
-------- TML Message #480 --------

Archive-Message-Number: 480
Date: Wed, 9 Aug 89 08:17:28 PDT
From: (John Redden) redden@ttidca.tti.COM
Subject: Cosmos 10



Cosmos Number 10

A Trav variant Psionic rule system (continuation of Cosmos 9)

_________________________________________________________________________


Normally not a psionic attack.

5.2.3 Clairaudience

This talent allows the adept to overhear spoken words at a distance.
The range of the clairaudience is:

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

The number of 6 second rounds that the clairaudience is:

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

5.2.4 Mind Shield

(see 3.0.2 for description)

5.3.0 Telurgy Discipline

5.3.1 Dexterity

The telurgic adept increases the characteristics of their dexterity one
of two ways: permanently by using a point psionic base (PSI) or
temporarily using psionic dexterity 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 - DEX) + (current psionic talent level) - (psionic skill level) -
(instructors skill level) - (number of times talent attempted and failed)

5.4.0 Body Control Discipline

5.4.1 Self Heal Endurance

This talent allows the adept to self heal END damage.  The number of
END point healed can equal the adepts psionic level.  The cost in PSS
is equal to the number of END points healed.

5.4.2 Self Heal Dexterity

This talent allows the adept to self heal DEX damage.  The number of
DEX point healed can equal the adepts psionic level.  The cost in PSS
is equal to the number of DEX points healed.

5.4.3 Self Heal Strength

This talent allows the adept to self heal STR damage.  The number of
STR point healed can equal the adepts psionic level.  The cost in PSS
is equal to the number of STR points healed.

5.5.0 Teleportation Discipline

5.5.1 Mind Shield

(see 3.0.2 for description)

6.0 Fourth Level Talents

6.0.0 Telepathy Discipline

6.0.1 Telepathy

(See 5.0.1 for description)

6.0.2 Mind Probe

The adept first uses the Mental Attack discipline (see 4.0.2) to
remove another entities PSR.  The adept may then use the Mind Probe
talent. The range is identical to Mental Attack.  The adept may then
ask a number of pointed questions which the entity must answer to the
best of its knowledge.  The time allowed for these questions is:

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

A psionic attack.

6.0.3 Pain Blast

This talent allows the adept to direct an attack on the targets
secondary nervous system, DEX.  As with all attacks the target beings PSR
must be overcome.  Then the adept can elliminate the target beings DEX.
The target beings DEX loss is always equal to the psionic level of the
adept (always at least 4).  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.

6.0.4 Illusion One Sense

After overcoming the targets PSR this talent allows the adept to
create an illusion in a single sense such as sight, sound, smell or
touch.  The duration of the illusion in 6 second melee rounds is:

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

The range of the illusion is:

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

6.1.0 Telekenesis Discipline

6.1.1 Mass Movement

(see 3.1.1 for description)

6.1.2 Telekenetic Shield

Allows the adept to construct a physical shield that is capable of
absorbing missile and energy attacks.  It is also partially useful in
keeping atmosphere in or out of the shielded area.  The defensive strength of the shield is:

1D * (psionic level)

Normally the shield is used on the adept so the range is immediate.
However The shield can be projected.  The range of the projection is:

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

The volume that an immediate or projected shield is:

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

6.2.0 Clairvoyance Discipline

6.2.1 Clairaudience

(see 5.2.3 for description)

6.2.2 Perception

This talent will allow the adept to accurately perceive objects for
long distances.  Some energy screens and substances will inhibit the
perception.  The range of the perception is:

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

The clarity of the perception is (psionic skill level) * (number of PSS
points ) / (difficulty level)

Difficulties would be strong energy fields, thick shielding (lets say so
many feet below the planets surface) and so on.

The Perception talent penetrates psionic illusions.

Normally not a psionic attack.

6.2.3 Postcognition

The adept develops visionary powers of the past and present (but not the
future).  The adept will concentrate on a "subject".  The length of the
postcognition in 6 second rounds is

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

The accuracy and clarity of the postcognition is based on the same 
formula.

6.3.0 Telurgy Discipline

6.3.1 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)

6.4.0 Body Control Discipline

6.4.1 Other Same Species Heal Endurance

This talent allows the adept to other same species heal END damage.
The number of END point healed can equal the adepts psionic level.
The cost in PSS is equal to the number of END points healed.

Not a psionic attack unless resisted

6.4.2 Other Same Species Heal Dexterity

This talent allows the adept to other same species heal DEX damage.
The number of DEX point healed can equal the adepts psionic level.
The cost in PSS is equal to the number of DEX points healed.

Not a psionic attack unless resisted

6.4.3 Other Same Species Heal Strength

This talent allows the adept to other same species heal STR damage.
The number of STR point healed can equal the adepts psionic level.
The cost in PSS is equal to the number of STR points healed.

Not a psionic attack unless resisted

6.5.0 Teleportation Discipline

6.5.1 Teleport

(see 3.5.1 for description)

7.0 Fifth Level Talents

7.0.0 Telepathy Discipline

7.0.1 Telepathy

(See 5.0.1 for description)

7.0.2 Locate

In ways this talent is like Lifesense except it is much more powerful
and exact.  Use of the talent will give the accurate position of the
mental aura or psionic power in the range of the talent.  This will
talent when used will also let the adept know if a talent is being
used with the adept as the target.  Use of this talent does constitute
a psionic attack.  The range of the locate is:

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

7.0.3 Communicate

This discipline is similar to telepathy except the range is
considerably increased.  However only a single thought or image can be
transceived.  The range is identical to telepathy (see 5.0.1) but
substitute "10,000 kilometers" for "10 kilometers".  Only one message
can be sent per use and it must be a single thought image.

7.0.4 Illusion Two Senses

Similar to Illusion One Sense (see 6.0.4)

7.1.0 Telekenesis Discipline

7.1.1 Mass Movement

(see 3.1.1 for description)


7.1.2 Telekenetic Missile

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

2D * (psionic level)

The range of the missile(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.

7.2.0 Clairvoyance Discipline

7.2.1 Clairaudience

(see 5.2.3 for description)

7.2.2 Perception

(see 6.2.2 for description)

7.2.3 Locate

(see 7.0.2 for description)

7.3.0 Telurgy Discipline

7.3.1 Awareness

This talent allows the telurgic adept to temporarily absorb a psionic
discipline from another adept within in range.  The PSS points
expended for the duration and range of Awareness are in addition to
those that must then be expended to use the borrowed talent.  The
talent borrowed can be less than or equal to the current psionic level
of the adept using Awareness.  The range of the awareness is:

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

The time the Awareness is in effect is:

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

7.4.0 Body Control Discipline

7.4.1 Xeno Species Heal Endurance

This talent allows the adept to Xeno species heal END damage.
The number of END point healed can equal the adepts psionic level.
The cost in PSS is equal to the number of END points healed.
In non-carbon and machine derived life forms the equivalent to END
stun points is healed.

7.4.2 Xeno Species Heal Dexterity

This talent allows the adept to Xeno species heal DEX damage.
The number of DEX point healed can equal the adepts psionic level.
The cost in PSS is equal to the number of DEX points healed.
In non-carbon and machine derived life forms the equivalent to DEX
secondary nervous system damage points is healed.

7.4.3 Xeno Species Heal Strength

This talent allows the adept to Xeno species heal STR damage.
The number of STR point healed can equal the adepts psionic level.
The cost in PSS is equal to the number of STR points healed.
In non-carbon and machine derived life forms the equivalent to STR
primary nervous system damage points is healed.

7.5.0 Teleportation Discipline

7.5.1 Postcognition

This talent is often used by this discipline to find where to teleport
to.

(see 6.2.3 for description)

7.5.2 Perception

(see 6.2.2 for description)

8.0 Sixth Level Talents

8.0.0 Telepathy Discipline

8.0.1 Telepathy

(see 5.0.1 for description)

8.0.2 Death Bolt

This talent allows the adept to direct an attack on the targets body,
secondary and primary nervous system identical to a combination
energy/missile weapon.  The power of the attack is:

(psionic level)D  (i.e. minimum 6D)

The range of the attack is 

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

8.0.3 Control Static Consciousness

This talent allows the adept to control a consciousness with an INT of
less than 3.  This would include animals, non-conscious artificial
machine intelligences and the like.  The range of the control is:

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

The time the Control is in effect is:

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

8.0.4 Illusion Three Senses

(see 6.0.4 for description)

8.1.0 Telekenesis Discipline

8.1.1 Mass Movement

(see 3.1.1 for description)

8.1.2 Area Effect Telekenesis

This talent allows the adept to apply telekenesis to a two dimensional
area.  The results could be shaking, bending, folding and the like.
In some cases the power of the telekenesis must be matched against the
substance subject to psionic manipulation.  Wood is relatively easy.
Tech level 5 metals more difficult. Techlevel 12 bio-metals very
difficult. And so on.

The area of the telekenesis in meters squared is:

[(psionic skill level) * (number of PSS points spent)]**2

The range of the center of the area effect telekenesis is:

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

The "power" of the area effect telekenesis is:

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

This is an "abstract" number that is the equivalent of telekenetic
motion.  If the adept was shaking the ground the number would be the
save vrs DEX to stay in control.  The "substance difficult" is
approximately equal to the "physical damage" to move the object.  Earth
or dirt would be 1.  A space station floor at Tech level 12 would be
about 25.

8.1.3 Mind Touch

(see 4.0.1 for description)

8.1.4 Life Sense

(see 3.0.1 for description)

8.2.0 Clairvoyance Discipline

8.2.1 Clairaudience

(see 5.2.3 for description)

8.2.2 Perception

(see 6.2.2 for description)

8.3.0 Telurgy Discipline

8.3.1 Awareness

(see 7.3.1 for description)

8.4.0 Body Control Discipline

8.4.1 Damage Endurance Same Species

This talent allows the adept to cause damage to END (i.e., body stun)
of their own species.  The amount of damage per usage is equal to the
adepts psionic skill level.  The cost in PSS is equal to the number of
points of damage.  The range is:

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

A psionic attack

8.4.2 Damage Dexterity Same Species

This talent allows the adept to cause damage to DEX (i.e., secondary
nervous system) of their own species.  The amount of damage per usage
is equal to the adepts psionic skill level.  The cost in PSS is equal
to the number of points of damage.  The range is:

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

8.4.3 Damage Strength Same Species

This talent allows the adept to cause damage to STR (i.e., primary
nervous system) of their own species.  The amount of damage per usage
is equal to the adepts psionic skill level.  The cost in PSS is equal
to the number of points of damage.  The range is:

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

A psionic attack

8.5.0 Teleportation Discipline

8.5.1 Perception

(see 6.2.2 for description)

8.5.2 Passthrough

This talent allows the adept to pass through dense matter.  The
difficulty of the maneuver is:

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

This must equal the highest atomic weight of the all the elements the
adept wants to pass through.

Then the distance of pass through is:

10centmeters * (psionic skill level) * (number PSS points spent)

Normally not a psionic attack

8.5.3 Mass Movement

(see 3.1.1 for description)

8.5.5 Telekenetic Missile

(see 7.1.2 for description)

8.5.6 Teleport

(see 3.5.1 for description)

9.0 Seventh Level Talents

9.0.0 Telepathy Discipline

9.0.1 Telepathy

(see 5.0.1 for description)

9.0.2 Illusion Three Senses

Similar to Illusion One Sense (see 6.0.4)

9.0.3 Star Speak

This discipline is similar to communicate except the range is
greatly increased.  However only a single thought or image can be
transceived.  The range is identical to telepathy (see 5.0.1) but
substitute 1.0**11 kilometers" for "10 kilometers".  Only one message
can be sent per use and it must be a single thought image.

9.0.4 Dominate Intelligence

To use this talent the adept first must make a successful mental
attack (see 4.0.2).  Then the adept may dominate the subjects
consciousness.  The subject will do most actions.  Suicide or attacks
against friends whom they feel strongly about will cause the subject
to go into a state of catatonia.  The range of the dominate is:

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

9.1.0 Telekenesis Discipline

9.1.1 Mass Movement

(see 3.1.1 for description)

9.1.2 Energy Battery

This talent allows the adept to directly generate EUNITS or energy
units (See Technology Levels for a discussion of EUNITS) from psionic
power.  The adept has to have knowledge of the energy form (for
example electricity at Tech Level 6) to produce it.  The number of
EUNITs produced is:

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

A common use of this talent is to increase the power source for a
starship.

9.2.0 Clairvoyance Discipline

9.2.1 Clairaudience

(see 5.2.3 for description)

9.2.2 Perception

(see 6.2.2 for description)

9.3.0 Telurgy Discipline

9.3.1 Awareness

(see 7.3.1 for description)

9.4.0 Body Control Discipline

9.4.1 Damage Endurance Xeno Species

This talent allows the adept to cause damage to END (i.e., body stun)
of an alien species.  The amount of damage per usage is equal to the
adepts psionic skill level.  The cost in PSS is equal to the number of
points of damage.  The range is:

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

A psionic attack.

9.4.2 Damage Dexterity Xeno Species

This talent allows the adept to cause damage to DEX (i.e., secondary
nervous system) of an alien species.  The amount of damage per usage
is equal to the adepts psionic skill level.  The cost in PSS is equal
to the number of points of damage.  The range is:

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

A psionic attack.

9.4.3 Damage Strength Xeno Species

This talent allows the adept to cause damage to STR (i.e., primary
nervous system) of an alien species.  The amount of damage per usage
is equal to the adepts psionic skill level.  The cost in PSS is equal
to the number of points of damage.  The range is:

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

A psionic attack.

9.5.0 Teleportation Discipline

9.5.1 Teleport

(see 3.5.1 for description)

9.5.2 Perception

(see 6.2.2 for description)

9.5.3 Life Sense

(see 3.0.1 for description)

10.0 Eight Level Talents

10.0.0 Telepathy Discipline

10.0.1 Telepathy

(See 5.0.1 for description)

10.0.2 Clear

This talent allows the adept to undo any psionic attack or illusion on
another intelligent being.  The adept must be aware of the psionic
activity before the clear talent is used.  The adept must match
(psionic skill level) * PSS of the clear vrs (psionic skill level) *
PSS of the talent used against the target on the "Two Serial Dice
Resolution/Resistance Matrix (see 1.6.3) for the clear to be
successful.

10.0.3 Timed Subconscious Suggestion

This talent is similar to suggestion except that the suggestion can be
placed directly in the subconscious mind to be activated at a later
time.  See 4.0.2 for the basic parameters on the suggestion talent.
The maximum number of days that the suggestion can be activated is:

(20 hour days) * (psionic skill level) * (number PSS points spent)

A psionic attack.

10.0.4 Illusion Multiple Senses

(see 6.0.4 for description)

10.1.0 Telekenesis Discipline

10.1.1 Mass Movement

(see 3.1.1 for description)

10.1.2 Screen

This talent allows the adept to construct a mass/energy protective
screen to absorb damage.  The damage value of the screen is:

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

Damage (all non-stun attack damage) is taken off the screen instead
instead of any armor or nervous system.

The defensive value of the talent is equal to (psionic skill level)
and does not have points subtracted from it during combat.  Screen may
be regenerated through multiple uses but NOT stacked.

10.1.3 Energy Disruption/Conduction

This talent allows the adept to disrupt energy systems.  The amount of
EUNITs the adept is capable of "sinking" or conducting is:

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

The range is always immediate to the adept.

10.2.0 Clairvoyance Discipline

10.2.1 Clairaudience

(see 5.2.3 for description)

10.2.2 Perception

(see 6.2.2 for description)

10.2.3 Precognition

The adept develops visionary powers of the past, present and future.
The future is a form of time travel.  The skill will only operate on
the timeline that the adept is currently on.  It MAY be possible to
"see" alternate timelines whose origin in from the current timeline.
The adept will concentrate on a "subject".  The length of the
precognition in 6 second rounds is

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

The accuracy and clarity of the postcognition is based on the same 
formula.

10.3.0 Telurgy Discipline

10.3.1 Awareness

(see 7.3.1 for description)

10.4.0 Body Control Discipline

10.4.1 Shapechange

This talent allows the adept to physically change form in a number of
ways.  

Modes of shapechange:

Density; thus causing the adept to be less susceptible to
physical damage.  Defensive modifier for density is:

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

Form; thus causing the adept to look like something else.

Substance; changing the biochemical makeup of the adept.  The adept
must know the species and chemical makeup (if different than carbon)
to do the shapechange.

Time; how long the shapechange will last.  In 6 second rounds the time
is:
	(psionic skill level) * (number of PSS points spent)

10.5.0 Teleportation Discipline

10.5.1 Teleport

(see 3.5.1 for description)

10.5.2 Perception

(see 6.2.2 for description)

10.5.3 Screen

(see 10.1.2 for description)

10.5.4 Energy Disruption/Conduction

(see 10.1.3 for description)

11.0 Ninth Level Talents

11.0.0 Telepathy Discipline

11.0.1 Transfer Personality

Allows the adept to transfer their personality to another sentient.
If the receiving sentient considers it an attack then the targets PSS
must be overcome and the time of the assumed personality is in seconds:

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

If the receiving personality is friendly the time of the assumed personality
in 20 hour days is:

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

A psionic attack.

11.0.2 MetaPsionics

(see MetaPsionics 12.0)

11.1.0 Telekenesis Discipline

11.1.1 Faster Than Light

This talent allows the adept to "blink" their person plus an area of
mass at a faster than light speed.  This skill only works on the
current time line and will always relocate the adept and "baggage"
instantaneously.  The range in parsecs is:

(1/36) * (psionic skill level) * (number PSS points spent)

The mass that can be FTLed in metric tons:

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

11.1.2 MetaPsionics

(see MetaPsionics 12.0)

11.2.0 Clairvoyance Discipline

11.2.1 MetaPsionics

(see MetaPsionics 12.0)

11.3.0 Telurgy Discipline

11.3.1 MetaPsionics

(see MetaPsionics 12.0)

11.4.0 Body Control Discipline

11.4.1 MetaPsionics

(see MetaPsionics 12.0)

11.5.0 Teleportation Discipline

11.5.1 Faster Than Light

(see Faster Than Light 11.1.1)

11.5.2 MetaPsionics

(see MetaPsionics 12.0)

12.0 MetaPsionics

When the adept reaches a certain stage they are transformed into what
can be called a transcorporal being.  Depending on the beings former
cultural patterns a number of events can take place.  Psionics will
blur and combine with Force Science (Magic).  The now transformed
being can effectively operate with tech level 30 or greater societies
where energy and matter are transformed instantaneously over space and
maybe even time.  The transformed being may approach tech level 40 a
go completely outside the time space continuum of all time lines
before the Big Bang and after the Big Suck.  Former reality will not
be forgotten but remain a dream like memory.  Perhaps the MetaPsionic
will meet other wandering MetaPsionics and have cosmic encounters on a
new scale.

12.1 Permuted Psionic Discipline: Time/Teleport 

Invented by Chen and named by Laret during the great TimeLine
traversal from League Cosmos through the artifact into the time line
of League Galactica back through time with the BigFish before the
BigBang into non-time and then back into time again on the League
Cosmos time line.

12.1.0 1st Level Talents

12.1.1 Tell Time

This talent allows the adept to "feel" mathematically correct time
within accuracy:

(1 second / (psionic skill level)) / (number of PSS points spent)

12.1.2 Know Age

This talent allows the adept to accurately estimate the age of object.
The adept must be aware of the object to estimate its age (for
example, a microbe).

12.1.3 Photographic Recall

This talent allows photographic recall of an event in memory that has
happened in the past.

12.2.0 2nd Level Talents

12.2.1 Teleport

(see 3.5.1 for description)

12.2.2 Predict event

Will allow the adept to predict the chance of a particular event
happening on the current timeline and possibly its derivatives.  The
basic chance to predict an event is 4 * (psionic level) on a scale 
of 1 to 36.  

12.2.3 Slow entropy

The adept is able to slow entropic processes but not stop them.  The
effect is on the flow of EUNITs in the immediate and far cosmos (see
Technology Levels for a discussion of EUNITs).  The range for slow
entropy is:

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

The number of EUNITs slowed is:

.1 * (Tech Level culture of adept) * (psionic skill level) * (number PSS
points spent)

What a bizarre talent!

12.3.0 3rd Level Talents

12.3.1 Teleport

(see 3.5.1 for description)

12.3.2 Slow Down my Body

Creates a temporal field around the adepts body or cellular structure
to make it slower.  The 6 second ration effect is:

(6 seconds) * (psionic skill level) * (number PSS points spent)

12.3.2 Speed Up my Body

Creates a temporal field around the adepts body or cellular structure
to make it faster.  The 6 second ration effect is:

(6 seconds) /[(psionic skill level) * (number PSS points spent)]

12.4.0 4th Level Talents

12.4.1 Teleport

(see 3.5.1 for description)

12.4.2 Area Effect Slow Down

Like 12.3.2 except an area of effect is associated to this talent:

10 square centimeters * (psionic skill level) * (number PSS points spent)

12.4.2 Area Effect Speed Up

Like 12.3.3 except an area of effect is associated to this talent:

10 square centimeters * (psionic skill level) * (number PSS points spent)

12.5.0 5th Level Talents

12.5.1 Timeport Current Timeline

This talent allows the adept to teleport through time on the current
time line.  This would include bifurcations and recombinations where
possible.  The length of the timeport in years is:

360day year * (psionic skill level) * (number PSS points spent)

See 3.5.1 for a description of PSS expenditure for mass on time port.

12.5.2 Stasis

Continual Timeport Current Timeline to same point in time.  The
number of "times" the adept may use this talent to "loop" is:

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

12.6.0 6th Level Talents

12.5.1 Timeport Different Timeline

The talent is similar to Timeport Current Timeline (12.5.1) except the
adept can attempt to time port to a different timeline.  Exactly where
and on which timeline the adept will end up on is somewhat asynchronous 
and indeterminate.  That is the distance from the "beginning of time"
is is the same on the other timeline, not the same equivalent event.

12.7.0 7th Level Talents

12.7.1 Forsee Event on current time line

Like 12.2.2 except chance scale is 36 out of 36 (chance to see event
is 100% if psionics skill roll is made).

12.7.2 Sense Timeline

Bifurcations from the BigBang and Convergences to the BigSuck are
sensed and traversed.  As the adept travels these timelines the
absolute number of years travelled is:

1Million * (psionic skill level) * (number PSS points spent)

The adept can continue sensing timelines from where the last sense
timeline left off.  The adept does NOT travel the timelines while
sensing them.

12.8.0 8th Level Talents

12.8.1 Forsee Event on parallel time lines

Like 12.7.1 except the talent works on alternate parallel timelines.

12.8.2 Alter Time

Using this talent the adept is able to alter events on a timeline
without creating a new timeline (fundamentally changing the past and
future).

12.9.0 9th Level Talents

12.9.1 Parallel Timeport

The Adept is similar to Timeport Different Timeline (12.5.1) except
that the adept can timeport the same associated event (if it exists)
on a different parallel timeline.

12.9.2 Create Timeline

Allows the adept to create (yet another) alternate past and future in
a controlled manner.

12.9.3 Metapsionics

(see MetaPsionics 12.0)

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-------- TML Message #481 --------

Archive-Message-Number: 481
From: (Bertil Jonell) bertil@ranko.cd.chalmers.se
Subject: Reality & Traveller?
Date: Thu, 10 Aug 89 14:53:41 MET DST


Really silly subject line, eh?
I have a question to the members of TML that i will try to explain below:
How closly shall the parts of traveller that depicts parts of our real
world follow said real world?
The background behind the question is this: I recently bought the COACC
(Close Orbit and Airspace Control Command) sourcebook for MegaT, And while
as a whole, the bok was as expected (No more errors and omissions and
unclear points than usual :-) there was one thing that struck me as strange
In the chapter about Aircraft Maintainance there was a taskroll for refueling
an a/c (airCraft :-) that said like this:

	To fuel an aircraft:
	Simple, Dexterity, 2 min, (hrzadous, unskilled OK)
	Referee: If a fumble failure occurs, static electricity ignites
     a fire leading to an explosion in 3D seconds. The aircraft and possibly
     any neighbouring aircraft are destroyed by the explosion. The Character/
     NPC refueling the aircraft is killed unless he is at least 20 meters
     from the fire when the explosion occurs
     (My apologies for broken copyrights)

According to the rules, a fumble mishap occurs when you make a throw of 2
with the 2D. Statistically this happens 1/36 (one time in 36). That is:
every 36th time you fuel an a/c it explodes ?!
(As a byline I can mention that I personally have refueled jettrainers
on at least 240 occations (4times a day 5days a week for 3 months, while
doing conscript service in the Royal Swedish Air Force). And no explosion
ever happend, even though I *did* manage a major fumble and got showered
with jet-fuel )
In reality jet-fuel is quite hard to set fire to: It behaves more like
kerosene than gasoline, The *really* scary stuff is high octane prop-plane
fuel, Higly volatile and equally flammable. 
Thus my question:
Shall traveller follow reality or is there a reason to keep the xploding
aircraft rule on the grounds of game balance or something like that?
Comments on this case, the question in general and other cases are welcome.
Mail to me, or if interesting to the TML, mail there.

I don't state this question because I have a desire to tamper with the
game system. It's just that in this case the results are so totally ludicrous
that I feel that I have so speak out. Imagine for example a mercenary air
squadron that looses one a/c in 36 because it explodes while being refueled?!
They would go bust in notime.

Here is my suggestion for refueling tasks:

	To refuel a ramjet, turbojet, turboprop or turbofan a/c:
	Simple, Dexterity, 2min (hazardous, Unskilled OK)
	Referee: If a fumble mishap occurs, roll on the mishap table:
    Destroyed: a/c catches fire, Major: a/c catces fire if engine has been
    running within the last 10 min. (ie engine still hot).
    Minor or less: Fuel on the tarmac or somebody got a shower
    (The latter could be fatal if that somebody is an officer :-)

	To refuel a propeller, rocket or fusion rocket a/c:
	Simple, Dexterity, 2min (hazardous, Unskilled OK)
	Referee: If a fumble mishap occurs, roll on the mishap table:
    Destroyed: a/c explodes immediately (fatal within 20 meters),
    Major: a/c catches fire. Minor or less: as for jet a/c:s
	Note: If the a/c is rocketpowered and TL 7- this task becomes:
	Routine, Dexterity, Mechanic, 2min (hazardous)
	(Cryogenic fuels (Liquid oxygen and hydrogen) are extremely
	unpleasant to handle)

If the a/c catches fire throw 1D every round, on a 5+ the a/c will explode.
Remember that fuzed munitions may cook off and explode.

	To put out a a/c on fire:
	Difficult, OFF=(Highest dexterity, +1 per participating person), 
	 DEF=( -1 per previous round on fire), 1 cmbt rnd (absolute,
	 hazardous, fateful)
	Referee: Every participating person must have a flame extinguisher
    and be on the site of the fire to be included. Any mishaps mean that
    injuries has been sustained. Attempt this task once per round until
    the fire is put out (or the a/c explodes)
- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: bertil@cd.chalmers.se 
VOICE: +46 31 723971 / +46 300 61004     
SNAILMAIL: Box 154,S-43900 Onsala,SWEDEN      
"During the high point of the Downes Age, they put Ming the Merciless in charge
of designing Carlifornia gas stations" W.Gibson "The Gernsback Continuum"

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-------- TML Message #482 --------

Archive-Message-Number: 482
Date: Mon, 14 Aug 89 09:29 EDT
From: EHT%PSUARCH.BITNET@cornellc.cit.cornell.edu



>       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
>
Whoa!  Jump back, Mac!  :)   Simple is 3+, routine 7+, difficult is 11+ not 15,
and formidable is 15+ not 17.  It is always a difference of 4 between the task
levels.  Of course, it was just a typo, right?  :) I knew it.

>                               Mac

On another note, has anyone out there seen the World Builder's Handbook?  I
remember hearing discussion of it, but our local gaming/bookstores don't have
it yet.  Just wondering if the discussion was about a beta version or what?
Also, if it's not out yet, any official anticipated date from GDW as to when
it will be in the stores?

How about the Alien Modules?  Any date on when those will be available?


- ----------
>From the Bridge of the NOMAD

Captain Sir Michael Talmoth Commanding     UPP:  BA5A8B
   AKA Paul Baughman ---> EHT@psuarch.BITNET
      AKA Unka Paul

"You see me now a veteran
        of a thousand psychic wars,
                I've been living on the edge so long,
                       where the winds of limbo roar
And I'm young enough to look at,
        but far too old to see
                All the scars are on the inside,
                       I don't know if there's anything left of me..."
 -- BOC --


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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 #483 --------

Archive-Message-Number: 483
Date: Mon, 14 Aug 89 10:02 EDT
From: EHT%PSUARCH.BITNET@cornellc.cit.cornell.edu
Subject: RE:  Refuelling aircraft



Discussion of refueling aircraft...

>According to the rules, a fumble mishap occurs when you make a throw of 2
>with the 2D. Statistically this happens 1/36 (one time in 36). That is:
>every 36th time you fuel an a/c it explodes ?!

   Sounds like an awful lot of explosions to me.  Anyone out there have
   U.S. Airforce experience to add to the Swedish experience?  Does this
   sound about right?

>In reality jet-fuel is quite hard to set fire to: It behaves more like
>kerosene than gasoline, The *really* scary stuff is high octane prop-plane
>fuel, Higly volatile and equally flammable.

   From what little I know of Jet fuel, I would tend to agree with you.

>Shall traveller follow reality or is there a reason to keep the xploding
>aircraft rule on the grounds of game balance or something like that?

   I don't have any contacts with GDW so I'll have to leave that question
   up to the people who do have contacts.  Anyone care to throw the
   question at them?  :)

>Here is my suggestion for refueling tasks:
(several suggested tasks follow)

   Never having had ANY experience refueling aircraft, I have  only one
   question...
   Can an aircraft of any type be completely refueled in only 2 minutes?
   This seems too low to me, especially if we are talking about hundreds of
   gallons at a time.  Are they *REALLY* high speed pumps or what?

- ----------
>From the Bridge of the NOMAD

Captain Sir Michael Talmoth Commanding     UPP:  BA5A8B
   AKA Paul Baughman ---> EHT@psuarch.BITNET
      AKA Unka Paul

"You see me now a veteran
        of a thousand psychic wars,
                I've been living on the edge so long,
                       where the winds of limbo roar
And I'm young enough to look at,
        but far too old to see
                All the scars are on the inside,
                       I don't know if there's anything left of me..."
 -- BOC --


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 --------

