Request for Traveller Tech

A thread of 12 messages, 18 September 1989 to 29 September 1989, in the order they were sent.

#551 Request for Traveller Tech

Hi there in Traveller Land...

	I used to play Traveller a while back, and I've finally gotten
into another campaign.  I'm about to start a character who is very
techie oriented and will hopefully come up with a lot of odd, off the
wall devices.  He's starting on a world with TL12, maybe up to 13 or 14
on the black market, and no laws.  He'll have about 4-5 five weeks
before the other players (in transit) arrive, so I'm going to get some
stuff together.

	I want to ask for advice and reccommendations from the list,
because I'm not completely familiar with the rules (this is old
Traveller) nor with all of the expansions/alternates.  I'm interested in
advice or suggestions on the gadgets I'm going to make, suggestions on
more gadgets to make, and information on stuff that's already out there
in rules form but I haven't run into it yet.

	One thing I'd like is an idea of what kind of stuff is
available, mainly at TL12, with some stuff edging up into TL13.  The
rules I have aren't too detailed, and I definitely remember things
like holocameras, etc, which aren't detailed in my rules.

Hand Computers

	In this game the HandComputers are very nice, from an article
in a Traveller Digest the GM has.  I very much reccommend this article
(I only wish we had the stuff it talks about in there now!) in which
it outlines some of the things hand computer can do, and some of the
services available to hand computers via packet radio transmissions
(including e-mail, possibility of hacking into the system to track
down somebody by their handcomp, various information services
available, etc).

	One thing it doesn't do much about is software available for
hand computers, and how they can be used, but I guess that can be figured
out as needed, although if there are any such articles I'd appreciate
hearing about them.

Implant Chip

	I remember seeing something called an Implant chip, or something
similar, in an issue of the TASJ, which enabled a character to hook up
directly to the computers.  I'm going to try to get one for my
character, and then use it to interface with my handcomputer and use it
more efficiently.

Eyephone shades

	If I can't get one of those, I'm going to put together a set of
eyephones built into a pair of goggles or shades - eyephones exist
today, and are a pair of LCD screens which fit over your eyes and give
you a color 3D view of a virtual world - different people are developing
them for different reasons, I suppose, but I heard the most about them
in relation to something Autodesk (I think) is coming out with, a
virtual reality system using eyephones and a dataglove as the
input/output device.

	These eyephones will be built into a set of wraparound
sunglasses, and will have input from the handcomputer to the screens,
or from a tiny set of cameras, thus rendering them effectively
"transparent" to me so I can see out.  Minor options include a
rear-view option, and perhaps image processing.  The main reason for
the eyephones is to be able to display information from my
handcomputer for me.

	Then I can feed information in either through a set of
contacts to monitor my brainwaves (far-fetched, but perhaps possible
in TL12, what do I know?) or more realistically, through an
"eye-cursor" a system which tracks whichever spot I'm looking at, puts
a cursor there on the screen, then I can hit enter by blinking in a
special way, etc.  This enables me to do stuff without appearing to,
and to access my Handcomputer without overtly doing anything.

Getting into the Rat Race...

	A series of rodent-sized robots.  They would be equipped with
certain capabilities, the range increasing with the TL and the
development. At first they'd basically be little programmable rodents
that go around and record stuff and carry out orders (through their
computer, or from a comlink) and can self-destruct with a demolitions
charge to destroy the evidence or a target.

	As I get better, I'd add things like an electronic lockpick, a
tiny laser cutter to let them make their own mouse-holes, the ability
to tap into a ships computer and dump schematics so they can find
their way around, perhaps even the ability to dump a virus into the
ships computer so they are ignored by sensors.  Of course, the higher
the TL, the smarter the programming.

	Any suggestions?  Feedback?  Ideas for more whacked out gadgets?
Let me hear from you!

Steven J. Owens   |   [email removed]   |   [email removed]

"Okay, Major Jonathan "Wrong-Is" Wright rubs his magic ring of Imperial
 Intervention and twenty stormtroopers with battledress and gauss rifles
 pop out of the microwave oven..."

	- Sean T. Grape, in a truly bizarre traveller campaign...

#553 Re: Request for Traveller Tech

>Eyephone shades with eye-cursor
	Things that eyephone shades can be used for are weapons tracking,
perhaps tied with a gyro stabelized weapons platform or gun.  How about
that as a guard dog substitute. look at your target, bink to lock the
pointer and say zap.  Robie then unloads a few hundered rounds at the
unfortunate target.
	If you do any combat you can use the shades to provide 360 degree
vision, or view other sensing spectra given your hand comp has the required
sencing equipment.  Perhaps a tricorder style of analysis and comentary fed
into your vision as you view things.
	More mundane and near future uses for such a system would provide
long distance telecomunication, remote monitoring of your situation,
provide a location service (ie maps), remote storage and retrieval of data,
providing access to a computerized expert on a range of topics.
Artificially inteligent expert systems are available now, but these should
be tightly controled by the GM.  Available topics should be very narrow,
commonly available topics, expert systems do not have the intuitive
abilities that humans have.  Current expert systems do things like diagnose
viral diseases, but it would be lost if you had a broken leg.
	Then there is always the terminator solution.  Eyephones display
realtime commentary about surroundings and were used to generate replies
that allowed the terminator to fit in with his current sittuation and
providing him a variety of options.  Swap your hand comp rom pack out and
put in a module for local street slang.  Then when the local street scum
question whether you belong on their turf, you can respond to them
eloquently with out resorting to violence.  I'm sure you could come up with
other ideas given some thought.


>Getting into the Rat Race...
	Swiss army rodents, a new style of computer peripheral hardware.
For breaking into computers I think you would have a better method by using
remote telecomunications from your hand comp.  And a human is a better lock
pick than a machine, but as a bug or spy device it may work.


| Dan Williams ([email removed]) | FRP: It's not just a game,        |
|       MCDONNELL DOUGLAS        |            it's an adventure!     |
|           Denver CO            | "Of course thats just my opinion" |

#552 Re: Request for Traveller Tech

In message 551 of TML, [email removed] (Steven J. Owens) writes:
> 	One thing I'd like is an idea of what kind of stuff is
> available, mainly at TL12, with some stuff edging up into TL13.  The
> rules I have aren't too detailed, and I definitely remember things
> like holocameras, etc, which aren't detailed in my rules.

Well, in our 2300AD campaign, we have some tech stuff which is quite useful
to us:

Subderma-Talk

	These are small, multichannel communicators implanted in the
	body. The main radio unit is located somewhere in the left shoulder,
	with the antenna running down the back. The radio is connected to a
	throat implant mike and an implanted ear-piece. It draw power from
	the contraction and dilation of the blood vessels in the shoulder,
	and from shoulder movement. You turn the transmitter/receiver on/off
	and select channels using unusual jaw movements.

	Range is quite short and power is low (easy to jam), but the throat
	mike is capable of detecting minute vibrations and amplifying them
	so that you can 'whisper without any sound' and still be picked up.
	For this reason, the system has been named Telepathy; you can read
	other PC's minds!

Subderma-Comp

	This is a computer (processor and static memory) implanted in the
	back of the neck. It has the same capabilities of a standard
	portable computer. It 'displays' information by interfacing directly
	with either the optic nerve or the visual processing centers of the
	brain (I'm not sure which); the effect is similar to a heads-up
	display. You communicate with the computer by typing on an imaginary
	keyboard (there is a pressure switch to disable this...). There is
	also a jack located on the surface of the skin which allows direct
	connection to a portacomp for software transfers and easier use.

	Having a powerful computer always available to you (even when
	stripped of all equiptment) is useful...

Subderma-Modem

	Naturally, we quickly came up with a way to link the computers to
	the radios so that we can communicate large amounts of data between
	implanted computers and otherwise interface with the outside world
	in situations where using the implanted jack is impossible.


An alien race in 2300AD grows various useful devices. One that all PCs wear
constantly is bio-contacts. These are like ordinary contact lenses (they
will correct your vision if necessary). However, by using various different
squint commands, you can get up to 5X magnification, light intensification,
infra-red sight, etc. Also built in are brightness dampers; you never need
sunglasses and they are fast enough to react to most sudden flashes (e.g.
explosions, lasers in the eye, etc).

> Getting into the Rat Race...
>
> 	A series of rodent-sized robots.  They would be equipped with
> certain capabilities, the range increasing with the TL and the
> development. At first they'd basically be little programmable rodents
> that go around and record stuff and carry out orders (through their
> computer, or from a comlink) and can self-destruct with a demolitions
> charge to destroy the evidence or a target.

Two of our PC's, the robotics expert and the explosives expert got together
and built a bunch of these. They are (of course) programmable with commands
sent from the subdermacomps via subdermatalk. They can transmit low-res
pictures, move around, and can carry small explosives packs. They can also
be programmed to act autonomously (i.e. drive to this location, record for 5
minutes, then destruct). They are incredibly useful; the GM is regetting the
day he let us design them.


Other useful low tech stuff:

	Ceramic knives (hold a *very* sharp edge almost forever, and don't
	show up in airport/spaceport detectors),

	portable neutrino detectors (great for locating fusion power
	sources, e.g. space planes, reactors, grav-sleds, etc).

	'God Gambit' transmitters: a radio that is powerful enough to rattle
	garbage can lids, fillings, and building supports across one face of
	a planet. Useful for getting low tech worlds to think that you are
	omnipotent...

Also see James Bond movies for lots of neat gadgets, and any cyberpunk
novels you can get your hands on.

- --
          C. Harald Koch          NTT Systems, Inc., Toronto, Ontario
     [email removed],  [email removed],  [email removed]
"There is no problem, no matter how large or how small, that cannot be solved
by an appropriate application of high explosives."            -Leo Graf, 2298

#554 Re: Request for Traveller Tech

> >Eyephone shades with eye-cursor

> 	Things that eyephone shades can be used for are weapons tracking,

	Interesting.  I'm working on a pair of smart pistols (sort of back
burner for the moment, while the "fun" stuff gets done) and I think I could
tie the targeting into the eyephones.

> 360 degree vision, or view other sensing spectra given your hand comp

	Interesting, but may take some convincing to get the GM to goforit.

	Many interesting ideas,thanks much... the terminator option,
idaknow.  If I can find a book on streetslang, perhaps, but that won't
be easy.  Maybe drop by a local linguistics dept. at a nearby college...

> >Getting into the Rat Race...
> 	Swiss army rodents, a new style of computer peripheral hardware.
> For breaking into computers I think you would have a better method by using
> remote telecomunications from your hand comp.  And a human is a better lock
> pick than a machine, but as a bug or spy device it may work.

	Nonono... I think you missed the point.  They aren't designed to
be lockpicks or computer crackers.  Those options are there to increase
the range of possibilities for the Ratbots once they get inside a ship
or building.  Also, most ships have a self-contained system that is hard
to hack into from the outside.  On the other hand, a Ratbot sneaking
into a secure terminal at the heart of the ship and downloading a virus
program...  Your last comment, as a bug or spy device, is precisely on
target.  They are for spying and doing mischief (what the tiny little
hands are for :-)


Steven J. Owens   |   [email removed]   |   [email removed]

"Okay, Major Jonathan "Wrong-Is" Wright rubs his magic ring of Imperial
 Intervention and twenty stormtroopers with battledress and gauss rifles
 pop out of the microwave oven..."

	- Sean T. Grape, in a truly bizarre traveller campaign...

#556 Re: Request for Traveller Tech

> Well, in our 2300AD campaign, we have some tech stuff which is quite useful
> to us:
>
> Subderma-Talk
>
> Subderma-Comp
>
> Subderma-Modem
>

	Nice stuff, but out of the question - in this campaign there is
a massive prejudice against cybernetics or bionics - the "shoot on
sight" kind of prejudice.  Comes from having a thirty year war against
cyborgs, I suppose.  I know there is a gadget called an Implant chip or
something similar in one of the Journals of the Traveller's Aid Society,
which does much of what the above do, but I'm hoping it's subtle enough
to pass, perhaps a bio-chip which doesn't show up on a medscan.  Anybody
care to type in the stats and e-mail 'em?  Would be much appreciated...

> An alien race in 2300AD grows various useful devices. One that all PCs wear
> constantly is bio-contacts. These are like ordinary contact lenses (they
> will correct your vision if necessary). However, by using various different
> squint commands, you can get up to 5X magnification, light intensification,
> infra-red sight, etc. Also built in are brightness dampers; you never need
> sunglasses and they are fast enough to react to most sudden flashes (e.g.
> explosions, lasers in the eye, etc).

	Fun gadgets, how about ordering me a few? :-)  Nice, but
probably hard to find.  So far,  the highest TL we've reached (going to
reach) is 12.  There are several TL15 or 16 worlds out there, very
neutral and self-absorbed - and powerful enough to keep it that way.
I'm going to make a sojourn to one of them ASAP.

> > Getting into the Rat Race...
> > 	A series of rodent-sized robots....
>
> Two of our PC's, the robotics expert and the explosives expert got together
> and built a bunch of these. They are (of course) programmable with commands
> sent from the subdermacomps via subdermatalk. They can transmit low-res
> pictures, move around, and can carry small explosives packs. They can also
> be programmed to act autonomously (i.e. drive to this location, record for 5
> minutes, then destruct). They are incredibly useful; the GM is regetting the
> day he let us design them.

	Glad to hear this, as it means I'm on the right track.  The only
question is what kind of capabilities it'll have.  The system I used to
generate my character didn't mention any "robotics" skill, and I ended
up with an Electronics-4 and Mech-2.  My computer skill is more than
enough to program them (level 6).  In response to my initial query "I
want to build some little rat robots-" the GM answered "You need
robotics skill."  to which I replied "There isn't any."  To which he
replied "It's in Citizens of the Imperium."  Fun, eh?  Well, he says I
can't design the robots without robotic skill.

[I liked the open-endedness of Traveller skills, but one thing I've
 always disliked about them is the fact that many skills only show up in
 later books, and that there is no easy way to work them into the
 character generation tables in earlier books.  Personally I preferred
 just using general skills instead of breaking things down like that.]

	So I've got a computer full of technical data, I'm going to look
up the designs for various robots, find one that is close enough to suit
my purposes, and then either downscale it to largish rat size (5-6") or
use the originals if it's already in that range (pipe cleaner bots, for
example.)

	Thanks for the suggestions - how about the more common
technology that is around and ready to be perverte to my nefarious ends?

Steven J. Owens   |   [email removed]   |   [email removed]

"Okay, Major Jonathan "Wrong-Is" Wright rubs his magic ring of Imperial
 Intervention and twenty stormtroopers with battledress and gauss rifles
 pop out of the microwave oven..."

	- Sean T. Grape, in a truly bizarre traveller campaign...

#555 Re: Request for Traveller Tech

Drat!  I sent a long reply to this, but it looks like it got lost in the
shuffle.  Here we go again...

> >Eyephone shades with eye-cursor
>
> 	Things that eyephone shades can be used for are weapons tracking,

	I'm planning a set of smartguns, but they're on a back burner
while I work on the fun stuff.

> 	If you do any combat you can use the shades to provide 360 degree

	This might be fun.  I'm thinking along the lines of programming
an image converter (from one of the journals) into my hand computer,
then filtering the data through the eyephone cameras through the
computer before displaying it to me.

	The other ideas outlined are also interesting, but I think the
GM is going to be very strict with Artificial Intelligences.

> Swap your hand comp rom pack out and put in a module for local street
> slang.  Then when the local street scum question whether you belong on
> their turf, you can respond to them eloquently with out resorting to
> violence.

	Uhmm... yes, but where do you find a street slang module?
Perhaps by dropping by the local major university's linguistics or
anthro dept...

> >Getting into the Rat Race...
>
> 	Swiss army rodents, a new style of computer peripheral hardware.
> For breaking into computers I think you would have a better method by using
> remote telecomunications from your hand comp.  And a human is a better lock
> pick than a machine, but as a bug or spy device it may work.

	Hmmm... I think you missed the point here.  The reason for the
rats to have the electronic lock picks and computer software is for
THEIR advantage when they're doing stuff, not so I can pull out a rat
and try to lockpick something.  My character's computer and electronics
skills are very high - I could probably hack most anything or pick any
electronic lock.

	As far as remote telecomm, for the most part I agree with you.
Too bad the GM doesn't.  I can see some of his view - that the ships
computers are self-contained and you have to gain entry to the ship to
hack them.  But then again many of the players and NPCs use their hand
computers linked to their ships computers while they're in port.  The
idea behind the ratbot's interface and software is that they can sneak
in to a "secure terminal" and dump the software directly into the
computer, without having to hack past any login software or what-have-
you.

	Speaking of which, what kinds of things could I do with my high
computer skill?  I'm in dire need of some ready cash (all of my benefits
were used getting a +4 intelligence, my hand computer, and a scientist's
scout/courier [from _More_Clout_For_Scouts_ in an early issue of the
Dragon]) and I'm thinking about software as a possible source.  I could
write some "standard" software and sell it, or I could try to do a
better version of the stuff on the list of ships software, or I could
try to write new and unusual programs.  Anybody have any ideas on new
programs for the ships computers, or for hand computers?

Steven J. Owens   |   [email removed]   |   [email removed]

"Okay, Major Jonathan "Wrong-Is" Wright rubs his magic ring of Imperial
 Intervention and twenty stormtroopers with battledress and gauss rifles
 pop out of the microwave oven..."

	- Sean T. Grape, in a truly bizarre traveller campaign...

#559 Re: Request for Traveller Tech

> > Swap your hand comp rom pack out and put in a module for local street
> > slang.  Then when the local street scum question whether you belong on
> > their turf, you can respond to them eloquently with out resorting to
> > violence.
>
> 	Uhmm... yes, but where do you find a street slang module?
> Perhaps by dropping by the local major university's linguistics or
> anthro dept...

I somehow can't visualise this.

Scum: Hey, dude, where the *@#! are you from?
PC (looks at handcomp, presses a few keys, face lights up):
      I's out of that there !#$@ just round the sqorner.
Scum: That there's one real *&^% looking piece of gear. Hand over, now, $%&*!

> 	Speaking of which, what kinds of things could I do with my high
> computer skill?

Well, on one occasion when we were facing an enemy battleship, one character
with a good computer skill and a good computer hacked into the enemy ship's
computer, and caused the ship to jump. No-one ever saw that ship again, partly
because it had been in near orbit round a planet when it jumped.

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  [email removed]
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   [email removed]

#561 Re: Request for Traveller Tech

- ----- Begin Included Message -----
 Adrian Hurt	writes

>> > Swap your hand comp rom pack out and put in a module for local street
>> > slang.  Then when the local street scum question whether you belong on
>> > their turf, you can respond to them eloquently with out resorting to
>> > violence.
>>
>> 	Uhmm... yes, but where do you find a street slang module?
>> Perhaps by dropping by the local major university's linguistics or
>> anthro dept...
>I somehow can't visualise this.

>Scum: Hey, dude, where the *@#! are you from?
>PC (looks at handcomp, presses a few keys, face lights up):
>      I's out of that there !#$@ just round the sqorner.
>Scum: That there's one real *&^% looking piece of gear. Hand over, now, $%&*!

You have it wrong.   You are supposed to use the Heads up display that the
origional poster was designing as adisplay device to be inobvious.  Options
are provided to the user as suggestions when someone speaks to him.  The
whole point is for this to be undetectable.

#560 Re: Request for Traveller Tech

> 	Glad to hear this, as it means I'm on the right track.  The only
> question is what kind of capabilities it'll have.  The system I used to
> generate my character didn't mention any "robotics" skill, and I ended
> up with an Electronics-4 and Mech-2.  My computer skill is more than
> enough to program them (level 6).  In response to my initial query "I
> want to build some little rat robots-" the GM answered "You need
> robotics skill."  to which I replied "There isn't any."  To which he
> replied "It's in Citizens of the Imperium."  Fun, eh?  Well, he says I
> can't design the robots without robotic skill.

Electronics, some form of mechanical engineering, and computer programming
skills practically *define* robotics; you should almost get free robotics
skill points for this, or at least be allowed to use these related skills at
penalty.

This is a general comment by the way; Skills are not as narrowly focused in
reality as is implied in RPG skill sets. Many 'skills' are inter-related,
and can be applied to other things. I like hierarchical skill sets much
better than flat ones because of this. i.e. a character with:

        Driving-2 -> GroundVehicle-4

Means that the character has a skill level of 4 when driving wheeled ground
vehicles (cars, small trucks) but has a skill of 2 in *all* other 'driving'
related skills, i.e. small boats, small hovercraft, large trucks, etc.

Of course, the problem is that coming up with a consistent set of
hierarchical skill is, um, difficult (to say the least).

> 	Thanks for the suggestions - how about the more common
> technology that is around and ready to be perverte to my nefarious ends?

Ammonia and Iodine mixed together makes a great contact explosive. Be
careful though; it is highly volatile once it has 'gelled', which takes
about 20 minutes. Don't breathe on it.

- --
          C. Harald Koch          NTT Systems, Inc., Toronto, Ontario
     [email removed],  [email removed],  [email removed]
"There is no problem, no matter how large or how small, that cannot be solved
by an appropriate application of high explosives."            -Leo Graf, 2298

#563 Re: Request for Traveller Tech

> > > Swap your hand comp rom pack out and put in a module for local street
> > > slang.  Then when the local street scum question whether you belong on
> > > their turf, you can respond to them eloquently with out resorting to
> > > violence.
> > 	Uhmm... yes, but where do you find a street slang module?
> > Perhaps by dropping by the local major university's linguistics or
> > anthro dept...
>
> I somehow can't visualise this.
>
> Scum: Hey, dude, where the *@#! are you from?
> PC (looks at handcomp, presses a few keys, face lights up):
>       I's out of that there !#$@ just round the sqorner.
> Scum: That there's one real *&^% looking piece of gear. Hand over, now, $%&*!

	You're right, you can't visualize it.  For one thing, in the campaign
supposedly *everyone* has handcomputers.  Kinda like a watch, or driver's
liscence.  For another, the input wouldn't be that slow, nor the output,..

Scum: Hey, dud, where the *@#! are you from?
PC (pauses for a moment, his eyes inscrutable behind a set of heavy wrap-
    around shades)  I's out of that there !#$@ just round the sqorner.
Scum: #$%% ensem there, you're ice.  Let's find some $%#

	Since the PC is using a set of eyephones, and the computer is equipped
with microphone (and even speakers & subvocal input) the Scum has no idea what
is going on.

> > 	Speaking of which, what kinds of things could I do with my high
> > computer skill?
>
> Well, on one occasion when we were facing an enemy battleship, one character
> with a good computer skill and a good computer hacked into the enemy ship's
> computer, and caused the ship to jump. No-one ever saw that ship again,'
> partly because it had been in near orbit round a planet when it jumped.

	Sounds fun, especially since my computer skill should be high enough
to make that a breeze.  However, our GM has already ruled that ships computers
are generally not acessible from outside the ship.  Does anybody have any
suggestions, or know of any traveller sources that say otherwise?

	So far I've done a few nasty things by sneaking inside the ship to
get access to the computer (with forged documents saying we were from the
starport maintenace service...)

   Steven J. Owens  |  [email removed]  |  [email removed]

"Okay, Major Jonathan "Wrong-Is" Wright rubs his magic ring of Imperial
 Intervention and twenty stormtroopers with battledress and gauss rifles
 pop out of the microwave oven..."

	- Sean T. Grape, in a truly bizarre traveller campaign...

#566 Request for Traveller Tech

> Hand Computers
>
> 	In this game the HandComputers are very nice, from an article
> in a Traveller Digest the GM has.  I very much reccommend this article
> (I only wish we had the stuff it talks about in there now!)

Find out about the Atari Portfolio.

> 	One thing it doesn't do much about is software available for
> hand computers, and how they can be used, but I guess that can be figured
> out as needed, although if there are any such articles I'd appreciate
> hearing about them.

It claims to be MS-DOS compatible (insert favourite insult here:-). What
that means on a machine with no disc-drive isn't quite clear; I believe you
can copy any MS-DOS software to it via its comms. link, then run it.

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  [email removed]
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   [email removed]

#577 Re: Request for Traveller Tech

Mail has turned to rubber for one user, so here's his message duly
forwarded.  Sorry for the long delay...

- ------- Forwarded Message

From: Steven J Owens [email removed]
To: [email removed]
Date: Sat, 23 Sep 89 14:48:52 EDT
Subject: Re: Request for Traveller Tech
X-Mailer: Elm [version 1.5b]

> > Well, he says I can't design the robots without robotic skill.
>
> Electronics, some form of mechanical engineering, and computer programming
> skills practically *define* robotics; you should almost get free robotics
> skill points for this, or at least be allowed to use these related skills at
> penalty.

	I'll point that out to him... maybe I can dig up a robotics or
cybernetics student as an "unimpeachable source" for this :-)

> This is a general comment by the way;... I like hierarchical skill sets much
> better than flat ones because of this.
> Of course, the problem is that coming up with a consistent set of
> hierarchical skill is , um, difficult (to say the least).

	Yuh, I understand... several game systems seem to be working towards
this, GURPS with their default skills, the new Shadowrun with their skill
web (you start at one node of the web which represents a skill; each node
further away is a modifier to attempt that related skill.  Interesting idea.)
Traveller (old traveller, at least) seemed to be trying a simpler method to
attain this - simply broadly defined skills instead of hyperspecialization.
This would also make sense for "adventurer" types, since if they were hyper
specialized they'd have some great job with a corporation and stay at home.

	Unfortunately, all of that changed as new books were introduced with
more skills.  It wouldn't be half so infuriating if the new books "back-dated"
the old books, so that all characters could get all skills.

	One other problem with old traveller was lack of task definition. From
what I've seen here, the new traveller rules have very specific task definition
perhaps TOO specific :-)

> > 	Thanks for the suggestions - how about the more common technology that
> > is around and ready to be perverted to my nefarious ends?
>
> Ammonia and Iodine mixed together makes a great contact explosive. Be
> careful though; it is highly volatile once it has 'gelled', which takes
> about 20 minutes. Don't breathe on it.

	Yeah, that's a fun set of chemicals.  I read about that one in
Heinlein's _Farnham's_Freehold_.  Easily obtainable too...

	Latest two ideas:  Take an ACR, hook up a grav module and hand
computer (to the battlefield sight) and you've got a floating programmed
gun emplacement!  Other idea: remote control garrote, for controlling
those rowdy prisoners....

   Steven J. Owens  |  [email removed]  |  [email removed]

"Okay, Major Jonathan "Wrong-Is" Wright rubs his magic ring of Imperial
 Intervention and twenty stormtroopers with battledress and gauss rifles
 pop out of the microwave oven..."

	- Sean T. Grape, in a truly bizarre traveller campaign...

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