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

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


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

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

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

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

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

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

	_Telling_Lies_For_Fun_&_Profit_, Lawrence Block


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

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

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



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

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

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

			Mac

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

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

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

> What kind of action happens with the combat?

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

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

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

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

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

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

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

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

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

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

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

James

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

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

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



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

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

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

				Mac

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

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

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



Cosmos Number 9

A Trav variant 

_________________________________________________________________________

Psionics in Cosmos

1.0 General rule descriptions

1.1 Mental Origin of Psionics

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

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

1.2 Timing of Psionics

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

1.3 Active Psionics

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

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

1.3.1 Psionic Base (PSI)

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

1.3.2 Psionic Resistance (PSR)

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

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

1.3.3 Psionic Strength (PSS)

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

PSS represents the entities ability to exercise active psionics.

1.3.4 Psionic Skill Level

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

1.4 Psionic Awaking

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

1.4.1 Automatic Awakening

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

1.4.2 Number of Awakening Attempts

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

1.4.3 Six Major Talent Disciplines 

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

	Telepathy
	Telekenesis
	Teleportation
	Telurgy
	Clairvoyance
	Body Control

1.4.4 Other Disciplines

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

1.5 Learning Psionics

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

1.5.1 Multiple Skill Training

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

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

1.5.2 Timed Required to Study

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

1.5.3 Successfully Gaining a Level

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

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

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

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

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

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

1.5.4 Successfully Gaining a Talent

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

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

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

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

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

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

1.5.5 Criticals and Fumbles

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

1.6 Using a Psionic Talent

1.6.1 Active or Attacking Actions by the Adept

To use a psionic skill the adept must roll greater than

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

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

1.6.2 Passive or Defenders Actions

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

1.6.3 Two Serial Dice Resolution Matrix


       2 Serial Dice Resolution/Resistance Matrix

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

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

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

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

1.6.4 Result of Active Success

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

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

1.6.5 Result of Active Failure

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

1.6.6 Non Living Objects

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

1.6.7 Regenerating PSS and PSR

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

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

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

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

1 / 2 * (END - 15)

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

1.6.8 Multiple Nervous Systems

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

1.6.9 Nothingness Skill

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

1.6.10 PSS costs under the Talents

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

2.0 Cross Index of Talents ordered by Discipline

1st level Telepathy Discipline

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

2nd level Telepathy Discipline

4.0.1 Mind Touch
4.0.2 Suggestion
4.0.2 Mental Attack
4.0.3 Stun

3rd level Telepathy Discipline

5.0.1 Telepathy

4th level Telepathy Disciplines

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

5th level Telepathy Disciplines

7.0.1 Telepathy
7.0.2 Locate
7.0.3 Communicate
7.0.4 Illusion Two Senses

6th level Telepathy Disciplines

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

7th level Telepathy Disciplines

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

8th level Telepathy Disciplines

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

9th level Telepathy Disciplines

11.0.1 Transfer Personality
11.0.2 MetaPsionics


1st level Telekenesis Disciplines

3.1.1 Mass Movement
3.1.2 Manipulation
3.1.3 Sound

2nd level Telekenesis Disciplines

4.1.1 Mass Movement
4.1.2 Soft Speak
4.1.3 Telekenetic Blow

3rd level Telekenesis Disciplines

5.1.1 Mass Movement
5.1.2 Telekenetic Bullet
5.1.3 Mind Shield

4th level Telekenesis Disciplines

6.1.1 Mass Movement
6.1.2 Telekenetic Shield

5th level Telekenesis Disciplines

7.1.1 Mass Movement
7.1.2 Telekenetic Missile

6th level Telekenesis Disciplines

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

7th level Telekenesis Disciplines

9.1.1 Mass Movement
9.1.2 Energy Battery

8th level Telekenesis Disciplines

10.1.1 Mass Movement
10.1.2 Screen
10.1.3 Energy Disruption/Conduction

9th level Telekenesis Disciplines

11.1.1 Faster Than Light
11.1.2 MetaPsionics


1st level Clairvoyance Disciplines

3.2.1 Sense Danger
3.2.2 Locate danger

2nd level Clairvoyance Disciplines

4.2.1 Far See
4.2.2 Detect Psi
4.2.3 Sense Molecular

3rd level Clairvoyance Disciplines

5.2.1 Mind Touch
5.2.2 Psionic History
5.2.3 Clairaudience
5.2.4 Mind Shield

4th level Clairvoyance Disciplines

6.2.1 Clairaudience
6.2.2 Perception
6.2.3 Postcognition

5th level Clairvoyance Disciplines

7.2.1 Clairaudience
7.2.2 Perception
7.2.3 Locate

6th level Clairvoyance Disciplines

8.2.1 Clairaudience
8.2.2 Perception

7th level Clairvoyance Disciplines

9.2.1 Clairaudience
9.2.2 Perception

8th level Clairvoyance Disciplines

10.2.1 Clairaudience
10.2.2 Perception
10.2.3 Precognition

9th level Clairvoyance Disciplines

11.2.1 MetaPsionics

1st level Telurgy Disciplines

3.3.1 Mind Shield
3.3.2 Strength

2nd level Telurgy Disciplines

4.3.1 Endurance

3rd level Telurgy Disciplines

5.3.1 Dexterity

4th level Telurgy Disciplines

6.3.1 Strength

5th level Telurgy Disciplines

7.3.1 Awareness

6th level Telurgy Disciplines

8.3.1 Awareness

7th level Telurgy Disciplines

9.3.1 Awareness

8th level Telurgy Disciplines

10.3.1 Awareness

9th level Telurgy Disciplines

11.3.1 MetaPsionics

1st level Body Control Disciplines

3.4.1 FTL Shock Control

2nd level Body Control Disciplines

4.4.1 Self Suspension

3rd level Body Control Disciplines

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

4th level Body Control Disciplines

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

5th level Body Control Disciplines

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

6th level Body Control Disciplines

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

7th level Body Control Disciplines

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

8th level Body Control Disciplines

10.4.1 Shapechange

9th level Body Control Disciplines

11.4.1 MetaPsionics

3.0 First Level Talents

3.0.0 Telepathy Discipline

3.0.1 Lifesense

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

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

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

3.0.2 Mind Shield

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

3.0.2.0 Non-rigid Mind Shield

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

3.0.2.1 Rigid Mind Shield

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

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

3.0.3 Empathetic Contact

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

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

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

3.1.0 Telekenesis Discipline

3.1.1 Mass Movement

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

1 meter * (psionic skill level)

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

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

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

3.1.2 Manipulation

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

round * (Psionic skill level) per point of PSS

3.1.3 Sound

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

round * (Psionic skill level) per point of PSS

3.2.0 Clairvoyance Discipline

3.2.1 Sense Danger

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

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

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

3.2.2 Locate danger

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

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

3.3.0 Telurgy Discipline

3.3.1 Mind Shield

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

3.3.2 Strength

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

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

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

3.4.0 Body Control Discipline

3.4.1 FTL Shock Control

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

3.5.0 Teleportation Discipline

3.5.1 Teleport

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

For distance:

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

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

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

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

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

4.0 Second Level Talents

4.0.0 Telepathy Discipline

4.0.1 Mind Touch

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

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

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

4.0.2 Suggestion

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

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

Use of this talent always constitutes a psionic attack.

4.0.2 Mental Attack

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

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

The range of the mental attack is:

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

The target will regain PSR according to PSS regeneration formula.

A psionic attack.

4.0.3 Stun

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

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

A psionic attack.

4.1.0 Telekenesis Discipline

4.1.1 Mass Movement

(see 3.1.1 for description)

4.1.2 Soft Speak

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

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

The range of the message is:

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

Use of this talent does not constitute a psionic attack.

4.1.3 Telekenetic Blow

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

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

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

4.2.0 Clairvoyance Discipline

4.2.1 Far See

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

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

Difficulty would be smoke, fog and so on.

The range of the farsee is:

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

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

4.2.2 Detect Psi

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

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

Use of this talent does not constitute a psionic attack.

4.2.3 Sense Molecular

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

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

Normally not a psionic attack.

4.3.0 Telurgy Discipline

4.3.1 Endurance

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

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

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

4.4.0 Body Control Discipline

4.4.1 Self Suspension

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

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

4.5.0 Teleportation Discipline

4.5.1 Teleport

see 3.5.1

5.0 Third Level Talents

5.0.0 Telepathy Discipline

5.0.1 Telepathy

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

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

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

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

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

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

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

5.1.0 Telekenesis Discipline

5.1.1 Mass Movement

(see 3.1.1 for description)

5.1.2 Telekenetic Bullet

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

1D * (psionic level)

The range of the bullet(s) are:

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

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

5.1.3 Mind Shield

(see 3.0.2 for description)

5.2.0 Clairvoyance Discipline

5.2.1 Mind Touch

(see 4.0.1 for description)

5.2.2 Psionic History

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

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

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

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

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

