PSINULLS are a rare sport of non-psionic humans that act as natural psionic shields.  In the untrained state they cause
migraines in any psi they get within 10m of, causing the psi a penalty of 1D6 when using their psi ability.  In the trained
state, psinulls produce a spherical field effect blocking the powers of any psi whose power level is equal to or less than the
psinull.  This field effect has a 10m radius around the psinull per level of power.  Though often used in security by most
races (with the exception of the Zhodani & Droyne), it is the Imperium (since the psionic repressions) that makes it a policy
of discovering, recruiting, & training psinulls for security work in the private, military, & government sector.  IBIS tends to
team psi's & psinulls together in an unnatural, but successful combination using special shielding gear to avoid the
discomfort of a psi being near a psinull.  The Zhodani to date seem to have no psinulls in their racial stock. outside the
Imperium, psinulls also find usefull work in security, though they are a persecuted minority because of the Imperial use of
them.  For playing a psinull PC, the player starts at a 1 power level, unless the character spends some intelligence training
as part of their character generation. If they get Intelligence School as part of a special training assignment, they can opt to
take psinull training instead of rolling on the service skill  tables.  For example, Cidh Bhuih is a psinull, he rolls
Intelligence School of his special training table twice, opting to take psinull skill.  This gives him a power rating of three
(his natural born power level of 1 + the 2 levels he picked up in training) to start the game.  Like psi's, psinulls can rise in
power level during the course of play and if they use their skill often. The psinull sphere is unlike the psionic talent shield,
in that it has to be activated by the psinull to deploy around him/her.  Each use of the field effect  cost 1 power point and
lasts  1 hour.  The power level regenerates in the same manner as psionic power does.  However, the effect of the natural
psinull ability or the trained field effect sphere is quite unpleasant to the psi user.  If the psi's talent fails against the
psinull's natural or trained defense, they must roll against their stamina or lose 1D6 power levels.  Even if their roll
succeeds, the psi will be stunned for 1D6 minutes, exposing themselves as psi users to trained observers such as psinulls.
Oddly, enough psinulls have no effect on Droyne.
These are 'special' psi talents I created on a whim many years ago. They follow the Traveller Book 3 rules in that each
wild talent requires some focus.

MACHINE INTERFACE:  Or simply, Interface.  With this skill the Psi can psionically interface with machines  or
computer system, taking over control.  The user can interface with one machine or computer system per level of skill.  The
user can maintain control for 1 hour per psionic  pint expended.     A  computer security program or a character with
computer skill can't stop Interface.  However,  both can detect its prescence much like any virus or hack attempt & attempt
to isolate or destroy the controlled system.   MACHINE INTERFACE & THE VIRUS(Traveller: TNE):  Virus  & an user
of the Interface talent can interact.   For Virus the Interfacer is just another program/computer to be taken over or
destroyed(depending on the type of virus) if the Virus is stronger than the Interfacer. .  However, the Interfacer can do the
same to Virus if  the he/she is strong enough.  An Interfacer, hower, would have to be of power level 4+.  Also the
Interfacer gets a bonus of +1 for each level of computer skill they have.  Virus gets a +1 bonus  if the Interfacer is only
level 23& +2 if the  level is 2 & +3 if the Interfacer's power level is 1.   The base attack difficulty of Virus vs. Interfacer is 8
for both opponents.

EMPATHIC HEALING: Much like the  normal psi talent regenerate, except it works only others instead yourself.  It cost
1 power point per use.  Plus each use also temporarily reduces points in STA, DEX, or STR.  The use cost is determined by
the level of skill of the healer.  At level 1, you deduct 1 attribute point per point of damage healed; at level 2, you deduct 1
point for every 2 points of damage healed; at level three, 1 point is deducted for every 3 points of damage healed, and so
on. If a healer reduces two of her three attributes (STR, DEX, STA) to zero, he/she temporariy fails in a coma state for 1D6
hours.  Focus is often some medical instrument for technologically based characters, and items like rattles, beads, eands,
etc., for low tech psi healers.

SENSORPATH:  This talent boosts any sensor used by 1 point per skill level of user and cost one psi point per use. Focus
usually is the sensor device being used.  This wild talent is very popular with Dark Goddessess.

WEAPONSMITH:  This talents boosts the weaponskill of the user 1 point per psi skill level of user, costing 1 psi point, &
lasting 5 minutes or until end of combat with current opponent (whichever comes first).  For unknown reasons, it is one
weapon specific(laser pistol, gauss gun, broadsword, etc.,) and often (2D6, roll of 4-12) the user's power is linked to one
particular weapon of type, often the first weapon issued or given.  If that weapon is lost, stolen, destroyed, the psi cannot
rewaken the talent even with a weapon that is a match for the lost piece, unless they roll a 2 on 2D6.

INIVISIBILITY:  Similar to the Droyne ability, the user suppresses their image in the minds of viewers.  It cost 1 point per
use, last up to a hour per skill level, affecting everyone in the sight range of the user.  The power is neutralized if the user
brings attention to themselves (attack, bump into someone hard, etc.,).  Also images transmitted by cameras, etc., are not
affected by the powers.  Robots and psi shield individuals are also not affect. Focus is often clothing or some jewelry.

PUPPETEER:  This skill is psychic possession of an individual.  It cost 1 point per use lasting 1 hour per level of user.  
This power is neutralized by going into a psionically shielded area.  Droyne & Poicxh are immune to this power.  Also the
user of this talent can possess other psis as long as they have a stronger psi power level than their victim and spend 1
additional point of psi power.  Gems, badges, insignia are often foci.

TECHNEER:  A very rare talent, this is the 'healing' of machines. It costs 1 point per use. At level one the user can repair
simple things such as broken wires or connections, cracked treads, etc.  Each level this power repairs more complex accord
to the GM, such as rerouting power, for example.  It cannot be used where a part is completely destroyed or missing.  Most
possessing this talent become engineers of some sort.  All of the mysterious race known as the Asderonti possess this skill.
Foci are tools, scanners or some similar device

BIOLEPATHY: As per the Telepathy talent but only functions with animals.  Otherwise comforms to the Telephathy skills
and stats.

BOTANTOPATHY: As per Telepathy but functions with plants.

DISABLE: A telekinetic variant to disable or short out electrical or mechanical devices (example: make rounds jam
coming up from the magazines or disconnect a wire from some device). Requires 1 psionic point to use.  Also requires some
skill knowledge (laser, robotics, computer, etc.) that allows you to know how to disrupt, disable or jam the target device.
BIOTHERMAL TECHNOLOGY(BioTT):  Starting at TL 9, technology started using thermocouple technology to
channel human BTU's into powering an array of body-worn devices, usually to cool the human body for comfort or
camuflage.  Attempts were also made to store the accumulated converted energy in to storage cells & power packs.
At TL 11 were perfected, incorporated into body armour, wet suits, & vacc suits.  TL 12 tech the storage of converted energy
was solved allowing unused Biott power to be stored and used to operate suit air systems & heaters. Add 15% to the cost of
armour or other devices utilizing this system.

SAFETY ARMOUR: (TL11+)  With the advent of powered armour with modular/plugin weapon systems, a means of
quickly getting of armour that's become hazardous due to damage/malfunction become paramount to designers.  The
answer is safety armour: a system by use of emp's built into a glove control unit allows the quick jettison of part or all of
armour worn in emergency. The system is coded by the individual user and in Imperial usage the code is changed daily
on battledress using this system.  Armour in transport not issued to troops using just a common code in case of the armour
being stolen.   The system malfunctions on a roll of 12 at TL 13+, 11-12 TL 12, and 10-12 at TL 11.  The system has also
become popular with merchants, nobles, diplomats and the like for ease of removal of armours such as reflex, flexarmour
and other non-powered personal armour.  The system uses very little energy and is usually set up to work with a BioTT
power system.   Add 5% to the cost of all armour using this system

ORDER OF THE KNIGHTS OF GRACE:  Device: Black field, a silver quill enclosed in a silver star cluster with the
Imperial sunburst in the upper left hand corner of the device.  Order of knighthood established by Margaret I for
distinguished diplomatic service to the empire. The knights renowed as arbiters and are answerable only to the
Emperor/Empress or their vicars. KOG's if retired are subject to recall if required by the throne or the moot.

ORDER OF THE KNIGHTS OF THE MARCH:  Device: Blue field with silver stars forming a claw grasping a silver
cutlass.  Established by the Duke of Regina in 716 for extreme valor & service to the Imperium & the Spinward Marches.
Originally given only to Navy & Marine personnel, in 865 it was extended to all forces including scouts.   Besides the
official badge, the knights are issued a cutlass emblazoned with the order's devive & the blazon of the Dukes of Regina.
The knights also have the privaledge of direct appeal in legal matters to the Duke or his representatives.

GRACE NOBLESSE:  Traditional honor in which accused nobles & officiers are given the full honor due their rank
until stripped of said priveledges by court decision.  In the military code, it listed as Order no. 714.  To give an example,
the pirate captain Bette Noire if arrested on a charge by the Imperium  would treated according to her former Imperial
rank (since it was never stripped from her ) and she would addressed as Commander Sir Bette Noire, MCUF, MCG, SEH,
KOTM, and given the appropriate uniform, decorations & sidearms dictated by the military code of dress.

HOBBIES:  An idea I developed from Space Viking by H. Beam Piper where crew in jump space develop hobbies to stave
off boredom.  I allow every character to create a hobby skill for their character.  Though only 1 skill level 1 (these are
hobbies, not true skills) hobbies can sometime come in handy.  Hobbies can include sports, music, art, history or
anything similar.  A good example from Space Viking is a jumpspace engineer who express the theory of jumpspace in
music. Hobbies also help round out a character. An example from my campaign is Bette Noire whose hobby is the history
of pirates & privateering.

COMBAT SPECIALIST CERTIFICATE:  Better known as a Merc License, this allows you to operate as a mercenary &
also allows you to purchase combat equipment.  Of Imperial origin, it has spread to much of the systems outside of the
Imperium with several allied Merc Guilds acting as overseers.  To gain a Merc License after mustering out roll 1D6.  A
roll of 1, 2, 3 will get a license.  Or you can go to a local Merc Guild and purchase one if you have prior military service
(cost: 1000 to 5000 cr.  Imperial Government  (Merc Guilds outside the Imperium) have the right to revoke merc .license
for 'criminal' activities.

INTERSTELLAR MASTER'S CERTIFICATE:  More specialized than a merc license, this certificate ia required for
commercial ship command in the Imperium.  It has also been adopted by the Comsentient Alliance, and other
trans-Imperium governments to maintain a high degree of competency.  In the Imperium most of the Merchant service
officiers below the rank of captain also possess this certificate.  Most governments now will not let a ship lift without a
certificate holder in command.  Revokable by government action (or in case of a wreck a court of inquiry on some worlds)
One of the few drawbacks to Traveller years ago was the lack of a game mechanic to develop skills.  So over the years I
honed  an experience points system.   

NEW SKILLS:  Cost 4 pts.  INCREASING SKILLS: 2x the current level of existing skill (example PC has Pilot 2 skill.  
They would need 4 pts. to increase skill level Pilot 3( 2 x 2)).

HOW TO EARN SKILL POINTS.  At the end of a scenario I award each person in the group 1-4 pts. each depending on
how successfully completed the mission was.  I also award 1 pt. to each player who roleplayed their character well.

ALTERNATE SKILL SYSTEM: This is one first developed for characters who need certain skills in course of the game.
Have the player spend 6 months of game time at an school or with an instructor (Player, NPC) who has the skill the
player wishes to learn.  If with a private tutor, the teacher much have skill level-2 in the skill being taught. After 6 months
of training the player now has their desired at skill level 1 or increased by 1 skill if they already have that skill.  This also
works great for dealing with  a player drops out of the game for temporary-they were off training.

ATROCITY POINTS:   A holdover from GMing D&D, atrocity point is deducted from a player who really did something
really nasty that was just unnecessary.  Fortunately, I've only had to award(?) this deduction only once playing Traveller.
My attempt to (1) spice up misjumps (2) encourage players to pay for routine jump drive maintenance.  If a misjump
occurs, roll 2D6.  If a 2 is rolled then the exotic misjump table goes into effect, roll 2D6 & consult table.

DIE ROLL:                 RESULT:

2                     Ship trapped in jumpspace, drive damaged.  First roll 10+ (with eng. modifiers) to fix drive, then roll
                 roll 10+ (with eng. mod. ) to escape back into normal space.
3                    Ship trapped in jumpspace, drive unharmed.  Roll 10+ (with eng. mod.) to re-energe into normal space.
4                     No jump occurs, but jump drive creates pocket universe effect around  ship causing the ship to become
                  one large, nonmoving, invisible space hulk.  Roll 10+ (with eng. mod.) to undo effect.
5                    Jump unit makes successful jump, but without the rest of the ship.
6                    Instead of jumping, the ship becomes of phase with normal space becoming a sensor 'ghost vessel'
                  capable of passing through normal space objects unharmed.  Effects last 2D6 days or until a roll of
                  10+ (with eng. mod.) allows ship to drop back into normal space.  Crew must made Int. roll of 8+ to
                  avoid insanity.
7.                  Reverse aging I.  Roll 1D6 to see how many decades younger character is.
8.                   Reverse aging II.  Roll 2D6 to see how years younger  player is.
9.                   Aging I.  Roll 1D6 to see how many decades characters age.
10.                    Aging II.  Roll 2D6 to see how years  characters age.
11.                    'Ghost effect'.  Biologics inside ship become out of phase with normal space for 2D6 days.  Though
                   invisible to sight & scanners, animals & telepaths can sense characters.  Telepaths can also
                   communicate with out of phase characters.
12.                  Megajump.  Ship jumps 2D6 x 10 spaces.  Jump unit destroyed.  Roll 3D6 upon re-entering normal
                    space( as drive destruction wrecks ship) to see how many minutes you have to abandoned ship.

NOTE:  Even when a ship' drive is not destroyed by a misjump (normal or exotic) there is damage to the unit.  I have
players roll 1D6 to determine the jump penalty for a damage drive.  Best thing after misjump is not to jump if you can get
your ship to a repair facility.
COMPUTERS:  Long ago there was complaints about the small storage space in Traveller computers.  My simple
solution was to take the base Traveller computers types and multiply their capacity by 10.  This seemed to satisfy everyone

SPECIALIST MICROCOMPUTERS(SMC):  These microcomputers carry programs of a specialist/similar nature
(example: Astrogator SMC:  Navigate, Generate, Library programs.).  SMC'S  Range from SMC model 1 (which is small
to be worn as a ring or pendant) to SMC model 7(equivalent to today's laptop).  I base the capacity on the book 3
capacity for the original Traveller computers (SMC model 1 capacity: 2/4, SMC model 2: 3/6; etc.).  The variety is
infinite given a referee or player imagination.  SMC's start at TL8.

NEW COMPUTER PROGRAMS:  I've in the past allowed the creation by my players of new programs that don't
duplicate existing Traveller software(exception: Library Data at one time was split into several categories: History,
culture, sector, subsector, biology, medicine, etc.).  I'm computer illiterate myself and love the imput from players.  The
price of these programs vary with the availability of data (common fairly cheap, secret data VERY expensive).


SENSOR 1, 2, 3, or 4. : Allows use of craft's sensor array. DM depends of level of program.
SHROUD 1, 2, 3, or 4. : Program allows use of sensor array to avoid detection. Gives + DM difficulty (based on level of
programs)  for any sensor operator trying to detect your ship.  This can be achieved by the program two ways: 1. Direct
jamming of enemy sensors. 2. Feeding the enemy sensor false signals. Shroud programs may be used offensively to
neutralize enemy sensors rendering them unable to navigrate or fight.  A popular technique used by pirates that gave the
program it's current name.
SPYDER 1, 2, 3, or 4. :  Allows for the use of commo system to infiltrate enemy computer system for the purpose of data
theft or complete domination of infilatrated system.  DM depends on level of program.
FIREWALL 1, 2, 3, OR 4:  Protection software against viruses or infiltration by Spyder programs.  DM  protection
depends on level of program.
SECURITY: 1, 2,3 OR 4:  More active protection software for detecting & destroying viruses.  Also can be used for
tracing back Spyder programs & neutralizing them.  A skilled operater (Computer skill 3+) can actually utilize program
to usurp invading programs and turn back against their senders. DM of protection based on level of programs.
BAKJAK: Program  designed to infiltrate & activate an opponent ship's anti-hijack protocols in order in capacitate the
crew. Popular among pirates & hijackers.
AMOK: Program designed to infiltrate & randomly activate computer controlled systems ( grav grids, guns, engines,
airlocks, etc.).  Popular among hackers, saboteurs, among others.
JUMP RULES:   or how long does it take to go into jump when a hostiles approaches. In all these scenarios there
must be enough fuel to jump.

1.  Power up jump drives: 5 rounds.
2.  Lay in random jump destination from ship's astrogation computer: 2 rounds.
3.  Astrogator plots specific jump destination: 5 rounds.
4.  If firing weapons or using defensive screens, how long to switch power to jump drives: 2 rounds.
5.  Power up after powerplant shutdown: 15 rounds.

Of course if you've just jumped into system and haven't plotted your course towards your destination port, you can
reverse the jump destination back to where you jumped originally from.  This take 1 round to accomplish.

The following rules cover using active sensors.  For passive sensors add +1 to difficulty.

PHYSICAL CAMOUFLAGE:  7+(variable shapes, fake attachments, false energy modules, etc.)
ELECTRONIC CAMOUFLAGE: 9+ (EMM, jamming, false signals, etc.,)


SHROUD PROGRAM USE: Modifier based on level of program used (Shroud 1, 2, 3, 4.)
HIGHER  TARGET TL: +1 modifier for difficulty for each level higher than your ship's(or sensor) TL.
LOWER TARGET TL: -1 modifier for difficulty each TL below your own.
TARGET POWERED DOWN(playing possum or powerplant down) +1.
HIGHER SENSOR SKILL OF TARGET OPERATOR: +1difficulty modifier  for each level of skill above you
sensor operator's skill level.
LOWER SENSOR SKILL OF TARGET OPERATOR: -1 diffuculty modifier for  each skill level your operator is
above the target's operator.
NEBULA: +3 difficulty modifier.
GAS GIANT ATMOSPHERE: +1 difficulty modifier unless scanning a gas giant storm in modifier is +3.
TARGET UNDER UNWATER:  +1 difficulty modifier for each 1000m underwater.

Once difficulty is determined, roll for sensor scan result, adding sensor skill lvl to die result.

Default skill for sensors for both defensive & offensive use you can use either the Navigator skill (CT) or Sensor skill
In the early days of Traveller, some friends & I noticed a tendency to go try to go collect Ancients artifact s to gain
advantage over each other and any NPC's they met.  In order to keep the game from getting out of hand, I instituted an
idea from A. Bertram Chandler's "The Ship From the Outside".  This idea is that the Ancients artifacts are
telempathic to some extent and must approve of the user as sane, rational, beings.  A further development is that even if
a weapon approves of you it will only work in self-defense.  This has kept most PC's selling off any artifacts they find
rather than try to use (no small loss really, artifacts are worth a lot!).  Of course a drawback in my campaign is that all
Dark Goddesses personal who've undergone formal initiation on Shrine are sane, rational, pirates(In T5 they would
have a sanity rating of C)!  Not every GM idea is a good one in some circumstances.

Applying the Traveller T5 Sanity characteristic a player (or NPC) would have a Sanity of B or C to operate a
functioning Ancients artifact.
In Traveller, any ship can have a potential of 6G & and an Agility of 6.  I (and of few of my local fellow Travellers)
felt this was unfair to spacecraft such as fighters, and fast, agile spacecraft under 1000 tonnes(fighting ships, dedicated
smugglers, racing yachts).  The simple option I came up with gives agile space craft (other than fighters) an evasion
bonus of +1 when dealing with ships larger than 1000 tonnes.  For fighters, I give them a +2 evasion bonus  vs. ships
larger than 1000 tonnes &  a +1 evasion bonus vs. spacecraft under 1000 tonnes that are not dedicated fighters.  This
bonus can be used as an added difficulty to sensor locks and the 'to hit' tables.  This bonus makes fast, agile fighting
craft much more survivable in an actual combat scenario.
Items (cargo, weapons, equipement, etc.,) in Traveller are listed per value in Imperial credits.  This does not means that
everything is paid in actual credits.  Often interstellar trading can be measured in an exchange of cargoes for cargoes
of equal or higher value where theinterstellar  trader has an advantage over the planetbound(or systembound)
entrepeneur. A good example is where free trader A sells a load of computers to trader B on planet B for 100 tonnes of
high tech farming equipment.  Free trader can sell to Trader C on an agricultural planet(or planets) where low
population density requiring the aid of machinery in exchange for high quality low tech farming implements. Free
trader A then can sell these to Trader D on a low tech agricultural world with little industry in exchange for some
locally useless commodity (lanthanum, radioactives) and then sell those to Trader E on a high tech world for credits,
ship reapairs, equipment upgrades, etc.  This very simplified, but I hope gives the basic idea of a variant of trade,
especially for free traders.  It can also make the basis for an actual campaign where the player-traders have to discover
and establish markets. Also going for a barter-based system might  trade more interesting for those who don't like
keeping track of money.

CREDITS:  As stated above, all costs are in  Imperial credits.  For some added spice, I came up with some competing
local currencies & their exchange rates.  Rates are based on the interstellar market.

MC: The official money of the Mapepire Cluster, triangular rainbow-colored chits worth .60 Imperial credits.
RINGS:  Currency of the Northstar Republic, ring-shaped gunmetal-colored chits worth .75 Imperial credits.
WELTMARKS:  Currency of Die Weltbund, black & white checked chits shaped like old terrrran rockets, worth
.20-.27 Imperial credits.
CA: The currency of the Comsentience Alliance, similar in shape & size to the Imperial credit, with 'Equality' in most
of the major languages of the Alliance emblazon on the chit.  Worth .50 Imperial credits.
DYSTAL: Currency of Esylat space, a black ovoid with flashing stars on representing value of the chit.  Worth .52
Imperial credits.  Slowly being superceded by the CA.
ALKHIZ:  Currency of the Zydarian Codominium.  Value is stated in a cypher that changes randomly.  Very annoying
if you're not a member of the ZC with access to daily code books.  Worth .45 Imperial credits.
TRELYN  CREDITS:  Currency of the Trelyn Domain, similar to Imperial credits in layout, accept embossed with
scenes of industry.  T credits after 1000 are embossed with the famous Trelyn sphereworld.
REYUBN:  Currency of Tuablin on Phyllis' Surrender.  Striped red & blue figure eight shaped chit.  Standard
currency in the NE Middle Betond & Middle Beyond subsectors.  Worth .38 Imperial credits.
PSICREDIT:  The official currency of St. Foy, this ovoid pale yellow chit broadcasts a simple telepathic message:
'liberty' to any psi who touches them.  Worth .20 Imperial credits.
YOSHEI:  Circularblue/grey  credit chip of Toishani, contains a small zuchai crystal chip (unusuable for industrial
use) in the center.  Rare outside the I-Glathriel subsector due to their popularity among Imperial tourists as jewelry.  
Worth .55 Imperial credits.
ESFHUIL:  Esylat glowing  gemstone  money, mined or grown on Esylat planets.  Denominations (based on rarity)
include milky (1 esfhuil), blue (10), cobalt (20), blue/green (50), green (100), greenish/ amber (500), amber (1000),
amber/red (5000), red (10000). Worth .45 Imperial credits.
This is a home rule that came out of a gaming session back in 1982, inspired by custom gunsmiths current today.  A
custom weapon is one that is specifically designed, balanced, modified for one person & one person only, giving that
PC (or NPC) a +1 modifier when used.  Besides the modifier, custom weapons are security protected (DNA, electropass,
etc.,) against use by anyone other than the owner, and may also include some device (needle, electroshock, etc.,) to
incapacitate or kill a would-be thief.  A custom weapon requires a difficulty roll of 11+ to override the security
features.   Custom weapons cost 40% more than standard weapons of the same make.

A custom gun variant is the 'Defender' or 'Safe Gun', inspired by the Weapon Shops of A. E. van Vogt.  This type of
gun is built with a telepathic inhibitor that allows firing only for target practice or self defense, making it useless to a
criminal.  This type of weapon would have to be built in an openly psionic society at least TL13.  The Zhodhani
would be a natural to buld this kind of weapon as well as some of the higher tech Beyond weaponmakers. I've almost
made most of the pre-Maghiz  Darrian weapons 'Safe Guns' in my campaign. A safe gun would cost  100% more to
build due to the materials & skill involved.  Vintage 'Safe Guns' could be worth anywhere from  400% to 1000% over
original cost.

A variant my wife came up with is 'The Adapter', a weapon capable of using different  1. Projectiles; or 2. Powerpacks.
1.  Of the weapons capable of firing different sizes of projectiles, there are 2 types.  The first, available at TL6, involves
a large bore weapon with different caliber sleeves that can inserted into the barrel OR a weapon with easily changed
modular barrels of different caliber. These would cost  10-20% over a normal weapon of its type.  A 2nd version occurs
at TL11 which has a magnetic flux system that allows the barrel to alter size down or up to varying calibers.  These
gun types cost 80% or a civilian & 200% for military (military arms have to be tougher for field use) over the price of
the normal version of the same weapon.  These weapons also have the flaw of having the barrels only possessing 30%
of the longevity of a normal barrels.   This makes them pricey for the military.  Still many officers carry them as well
as professional assasins, bodyguards & the ilk.  Barrels are design for quick release & replacement. Barrels used passed
their reliability have a 50% chance (die roll 4, 5, 6.) to jam, causing hazardous consequences to the user (especially if
using explosive or chemical rounds).
2. The second variant allows for the use of different powerpacks & cartridges.  These weapons cost 40-75% over the
cost of the normal versions making them more exceptable to military, especially merc units.

There is also the bizzare category of custom guns which are designed to not look like weapons.  Examples at TL5
would be rings containing minature revolvers, or gun canes.  At TL10+ you could have hairpins or brooches that are
in reality one-shot laser pistols.  My simple rule of thumb is that these weapons cost 300 % over a normal weapon of
its ilk at its base TL, declining  30% per TL over the base TL its appearred.  For example, revolvers come in at TL4.
Say that on theat planet, TL4 is the norm, & a revolver costs 200 Cr.  The disguised gun would cost  600 Cr.  If the
planet's  was TL8, the price for a disguised revolver would be 420 Cr., & so on.  Bizzare guns can be unreliable, at its
base level of technology it will misfire on a 10, 11, 12.  This drops each level above the base level by 1. Using the
revolver again, a cane revolver at TL4 will misfire on a 10, 11, or 12. At TL6, the same weapon will misfire on a 12. At
TL7 the technology is reliable enough that as long as you maintain the weapon (or it doesn't get damaged), you will
not have a misfire.
ROLLING FOR PSI:  A option for those who want to roll to acquire Psi abilities.  Roll 4D6.  If  a 4, 12, or 24 is
rolled the character is a latent Psi.  A further roll on 2D6 with a roll of 2 or 12 means the character is a trained Psi
& the character can then choose his/her talents. The character who is untrained can allow the GM to secretly select
their latent talent ahead of time or choose a talent when their 'secret' gift is discovered.  If they wish to select a 'wild'
talent they must roll 2D6 & get a result of 2 to choose off the wild talent table.
In Traveller, there are times when you have to haul more of a load than your rating, whether, its cargo, another
ship, or whatever.  Here is the cheap & cheesy rule I came up with.  For each jump below your maximum jump
capability, you can haul 10% of your ship's tonnage.    For example, say you have a trader 400 tonnes, with a
jump of 3.  By dropping you jump to jump-1, but still expending the energy needed for jump-3, can jump with an
over load of 80 tonnes (20% of 400 tonnes). Second example, a 600 tonne corsairwith a 100 tonne cargo capacity  
knocks over a 200 tonne free trader but knocks out the jump drive.  The corsair is jump 3.  If the corsair's cargo
hold is empty, & does a jump-1 it can carry the free trader with it (100 tonnes empty cargo capacity + 120 tonnes
overload capacity).  Of, course, the extra cargo must still be inside the carrier ship's jump field effect, connected to
the ship by magnetic  or physical clamps, cargo nets, etal.
The commo skill can be very useful in Traveller besides using communication equipment.

1. Creating & breaking cyphers.  The skill level determines the level of cypher created.  A character with commo-3
would create a level 3 cypher.  Breaking a cypher would be a difficulty of 9+.  The modifiers  for breaking a code
would be -1 for each skille level below that of the codemaker's skill level & +1 for each level above the
codemaker's skill level.  Example: A   skill level 2 commo expert is trying break a skill level 4 code.  The modifier
for  the codebreaker is -2, making his difficulty 10+.

2. Building voice activated devices is another good use.  After voice activation devices are merely another commo
device.  Also they can be subverted or negated by a commo skill user.

3.  Communication.  This skill is very useful for those races that commincation through nonverbal (&
nonpsionic) means using radio waves, microwaves, etc.  A related use for this is determining whether intercepted
emissions are natural, organinc, or machine made.

4.  Sensory.  The commo skill can be used to construct & repair devices to amplify or disguise a sentient's voice or
give voice to a creature not capable of what we consider 'normal speaking'.  The commo skill can also be used to
amply hearing, screen out(like sonic hazers) or detect certain sounds (ultrasonic or subsonic sounds, or even to  
hear  various emissions (radar, microwaves, etc.,)).
In most Traveller books/articles I've read(there's probably a few a I've missed)  there's no kind of table of radiation
levels.  Here's the quick & easy table I came up with for gauging  radiation dead using 2 D6.

Level 1:  Relatively harmless to life & electronics.
Level 2:  Damage to electronic systems.  Very long term ( 1D6  years ) of irradiated lifeform.
Level 3:  Damage to computer & other electronics.  Long term (  2D6 months without treatment. ) death of lifeform.
Level 4:  As above regarding electronics  accept  death comes in 1D6 months without treatment.
Level 5:  As above accept lifeform dies in 2D6 days without treatment.
Level 6:  As above accept lifeform expires in 1D6 days without treatment.
Level 7:  As above accept lifeform expires in 1D6 hours without treatment
Level 8:  As above accept lifeform will expire in 2D6 minoutes without treatment.
Level 9:  As above accept lifeforms expires in 1D6 minutes without treament.
Level 10: As above accept instaneous death.
Level 11.  As above accept instaneous death.
Level 12. As above accept instaneous death.

Level 1-6 can be considered relatively common (if there is such a word) radiation from powerplants, various space
radiations..  Level 7+ can for example be the equal of playing with an atomic core unshielded or being close to
an atomic explosion to get rad effects (but not killed outright).. Levels 10-12 can compared to solar flare
radiation, PAW & Meson rad effects.   Even a planet's enviroment in the harsher profiles can be rad levels
anywhere from level 2-10.

Protection can gauged by the maximum of radiation protected against.  On this I'm using TL13 as the type
specimen of equipment.

Vacc skin: Level 4 protection
Vacc suit:  Level 5 protection
Hard vacc suit/Radiation suit/Batteldress: Level 6 protection.
Anti-rad foam: Level 5-9 protection. Base cost 10,000 Cr. per case (10 cannisters) of foam for Level five protection
with 5% increase per level protection.
Guja impregnated suit: Level 6 protection.
Standard space/star ship:  Level 7 protection.  Figure an additional 10% value of the ship's value to upgrade rad
shield 1 point pf protection.  This is usually accomplished in the construction phase or by stripping & replacing
the outer shell on an already built ship.
Standard battletank: Level 7-8 protection.
Standard warship:  Level 9 protection.
Scout/Seeker:  Level 9 protection, though some custom built seekers & scouts sport Level 10. protection.

Each protection level shows how much radiation is blocked by it.  Say a protection level 7  ship is  hit by wave
radiation of level 9.  The ship blocks off most of the rads so only level 2 radiation actually effects the crew & their
equipment.  If the crew were wearing protection suits, they would be okay but their equipment would still be
damaged.  Of course if there is a hull breach in the radiation affected area, then the full level 9 rads would hit
the crew.
My quick & easy vehicle combat tables, developed because back in the early days, I
had no copy of Striker or any similar rules.  It came in a game where I needed to
come up with a quick combat.  Its pretty simplistic but works for my game.  At one
time I was going to update it, but never got around to it. The inspiration came from
the Traveller ship combat rules printed on my Judges Guild GM screen.  For
movement (though I rarely used  them) was vehicle cruising  X  divided by 10 =  X
amount of inches per turn.  Left or right turns cost 1" of movement while moving
in a turn.  U turns  & reversing direction while moving cost 2" of movement.  
Turns or reverses at the beginning of a turn have no penalty.  I was originally
going to use a hex movement system, but not all the maps I used had hexes.
I came up with two main type of detection.  1.  Orbital-relayed to ground forces.  
2.  Ground based-either stationary, carried by an operator, or  vehicle mounted.  
Rates are for commercial units(military units have 4 times the range of


PLANETARY ORBIT ACTIVE:  50,000 K.   Base difficulty 6
PLANETARY ORBIT PASSIVE:  10,000 K.  Base difficulty 8

+4,  JAMMERS-+1 to +5,   CITY-+4.



PERSONAL  SENSOR, ACTIVE:   .5 K.  Base difficulty 6.
PERSONAL SENSOR, PASSIVE:  .25 K.  Base difficulty 8.

UNDERWATER- +4, JAMMERS- +1 to +5.
C = CLOSE - Contact
S = SHORT - 1-5 meters
M  = MEDIUM - 6-50 meters
L = LONG -  51-250 meters
V = VERY LONG - 251-500 meters
E = EXTREME - 500+ meters

Heavy weapons & vehicle mounts utilizing  telescopic & electronic sights + 4 to
hit at L & V & E ranges.
ARMOUR:  Values range from unarmoured vehicles (cars, air/rafts, cycles, etc.)
at 0 to 3 or 4 (Armoured personnel Carriers) to  5-6  (Armored fighting
vehicles).  Each armor level adds difficulty to hit a vehicle target.

FORTIFIED POSTIONS:  Fortified positions have a dificulty modifier from

Heavy weapons either artillery or vehicle mounted have a base to hit of 6.   
Consider AFV's & APC's of TL10+ to have an ablative coating  giving a +4  
added difficulty to hit.

Personal weapons roll from the normal Traveller to hit charts treating Armor
class 0 targets as Cloth & treating  each vehicle armour level as a difficulty
modifier.  However any weapon using HEAP decreases difficulty to hit by 1.

JAMMER/ECM BONUS: Adds  +1 to difficulty to hit.

PRISMATIC SPRAY:  Adds +2 difficulty to lasers.

SANDCASTER:  Adds +2 difficulty to laser fire, +1 difficulty to
missiles(including RAM grenades).

PULSE LASERS:  Deduct 1 from die roll to hit.

MOVING TARGET:  Deduct 1 from die roll.


CITY: +4
ROLL ON 2D6's. (Modified from  the small craft hit table)

2                         Drive
3                         Drive
4                         Drive
5                         Drive
6                         Drive
7                         Cabin
8                         Cabin
9                         Crew
10                         Weaponry
11                         Weaponry
12                         Weaponry

Drive Hits:  1 hit disables drive, but is repairable.  2 consecutive hits destroys drive
Cabin Hits:  no effect.
Crew Hits:  1 hit on crew creates 3D6 wounds.  2 consecutive hits kills crewman.  (if
more than
       crewman, hits can be spread around).
Weaponry Hits:  1 hit on a weapon disbles but can be repaired.  2 consecutives hits
destroys weapon.
One of the problems I have with SF games in general is silent laser beams.  Any weapons
grade laser is very hot, travelling at a high rate of speed, splitting air molecules with
resulting sound effect akin to the effect of lightning.   So IMTU, lasers make a 'crack of
thunder'  sound.  
Sanity is a new characteristic in the latest Traveller version, T5.  Sanity is the ability to
make sound, rational decisions using your Intelligence or Education stats.  The flipside is
that low levels of sanity causes an inability to make rational decisions & a partial or
complete disconnect between the character's perception & reality.

The sanity characteristic can be rolled when a situation affecting sanity comes up in a
game (as in T5), or be rolled up in character creation.  Sanity is generated with 2D6.

Crises ( battle, near-death experiences, extreme stress, environmental situations.  psionic
attacks, drugs, etc.) reduce sanity.  Reductions are permanent, but can be regained through
counseling or drugs.  I use a basic target roll of 8+ on 2D6  to maintain sanity.  Each
failed roll, reduces sanity by 1.   Insanity is reached when sanity is reduced  to zero, & the
character almost incapable of any rational action involving Intelligence or Education.
The chart below is from T5 except the die modifiers, those are my own inclusion.

SANITY        EQUIVALENT                              DIE MODIFIER
0                  Non-Functioning                              -5
1                  Borderline                                          -4
2                  Vulnerable                                         -3
3                  Weak                                                  -2
4                  At Risk                                               -1
5                  Sane                                                     0
6                  Sane                                                     0
7                  Sane                                                     0
8                  Sane                                                     0
9                  Sane                                                     0
A                 Sane                                                      0
B                 Sane                                                      0
C                 Sane                                                      0

Some female characters own have undergone the 'Serenity' treatment (such as full fledged
members of Dark Goddesses) have a permanent Sanity rating of 'C', and require no sanity