
-------- TML Message #387 --------

Archive-Message-Number: 387
Date: Mon, 12 Jun 89 07:35:08 PDT
From: (John Redden) redden@ttidca.tti.COM
Subject: Cosmos #3



Trav #3  Cosmos character generation.  A continuation of Cosmos
house rules.
_____________________________________________________________________________

Extended random human character generation 

This is a set of companion procedures for those players
that want more detail in their starting character or prefer more
random dice rolls.
______________________________________________________________________________
Character Mass
______________________________________________________________________________
1. Roll 3D to determine charcter mass(size)
                                              
   normalized human  mass    weight    END DEX
   size rating       KG      lbs       DM  DM 
3  5.44              36      80        -4  +2 
4  5.64              41      90        -3  +1 
5  5.8               45      100       -2     
6  6.0               50      110       -1     
7  6.08              54      120              
8  6.18              59      130              
9  6.22              61      135              
10 6.26              63      140              
11 6.32              66      145              
12 6.36              68      150              
13 6.4               70      155              
14 6.42              72      160              
15 6.64              82      210       +1     
16 6.9               95      210       +2     
17 7.14              114     250       +3  -1 
18 7.36              136     300       +4  -2 

An average human and animal (or alien) with the same mass should have 
approximately the same hit points to unconsciousness.  Fatigue points
are optional.  If fatigue points are used there are two counts versus
END, not just one.  Obviously there are a nubmer of mechanized armors that
eliminate all fatigue point loss.

    The END DM modifies the number of END points assigned to the characters by
the player.  If the characters END or DEX goes below 2 or above F use the
DM against STR.  If the case comes up where both END and/or STR and/or DEX is
2 or F then the modifier is lost.

_____________________________________________________________________________
Gravity Pull of Homeworld
_____________________________________________________________________________
2. Roll 2D to determine the Gs of the PCs
   home(childhood) environment.   Discussion:

   Home world  STR D END DM       DMs for the characters homeworld conform
   G range                        to DM limits for PC mass.  If STR
                                  goes below 2 and a negative DM is
2  (-).2-.218  -4     -2          rolled it is subtracted from END.
3  .219-.236   -3     -1          If STR is at F and a positive DM
4  .237-.545   -2                 is rolled, it is added to END.
5  .546-.727   -1                 If STR and END are both F and a
6  .728-.909                      positive DM is rolled then the
7  .910-1.099                     DM is lost.  If STR and END are
8  1.1-1.272                      both 2 then the penalty is ignored.
9  1.272-1.454 +1
10 1.455-1.636 +2
11 1.637-1.818 +3     +1
12 1.819(+)    +4     +2


_____________________________________________________________________________
Characters Genetic Engineering
_____________________________________________________________________________

3. Roll 2D six times (one time for each characteristic) to determine the
   effect of the genetic engineer at the characters 'birth-gen'.

    (APP DM)*    INT DM    END DM    DEX DM    STR DM    SOC DM
2   -4           -2        -2        -1        -1        -1
3   -3           -2        -1        -1        -1
4   -2           -1        -1                  -1
5   -1           -1
6    Natural conception, no genetic engineer, no Dice Modifier
7    Genetic engineer changed nothing at 'birth-gen', no DM
8   +1           +1
9   +2           +1        +1
10  +3           +2        +1                  +1
11  +4           +2        +1        +1        +1
12  +5           +2        +2        +1        +1        +1

Discussion: Genetic engineers focus on certain preconditions thus the
INT characteristic is likely to be altered.  APP is the easiest to
change and also the easiest to change the wrong way.  After
programming these the genetic engineer attempts to alter END, STR and
DEX.  There is a slight chance that genetic makeup will alter the PCs
social behavior (SOC).  Genetic factors do not influence EDU (EDU is
100% learned behavior for gaming purposes).  The average tech level
for genetic engineering in League Cosmos is 12.

_____________________________________________________________________________
Character Background by Planetary Type
_____________________________________________________________________________
4. Roll 4D to determine planetary type of characters home (childhood)
   environment.

   Environment #adv #dis     Seasonal   #adv #dis     Population #adv #dis
   descriptor  apps apps     descriptor apps apps     descriptor apps apps
4      1        1    1           9       -     -          12      -    -
5      2        2    1           7       -     -          11      1    1
6      3        1    1           7       -     -          11      1    1
7      3        1    1           8       1     1          10      1    1
8      4        1    1           7       -     -          10      1    1
9      5        -    -           6       1     1          10      1    1
10     5        -    -           7       -     -          10      2    2
11     5        -    -           7       -     -          11      1    2
12     5        -    -           7       -     -          11      1    1
13     5        -    -           6       2     2          11      1    1
14     5        -    -           7       -     -          11      -    -
15     5        -    -           7       -     -          11      3    3
16     5        -    -           7       -     -          11      1    1
17     5        -    -           7       -     -          10      2    1
18     5        -    -           6       1     1          11      2    2
19     5        -    -           7       -     -          10      1    1
20     3        1    1           7       -     -          10      1    1
21     2        3    1           7       -     -          10      1    1
22     5        1    1           8       1     1          11      1    1
23     4        1    1           7       -     -          11      1    1
24     1        2    2           9       -     -          12      -    -

Environment Descriptors

1. Artificial- is supported by a life support system. characters that
come from this background tend to be trained in skills that don't
require open space or randomized social interaction.  Martial arts may
seem foreign to them.  Learned behavior is intensified.

 adv apps: EDU characteristic, ADMIN, CHEM, COMP, ELECT, ENGINEER,
              GRAV, LAW, LING, MATH, MEDICAL, MUSIC, PHARM, PHYSICS, WRITING,
              VACC SUIT.


 dis apps: ATHLETICS, BRAWL, GUN CBT, RIDING, SKIING, SOC SCIENCE,
              STREETWISE, SWIMMING.

2. Hydroplanet- The environment is water.  For standard TRAV assume
90% water or better.  As such certain skills are distant to the
character.

    adv apps: ATHLETICS (water sports), SWIMMING, VEHICLE (water only).

    dis apps: ATHLETICS (nonwater sports), JUMPING, RIDING, SKIING (for
               those planets without extreme seasonality), VEHICLE
               (nonwater).

3. Arid planet- In this environment water is a rarity.  Characterss
from this environment are used to uniformity and quietude.  Silent
movement comes natural to them.

    adv apps: STEALTH, SURVIVAL, VEHICLE (air only), WILDERNESS CAMO,
              WILDERNESS TRACKING.

    dis apps: SKIING, SWIMMING, VEHICLE (land or water).

4. Hydro vegetation planet- has an abundance of water and plant life.
characters from this environment are used to easy camouflage in
natural cover.  Silence dosn't always seem necessary to hide oneself.

    adv apps: BIOLOGY, BONTANY, SWIMMING, VEHICLE(water and air only).

    dis apps: STEALTH, VEHICLE(ground only), WILDERNESS CAMO.

5. Typical ecological environment-

    adv apps: none.

    dis apps: none.

Seasonal Descriptors

6. No planetary seasonality- characters that originate from a planet
with a lack of seasonality tend to be somewhat bored and 'epicurian'.
They tend not to notice certain subtle changes in the environment.

    adv apps: ACTING, ARTIST, ATHLETICS, DIPLOMACY, FORGERY, GAMBLING,
              HIDE ITEM, MUSIC, ORATORY, POETRY, SLIGHT OF HAND, WRITING.

    dis apps: PERCEPTION, PLANETOLOGY, SKIING(if not a cold planet),
              SURVIVAL.

7. Typical planetary seasonality-
 
   adv apps: none.

   dis apps: none.

8. Extreme planetary seasonality- is caused by eccentric orbits and/or
axial tilt and/or uneven star energy output.  Because of the harsh
conditions the penchant towards the arts is lacking in their behavior.

    adv apps: CHEM, LEADER, PLANETOLOGY, SURVIVAL, SWIMMING, SKIING,
              WILDERNESS CAMO, WILDERNESS TRACKING.

    dis apps: ACTING, ARTIST, MUSIC, POETRY, WRITING.

9. Artificial seasonality-
    adv apps: none.
    dis apps: none.

Population Descriptors

10. Sparse population- does not include large cities per se.  These
characters tend to be 'hickish' in their behavior.

    adv apps: BARGAINING, BLADE CBT, BRAWLING, CLIMBING, JUMPING, RIDING,
              SURVIVAL, WILDERNESS CAMO, WILDERNESS TRACK.

    dis apps: ADMIN, ARTS OF LOVE, LAW, PROPAGANDA, SOCIAL SCIENCE,
              STREETWISE, URBAN CAMO.



11. Medium to dense population- characters from this environment are
familiar with large cities.

    adv apps: ADMIN, ARTS OF LOVE, CAROUSING, FORGERY, LAW, PROPAGANDA,
              STREETWISE, URBAN CAMO.

    dis apps: RIDING, SURVIVAL, WILDERNESS CAMO, WILDERNESS TRACK.

12. Clinical population- this environment is synonymous with an
artificial environment.

    adv apps: none.

    dis apps: none.

Discussion: Advantage applications derived from character background
are added to existing or become new skills.  Disadvantage applications
are subtracted from skills already assigned by the player.  If a skill
is reduced below level 1 it goes to level 0.  If the skill is
further reduced it stays at level 0.  A unit of an advantage
application starts at skill level 1 not at skill level 0.  In some
cases character characteristics themselves are augmentedor diminished.
They cannot be raised above the species maximum or below 2.




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-------- TML Message #388 --------

Archive-Message-Number: 388
Date: Wed, 14 Jun 89 09:30 EDT
From: B_MAHONE%UNHH.BITNET@mitvma.mit.edu
Subject: What sort of campaign are we running here, anyway?


Good [morning...evening]!

As a newcomer to Traveller, I was wondering where all you folks situate your
campaigns.  I started with the MegaTraveller release, and I am content to use
the "Shattered Imperium" as a large-scale backdrop for my campaign.  This way I
can concentrate my creative energies on the smaller things that will mean more
to the players.

(You know, running an AD&D game was EASY-  One planet, a few parallel
realities, horses instead of spaceships...  Only the teleporters and the
probability travellers ever gave me any trouble.  Now I have to work.)

Is anyone else using the MT Rebellion senario?  How do the players like it?
Where are they based?  Considering the GDW-supplied timeline, what date is it
in your campaign?

                                                       -Bob
                                  ..
- ---------------------------------m--m-----------------------------------------
Bob Mahoney                           PSC Computer Services, Plymouth NH 03264
BITNET: B_MAHONEY@UNHH                                INTERNET: rem@psc90.UUCP


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-------- TML Message #389 --------

Archive-Message-Number: 389
Date: Wed, 14 Jun 89 18:30:43 MDT
From: (SULAIMAN) asulaima@udenva.cair.du.edu
Subject: Ships for Mt



Well here is the first one. All costs show 80% discount for volume.
This particular ship can be easily used as a tech 13 variant of the TL15
A2 given in Encyclopedia.

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


		Vargr ZHOUDERR class Trader

CraftID:	Vargr Far Trader, Type VA, TL 13, MCr 67.24
Hull:		180/450, Disp=200t, Conf=1SL, Armor=40F
		Unloaded=2113t, Loaded=3136t.
Power:		12/23, Fusion=1530Mw, Dur=25/75
Loco:		9/18, Man=2G, 6/11, Jump=2
		NOE=170kph, Cruise=750kph, Top=1000kph
		Agility=0
Commo:		Radio=Systx2
Sensors:	Act EMS=FarOrbit, PassEMS=Interst.
		ActObjScan=Rout, ActObjPin=Rout
		PasEngScan=Rout
Off:		Beam Laser=xx2
			     2
			     2
Def: 		DefDM=+3
Control:	Comp=Model 2x3, Panel=DynLinkx550, Special=HUDx3
Accom:		Crew=5(Bridge=2, Engineer/Gunn=2, Medic=1)
		Small Staterooms=5
Other:		Cargo=958.5kl, Fuel=915kl
		Purif Plant, Fuel Scoops
		ObjSize=Ave, EMLevel=Mod


Comments:	The ships is typical of Vargr trader ships inside the Extents
		and operating on the frontier regions of the Imperium.
		The Zhouderr class is a common interface vessel routinely
		seen inside the Imperium wherever trade with the Extents is
		quite common. Armament varies from 2-pulse lasers to 
		twin triple missile to twin triple sand depending on cost
		and gunners available.



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

Ameer Z. Sulaiman.

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-------- TML Message #390 --------

Archive-Message-Number: 390
Date: Wed, 14 Jun 89 18:13:36 MDT
From: (SULAIMAN) asulaima@udenva.cair.du.edu
Subject: Ships for MT



As I have heard little or no response on my request for posting ship
designs, I have decided to put up a few. In general these are recognizable
as MT conversions of Trav or High Guard designs so they should not be a big
problem to set in. As ther are quite a few TL15 ships out there the ships will
in general be TL 13 or less. I would appreciate some e-mail acknowledgement
if u intend to use these ships. It would tell me if there is any need of these
or if I'm just wasting my time.

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

	Vargr ZHOUDERR class Trader


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-------- TML Message #391 --------

Archive-Message-Number: 391
Date: Fri, 16 Jun 89 14:31:13-1000
From: (Glenn Fernandez) glenn@uhccux.uhcc.hawaii.edu
Subject: Ship conversions


I have'nt check it yet, but do you need to convert traveller ships to 
Megatraveller ships for them to work properly?

thanks in advance.

Glenn Fernandez
University of Hawaii
Computing Center
Have world, will populate!


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-------- TML Message #392 --------

Archive-Message-Number: 392
Subject: 
Date: Mon, 19 Jun 89 08:08:47 PDT
From: (John Redden) redden@ttidca.tti.COM



Cosmos #4; A continuation of Cosmos Trav derived house rules

________________________________________________________________________

Skill Usage in COSMOS

The skill based system and the simplicity of the dice rolling
conventions are features that attracted me to TRAV.  The distance
between the skills (or what is called the cascade effect) in the
network determines its difficulty depending on the PCs background.

    There are several paradigms implied in Cosmos skill system.  The
first is what you could call a 'tree' structure.  In this case a
generalized skill becomes a specialized skill in the next node 'down'.
A specialized skill has the header SUBSKILL in the skill descriptions.
The second paradigm is what you could call a 'network' structure.  In
this case skills are related (in either physical, Tech Level or
Cultural terms) to other kills.  In the skill descriptions SKILL
ASSOCIATIONS makes reference to the network attribute of a skill.
Many of these associations are cultural instead of technological.

    Notice that there is an associative function of combining of two
or more skills to make a generalized skill and a dissasociative
function of reducing skills to two or more atomic skills.  Also notice
that some skill combinations form skills that are obscure or
nonsensical.  These skills could be a tool for the GM to generate
attributes for alien cultures.  If a player wants a Character with
ASSASSIN-1 (a new skill to this list) they would first learn
ASSASSIN-0 (not very useful) and then learn ASSASSIN-1 and gain
ACTING-0, BRIBERY-0, CLIMBING-0, FORGERY-0, HIDE ITEM-0, etc.  Before
the Character could learn ASSASSIN-2 they would have to learn
ACTING-1, BRIBERY-1, and so on.  Can anybody out there guess what
associations to use for PHILOSOPHER (*snicker*)-1?  A very old
Character could have BEING-n where BEING is the total generalized set
of skills knowable by the given society.  MAGIC and PSIONICS are
treated differently because of their causal agents (they are effect
based *and* skill based).  MAGIC and PSIONICS are more common in a
continuum of existence where the transformation of energy into matter
takes place in a short amount of "time".  In Cosmos continuum the
transformation of matter into energy is commonplace (in a short amount
of "time") so MAGIC and PSIONICS are associated to BEING (and
NOTHINGNESS?).  Once learned (as you might guess) MAGIC is associated
to other skills to form "schools": MAGIC+PSYCHOLOGY, MAGIC+PHYSICS,
MAGIC+BIOLOGY, MAGIC+WRITING, so on.  Maybe JEDI KNIGHT-2 = MAGIC-1 +
PSIONICS-1 + BEING-1 ?  At extremely high tech levels the
transformations of energy and matter over a period of time is common
place so technological and magical skills are indistinguishable ( a
corollary of Clarks Law?).

    Some skills lend themselves to a large number of subskills.  The
obvious examples are skills like VEHICLE, GUN CBT, etc.  The distance
between the generalized skill ("root" node) and the specialized skill
("branch" node) is still 1, however it is easier for a Character to
learn a SUBSKILL than an ASSOCIATED skill.

    The makeup of a semantic network for any given species are
objective factors (the physics of the time-space-matter-energy
continuum... presumably the same for all species), subjective factors
(the species natural history and collective learned behavior), and the
tech level of the species, a combination of the first two.  Therefore,
the network implied for League Cosmos skills is different for higher
and lower tech levels and different for an alien species.  (for
example, the ANASI would never have MATH-2 without LAW-2 and SOCIAL
SCIENCE-1; Note the Anasi are an alien species at about tech level 24
that consider all activity subject to legal contracts).

      As an option we use negative skill levels for Characters that
attempt improvement of their skills and fail with a fumble.  They are
considered to have a psychological block against learning and using
the skill.  Their success roll goes to 12+.  Thus such a character with
GUN-CBT(-1) has a psychological fear of guns.

Cosmos Skill Usage Dice Rolling Conventions

Saves vrs. EDU:

	Common knowledge skills such as knowing how to operate the
local Media Comm Network, how to turn on a tech unit, recognizing a
grav driven LEV, knowing a particular video magazine name etc.,
typically is a save vrs.  EDU on 3D.  Positive and negative DMs are
applied according to the difficulty of the roll.  The difficulty level
of EDU saves at 3D+2 is equivalent to STREETWISE-0, SOCIAL SIENCE-0,
MATH-0, HISTORY-0, etc.

Saves vrs STR, END, and DEX:

	Common physical skills have similar mechanics to those that
are knowledge based.  The difficulty level at 3D+2 is equivalent to
ATHLETICS-0, JUMP-0, etc.

Skills before Tech Level Zero

	Pre intelligent or animal skills are possible and numerous.  
BITE-2, RUNNING-6, JUMP-5, FLY-2 are examples.

Skills with EDU as component

	Skills that have EDU as a modifier are subject to tech level
limitations.  This usually means that trying to get a skill greater than:

(Tech Level)/2   

is research.  Thus the character would be trying to temporarily or
permanently increase the tech level.

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-------- TML Message #393 --------

Archive-Message-Number: 393
Date: Mon, 19 Jun 89 18:06 EST
From: METLAY@vms.cis.pittsburgh.edu
Subject: [New Listee Introduction] hi there


[This letter was sent to me, but the author asked me to edit it and
resend apropriate portions to the list.  Welcome aboard, Mike! -- James]

...

1. My full name's Michael Metlay; I go by "metlay" on the Net for brevity's
   sake. My authorship name is usually either "metlay" or "Mike Metlay;" my
   contributions to the GDW rules-base usually use the latter. I've been
   published four times by GDW: twice in the old JTAS (and reprinted in BEST
   OF JTAS #2), once in THE TRAVELLER BOOK, and they gave me a byline in the
   MegaTraveller Imperial Encyclopedia, more as a thank you than a credit.
   I suppose there are folx on the mailing list with much more impressive
   resumes than that, but what the hey, every little bit helps. |-> I'm a
   nuclear physics grad student by profession, and have been running and
   writing for Traveller since early 1978. These days, my music and my fiancee
   take up a lot of my time, but I stay active in gaming as much as possible.

2. I can answer technically-oriented questions on the following subjects with
   a reasonable degree of authority, should someone need help: physics of
   all kinds, some chemistry and biology, real-world history, space science,
   probability theory and obscure Traveller-mythos trivia. I am NOT a rules
   lawyer, and cannot answer questions on rules technicalities. If someone
   needs a librarian service, I own every item ever sold by GDW on Traveller
   and most of the non-GDW ones, particularly from before the MegaTraveller
   switchover, and will be glad to look stuff up for people. Xeroxing of rare
   texts can be done, but only on a limited basis and only if the requestor
   covers my copy fees and postage.

3. If at all possible, I prefer that mail be sent to me at 
   "metlay@vms.cis.pittsburgh.EDU", ...

4. I have run Traveller events at every GenCon since 1984; the Near Miss
   events spark a lot of return interest and may be published by Digest Group
   if I can get lucky. This year's event is NEAR MISS VI: RADIO FREE TERRA
   and should be announced in the GenCon Preregistration pamphlet.

5. I have a sick sense of humor, and I hope I don't offend anyone inadvertantly.

(ouch--misspelled that. "inadvertently." Sorry.)

6. I haven't had the chance to look over the bundled digests yet, but if you 
   don't mind I'd like to inquire after one particular item: supposedly there
   exists a complete UPP listing for the Atlas of the Imperium, as officially
   utilized by GDW and Digest Group. Can anyone tell me how to get a copy,
   and if I find it on my own, would anyone like it?

...  Please feel free to broadcast this note or portions thereof if you
feel they're relevant to the list.

Dim the lights, [and prepare for jump -- James]

metlay

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-------- TML Message #394 --------

Archive-Message-Number: 394
From: (Adrian Hurt) adrian%cs.heriot-watt.ac.uk@nsfnet-relay.ac.uk
Subject: Miniatures
Date: Thu, 22 Jun 89 10:14:07 BST



Mike Metlay writes:

>								   If someone
>   needs a librarian service, I own every item ever sold by GDW on Traveller
>   and most of the non-GDW ones, particularly from before the MegaTraveller
>   switchover, and will be glad to look stuff up for people.

Do you (or anyone else, for that matter) know if I can get hold of miniatures
of Zhodani, or of Imperial military figures? Preferably 15mm, so I can use them
with ship deck plans. I know of Grenadier's 25mm Imperial marines, but haven't
bought them for that reason. I also know of the cardboard figures, but I'd
prefer something 3-D.

>5. I have a sick sense of humor, and I hope I don't offend anyone inadvertantly
>
>(ouch--misspelled that. "inadvertently." Sorry.)

Can't you use some sort of delete key? This is NOT a flame, I often make typing
errors, but I can correct them if I spot them. I'm just wondering if some
people have genuine reasons for not being able to do so.

Next, a more Traveller-based question. Given all the current fears about what a
nuclear war would do (e.g. nuclear winter), could a naval force, e.g. a battle
squadron, effectively destroy a planet by using a few salvoes of nuclear
missiles? If so, is this accounted for in any account of the Frontier Wars or
any other wars? Is it provided for in any rules?

 "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

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-------- TML Message #395 --------

Archive-Message-Number: 395
Date: Thu, 22 Jun 89 08:54 EDT
From: B_MAHONE%UNHH.BITNET@mitvma.mit.edu
Subject: Scoutstuff


Hello, hello...

Why don't the Scouts in the Field have rank?  I would think that as a
quasi-military arm of the Imperial government, that they would have an internal
structure of ranks and responsibilities.  (The US Coast Guard is under the
Dept. of Transportation, at least in peacetime, and they have a military-style
structure...)

Before I make a "house rule" that changes this, can anybody make a good case
for IISS personnel not having some form of field rank?

                                                  -Bob
                                  @O
- ---------------------------------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 #396 --------

Archive-Message-Number: 396
Date: Thu, 22 Jun 89 08:49:45 PDT
From: (John Redden) redden@ttidca.tti.COM
Subject: Origins? Westercon?


Are any of you on the Trav mailing list going to Origins or Westercon next
week?  

- -John R.

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-------- TML Message #397 --------

Archive-Message-Number: 397
Subject: 
Date: Thu, 22 Jun 89 08:36:28 PDT
From: (John Redden) redden@ttidca.tti.COM



Cosmos #5  in a series of house rules for a Trav based variant.

__________________________________________________________________________


SKILL IMPROVEMENT for Cosmos.

1.  The player elects a skill that each character is studying.  During the
    study period (usually determined by the tech level and invironment) the
    character has the new skill at LEVEL-0.  To learn a skill the PC must have
    the means at hand.  These could be LIBRARY programs, SIMULATOR programs,
    carefully designated practice steps or direct guidence with another 
    character with INSTRUCTION and the skill being studied.
    Common sense comes into play here.  You can't study GUNNER stranded
    on an low tech level planet but you certainly could study
    STREETWISE or SURVIVAL.  MAGIC and PSI are virtually impossible
    to learn without a defacto instructor (real, ancient ritual or
    otherwise).  NOTHINGNESS also has a special learning technique
    (see its skill description).

2.  The player can elect to improve an existing skill level INSTEAD
    of learning a new one.

3.  Normally the character only studies ONE skill at a time (as mentioned in
    1.), however MAGIC, PSI and NOTHINGNESS can be studied while
    another mundane skill is being studied due to their unusual
    properties.

4.  Normally the tech level will determine the study period:

       Tech level 0-2	  180 days
       Tech level 3-10	  90 days
       Tech level 11-18	  45 days
       Tech level 19-26	  30 days
       Tech level 27-31   15 days

    The dice roll to determine if the character increases the skill:
    
        7[+(new skill level)-(number times attempted and failed)-
          (skill use dice modifier)-(instructors level dice modifier)-(INT
          dice modifier)-(EDU dice modifier)]+

    on 2Dice

    The greater "new skill level" the more difficult the roll is.  The other
    dice modifiers make the roll easier.

    The skill level is a number between 1 and n.  In theory n is
    infinite but in practice is limited by the tech level and EDU
    level of the society in question.  The number of times attempted
    is recorded on the character sheet for each character by the player for
    each failure at a skill.  Thus the chance to increase a skill
    level decreases each study period.  The skill use dice modifier is the
    number of time the character used the skill DURING the study period.
    It is limited to THREE.  Usages above 3 are not counted as dice modifiers.
    The instructors level dice modifier counts if the character was studying
    with an instructor with INSTRUCT skill AND the skill the character is 
    studying.   The instructors level dice modifier is applied only if the
    INSTRUCT skill roll is made.  The normal difficulty procedure applies to
    the instructor rolling their skill.  The INT dice modifier is based on
    the characters INT:

         2-5 = -1; 6-9 = 0; A-D = +1; E-(E+3) = +2; for each 3 pts >
         (E+3) = +1

    The EDU dice modifier is based on the characters EDU:

         2-5 = -1; 6-B = 0; C-E = +1; F-(F+3) = +2; for each 3 pts >
         (F+3) = +1

5.  Skill levels run:   ...-2,-1,<null>,0,1,2,3,4,5,6...

6.  If the player rolls a 2 when trying to increase the characters skill level
    it is ALWAYS a failure.  The player subsequently tries to roll the
    current skill level.  If that fails then the character goes DOWN a level.
    If the current skill level is zero then the character has the skill at
    a negative level and has a psychological block against learning
    that particular skill.  If the character is successfully 'cured' by
    another with PSYCH (or possibly SOC SCI) then the level returns
    to zero NOT <null>.  A character with a negative skill cannot substitute
    a save vrs. one the characters characteristics for zero level.

7.  For failures to count for increasing a skill level the studying
    of that skill does not have to be consecutive.  This means that
    ORATORY-2 can be studied then GROUND CAR-1 and then ORATORY-2 again
    and have the failures count.

8.  Successful usages of the skill ONLY count while the character is studying
    it.

9.  Skills can also be learned while trying to increase EDU (see
    increasing character characteristics).

    Discussion:  The ability to learn, how fast one can learn, how much
    information is available to a given society and how fast one can get
    to it all determines the TECH LEVEL for that society.
    In addition to these components the INT of species may have been
    increased via bioengineering and their may be a symbiotic relationship
    between the species and its machine systems.  The common existence
    of PSI would have an enormous impact on learning.  All these components
    are taken into account when designing the semantic network for the
    species skills and HOW FAST they can learn them.  Notice here that
    League Cosmos must know a lot more about the learning process ITSELF
    In League Cosmos without a human instructor
    assuming you had a small computer with a library program and a few
    subconscious programming tapes if you knew little about MATH you
    could learn the basics of algebra and calculus in as little as 45
    days.  Tech level 11 is as a normalization point for obvious
    reasons.  In tech level 10 not only would the semantic network of
    skills for the same species change somewhat but it would take you
    longer to learn skills.  

CHARACTER CHARACTERISTIC IMPROVEMENT for Cosmos

1.  Instead of a skill the character can elect to improve STR, DEX or END.
    This comes about through rigidly controlled diet, programs for body
    building and graceful movement, computer aided learning and an
    expected minimum amount of medical supervision.  The time required
    is the same as skills.  At the end of the training period a character
    characteristic improvement roll is made:

    (3Dice - current character characteristic) (+ (number of fails) +
      instructor skill))-  

    on 3Dice.

2. Unlike the skills, for the number of fails to apply to the character
   characteristic increase, the training periods MUST be consecutive.

3. Alternatively the player can choose to improve STR, DEX or END
   by direct intervention of another character with MEDICAL skill.  The
   difficulty of the roll is commensurate with new character characteristics:

    8 (+ new character characteristic - character medical skill level)+

   The greater the characteristic the more difficult the roll.   The greater
   the skill of the medical system the easier the roll.

4. A player can elect to try to increase a characters INT.  When this
   attempt is made NOTHING ELSE can be done while the MEDICAL type
   works on the character.  Increasing the brain power is dangerous and
   should not be taken lightly.  Failures can cause unpredictable
   results and fumbles are disastrous, usually removing the character from
   play.  The MEDICAL difficulty roll:is:

    10 (+ new character INT - character medical skill level)+

   The greater the INT the more difficult the roll.   The greater
   the skill of the medical system the easier the roll.

   The minimum time envolved is 45 days at a tech level 12 medical center.

5.  A player can elect to increase the characters EDU.  To do this the 
    character must enroll in one of many League or planet run schools.  The
    total amount of actual time in school must be a 180 actual day
    period (at tech level 12).  Going half time would double the amount of real
    time.
    The character must be in routine contact with the instructors so normally
    EDU CANNOT be increased on a starship.  While in school the character
    is allowed (tech level - 4) skill increase rolls in addition to the EDU
    increase roll:

   8 (+ new character EDU - character instructor skill level - number fails)+

   on 3Dice

   The greater the EDU the more difficult the roll.   The greater
   the skill of the instructor system the easier the roll.  The number of fails
   in this case DO NOT have to be consecutive and each failure makes the roll
   easier.

   Also cultural, economic and environmental factors can effect the basis for
   EDU.

6. Increasing or decreasing a characters SOC depends on what the character
   does in the game (and on the subjectivity of the game master).

7. Increasing or decreasing APP is trivial.  The medical cost is payed.

8. Increasing PSI in a character is a mystery.

9. Increasing FOR is described in Cosmos magic (force science).









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-------- TML Message #398 --------

Archive-Message-Number: 398
Date: Thu, 22 Jun 89 16:12 EDT
From: B_MAHONE%UNHH.BITNET@mitvma.mit.edu
Subject: Nuclear Warfare in Space


Adrian Hurt asks:

>Next, a more Traveller-based question. Given all the current fears about what a
>nuclear war would do (e.g. nuclear winter), could a naval force, e.g. a battle
>squadron, effectively destroy a planet by using a few salvoes of nuclear
>missiles? If so, is this accounted for in any account of the Frontier Wars or
>any other wars? Is it provided for in any rules?

In the latest issue of _Challenge_, there is a "courier" senario, in which a
number of background/flavor elements are included.  One of these mentions that
Lucan has ordered his admirals not to surrender any High Population worlds.

There is a later mention of an admiral ordering the nuclear bobmardment of a
world he was about to lose to advancing forces, in order to change the world's
status so that it was *no longer* a High Population world...  He is awarded the
"Starburst for Extreme Heroism" by Lucan.   (*Nice* people!)

As an aside, I never received any answers to my earlier question:
Is anyone else using the GDW "Shattered Imperium" campaign background?

(PS- Welcome to Mike Metlay!  I liked to rec.games.frp "Near Miss" posting...)

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


The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
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-------- End of TML Messages --------

