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-   -   Low Berths (revised) (http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=39653)

Rerednaw December 14th, 2018 06:18 PM

Low Berths (revised)
 
Since I use a few house rules (mainly a mash of classic books 1-3 and some mongoose) I also decided to change how low berths worked.

Survive hibernation (low-berth). Routine (6+), Endurance, +Medical skill of attending physician. Failure results in 1D of damage per point missed by.

This way you get a bit of frost burn and are only in real danger if you are old, infirm, or such and also roll very poorly.

I also created more advanced versions of low berths which grant a positive DM at higher TLs.

TL 12 Low Berth 75kCr +1 DM to survival roll. Same mass and other characteristics.
TL 15 Low Berth 100kCr +2 DM to survival roll. As above.

Granted the economics of low passengers are a bit wiggy. When building a ship, cargo space costs zero credits extra versus the cost of a low-berth. And at base 1000 Cr base per ton of cargo you are making credits back much sooner. Whereas with low berths you don't even break even for years (assuming 1 jump per month).

timerover51 December 14th, 2018 08:55 PM

I am looking at the low berth as a way for colonists to move animals to a new planet, so I like your approach. Basically, the low berth approximates a 5 foot by 5 foot by 10 foot box (sorry, my mind still operates on the English system, and so do some planets in the new sector), so can carry a fairly wide range of domestic stock. Larger ones are needed for larger animals like elephants, giraffes, adult draft horses and cattle, etc. Yes, I am moving African fauna to a colonized planet, while others are using draft horses and mules for farming.

Remember, animals reproduce, do not require spare parts, and can help to raise what they eat, along with supplying a wide range of eatables and additional materials. It makes sense for a colony that has a reasonable planet to settle on to use animals for the initial agricultural effort.

wellis December 14th, 2018 09:40 PM

You think said animals might be genetically modified in some way as well?

timerover51 December 15th, 2018 12:26 AM

Quote:

Originally Posted by wellis (Post 596566)
You think said animals might be genetically modified in some way as well?

Actually, I am more concerned with having enough non-modified wild animals for adequate breeding stock. I am considering setting up one planet as a Krell Zoo of Terran animals as a wild life reserve, especially for Africa. I already have the Krell adding Terran river, sea, and ocean life to various planets, as Altair IV looked in the movie to be fairly arid, as presumably the expedition ship would have landed in the most favorable location available. I assume that the Krell would have been absolutely blown away by the incredible variety of marine life on Terra, along with the wide range of vegetation and animal life.

For those who do not know who the "Krell" are, I suggest that you look up the movie "Forbidden Planet".

Domestic livestock have already been pretty heavily genetically modified, except for maybe the Texas Longhorns running loose on El Paso and New Texas. The El Paso breed produce much better leather than the New Texas breed, as the climate is a bit harsher on El Paso. The residents of El Paso view New Texans as a bit "sissified".

Grav_Moped December 15th, 2018 06:20 PM

Quote:

Originally Posted by Rerednaw (Post 596564)
Since I use a few house rules (mainly a mash of classic books 1-3 and some mongoose) I also decided to change how low berths worked.

Survive hibernation (low-berth). Routine (6+), Endurance, +Medical skill of attending physician. Failure results in 1D of damage per point missed by.

This way you get a bit of frost burn and are only in real danger if you are old, infirm, or such and also roll very poorly.

I also created more advanced versions of low berths which grant a positive DM at higher TLs.

TL 12 Low Berth 75kCr +1 DM to survival roll. Same mass and other characteristics.
TL 15 Low Berth 100kCr +2 DM to survival roll. As above.

Consider the option of applying damage to INT or EDU as well (that is, brain damage). For the sake of playability, maybe make damage to physical stats more likely than damage to mental stats, or splitting the 1D damage between INT and EDU (and allowing partial recovery, eventually).

That said, coming out of cold sleep with partial amnesia could be a useful plot hook.

kilemall December 15th, 2018 06:59 PM

OP, I've done the same thing with similar probabilities.


Don't forget small children, often parents will buy a passage for the children while one or both parents go Low Passage to save money while not risking their precious offspring.



So you could have an orphan at the end of a journey.


Also of course the steward could find an unaccompanied child to be the most challenging passenger to manage. I'd definitely require a High Passage for such circumstances.

McPerth December 15th, 2018 07:28 PM

Quote:

Originally Posted by Rerednaw (Post 596564)
Since I use a few house rules (mainly a mash of classic books 1-3 and some mongoose) I also decided to change how low berths worked.

Survive hibernation (low-berth). Routine (6+), Endurance, +Medical skill of attending physician. Failure results in 1D of damage per point missed by.

This way you get a bit of frost burn and are only in real danger if you are old, infirm, or such and also roll very poorly.

I also created more advanced versions of low berths which grant a positive DM at higher TLs.

TL 12 Low Berth 75kCr +1 DM to survival roll. Same mass and other characteristics.
TL 15 Low Berth 100kCr +2 DM to survival roll. As above.

Of course that makes them quite more survivable.

See that any such changes in the low berths (incuding the one from CT to MT, that lowered manyfold the death possibility) has also strategic significance.

In CT, you cannot move troops in low berths, as you would have about 8-10% fatality rate before entering in combat, while in MT you could do it, as the fatality rate was nearly negligible, and most troops having some ill effects from it would be recovered in a matter of days.

In this aspect, your system seems more MT than CT...

Quote:

Originally Posted by Rerednaw (Post 596564)
Granted the economics of low passengers are a bit wiggy. When building a ship, cargo space costs zero credits extra versus the cost of a low-berth. And at base 1000 Cr base per ton of cargo you are making credits back much sooner. Whereas with low berths you don't even break even for years (assuming 1 jump per month).

Most starship economics are based on 2 jumps per month. A ton deicated at low berths would give you Cr 1800/jump (once life support is deducted), so he benefit over cargo is Cr 800/jump.

As they cost Cr 50000, you'll break even in about 60 jumps, or a little over 2 years...

Rerednaw December 15th, 2018 09:25 PM

I never really liked the concept of hibernation pods with a 1 in 6 (5+) mortality rate. I mean why have them at all? Also for the 'Frozen Watch' concept so that's why I bumped up the survival rates. If this is in effect flying coach...I wouldn't want to fly if I was told 1 in 6 folks died on a given plane trip.

I do reserve the option of ability damage (healable and not for the insane creds normally set) based on if someone rolls a crit fail and has the appropriate risk factors.

So basically it is more of a viable option if you just want to get somewhere and don't have the credits.

And yes I also use low berths as the livestock option as well. Mainly small critters such as chickens and rabbits though. They are easier to care for, and the production/break even point is sooner. Maybe a goat. Bovines are generally not as efficient.

But I'm getting a bit off topic.

timerover51 December 15th, 2018 09:42 PM

Quote:

Originally Posted by Rerednaw (Post 596607)
I never really liked the concept of hibernation pods with a 1 in 6 (5+) mortality rate. I mean why have them at all? Also for the 'Frozen Watch' concept so that's why I bumped up the survival rates. If this is in effect flying coach...I wouldn't want to fly if I was told 1 in 6 folks died on a given plane trip.

I do reserve the option of ability damage (healable and not for the insane creds normally set) based on if someone rolls a crit fail and has the appropriate risk factors.

So basically it is more of a viable option if you just want to get somewhere and don't have the credits.

And yes I also use low berths as the livestock option as well. Mainly small critters such as chickens and rabbits though. They are easier to care for, and the production/break even point is sooner. Maybe a goat. Bovines are generally not as efficient.

But I'm getting a bit off topic.

No, you are not getting off topic. One, low berths have many uses, just like Duct Tape. Second, it is amazing how much threads can wander as ideas are mentioned. I mentioned the livestock at that is what I will be using in my new sector, but I like your ideas of bumping up the survival rate. I would not be flying if the death rate was one in six either.

Enoki December 16th, 2018 12:10 AM

One thing I allow players to do with low berths is when these are used at a starport they have the option of hiring a low berth specialist in some cases to put passengers in or take them out.

The starport has to be an A or B and TL = A or better. They pay x hundred to thousand credits per berth for the specialist, but then they are absolved of any liability for injury as well as ensuring there's a near 100% rate of survival.

They are also free to charge passengers for this service if they want. The steward / ship's crew says "We can put you in and take you out, but for an extra thousand credits we'll hire the starport low berth specialist to do it..."


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