
-------- TML Message #411 --------

Archive-Message-Number: 411
Date: Tue, 27 Jun 89 07:59:34 PDT
From: (John Redden) redden@ttidca.tti.COM
Subject: cosmos 6



Cosmos 6; A continuing list of house rules of the Cosmos variant Trav
system.

- -----------  S K I L L S ------------- L I S T ---------------------------

Note: 

Skills with an EDU component are limited and modified by Tech Level.

Common Trav derived notation is used; 9+ means "greater than 9".
9- means "less than 9".  "INT 9+ = +1"  means "if INT is greater than
9 then 1 extra point is added".

_________________________________________________________________________

ACTING.
    Skill associations: @ ACTING-1  PC gains ORATORY-0, @ ACTING-2 character
    must have ORATORY-1.
    Adv Mods: SOC B(11)+ = +1, INT 9+ = +1, for each 5 pts > 9 = +1;
    EDU B(11)+ = +1, for each 6 pts > B = +1; SOC 4- = +1.
    Disadv Mods: INT 5- = -1, EDU 4- = -1 (note APP can apply depending
    on the actors role).
This skill allows the charcter to assume a role of another character.  This
skill is not limited by tech level, only by environment.

ADMINISTRATION.
    Skill associations: @ ADMIN-3 character gains LAW-0, @ ADMIN-4 character
    must have LAW-1.
    Adv Mods: 5 <= SOC <= 9 = +1, 5 <= INT <= 9 = +1.
    Disadv Mods: SOC 3- or SOC B(11)+ = -1, INT 3- or INT B(11)+ = -1
This skill is limited by tech level.  The above configuration is specific to
League Cosmos culture circa year 3000.

ARTIST.
    Subskills: ART HISTORY, ART CRITIC, DISGUISE (non medical)
    Skill associations: @ ART-3 character gains PERC-0, @ ART-4 character must
    have PERC-1.
    Adv Mods: INT 9+ = +1, for each 5 pts > 9 = +1, EDU E(14)+ = +1, for
    each 5 pts > E = +1; SOC 4- = +1, SOC E(14)+ =+1, for each 5 pts > E =
    +1.
    Disadv Mods: INT 5- = -1, EDU 4- = -1.
This skill is not limited by tech level.  Background for art is culture
specific.


ATHLETICS.
    Subskills: SWIMMING (speed and distance), RUNNING (speed and
    distance), THROWING, HURLING, SWINGING, BLADE CBT, MARTIAL ARTS,
    SKIING (speed and distance), CATCHING, JUMPING, DANCING, SURFING.
    Adv Mod: STR, DEX, and END- varies depending on subskill.
    Disadv Mod: STR, DEX, and END- varies depending on subskill.
This skill is not limited by tech level and is associated to cultural 
background.

BARGAINING.
    Skill Associations: @ BARG-2 gain ORATORY-0 and WRITING-0, @ BARG-3
    gain ADMIN-0, must have ORATORY-1 and WRITING-1, @ BARG-4 must have
    ADMIN-1.
    Adv Mods: INT 9+ = +1, for each 5 pts > 9 = +1.
    Disadv Mods: INT 5- = -1.
The skill mechanics are different when bargaining the unskilled (simple
success rolls work).  Bargaining with 2 or more PCs with bargaining
skills is either resolved on a resolution matrix or on a 'one success
and one failure' basis.  The skill assumes a common language between the
parties and includes both verbal and nonverbal communication.  It is not
limited by tech level and is associated to cultural background.

BATTLEDRESS.
    Skill Associations: In COSMOS this is considered a subskill of
    VACC SUIT.
    Adv Mods: DEX A(10)+ = +1, for each 5 pts > A = +1.
    Disadv Mods: DEX 5- = -1.
Limited by tech level.  The lowest tech level with automated armor of this
capability is approximalely 8.  The skill is associated to cultural background.

BLADE CBT.
    Subskills: BLADE CBT- PARRY.
    Skill associations: @ BLADE CBT 2 gain ATHLETICS-0, must have ATHLETICS-1
    for BLADE CBT 3.
    Adv Mods: STR 8-A(10)+ depending on weapon type = +1, for each 5 pts
    > (8-A) = +1.
    Disadv Mods: STR (4-6)- depending on weapon type = -1.
This skill is associated to archaic weapons, but small blades are
still common in COSMOS.  Not limited by tech level.  The cultural association
is weak for this skill.

BIOLOGY.
    Subskills: XENO-BIOLOGY
    Skill Associations: @ BIOLOGY-3 gain GENETICS-0 and BIOCHEM-0,
    @ BIOLOGY-4 must have GENETICS-1, and BIOCHEM-1, gains IMMUNOLOGY-0.
    @ BIOLOGY-5 must have IMMUNOLOGY-1.
    Adv Mods: INT D(13)+ = +1, for each 3 pts > D = +1.
    Disadv Mods: INT 6- = -1.
Limited by tech level.  Until Tech level four, skill can only be at level 1.
There is very little association to culture.

BONTANY.
    Skill associations: @ BONT-2 gain BIOL-0, @ BONT-3 must have BIOL-1.
    Adv Mods: INT D(13)+ = +1, for each 3 pts > D = +1.
    Disadv Mods: INT 6- = -1.
Limited by tech level.  Until Tech level four, skill can only be at level 1.
There is very little association to culture.

BRAWLING.
    Skill associations: BRAWL is associated to  MARTIAL ARTS.
    @ BRAWL-3 gain STREETWISE-0, @ BRAWL-4 must have STREETWISE-1.
    Adv Mods: STR A(10)+ = +1, for each 4 pts > A = +1.
    Disadv Mods: STR 5- = -1.
This is a skill of undisciplined 'bar room' combat.  A successful usage
of BRAWL could also mean where to be and not to be, not just fighting.
Not limited by tech level.  Weak association to culture.

BRIBERY.
    Skill associations: @ BRIBERY-2 gain ADMIN-0, @ BRIBERY-3 must have
    ADMIN-1.
    Adv Mods: INT D(13)+ = +1, for each 4 pts > D = +1.
    Disadv Mods: INT 5- = -1.
Not limited by tech level.  Associated to cultural background.

CAROUSING.
    Subskills: FLIRTING
    Adv Mods: APP A(10)+ = +1, for each 4 pts > A = +1.
    Disadv Mods: INT 5- = -1.
This skill includes the ability to meet people and hear rumors.  APP is
culturelly relative and may not count.  FLIRT is carousing with conscious
or subconscious sexual overtones.  Not limited by tech level.  Associated to
cultural background.

CHEMISTRY.
    Subskills: TOXOCOLOGIST, GEOCHEMIST, CHEMICAL ENGINEER
    Skill associations: @ CHEM-1 gain PHYSICS-0, @ CHEM-n must have
    PHYSICS-n-2, @ CHEM-2 gain MATH-0, @ CHEM-3 must have MATH-1.
    Adv Mods: INT D(13)+ = +1, for each 4 pts > D = +1
    Disadv Mods: INT 6- = -1.
Limited by tech level.  Below tech level 4 max skill level for CHEM is 1.
Virtually no association to culture.

CRYPTOGRAPHY.
    Skill associations: CRYPT is a subskill of COMPUTER and LINGUISTICS.
Limited by tech level.

CLIMBING.
    Skill associations: CLIMB is a subskill of ATHLETICS.
    Adv Mods: DEX B(11)+ = +1, STR B = +1, for each pt > D = +1.
    Disadv Mods: DEX 5- = -1, STR 5- = -1.
Not limited by tech level.

COMBAT ENGINEERING.
    Skill associations: COMB ENG is a subskill of MECHANICAL ENGINEERING.
Used in warfare to build high-tech fortifications.  Limited by tech level
and only weakly associated to culture.  

COMMUNICATIONS.
    Skill associations: @ COMM-2 gain ELEC-0, @ COMM-3 must have ELEC-1
    Adv Mods: INT D(13)+ = +1, for each 4 pts > D = +1.
    Disadv Mods: INT 6- = -1.
This skill enables the PC to operate complex comm equipment in a nonmundane
mode.  Limited by tech level.  The skill will now be found below tech level
5.  There is a weak association to culture.

COMPUTER.
    Subskills: (see below)
    Skill associations: @ COMP-2 gain MATH-0, @ COMP-3 must have MATH-1.
    Adv Mods: INT D(13)+ = +1, for each 4 pts > D = +1.
    Disadv Mods: INT 6- = -1.
Application programming does not exist in COSMOS per se.  At levels 0-1
PC is generally effective in using application generators and session
moderators to solve problems.  Program = COMP + <other skill>.  At levels
2-3 PC knows details of how the system interconnects below the dialog
level (at our tech level it is roughly equivalent to skills in database,
operating systems, real time, and distributed systems).  At levels 4 and
above the PC can objectively control the intelligence of the machine
(border line alien life form).  The PC will have a knowledge of
interconnectiveness of logical genetic encoding primitives, condensed
natural selection of strong vrs. weak gencodprim combinations, parallel
symbolic interaction of machine thinking processes (at our tech level
approximating our early attempts of artificial stupidity).  In League
Cosmos society is close to have created machines that are alien life forms.
Skill is limited by tech level and moderately associated to culture.  The
skill does not exist below tech level 6.

DEMOLITIONS.
    Skill associations: @ DEMO-2 gain ELECTRIC-0, @ DEMO-3 must have
    ELECT-1, and gains MECH-0, @ DEMO-4 must have MECH-1.
    Adv Mods: INT D(13)+ = +1, for each 4 pts > D = +1.
    Disadv Mods: INT 6- = -1.
Limted by tech level.  Does not exist below tech level 2.  Weakly associated
to culture.

DIPLOMACY.
    Skill associations: @ DIP-2 gain ORATORY-0, LIAISON-0 and WRITING-0,
    @ DIP-3 must have ORATORY-1 and WRITING-1, and gains LAW-0, @ DIP-4
    must have LAW-1, character always has LIAISON-n @ DIP-n-2.
    Adv Mods: INT A(10)+ = +1, for each 4 pts > A = +1. EDU D(13)+ = +1,
    for each 4 pts > D = +1, SOC C(12)+ = +1, for each 4 pts > C = +1.
    Disadv Mods: INT 5- = -1, EDU 6- = -1.
This skill allows the character to arbitrate disputes.  Not limited by tech
level.  Strongly associated to culture.

ELECTRONICS.
    Skill associations: @ ELECT-2 gain MATH-0 and PHYSICS-0, @ ELECT-3
    must have either MATH-1 or PHYSICS-1.
    Adv Mods: INT D(13)+ = +1, for each 4 pts > D = +1.
    Disadv Mods: INT 6- = -1.  
Skill is limited by tech level.  Does not exist below tech level 4.  The
skill is weakly associated to culture.

ENGINEERING.
    Subskills: are numerous, examples are ELECTRICAL, CHEMICAL, SHIELDS,
    XENO, MECHANICAL.
    Skill associations: @ ENGINEER-1 gain PHYSICS-0, @ ENGINEER-2 gain
    MATH-0 and must have PHYSICS-1, @ ENGINEER-3 must have MATH-1.
    Adv Mods: INT D(13)+ =+1, for each 4 pts > D = +1.
    Disadv Mods: INT 6- = -1.
Skill is limited by tech level.  The skill is moderately associated to 
culture.

FA GUNNERY.
    Skill associations: FA GUN is considered a subskill of GUNNERY.
    Adv Mods: DEX (variable).
    Disadv Mods: DEX (variable).
This is a 'group' skill of operating large high-tech field pieces, mass
driver guns, plasma and fusion guns, mass accelerators, so on.  Skill
is limited by tech level.  It does not exist below tech level 3.  It is
weakly associated culture.

FLEET TACTICS.
    Skill associations: FLEET TAC is considered a subskill of TACTICS.
    Adv Mods: INT D(13)+ = +1, for each 4 pts > D =+1.
    Disadv Mods: INT 6- = -1
This skill increases probability of success of operating two or more
ships in a noncombat situation.  It is limited by tech level and does
not exist below tech level 8.  It is moderately associated to culture.

FORGERY.
    Subskills: COUNTERFEITING.
    Adv Mods: INT D(13)+ = +1, for each 4 pts > D = +1, EDU E(14)+ = +1,
    for each 3 pts > E = +1, DEX D(13) = +1, for each 4 pts > D = +1.
    Disadv Mods: INT 6- = -1, EDU 5- = -1, DEX 6- = -1.
Included are the ability to forge documents using technical and
nontechnical means.  It is not limited by tech level and is strongly associated
to culture.

FORWARD OBSERVER.
    Skill associations: @ FWD OBV-3 gain PERCEPTION-0, @ FWD OBV-4 must
    have PERC-1.
    Adv Mods: INT A(10)+ = +1, for each 4 pts > A = +1.
    Disadv Mods: INT 6- = -1.
A character skilled in FWD OBV has similar abilities to a character that has
PERCEPTION, except high-tech equipment MUST be used.  The range is equal to
the range of the equipment.  It is not limited by tech level.  It is moderately
associated to the culture.

GAMBLING.
    Skill association: GAMB is associated to GAMING.  @ GAMB-3
    gain MATH-0 and SLIGHT OF HAND-0, @ GAMB-4 must learn MATH-1 or
    SLIGHT OF HAND-1.
    Adv Mods: INT D(13)+ = +1, for each 4 pts > D = +1.
    Disadv Mods: INT 6- = -1.
The skill is used as a luck roll in a serious situation.  There are no
tech level limitations.  It is associated to the culture.

GRAVITICS.
    Skill associations: @ GRAV-2 gain MATH-0 and PHYSICS-0, @ GRAV-3 must
    have MATH-1 or PHYSICS-1.
    Adv Mods: INT D(13)+ = +1, for each 4 pts > D = +1.
    Disadv Mods:INT 6- = -1.
It is limited by tech level.  The skill will not be found below tech level 9.
It is weakly associated to culture.

GENETICS.
    Skill associations: @ GENET-2 gain BIOLOGY-0 and BIOCHEM-0, @ GENET-3
    must have BIOCHEM-1. @ GENET-4 must have BIOLOGY-1.
    Adv Mods: INT D(13)+ = +1, for each 4 pts > D = +1.
    Disadv Mods: INT 6- = -1.
It is limited by tech level.  The skill will not be found below tech level 6.
It is weakly associated to culture.

GUN CBT.
    Subskills: HEAVY WEAPONS is considered a subskill of GUN CBT.
    Adv Mods: vbl DEX(8-A)+ = +1.
    Disadv Mods: vbl DEX(3-7)- = -1.
It is not limited by tech level.  It does not exist below tech level 3.
It is moderately associated to culture.

GUNNERY.
    Subskills: FA GUNNERY is considered a subskill of GUNNERY.
    Adv mods: none.
    Disadv mods: none.
The gunner skill is the operation of starship weapon systems.  It has
nothing to do with aiming and pulling the trigger.  The gunner helps
coordinate the data between the ships sensors and the weapon programs
in the computer(s).  It is limited by tech level.  The skill does not exist
below tech level 9.  It is weakly associated to culture.

HEAVY WEAPONS.
    Skill associations:  H WEAPONS is a subskill of GUN CBT.  @ H WEAPONS-1
    gain GUN CBT-0, @ H WEAPONS-n must have GUN CBT-n-1.
    Adv Mods: vbl DEX.
    Disadv Mods: vbl DEX.
Similar to GUN CBT in limitations.   The skill does not exist below tech 
level 4.

HIDE ITEM.
    Skill associations: HIDE ITEM is a subskill of URBAN and WILD/VACC
    CAMOUFLAGE.  @ HIDE ITEM-1 gain either URBAN or WILD/VACC CAMO-0,
    @ HIDE ITEM-2 must have either URBAN or WILD/VACC CAMO-1.
    Adv Mods: INT A(10)+ = +1, for each 4 pts > A = +1.
    Disadv Mods: INT 5- = -1.
Ideally a character with a HIDE ITEM skill specialization should have both
URBAN and WILD/VACC CAMO-1 by HIDE ITEM-2.  The skill is not limited by
tech level.  It has a strong association to culture.

INSTRUCTION.
    Adv Mods: A(10)+ = +1, for each 4 pts > A = +1, EDU D(13)+ = +1, for
    each 4 pts > D = +1.
    Disadv Mods: INT 5- = -1.
A character with a skill in instruction increases the probability of a
student studying a skill under that instructor of increasing their ability
in the skill.  The GM will apply the level of INSTR to the algorithm to
increase PC skills (when successfully used by the instructor).  The
instructor can only teach skills known.  The GM might put restrictions on
an instructor teaching INSTR (perhaps a long time restriction).  The skill
is not limited by tech level.  It has a strong association to culture.

INTERROGATION.
    Subskills: TORTURE is considered a subskill of INTERROGATION.
    Adv Mods: INT A(10)+ = +1, for each 6 pts > A = +1.
    Disadv Mods: INT 5- = -1.
It is not limited by tech level.  Moderate association to culture.

JACK OF ALL TRADES.
    Skill associations: infinite.
    Subskills: infinite.
    Adv Mods: vbl (depending on skill).
    Disadv Mods: vbl (depending on skill).
J O T is the roleplayers delight.  It allows the player to give the character
obscure and archaic skills at little skill point cost.  All J O T skills
are at level-0.  The number of skills depends on the J O T level:
J O T-0 choose 6 skills, J O T-1 add 6 skills (12 total), J O T-2 and -3
add 3 skills, for each level > 3 add 2 skills.  J O T is the result of
a move towards generalization in League society.  There are plenty of
charcters  running around that consider themselves to be the learned 
generalist.  There are a few restrictions on J O T skills.  The skill must be
learned somewhere, i.e., MAGIC-0 cannot be chosen as a J O T skill unless its
discovered (very difficult) or learned.  Specialized but related J O T
skills count as a unit each.  Example: LOW PASSAGE ENGINEER and ENGINEER
count as two skills.  Some J O T skills that have been invented so far:
DISC JOCKEY-0, SPACEPORT ART-0, COMPUTER AIDED SEX-0.  J O T has constant
tech level restrictions and is (variably) associated culture.

JUMPING.

    Skill associations: JUMP is considered as subskill of ATHLET.
    Adv Mods: STR A(10)+ = +1, for each 4 pts > A = +1, DEX A(10)+ = +1,
    for each 4 pts > A = +1.
    Disadv Mods: STR 6- =-1, DEX 6- = -1.
It is not limited by tech level.  It is weakly associated to culture.

LAW.
    Subskills:  LAW is divided by domain into SPACE, PLANETARY and XENO LAW
    and by function, say CREDIT LAW, LEGAL SEMANTICS, TAX LAW, CHURCH LAW,
    ARCHAIC COMMON LAW, etc.
    Skill associations: @ LAW 2 gain ADMIN-0, @ LAW 1 must have ADMIN-1.
    Adv Mods: INT C(12)+ = +1, for each 4 pts > C = +1, EDU A(10)+ = +1, for
    each 4 pts > A = +1, SOC E(14)+ = +1, for each 3 pts > E = +1.
    Disadv Mods: INT 6- = -1, EDU 7- =-1, EDU 4- = -2.
In League SPACE LAW is backed by an assembly of all planetary subscribers
that is held every 400 20 hour cycles in our chronometry. There are
substantial economic advantages in cooperating with the League law makers
so far planet subs rarely fall out of line.  How a planetary government
functions and how its associated legal system functions can vary, thus
the subskill PLANETARY LAW.  XENO LAW is a whole 'nother game.  
LAW is strongly associated to culture and not limited by tech level.

LEADER.
    Adv Mods: APP C(12)+ = +1
    Disadv Mods: none.
This skill enables the character to lead others in combat and noncombat
situations.  In combat situations the skill can reduce the chance
of enemy surprise.  APP as a advantage mod is tentative and culturelly
dependent.  The skill is strongly associated to culture and is not limited
by tech level.

LIAISON.
    Skill associations: @ LIAISON-1 gain ADMIN-0 and STREETWISE-0. @ LIAISON-n
    gain ADMIN-n-1 and STREETWISE-n-1, @ LIAISON-2 gain ORATORY-0 and
    WRITING 0, @ LIAISON-3 must have ORATORY-1 and WRITING-1.
    Adv Mods: INT A(10)+ = +1, for each 5 Pts > A = +1.
    Disadv Mod: INT 6- = -1.
A character with this skill is able to suppress 'subjectivity' when delivering
information and is able to get from here to yon without being noticed.  It is
strongly limited by culture and not limited by tech level.

LINGUISTICS.
    Subskills: XENO-LINGUISTICS is considered a subskill of LING in most cases
    Skill associations: @ LING-2 gain either MATH-0 or COMPUTER-0, @ LING-3
    have MATH-1 or COMPUTER-1.
    Adv Mods: INT C(12)+ = +1, for each 4 pts > C = +1, EDU E(14)+ = +1, for
    each 3 pts > E = +1.
    Disadv Mods: INT 6- = -1, EDU 5- = -1.
The skill is strongly associated to culture.  It is limited by tech level.

LOCK SYSTEMS.
    Skill associations: @ LOCK SYS-1 gain ELECTRONICS-0, @ LOCK SYS-2 gain
    MECHANICAL-0 and must have ELECTRONIC-1, @ LOCK SYS-3 must have
    MECH-1 and ELEC-2.
    Adv Mods: INT D(13)+ =+1, for each 4pts > D =+1, DEX D+ = +1
	      for each 4 pts > D = +1.
    Disadv Mods: INT 6- = -1, DEX 6- = -1.
Typically this skill is used with SECURITY SYSTEMS, but only deals with 
arming and disarming electromechanical lock devices.  The skill is moderately
associated to culture.  It is not limited by tech level.  The skill does not
exist at tech level 0.

MAGIC (FORCE 
    Subskills: infinite.
    Adv Mods: INT, FOR vbl.
    Disadv Mods: INT, FOR vbl.
This skill allows the medium to channel this 'energy' in the COSMOS
space-time continuum to do strange and sometimes awesome things.  The
effect ranges from MAGIC-0 where the medium is able to do the basic
manipulations of force on their person, to MAGIC-5+ where the medium
is able to recombine time, energy and matter.  The basic throw is made
as in all other skills.  If the medium does not fumble, they will get so
much stuff to put in the force transformation.  See COSMOS MAGIC (FORCE
SCIENCE) writeup for further details.  The skill is variably associated to
culture and variably limited by tech level.

MARTIAL ARTS.
    Subskills: M A DISARM, M A HAND TO HAND, M A EVADE
    Skill associations: @M A -2 gain BRAWLING-0, @ M A -3 gain
    ATHLETICS-0, must have BRAWLING-1, @ M A -4 gain BLD CBT-0, 
    must have ATHLETICS-1, @ MART ARTS-5 must have BLADE CBT-1.
    Adv Mods: STR, DEX, END- varies depending on subskill.
    Disadv Mods: STR, DEX, END- varies depending on subskill.
M A subskills are based on OS.  M A - 0 (with no subskill) is similar
to BRAWL-0 except the attacker can choose close range combat to be
directed at either STR, DEX, or END.  M A EVADE can be directed vrs a
single attacker (any range) to evade it.  M A DISARM can be used to
successfully disarm an opponent at close range.  M A HAND TO HAND
can direct hand combat at the opponents STR, DEX or END and has
the ability to parry nonprojectile close combat weapons (count level
n vrs BRAWL and other M A attacks, count level n-1 vrs BLADE CMBT
attacks).  The skill is moderately associated to culture.  It is not
limited by tech level.

MATHEMATICS
    Subskills: numerous (sic).
    Skill associations: @ MATH-2 gain COMPUTER-0, @ MATH-3 must have
    COMPUTER-1.
    Adv Mods: INT D(13)+ = +1, for each 4 pts > D = +1.
    Disadv Mods:INT 6- = -1.
At level 0 the character knows algebraic calculations, geometry, and trig.
At level 1 the character knows differentiation, integration, and vector
           calculus.
At level 2 the character knows differential equations and mathematical systems.
At level 2+n the character knows metamathematical philosophies.
The skill is moderately associated to culture and is limited by tech level.

MECHANICAL.
    Skill associations: @ MECH-3 gain PHYSICS-0, @ MECH-4 must have
    PHYSICS-1.
    Adv Mod: INT D(13)+ = +1, for each 4 pts > D = +1.
    Disadv Mod: INT 6- = -1.
This is a technician skill and not an engineering skill.  This skill is
weakly associated to culture and is limited by tech level.

MEDICAL.
    Subskills: numerous but some popular ones are... LIMB REPLACEMENT,
    APPEARANCE ALTERATION, STR/DEX/END/INT ALTERATION, COMPUTER AIDED
    SURGERY.
    Skill associations: @ MED-2 gain BIOL-0, PHARM-0, BIOCHEM-0, @ MED-3
    must have BIOL-1, @ MED-4 PHARM-1, and at MED-5 BIOCHEM-1.
    Adv mod: INT D(13)+ = +1, for each 4 pts > D = +1.
    Disadv Mod: INT 6- = -1.
The skill is moderately associated to culture.  It is limited by tech level.

MUSIC.
    Adv mod: INT 9+ = +1, for each 5 pts > 9 = +1, DEX B(11)+ = +1, for
    each 5 pts > B = +1, SOC 4- = +1(yes!), SOC E(14)+ = +1, for each
    4 pts > E = +1, EDU E(14)= +1, for each 4 pts > E = +1.
    Disadv Mod: INT 5- =-1, EDU 4- =-1.
The skill is strongly associated to culture.  It is not limited by tech level.

NAVIGATION.
    Skill associations: @ NAV-2 gain ASTRONOMY-0, COMPUTER-0, and MATH-0,
    @ NAV-3 must have ASTRO-1, @ NAV-4 must have MATH-1 and COMPUTER-1.
    Adv mod: INT D(13)+ = +1, for each 4 pts > D = +1.
    Disadv mod: INT 6- = -1.
Space navigators determine the "shape" of hyperspace among other things.  The
skill is weakly associated to culture and is limited by tech level.  It does
not exist below tech level 9.

NOTHINGNESS.
    Subskills: undefined.
    Skill Associations: infinite.
    Adv mod: INT D(13)+ = +1, for each 4 pts > D = +1, EDU 6- = +1.
    Disadv Mod: INT 6- = -1, EDU D(13)+ = -1, for each 4 pts > D = -1.
This is an odd skill.  A character can gain NOTHINGNESS-0 by failing ALL their
skills for a GM determined time period, failing a save vrs EDU and then
making a save vrs INT!  It is a mental state of aware unconsciousness.
It is the negation of skills.  In this state the ground car not the character
does the driving, the sword not the character does the thrusting.  The skill
is particularly useful in protecting the character from psionics.  The 
cultural association is variable.  There are not tech level limits.

ORATORY.
    Subskills: FAST TALK, DEBATE 
    Adv mod: INT A(10)+ = +1, for each 4 pts > A = +1, DEX E(14) = +1,
    for each 4 pts > E = +1.
    Disadv mod: INT 6- = -1, EDU 5- = -1, DEX 5- = -1.
The skill is strongly associated to culture.  It is not limited by tech level.

PERCEPTION.
    Subskills: These are also numerous, some are SPOT HIDDEN, SENSE
    BEHAVIOR CHANGE, SPOT TRIVIAL, REMEMBER DETAIL, SOLVE RIDDLE,
    SPOT UNUSUAL.
    Adv mod: INT A(10)+ = +1, for each 4 pts > A = +1.
    Disadv Mod: INT 6- = -1.
The skill is moderatly associated to culture.  It is not limited by tech level.

PHARMACOLOGY.
    Skill associations: @ PHARM-2 gain CHEM-0, @ PHARM-3 must have
    CHEM-1.
    Adv mod: INT D(13)+ = +1, for each 4 pts > D = +1.
    Disadv mod: INT 6- = -1.
The skill is weakly associated to culture.  It is limited by tech level.

PHYSICS.
    Subskills: some examples are GENERAL RELATIVIST, ASTROPHYSICIST,
    NUCLEAR PHYSICIST.
    Skill associations: @ PHYSICS-1 gain MATH-0, @ PHYSICS-2 gain CHEM-0
    and must have MATH-1, @ PHYSICS-3 must have CHEM-1.
    Adv mod: INT D(13)+ = +1, for each 4 pts > D = +1.
    Disadv mod: INT 6- = -1.
Cultural associations are weak.  The skill is limited by tech level.

PILOT.
    Subskills: PILOT: GAS GIANT SKIM and other subskills.
    Skill associations: @ PILOT-3 gain COMP-0, @ PILOT-4 must have
    COMP-1.
    Adv mod: INT A(10)+ = +1, for each 5 pts > A = +1, DEX A(10)+ = +1,
    for each 5 pts > A = +1.
    Disadv mod: INT 6- = -1.
Cultural associations are moderate.  The skill is not limited by tech level
but does not exist below tech level 6.

PLANETOLOGY.
    Subksills: OCEANOGRAPHY, GEOLOGY, METEOROLOGY.
    Skill associations: @ PLANET-2 gain CHEM-0, @PLANET-3 must have CHEM-1.
    Adv mod: INT D(13)+ - +1, for each 4 pts > D = +1.
    Disadv mod: INT 6- = -1.
It is weakly associated to culture.  The skill is limited by tech level.

POETRY.
    Skill associations: @ POET-1 gain WRITE-0, @ POET-2 gain WRITE-1.
    Adv mod: INT 9+ = +1, for each 5 pts > 9 = +1, EDU E(14)+ = +1,
    for each 3 pts > E = +1, SOC E(14)+ = +1, SOC 4- = +1.
    Disadv mod: INT 5- = -1, EDU 4- = -1.
It is strongly associated to culture.  The skill is not limited by tech level.

PROPAGANDA.
    Subksills: ADVERTISING, AGIT PROP
    Skill associations: @ PROP-2 gain SOC SCI-0, @ PROP-3 must have
    SOC SCI-1.
    Adv mod: INT 9+ = +1, for each 5 pts > 9  = +1, EDU E (14)+ = +1,
    for each 3 pts > E = +1.
    Disadv mod: INT 5- = -1, EDU 4- = -1.
This skill has to do with persuasion of large groups of people.  AGIT PROP
is political propaganda for a specific cause, ADVERTISING is propaganda for
the intention of selling something.  The skill has strong cultural 
associations.  It is not limited by tech level.

PSIONICS.
    Associated skills: MAGIC (but not directly associated)
This skill is also known as "force of the mind" by those species that
are capable of using it.  Although much more limited in its scope than
"force science" (MAGIC) it can be equally or more powerful.  PSI
requires a native INT for successful operation.  PSI divides into attacking
or striking capability (PSS) and a resisting or defensive capability (PSR).
It is moderatly associated to culture.  It is not limited by tech level.

RECON.
    Associated skills: @ RECON-1 gain PERCEPTION-0, FWD OBSRV-0, URBAN
    CAMOUFLAGE-0, and WILDERNESS TRACKING-0, @ RECON-2 must have PERC-1,
    FWD OBSRV-1 etc.
    Adv mod:  INT A(10)+ = +1, for each 4 pts > A = +1.
    Disadv mod: INT 6- = -1.
It is moderately associated to culture.  It is not limited by tech level.

RECRUITING.
    Associated skills: @ RECRUIT-2 gain ADMIN-0, @ RECRUIT-3 must have
    ADMIN-1.
    Adv mod: INT A(10)+ = +1, for each 4 pts > A = +1, EDU E(14)+ = +1,
    for each 3 pts > E = +1, APP E(14)+ = +1(maybe).
    Disadv mod: INT 6- = -1, EDU 5- = -1.
It is strongly associated to culture.  It is not limited by tech level.

RIDING.
    Adv mod: DEX B(11)+ = +1, for each 4 pts > B = +1.
    Disadv mod: DEX 5- = -1.
There are moderate cultural associations.  It is not limited by tech level.

RUNNING.
    Skill associations: RUN is considered a subskill of ATHLETICS.
    Adv mods: STR A(10)+ = +1, for each 4 pts > A = +1, DEX A(10)+
    = +1, for each 4 pts > A = +1.
    Disadv mods: STR 6- = -1, DEX 6- = -1.
There are moderate cultural associations.  It is not limited by tech level.

SECURITY SYSTEMS.
Skill associations: @ SEC SYS-1 gain COMP-0, @ SEC SYS-2 must have COMP-1,
@ SEC SYS-1 gain ELECT-0, @ SEC SYS-2 must have ELECT-1.
Adv mods: INT D(13)+ = +1, for each 4 pts > D = +1.
Disadv mods: INT 6- = -1.
     This skill deals with electronic and computer driven security systems.
The skill is most useful for implementing/breaking local security systems.
There are moderate cultural associations.  It is limited by tech level.  The
skill does not exist below tech level 5.

SEXUAL CRAFT.
    Subskills: SEDUCTION, SEXUAL MANIPULATION, ORAL SEX, BESTEALITY,
    XENO-SEXUAL-CRAFT.
    Adv Mods: INT 9+ = +1, for each 5 pts > 9 = +1, DEX B(11)+ = +1 for
    each 4 pts > B = +1, EDU E(14)+, for each 5 pts > E = +1.
    APP 9+ = +1, for each 5 pts > 9 = +1 (culturely relative
    and is only applied to SEDUCT and SEX MAMIP), END 9+ = +1,
    for each 5 pts > 9 = +1 (does not apply to SEX MANIP or
    SEDUCT).
    Disadv Mods: INT 5- = -1, DEX 5- = -1, END 5- = -1 (same restrictions
    as Adv Mods), APP 5- (same restrictions as Adv Mods).
Female rapists do exist in League Comsos culture.  They use drugs to forcibly
stimulate the male (usually via a needle gun).  The ultraviolence associated 
with male rape is extremely rare.  SEXUAL MANIPULATION is the ability to
control another person via sexual favors.  

XENO-SEXUAL- CRAFT is dependent on contact with sexually interested
alien species

This skill set is strongly associated to culture and is not limited by tech
level.

SHIPS TACTICS.
Skill associations: SHIPS TACTICS is considered a subskill of TACTICS.
Adv mods: INT D(13)+ = +1, for each 4 pts > D = +1.
Disadv mods: INT 6- = -1.
      This skill is used for offensive and defensive advantages in
ship-to-ship combat.  For this skill to run in computer the minimum
native INT is 3, i.e., SHIPS TACTICS cannot run as a stand alone
program without artificial or equivalent INT.  The skill is moderately 
associated to culture. It is limited by tech level.  It does not exist 
below tech level 8.


SKIING.
Skill associations: SKI is considered a subskill of ATHLET.
Adv mods: STR A(10)+ = +1, for each 4 pts > A = +1, DEX A(10) = +1, for
each 4 pts > A = +1.
Disadv mods: STR 6- = -1, DEX 6- = -1.
This skill is not limited by tech level and is associated to cultural 
background.

SLIGHT OF HAND.
Subskills: PICK POCKET
Adv mods: DEX B(11)+ = +1, for each 5 pts > B = +1, INT D(13)+ = +1, for
each 5 pts > D = +1.
Disadv mods: DEX 5- = -1.
     Abilities include removing an item and not being noticed, to
replace a real item by a facsimile, to perform coin and card tricks.
This skill is not limited by tech level and is associated to cultural 
background.

SOCIAL SCIENTIST.
Subskills: ANTHROPOLOGIST, SOCIAL DYNAMICIST (SOC SCI OF NATURAL
HISTORY), HISTORIAN (CHRONOGRAPHER, CHRONICLER), ECONOMIC BEHAVIOR
(BUSINESS ECONOMICS), POLITICAL ECONOMIST (POLITICAL SCIENTIST),
PSYCHOLOGY.
Skill associations: @ SOC SCI-2 gain COMPUTER-0, @ SOC SCI-3 must
have COMPUTER-1, @ ECON BEHAV-2 gain MATH-0, @ ECON BEHAV-3 must have
MATH-1.
Adv mods: INT D(13)+ = +1, for each 3 pts > D = +1, EDU A(10)+ = +1, for
each 4 pts > A = +1.
Disadv mods: INT 6- = -1, EDU 5- = -1.
    The specialties of the social scientist are more closely
associated than those of the physical scientist.  The ANTHRO expert
is concerned (for purposes of analysis) with a society in "stasis" and
attempts to study its technology, small-to-large group behavior,
prevalent mythologies, family structures, ritualization processes.
The ANTHRO expert of League would be a combination of the physical
and cultural anthropologist plus the sociologist of our 20th cent.
The SOC DYN expert is more concerned with defining what and what will
not happen in the future of a given society if certain things are or
are not done.  There is not past, present or future to be studied only
the sum total multicausal relationships of a given society as it
evolves through its time-space continuum.  SOC DYN experts are usually
disliked by planetary governments (they have been known to argue for
the decrease in government power one year and for its increase the
next to everyones frustration!), and are usually radicals of some kind
or planetary subversives.  In the 20th cent social
philosophers of every persuation can be considered the forerunner of
the SOC DYN expert.  HIST experts are capable of finding obscure
details on the societies past.  They can also time-date things very
accurately given the correct information.  League HIST experts are
not unlike our own.  The ECON BEHAV specialist is knowledgeable in
in the distribution of either mental or physical "scarce things"
and what their effect on the behavior/perception of people of
a known society ("the masses").  The ECON BEHAV specialist is not
unlike our present day economist, but with a considerably broader view
of what "economics" is.  The POLIT ECON specialist is knowledgeable
on how the sum total of mental/physical work output by a given
society is controlled and used by that society.  Typically the
POLIT ECON specialist is knowledgeable in discovering the "true"
mechanisms of economic social control.  Political economists of
the 20th cent are are represented by doctrinaire and nondoctrinaire
schools of thought as to how the state, individual and society
relate to economies.  The PSYCH specialist is able to identify
individual symbolic identification, individual mythology and logic
building mechanisms, they will be able to recognize the persons
nonconscious mental processes.  The PSYCH specialist can build
a paradigm of characters psychological processes ("parent-child-other",
"analyzer-supporter-controller-promoter matrix", ect.).  The PSYCH
specialist is useful in removing learning blocks incurred by characters
(negative skill levels).  If the descriptions seem hard to
differentiate its because its true.  The SOC SCI subskills tend
to overlap.  This skill is strongly assoiciated to the culture and it
is limited by the tech level.

SPEAK/READ/WRITE OTHER LANGUAGE.
Subskills: Not considering XENO skills other languages in COSMOS
are all ancient homeworld tongues.
Skill associations:  Character cannot have S O L higher than ORATORY.
Character cannot have W O L higher than WRITING.
Adv mod: INT A(10)+ = +1, for each 4 pts > A = +1.
Disadv mod: INT 6- = -1, EDU 5- = -1.
     There could be from 16 to 21 old languages (depending on the source) from
the 4 League homeworlds. S O L and W O L start one level lower than R O L.
The skill is strongly associated to culture.  It is limited by tech level.

STEALTH.
Subskills: are numerous, some examples are MOVE SILENTLY, MOVE WITH
BALANCE, MOVE THROUGH OBSTACLE.
Skill associations: @ STEALTH-2 gain ATHLETIC-0, @ STEALTH-3 must have
ATHLETIC-1.
Adv mod: DEX A(10)+ = +1, for each 4 pts > A = +1.
Disadv Mod: DEX 6- = -1, for each 2 ps < 6 = -1.
The skill is strongly associated to culture.  It is not limited by tech level.

STEWARD.
Subskills: CONCIERGE.
Skill associations: STEWARD is somewhat like a JOT.  At each level from
zero choose a new LEVEL-0 skill from: ACTING, ARTS OF LOVE, DIPLOMACY,
MUSIC, ORATORY, POETRY or STORYTELLING.  @ STEWARD-2 must have 2
associated skills at LEVEL-1, @ STEWARD-2+n must have 2+n associated
skills at LEVEL-1 (until the list is exhausted).
Adv mods: INT C(12)+ = +1, for each 4 pts > C = +1, EDU C(12)+ = +1,
for each 4 pts > = +1.
Disadv mods: INT 5- = -1, EDU 5- = -1, SOC 5- = -1.
The skill is strongly associated to culture.  It is not limited by tech level.

STORYTELLING.
Skill associations: @ STORY-T 2 gain WRITING-0 and ORATORY-0, @ STORY-T 3
must have ORATORY-1, @ STORY-T 4 must have WRITING-1.
Adv mods: INT A(10)+ = +1, for each 4 pts > A = +1, EDU C(12) = +1, for each
4 pts > C = +1.
Disadv mods: INT 5- = -1, EDU 5- = -1
The skill is strongly associated to culture.  It is not limited by tech level.

STREETWISE.
Skill associations: @ STREET-2 gain PERC-0, @ STREET-3 must have PERC-1.
Adv mods: INT A(10)+ = +1, for each 5 pts > A = +1, SOC 6- = +1.
Disadv mods: INT 5- = -1, SOC A(10)+ = +1.
     The skill includes the ability to find/avoid/recognize things/
people/buildings in an urban or spaceport environment.  It also includes
the ability to recognize "street jargon".
The skill is strongly associated to culture.  It is not limited by tech level.

SURVIVAL.
Subskills: (by environment) ALIEN, ARCTIC, DESERT, JUNGLE, MARINE,
FORREST, STEPPE, LOW ATMOSPHERE.
Adv mods: INT A(10)+ = +1 for each 5 pts > A = +1, EDU E(14)+ = +1,
for each 4 pts > E = +1.
Disadv mods: INT 6- = -1.
The skill is moderately associated to culture.  It is limited by tech level.

SWIMMING.
Skill associations: SWIM is considered a subskill of ATHLETICS.
Subskills: DIVING is considered a subskill of swimming
Adv mods: DEX A(10)+ = +1, for each 4 pts > A = +1, STR A(10)+ = +1,
for each 4 pts > A = +1.
Disadv mods: DEX 6- = -1, STR 6- = -1.
     Any character with either military background or police background
has SWIMMING-1.  SWIM unless otherwise specified means swimming for
distance rather than speed.
This skill is not limited by tech level and is associated to cultural 
background.

TACTICS.
Subskills: SHIPS TACTICS, TACTICAL GAMING
Adv mods: INT D(13)+ = +1, for each 4 pts > 9 = +1.
Disadv mods: INT 6- = -1.
     TACTICS in personal combat allows the character to protect one body
location for each successful usage during the combat round.  It also
includes less tangible advantages effecting group movement.
This skill is limited by tech level and is associated to cultural 
background.


URBAN CAMOUFLAGE.
Skill associations: @ URBAN CAMO-2 gain STREETWISE-0, @ URBAN CAMO-3
must have STREETWISE-1.
Advantage Mods: INT A(10)+ = +1, for each 5 pts > A = +1, SOC 6- =
+1.
Disadv mods: INT 5- =-1, SOC A+ -1.
The skill is associated to culture.  It is not limited by tech level.

VACC SUIT.
Subskills: BATTLE DRESS
Adv mods: DEX A(10)+ = +1, for each 5 pts > A = +1.
Disadv mods: DEX 6- = -1.
This skill is weakly associated to culture and is limited by tech level.  
The skill does not exist below tech level 7.

VEHICLE.
Subskills: numerous
Adv mods: DEX A(10)+ = +1, for each 5 pts > A = +1.
Disadv mods: DEX 6- = -1.
This skill is moderately associated to culture and is limited by tech level.

WILDERNESS CAMOUFLAGE.
Subskills: COLD SPACE CAMOUFLAGE.
Adv mods: INT A(10)+ = +1, for each 5 pts > A = +1.
Disadv mods: INT 5- = -1.
     The skill is the ability to hide objects in an non-urban environment.
It is limited by culture amd is not limited by tech level.

WILDERNESS TRACKING.
Adv mods: INT A(10)+ = +1, for each 5 pts > A = +1.
Disadv mods: INT 6- = -1.
It is limited by culture amd is not limited by tech level.

WRITING.
Subskills: JOURNALISM, FICTION, NON-FICTION.
Adv mods: INT 9+ = +1, for each 5 pts > 9 = +1, EDU E(14) = +1, for
each 5 pts > E = +1, SOC 4- = +1.
Disadv: INT 5- = -1, EDU 4- = -1.
It is limited by culture amd is not limited by tech level.

XENO CONTACT.
Skill associations: @ XENO-CON-2 gain LING-0, @ XENO-CON-3 gain SOC
DYMN-0, must have LING-1, gain PSYCH-0, @ XENO-CON-4 must have SOC
DYMN-1 and PSYCH-1.
Adv mods: INT D(13)+ = +1, for each 4 pts > D = +1, EDU A(10)+ = +1,
for each 5 pts > A = +1.
Disadv mods: INT 6- = -1, EDU 5- = -1.
It is limited by culture amd is not limited by tech level.

XENO <species specific skill>.
Subskills: Species specific.
Skill associations: species skill specific.
     There are many possible XENO skills.  The more obvious are XENO
PSYCHOLOGY (including intelligent machines as an alien species), XENO
LINGUISTICS, even XENO ENGINEERING.  We assume for game purposes that
the alien species operates in the same time-space-energy continuum that
we do so the laws of physics should be the same.  Thus XENO PHYSICS
would be the same as PHYSICS.  However the alien may learn it in a
considerably different way.  There will be skills that one species can
easily understand  but never use because of a different biological
system (like FLY, PERCEPTION NIGHT VISION, PERCEPTION SMELL).  Then
there may be alien skills that have no equivalent in the home culture
at all.
It is limited by culture and is variably limited by tech level.

ZERO G COMBAT.
Skill associations: @ ZERO G CBT-1 gain VACC SUIT-0, @ ZERO G CBT-2
must have VACC SUIT-1.
Adv mods: DEX A(10)+ = +1, for each 5 pts > A = +1.
Disadv mods: DEX 6- = -1.
This skill is weakly associated to culture and is limited by tech level.
The skill does not exists below tech level 8.

ZOOLOGY.
Skill associations: ZOO is considered a subskill of BIO.
 Adv mods: INT D(13)+ = +1, for each 4 pts > D = +1.
Diasdv mods: INT 6- = -1.
This skill is weakly associated to culture and is limited by tech level.

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All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
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-------- TML Message #412 --------

Archive-Message-Number: 412
Date: Wed, 28 Jun 89 12:14:53 EDT
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: MegaTraveller Errta



	HI, 
	   I just joined this mailing list. When I was looking
through the list of the old messages. I saw the MegaTraveller
Errta listed. Is that the offical copy from GDW/Digest? If not,
I got a copy from Joe Fugate Sr/Traveller's Digest, and I 
would be happy to post it.

	  Another thing, Digest Group is planning to release
MegaTraveller Aliens Source Book #1 this coming fall. Stay tune for 
more information.

			Mac
Wilson Mac Liaw                           $  Two sure ways to tell a sexy male;
Internet   : macgyver@cis.ohio-state.edu  $  the first is, he has a bad memory.
CompuServe : 71310,1653                   $  I forget the second :)
GEnie : W.Liaw                            $

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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List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #413 --------

Archive-Message-Number: 413
From: (Be True to Your Song) baranski@yoda.enet.dec.COM
Date: 28 Jun 89 13:39
Subject: rocks vs. missles


You guys are comparing apples and oranges...

My point is that a mostly plastic basketball sized nuke drifting toward a
planet is going to be a hell of a lot harder to detect then a mile?  football
field? sized meteor, and a lot harder to hit.

Now, all other things being equal, the higher the velocity/accel the easier it
is to detect and the harder it is to deflect.  Assume an equivelent TL/effort
for defense.  If you want to start adding fancy TL equipment to the weapon, all
things being equal, the nuke still comes out ahead.  

At some point, you might as well be building ships.  The scale of operations
some of you are talking about, is an entire war.  Replace that operation with a
mass production of a thousand nukes, and see what comes out ahead.  Of course
at sufficient TL/effort the PBN becomes a sitting duck, and some of the more
exotic weapons mentioned come into play, but certainly not below TL 15.

Jim Baranski
DEC Tewksbury MA

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

