Jump Distances and Psionics

By T. L. Hayes ·

TML message #2142From bundle 171Read the whole thread (3 messages)All messages with this subject

Replies:
I have been reading with some interest the discussion on 10/100 diameter
jump limits.  I continue to jingle my 2 cents but I'm not ready to toss them
into this...yet. :-)  On a related topic, however, has anyone considered
what would happen if a ship were heading out toward a safe jump point and
suddenly another ship "appeared" (ie dropped out of jump) right in front of
it?  Certainly neither ship could stop nor maneuver in time to avoid the
impending collision.  It seems that there should be designated travel lanes
for outbound and incomming vessels as well as intra-system travel lanes for
boats doing interplanetary travelling.  The outbound lane would naturally
end at a jump zone (at a safe jump distance whatever that may be) and the
incomming lane would start at a safe jump exiting point.  All ships would
then be guided and controlled by the Space Traffic Controllers who would
have regions of control within the system (and no doubt a union).  Then for
most planets (those with Starports of types C or better at least) the Ref
could simply use the 100 diameter travel time as a lower bound on the time
to travel to the safe jump point.  (Ref: "Following the instructions given
you by the Regina Space Traffic Controllers you reach the safe jumping
point in 22 hours and 15 minutes.  You a 15th in line for jump." ;-) )
This doesn't solve the 10/100 problem because not all planets will have
controllers and if you are running for your life from the local authorities
(or some one else) you're unlikely to wait for permission to jump out system
let alone worry about reaching a safe jump point (Imperium Marine Force
Commander: "Add the following moving violations to the list of charges...")

Now on a totally different topic - Psionics.  Impromptu survey:

1) How many people use Psionics in their games?

2) Do you use standard Psionics or some modification (includes added or
   deleted skills or a different system altogether)

3) Is there any interest in some additional Psi skills?  I have some that
   I have been using and (so far) they haven't disrupted the game (read
   unbalanced) or dominated it.  They use standard MT Psi system (task
   rolls etc).  If anyone is interested in seeing them let me know.

4) Do any of you have any additional Psi skills that you could post or send
   to me?  Standard MT Psi system only please.  Also let me know if these
   have been "play tested".

Later

TLH

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T.L.Hayes                  |  Personal Mail: [email removed]
MIT/Lincoln Laboratory     |              - or -
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