coordinator

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-------- TML Message #385 --------

Archive-Message-Number: 385
Date: Mon, 5 Jun 89 07:00:09 PDT
From: (John Redden) redden@ttidca.tti.COM
Subject: Cosmos #1



Trav#1  COSMOS CHARACTER GENERATION 

These rules are house rules for character generation.  They are intended for
tech level 12 humans and humanoids.  There are variations for other tech 
levels and species forms (intelligent machines, so on).  I will try to
post these later.

Tables referenced in this posting will follow later.

- -John Redden

______________________________________________________________________________

Human Species character generation

Method A.  

	Roll the character out of a GDW Traveller book.  Mercenaries
and High Guard are closely inspected.  Scouts are ok. (For aliens
Vargr can be used depending on where the character starts.)  Give it
to the GM for manual converison to League Comos.

Method B.

	Design and Random mix.  First is basic character generation:

	1. The player divides 48 characteristic points among STR, DEX,
END, INT, EDU, and SOC.

2. The new character has a base of 3 skill points to divide among the
skills skills associated with previous experience.  To this base more
points are added depending on the characters INT, EDU or SOC (to which
the player cannot assign more than the species maximum).  If an of
these charcteristics are below 7 then there is no gain but no penalty.

Characteristic advantages for skill pts:
- ------------------------------------------------------------------------------
INT		EDU		SOC		number points gained
- ------------------------------------------------------------------------------
7-9		7-8		7-8		1
10-12		9-11		9-10		2
13-14		12-13		11-12		3
15		14		13-14		4
<for each       <for each	<no further	+ 1
 + 1>		 + 1>		 gain>
- ------------------------------------------------------------------------------

3. Roll 4D-3 on Previous Experience Chart #1 (basic).  If an 11 or 12
is rolled on this chart then roll on Previous Experience Chart #2
(extended) or choose the nondescript character (generic label
character).

Those characters with Scout, League Security, Soldier, Sailor,
Colonist automatically get ATHLETICS-1 at no skill point cost.  Skill
points are added to the base amount accrued so far.  The base amont is
then used to choose skills from the Previous Experience Skill Chart.

The highest initial level is 2.  Any chacteristic modifiers are then added
to this level.

- ------------------------------------------------------------------------------
Previous Experience Chart #1 (basic)
- ------------------------------------------------------------------------------
Number rolled	Background descriptor		Number points gained
1		Scout				3
2		Scout				2
3		Scout				1
4		Dropout/Criminal		1
5		Security			2
6		Security			1
7		Soldier (planetary gov)		2
8		Soldier (League)		1
9		Generic character		1
10		Generic character		0
11		Roll on P.E.C #2 or use Generic (0)
12		Roll on P.E.C #2 or use Generic (0)
13		Merchant			1
14		Sailor (planetary gov)		1
15		Merchant			3
16		Soldier (special forces)	2
17		Sailor (League)			2
18		Sailor (Leauge)			3
19		Mercenary			2
20		Mercenary			3
21		GM special			*

- ------------------------------------------------------------------------------
Previous Experience Chart #2 (extended)
- ------------------------------------------------------------------------------
Number rolled	Background descriptor		Number points gained
1		Professional student/Educator	3
2		Professional student/Educator	2
3		Professional student/Educator	1
4		Miner				3
5		Miner				2
6		Miner				1
7		Colonist			4
8		Merchant			2
9		Generic character		1	
10		Generic character		0
11		Generic character		0	
12		Generic character		0	
13		Generic character		0 
14		Colonist			4
15		Scientist			1
16		Scientist			2
17		Scientist			3
18		Media				1
19		Media				2
20		Media				3
21		GM special			*

A GM special might be a charcter that owns a starship, a diplomat with 
league rank, a character that knows magic or psionic skills.

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

4. Roll 2D to detemine APP or apparrent physical beauty.  At high(er)
tech levels APP may be adjusted upward (or downward in some odd cases)
for a cost of 1000 CR per point by a surgeon with MEDICAL-4 and the
proper equipment.

5. Roll 2D for FOR or universal force.  All living and some
"nonliving" things have a force binding their relationship to time,
energy and space.  Among other attributes FOR is the characters
ability to manipulate and withstand MAGIC.  A high FOR does not mean
the character knows magic.

6. Roll 3D-3 for base psionic ability.  Psionics are similar but very
different from FOR.  They represents the characters mental will to
effect subtle causation of mental and physical events around them.
PSI (base psionic ability) is used to determine two computed
attributes PSS (PSionic Stamina) and PSR (PSionic Resistance).

   PSS = (2 * PSI) + STR + END
   PSR = (2 * PSI) + INT + END

7. Roll 2D to determine the characters current worth in CR and yearly
(360 days) salary.  Add one to the roll for EACH LEVEL of money
related skill (ADMIN, BARGAINING, BRIBARY, DIPLOMACY, FORGERY,
GAMBLING, LAW, ORATORY, PROPAGANDA).  If a skill is known at LEVEL-0
then a roll of 10+ (ten or greater on 2D for tech level 12, any
character atribute modifiers apply INT, EDU etc.).

   Next add or subtract to the original 2D (not to LEVEL-0 skill rolls
if they are necessary) the modifier from Social (SOC) Dice Modifier
Table.  This now determines the total accured roll.

The entire procedure just outlined is done once for current credit and
one time for yearly salary on Accrued Credit Table

- ------------------------------------------------------------------------------
	Social (SOC) Dice Modifier table
- ------------------------------------------------------------------------------
SOC		Dice Modifier   Description

- -1 or less	-2 for each 	Character is
		negative pip	considered "insane" at negative value and
 				hardly capable of accrueing wealth.

        0	-6		Border line (dangerous) looney.

	1	-5		Total eccentric.  Has great difficulty
				getting along with others

	2	-4

	3	-3		Eccentric but likeable(?)

	4	-2

	5	-1		Slightly subpar in social graces

	6	0		

	7-8	+1		Likeable person

	9-10	+2		

	11-12	+3		Charismatic aura

	13-14   +4		

	15	+5		Unique attraction to personality

	16+     +1 for each	Trans human social interaction
		pip greater	
- -------------------------------------------------------------------------------
	Accrued Credit Table
- -------------------------------------------------------------------------------
	Total Accrued		Current Credit		Yearly Salary

	1			1k			3k
	2			2k			4k
	3			5k			6k
	4			8k			7k
	5			9k			8k
	6			11k			9k
	7			13k			11k
	8			15k			13k
	9			17k			15k
	10			23k			25k
	11			31k			40k
	12			40k			75k
	13			50k			100k
	14			60k			140k
	15			75k			180k
	16			100k			225k
	17			150k			275k
	18			200k			300k
	19			300k			.5m
	20			400k			1m
	21			for each add		for each add
				100k			.5m

	Note: k designates 1000, m desginates 1000k
- ------------------------------------------------------------------------------

8. Roll 2D to determine the characters age.  Then add or subtract to
the roll using the Age dice modifier table.  Use the total accrued age
to determine age on the Character age table.

- ----------------------------------------|-------------------------------------
Age dice modifier table			|  Character age table
- ----------------------------------------|-------------------------------------
SOC	modifier  EDU	modifier	| Accrued roll		Age in years
- ----------------------------------------|-------------------------------------
1	-5	  1	-5		| -1 for each pt	(1 to 21)
2	-4	  2	-4		| 5			22
3	-3	  3	-3		| 6			23
4	-2	  4	-2		| 7			24
5	-1	  5	-1		| 8			25
6	0	  6-10	0		| 9			26
7-8	1	   			| 10			27
9-10	2	  			| 11			28
11-12	3	  11-12 1		| 12			30
13-14   4	  13			| +1 for each pt 	add 2 to age
+ 1 for		  + 1 for		|
each pt add 1     each pt add 1		|
- ------------------------------------------------------------------------------

Method C.

Extended random design.  Go through steps 1., 2., 3., 4., 5. in Method
B.  Then go through Extended Human Character Generation steps.
Finally go through steps 6., 7. and 8. in Method B to complete the
character.

Method D.

Deliberate design with advantages and disadvantages.  Assign 60 points
to STR, DEX, END, INT, EDU, SOC, FOR, PSI.  Do not go over the species
limit or the limits implied by the current tech level.

Choose a profession from League Cosmos professions list.  Start with a
pool of 5 points.  Apply the points to the characters skills,
characteritics or wealth according to Point allocation table.

- ------------------------------------------------------------------------------
	Point allocation table
- ------------------------------------------------------------------------------
	character attribute			cost in points

	Skills in profession			.5
	Skills outside of profession		1
	Characteristics (STR, DEX, END, EDU
			 SOC)			1
	Characteristics (INT, FOR, PSI)		2
	Credits in current wealth (per 25k)	1
	Credits in current salary (per 25k)	2
- ------------------------------------------------------------------------------

Then you may "buy" additional points for the character by taking a
number of disadvantages corresponding to the points.  Additional
points to correspond to disadvantage points on a one-to-one basis.  A
character with a 6 disadvantage points is fairly warped and may not be
comfortable for some people to play.  By 9 you may really have a
flamer.

Some disadvantages can be built directly into the design mechanics.
The characters charcteristics (all except APP, which hasn't been added
to the charcter yet) may be traded for skills.  Skill points may be
traded for chracteristics.  Points may be gained by taking negative
skill levels in skills.  Minor skills are worth less than major skills
(minor=.5 pt, major = 1 pt per negative level).

Other disadvantages are built indirectly.  The charcter is a religious
fanatic, has a great fear of hyperspace or even being off a planet, a
person or organization is after them.  In some cases oly the Gaming
Master may know what the charcters disadvantages are.

Last the characters wealth and age are generated.  Start at "10" on
the Accrued Credit Table for Current Credit and Yearly salary.  You
may reduce the number in either column on a 3:1 ratio to make your
charcter poorer in either current money or yearly salary to get
disadvantage points.  For example, the character can get a
disadvantage point by having 13k current credits instead of 23k
current credits.  The salary level may be increased one per .5
disadvantage point spent (this assumes that some are left from skills
and characteristics).  Money related skills DO NOT apply in this
algorithm.

Next choose any age above 21 unless age was used as a disadvantage.

Obviously these designed characters are directly subject Gaming Master
scutiny.

Method E.

Build a character using components from Methods A through D.  Just
explain it to the Gaming Master.

Method F.

Deliberatly design a character with no disadvantages or dice rolling.
This is useful when a certain type of character is needed for a
scenario.  Again subject to direct scrutiny by the Gaming Master.



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-------- TML Message #386 --------

Archive-Message-Number: 386
Date: Tue, 6 Jun 89 13:09:11 PDT
From: (John Redden) redden@ttidca.tti.COM
Subject: Cosmos #2


Cosmos #2

Life form stats.  Exotic aliens and machine lifeforms have modified
derivitives of these stats.

___________________________________________________________________________

These are the character charcteristics in Cosmos.  They are a natural
part of each character and are not learned.

    END is a measure of the pain and the body pts threshold for the
        species.  Carnivores, herbivorous mammals and reptiles
        all have a higher END than humans.  Also END represents the mass,
        constitution and hit points to unconsciousness for the species.
	It is possbile for an alien species to have more than one set of
	ENDs.  Damage is usually removed from END first.

        If END is broken into subcatagories END(HP) represents mass and hit
	points and END(PA) represents the pain threshold.

    DEX is a measure of direct damage to the nervous systemic
        threshold of the species.  This is the equivalent of
        secondary shock.  If sufficient damage is suffered the
        PC must obtain modern (tech level 6-8+) medical attention
        or risk the type of shock related death common in lower
        tech levels.  This also brings up the possibility of a
        nasty high tech weapon that destroys DEX but leaves the
        body intact.  It also represents the general quickness, speed 
        and dexderity of the species.  It is possible for an alien species to
   	habe more than one set of DEXs.  Damage is usually removed
	from DEX second.
 	
	If DEX is broken into subcomponents, DEX(NER) represents nervous
	systemic threshold and DEX(AGL) represents the quickness of the
	character.

    STR is a measure of the primary shock threshold.  When damage
        reaches this level the PC must receive regenerative medicine
        (not really available in late 20th century our time).  STR also
        represents the pure physical strength of the species.  Damage is
	usually done to STR last.  It also possible to have an alien species
	with more than one set of STRs.

	If STR is broken down into subcomponents STR(PRI) represents the
	primary shock threshold and STR(PHY) represents physical strength.

    INT is the measure of memory deductive and analytical thinking.  Multiple
        INTs would only exist in a naturally "schizophrenic" being.

    EDU represents the total sum of knowldge and conscious learned behavior.
	It is limited to TECH LEVEL+3 for a given culture.  Multiple EDUs
 	are similar to multiple INTs.

   