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Annic Nova and Victoria

I recently ran the Annic Nova for my t20 group and have some questions that I could not answer from my books.

Question 1:
The adventure mentioned the world Victoria (Spinward Marches)and tells me to see JTAS #3. So, I was wondering if anyone could give me the highlights for the Victoria system.

Question 2:
The Annic Nova uses a capacitor to power it's jump drive but there are no rules given in the book to cover it's construction. So, how would a ship that relies on the same technology be designed, and would it work if you built to hook to a powerplant instead of the solar cells?

Thank you for your time.

Bob
 
Your best bet is to pick up the reprints of JTAS but in the meantime, I will search through the HIWG CD ROM because I know that I saw something there on Victoria...
 
Sescheraun asked:

"The adventure mentioned the world Victoria (Spinward Marches)and tells me to see JTAS #3. So, I was wondering if anyone could give me the highlights for the Victoria system."


Sir,

As Kafka47 suggested, the Reprints are your best bet. I don't know how much you already know, so I'll give it a whirl. Please excuse me if I pass along some 'Well Duh!' information.

Victoria is part of the Lanth Subsector which in turn is in the Spinward Marches Sector. The planet is a Red Zone; meaning no one can visit there without Imperial authorization(1). The planet also has a small moon named Albert. The inhabitants have a low tech level mostly due to the scarcity of minerals. They use a local ivory-analog for many things. They also fly man-powered dirigibles between their mountain top settlements as the lowland atmosphere is poisonous.

"The Annic Nova uses a capacitor to power it's jump drive but there are no rules given in the book to cover it's construction."

You'll never find any Annic Nova construction rules. The vessel is meant to be a mystery and remains as such.

From a metagame standpoint, the Annic Nova adventure predates almost all other Traveller materials. It was written well before many things about Traveller and the Third Imperium had been even thought of! Because of this, it doesn't 'fit' into Traveller canon very well(2).

You can come with your own explanations about Annic Nova's jump drive. There is nothing that will contradict you. However, to make things easy on yourself, make sure the Annic Nova jump drive is 'worse' than regular jump drive. By worse, I mean it takes longer to recharge, or cannot jump more than one parsec, or some other such fault. This way your PCs won't be wondering why no one else uses it!


Sincerely,
Larsen

1 - For a Red Zone, Victoria gets quite a few visitors. Shades of Gilligan's Island!

2 - Annic Nova isn't alone in its ur-Traveller credentials. Kinunir and Leviathan don't 'fit' Traveller canon very well either.
 
Originally posted by Larsen E. Whipsnade:
1 - For a Red Zone, Victoria gets quite a few visitors. Shades of Gilligan's Island!
Characters always like to go to these kinds of places. If you want someplace off limits, set up a death satellite. Don't advertise it as off limits, that only attracts the curious. Just quietly kill anyone who shows up. That'll tend to discourage tourism, and with no adverts, no new ones will develop an interest from further afield.

2 - Annic Nova isn't alone in its ur-Traveller credentials. Kinunir and Leviathan don't 'fit' Traveller canon very well either.
The dreaded JUMP TORPEDO, long it may it rest in peace. FASA obviously bit the bullet and followed along, as one of the FASA magazines (High Passage? Far Traveller?) mentions this in one adventure. Talk about building on foundations of clay....
 
I thought the jump torpedo was in Book 2, edition 1 - it would have been canon until 1981 when edition 2 came out and the jump torpedo was gone...
 
Incidently I was able to construct a version of the Annic Nova using FFS1. Since the book states what percentage of a jump drive was capacitors (not in the drive section, but in the one for fitting black globes) I used this as the basis for the Novas odd drive systems.

Antoher odd thing about the vessel are those small craft which were imperial standard. Their technology does not match that of the Annic Nova herself so I postulate that these are not original.

You can find the TNE version of her at
www.users.bigpond.com/Skaran/Banners/equipment/Craft/Imperial/anicnova.html
 
Found it! This is from the HIWG CD ROM, and is another example of the treasures...(rights & disclaimer indicated below) [can be removed upon request]

AMBER ZONE
VICTORIA X697770-4

Victoria is a moderate-sized planet measuring 11 000 kilometers (8 000 miles) in diameter at the equator; equatorial circumfurence is 34 400 kilometers. The atmosphere is dense, with a natural taint at low altitudes (below 1 000 meters) which is apparently not effectively dealt with by filter masks. Individuals must wear oxygen masks, or remain above 1 000 meters elevation. Hydrographic coverage of the world is 70%, most of which are shallow seas.

Estimates place human population of Victoria at ten million, with a range of error of plus or minus 20%. Nearly all humans live in the Mesas, at altitudes above 1 000 meters. There is no single world government, resulting in a classification of balkanized: typical government types include representative democracy, bureaucracy, and monarchy. There is no established law level for all locations. Technological level is 4 external combustion engines, but severely hindered by lack of metal resources on the world.

Geological and geographical evidence show Victoria to have once been bombarded with asteroids in some sort of conflict. Many seas and much of the terrain are central island formed by the remains of the asteroid. Point C is similar, with the circular crater completely submerged.

Extensive commerce between communities on Victoria depends on airship transport. Point B indicates a major airship route over open sea; it connects the major mesa settlements on the east and west shores of the Barrier Seas.

Victoria was rediscovered by the Imperial Scout Service in 901 and declared interdicted after a short period of clandestine observation and contact. The stated purpose of the interdiction was to shield the developing culture as it coped with its lack of metal resources.

WHEN the bombardment hit Victoria, it actually did crack the crust in several places, creating as a result one of the most interesting geological phenomenon on the planet; the Mesas. Closely spaced asteroid hits caused magma to well up in isolated locations. On solidifying, the magma created an area of high tablelands averaging 1200 to 3000 meters above sea level. On most such mesas, their tops are reasonably flat, ranging in size from one kilometer by one kilometer to extensive mesas 100 by 100 kilometers. They boast varied terrain, occasional lakes and rivers. Their soil supports agriculture, and transplanted domesticated livestock thrives.

Mesas are close set, separated by chasms ranging from 500 to 2000 meters wide. These chasms are fed by waterfalls and mesa top watershed, and nearly always contain rivers or lakes draining toward the sea. In some cases, the chasms are filled with rubble from collapsed walls or contain the entrances to caverns cut by erosive action over the centuries. Indeed, land bridges between various mesas are common. Long stretches of natural tunnel, some sharing river surface, and others either dry or choked with vegetation, are known to exist within the chasms.

VICTORIA'S atmosphere exhibits a peculiar variety of taint. At high altitudes (above 1000 meters, varying slightly depending on barometric pressure), the atmosphere is normal and supports human life without apparent problem. Below 1000 meters, the atmosphere shows a concentration of a carboxyl radical which accumulates in the human bloodstream. For humans, this accumulation acts as a slow poison, affecting the nervous system, especially muscle control. In general, human dexterity deteriorates in direct proportion to the length of time spent in the presence of the poison. Ultimately, long exposure (two to three months) will result in permanent coma, and death. Fortunately, the poison is shed by the body when in clean air again; thus, a simple recovery period gradually counteracts the effects of the poison.

The mesas have served as an ideal colonial location because they provide living areas above the carboxyl poison's lethal range. The lowlands remain a forbidden land for the human settlers of Victoria, although limited hunting or mining expeditions into other areas have proved possible, when proper precautions are taken. In addition, some natural highlands and mountain valleys have been found which provide land for agricultural use or which allow mining in a relatively safe environment.

VICTORIA is a metal-poor world, and all local technology has grown to depend on non-metallic resources, including wood, gazelle bone (locally known as ivory), and ceramics. Naturally, this has kept technological development at a rather low level. Metal, what precious little there is, is used for vital fittings, fishhooks, and very expensive weaponry such as knives or simple projectile guns. In point of fact, any ordinary iron or steel implement commands an exhorbitant price. Unfortunately, there is little in the way of foreign exchange on the world, and most commerce with outsiders is by barter. And there is little of value for export purposes.

THE flora and fauna of Victoria show apparent influences of reseeding and genetic manipulation. Many of the varieties of animal and plant life appear to have been placed on the world after the bombardment; in fact, several distinct types of life-forms are present, obviously originally evolved on other worlds. The ivory gazelle (see the Bestiary, page 26) is an example of genetic manipulation; evidence indicates that these examples were placed on the world in the course of the reseeding.

Most striking is a unique plant form locally known as the balloon or gas plant; it prefers moist, jungle-type terrain. Unknown elsewhere in the explored Imperium, the gas plant appears in the depths of the chasms. Each plant has a central taproot and ground-hugging runners which hold the leaves and gas sacs.

Each gas plant produces, on a continuing basis, a crop of 10 to 60 sacs which gradually fill with hydrogen in practically pure form. Chemicalanalysis has shown this hydrogen to be pure mono-atomic hydrogen, with no presence of deuterium or tritium. Explanation of this phenomenon awaits further research and investigation.

The sacs each carry one large seed, surrounded by pulpy edible meat, considered a delicacy by the locals. When ripe, the balloons break free and drift on the wind. Because each ripe sac has a capacity of nearly 1 cubic meter, these plants serve as a ready source of hydrogen. Originally, locals used this gas as a fuel, but this was abandoned as the sacs proved too rare. Early on, however, a local entrepeneur turned the hydrogen to transportation; he built a tethered balloon to cross a chasm separating two settled mesas. The idea caught on immediately, especially as the balloons do not require much metal for construction.

At this point, the true benefit of the mesas and the chasms became apparent. While the atmospheric winds of Victoria are relatively normal, the chasms form a vast maze of intricate passages below the normal range of wind action. As a result, they form an immense convoluted windbreak which results in calm air throughout the chasm network for most of the time. Dirigibles were found to operate in this calm air with great efficiency; they soon grew to form the major inter-mesa transportation network. Of course, balloons also fly above the mesas and in the open air, but such activity is dangerous (primary dangers are wind and squalls) and is generally held to a minimum. Therefore, much of the settled area on the mesas is near the edges (the shores, so to speak), close to the dirigible ports and routes.

Balloons, as well as other wind machines, have been pressed into service on Victoria for a variety of tasks. Tethered balloons, both hydrogen-filled, and hot-air, have been constructed for use as base stations in a heliograph system linking several of the mesas in a commercial message network. Individual hang gliders are used for fast transportation of small-sized shipments and for hunting; often several hunters will operate from a single mother-dirigible which provides the altitude necessary for launchings.

THE dirigibles themselves are remarkable constructions specifically tailored for the dense local atmosphere, having the experience of centuries to guide their building. A typical airship is a simple gas bag, often multi-celled, which contains the hydrogen lifting gas. Underslung on the craft is a basket, built long and slender, for the crew. In the calm air of the chasms, wind can be ignored much of the time, and the crew propels the ship by air rowing. Long, feathered sweeps project from each side of the ship, much like the oars of a galley. Experienced crews provide power on the backward stroke of the sweeps, and then feather the vanes 90 degrees to quickly push them back into position for another power stroke. Speeds of up to 30 kph have been achieved in calm air. In close quarters, the sweeps are used as guides which steady the craft near chasm walls or as poles which propel the ship by pushing against the rock faces.

Recent declines in the quality of crew personnel (due to the time required for training, and do to increased needs for crews to meet the growing colony's demands for transport and communication) have forced advances in dirigible technology. The most important advance has been the propeller-driven dirigible. A central crankshaft extends through the underslung basket to a geared propeller mechanism set in vanes for steering; the traditional sweeps are retained in abbreviated form to allow close-quarters maneuvering, but rarely figure in long-distance operations.

For strength, the shaft must be carved from local wood or produced from laminated constructions. It is nearly 400mm in diameter, and operated by opposing pairs of crew who push on the shaft with the flats of their hands. While clumsy, the skill required to operate such a ship is much less than with the old sweep-propelled versions.

The crews for dirigibles are of several types. Conventional military ships tend to have highly trained, cohesive crews, most of whom man the sweeps, plus a captain, mate, and helmsman. In the few wars fought on Victoria, conscripted crews have manned all available warships; these crew are rotated often to keep the ships in operation while minimizing the effects of carboxyl poisoning. Commercial ships have a variety of crew types, in some cases even penal crews virtual slaves who are worked until they die of carboxyl poisoning or fatigue.

Nearly all dirigibles are armed in one way or another, generally with crossbows or harpoon guns. These weapons are used against flying predators or to puncture enemy gas bags. Hang glider launches from dirigibles are commonplace, and free-fall drops (at very close quarters) to other dirigibles have been recorded. Flame weapons are rare, if only for the problem of preventing explosion aboard the attacking ship; when used, they are mounted on hot-air dirigibles, which have short range and limited maneuverability.

VICTORIA was probably settled by sublight colonial ships in the early pre-lmperium era, around 1450 PI. Initial development was impeded by the bad atmosphere which inhibited settlement except on the mesas and by the resulting communications problems created by the chasms. The original colonial government balkanized rather quickly, although true rivalry between governments has rarely emerged. In many ways, Victoria can be considered to have several state or province governments without any central national government binding them. The development of balloon technology produced a surge in commerce and communication, sparking a renaissance for the world about two centuries ago, approximately at the time of Scout Service rediscovery. The interdicted designation was applied by the Scout Service to shield the world from potential exploitation and to allow experimental observation of a non-metal technology in process.

Strangely, the Navy has concurred in the interdiction for the same reasons. An alternative explanation for the Navy's position concerns jump routes. Victoria/Lanth 0308 lies four parsecs from Ivendo/Lanth 0709 and from Asgard/Vilis 0709. Four parsecs further on from Asgard is Garda-Vilis/Vilis 0308, a major subsector hub (these worlds are more fully covered and subsector maps provided in The Spinward Marches/Supplement 3). Messages from Ivendo to Garda-Vilis via xboat service take ten weeks, while the Navy has been known to route messenger task forces through Victoria and Asgard for a trip-time of slightly over three weeks. This response has been described as a representative attitude on the part of the Imperial Navy, showing (on the one hand) a preparedness for potential unpleasantries with the nearby Zhodani Empire and their allies, the Sword Worlds, and (on the other hand) a definite penchant for intrigue and interservice rivalry.


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The following information is intended for the use of Traveller referees in administering Victoria in adventures and campaigns. If you are not a referee, do yourself and your fellow travellers a favor, and refrain from reading this section.


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CARBOXYL POISONING

Exposure of humans to the atmosphere of Victoria at altitudes of less than 1000 meters results in carboxyl poisoning, which stems from absorption of a carboxyl radical into the bloodstream. The process is slow, but quite sure. Any individual exposed to the conditions is automatically affected.

In game terms, an individual receives a reduction in his or her dexterity characteristic at the rate of -1 per week of exposure. Upon moving to a location above 1000 meters, recovery occurs at the rate of +1 on the dexterity characteristic per week (never to exceed natural dexterity, of course). Extreme exposure, where dexterity declines to zero, produces an unconsciousness which is considered to be a coma. Death will follow in 1 to 6 days (one die roll) without medical treatment and removal from the low altitude environment.

Oxygen tanks or independent air supplies provide protection from carboxyl exposure; filter masks and respirators do not.

A very intensive research operation (extending to several months of work, a Model/4 or better computer, and at least two characters with education 10+ and intelligence 10+) could be mounted to determine the cause and source of the radical in the Victorian atmosphere. Such an effort will show the source to be a genetically modified plant similar to the balloon plant. This species is nearly ubiquitous, and occurs in both land and sea varieties. Its miniature gas sacs (only a few centimeters across) release the carboxyl radical with explosive force as a byproduct of a seed release mechanism.

It appears that elimination of these plants is a monumental and probably hopeless task.


METAL

The low availability of metals and heavy elements on Victoria has proven a definite roadblock in the march of progress. Prospecting has been conducted mainly in the mesas, in the chasms, and in the mountain ranges above 1000 meters. Strangely, no one has seen the most obvious source of metal on-planet: the asteroid strikes. In all probability, at least one third (if rock, frozen gas, and nickel-iron asterOids were used in equal proportions), and possibly one-half (if frozen gas asteroids were omitted from the strikes), of the strikes were by nickel-iron bodies. Most of the strikes are now situated underwater, but at least one crater has a raised central island which could be a nickel-iron deposit amounting to several thousand tons.

Once a metal source has been located, however, the technological level of the world must be considered, as must the fact that there is no local experience in metal-refining, metal-casting, or metal-working except perhaps at the jeweler's level.


THE SEAS

The seas of Victoria are both shallow and extensive. Of particular note-worthiness are the ice-capped polar seas; their shallow seabeds serve to anchor the ice-caps in place.
ALBERT

The single satellite of Victoria is listed in the Imperial navigation charts as Albert, E251000 - 0. No further information is given.

The surface of Albert is pock-marked with craters; nestled in one such crater is a small city easily detected from space. The remainder of the satellite has patches of forestation and some evidence of small animals, although nothing of any import. The city, however, is a center of major interest.

The city, not mentioned on the charts, and without a readily available name, is a constructed settlement made of cast stone (no metal visible), with irregular and angular towers and spires. In many respects, it appears crystalline, and reflects light in sparking showers at certain times of the day.

Characters entering the city will find the entire area stripped of any movable objects. A slight amount of litter indicates that the Imperium has already been here, and found everything there is to find.

When entering any structure, adventurers will find large, high ceilinged rooms with tall triangular doorways without doors. The doorjambs are each embossed with an irregular hexagon having the appearance of a seal or crest. Interlevel connections include broad sloping ramps and no sign of lift shafts or elevators. There is some indication that some ramps may at one time have been moving surfaces like very advanced escalators, but they do not function now, and are solid-state: even destruction will not show their internal structure. There are many upper level balconies without railings; in fact, no railings are evident anywhere in the city. All balconies do extend over clear areas on the ground level, as if people could always jump to the ground, perhaps with grav belts. There is no evidence of working interior lights or of power or water connections within the buildings. The interiors are lit only from outside light coming in through broad doorways or balconies. The walls of the buildings are homogeneous stone, although many areas show a veining of white, yellow or orange metal flecks.

A determined exploration may yield additional results. There are approximately 100 buildings in the city; all of varying sizes and floorplans. Exploring a single building generally takes one person-day (one person exploring for a full twelve hours). In addition, familiarity and boredom gradually degrade the quality of exploration. The referee must determine which building holds the command center by selecting and noting a number from 1 to 100. In addition, a second number should be selected as the building housing the tool shop. For exploratory purposes, adventurers each select the building (or buildings) they wish to investigate; individuals may team up for greater quality of search.

The referee should roll dice for each building as it is explored, but the result is important only if the correct building is being investigated. Throw 11 or less to find the command center; apply a DM of +1 for each building previously explored. Throw 12 or less for the tool shop to be found; apply a DM of +1 for each two buildings previously explored. In any case, apply a DM of -1 of more than one individual have joined as a team to explore. Once a building has been explored, others will respect the results obtained by the adventurers concerned, and they will not recheck the building.

The Tool Shop is a small room half-concealed at the end of a long twisting corridor. The room is easy to miss, and it is understandable, in a city as extensive as this, that it could have been missed by previous explorers. The walls of the room are of stone flecked with grains of orange metal. Wall racks usable by apparently humanoid individuals standing 1.1 to 1.3 meters tall line the room, with pegs (of stone integral with the walls) apparently for tools or instruments. One set of pegs forms a shelf at slightly above eye-level; concealed on the pegs is a dull red metal rod with a contoured end of convoluted shape. The use or purpose of this tool will not be immediately obvious, but detailed examination may spark a memory that the convoluted shape matches the irregular hexagon embossed in each doorway. Matching the tool to the doorway will cause a previously unnoticed panel to begin slowly closing, shutting the doorway. As this disrupts the embossed hexagon, the tool cannot be reinserted, and the door cannot again be opened.

Further detailed examination will also show that the tool matches an indent near the stalled escalators, and will start them of applied to it.

The Command Center is accessed through a pivoted stone door, quite atypically set in the wall of an upper room. It is quite well hidden. It is at the end of a long, downward sloping and winding corridor 1.3 meters in height (allowing little headroom for most individuals). The room itself is a large, circular chamber lit by a glow from the walls themselves, although there is no evidence of radioactivity. In the center of the chamber is a raised circular dias formed from the same stone as the structure. Floating free in the center of the dias is a miniature representation of the Victoria system; the planetary models float as if above grav plates, without visible supports. The sparse asteroid belt is also represented as gravel or dust. A planet is shown in the sixth orbital position, and later investigation will confirm its existence, although missed by the initial detector scans.

Three asteroids in the belt are minutely visible as dull orange motes, as opposed to the black of the planets and other asteroids. In addition, close examination (requiring leaning over the dias and looking very hard) will show one orange asteroid orbiting the second planet in the system.

Attempting to move the pieces, or to alter their positions will generally not work; an explosion or fusion gunfire may do something, but will also destroy the display. If, however, any of the four orange asteroids are touched, they will easily move, although they cannot be shifted beyond the edges of the dias. When moved, each is replaced by a holographic image in its original location. As time passes, the holographic image will move to the location of the orange asteroid. And, detector data will show (if the adventurers look) that the real body corresponding to the mote is also moving within the Victoria system. If a mote is placed near a world, it will assume orbit; if placed on a world surface, the mote will cling to the model world, and the real asteroid will impact in that location.

There is a 50% chance that any specific asteroid (of the four which can be maneuvered) will be nickel-iron; if not, then it is rock.

Destructive investigation of the command center will disable the mechanism, and there will be no actual information gained from such an effort. Extensive destructive investigation will probably result in volcanic activity and a collapse of the structures in the city.


SCENARIOS

Naturally, most of the responsibility for a specific adventure lies with the referee. But, the following suggestions should prove helpful-

Metal Search: Approaching locals may produce any number of requests for metal in any quantity or quality. The adventurers may determine to assist the locals even though the payment for such labor will be in barter and of relatively small value (for example, meat, foodstuffs, or perhaps ivory scrimshaw).

Metal can be secured from the first planet of the system, although only in small quantities. A mine could be established to take advantage of the various asteroid strikes. Or, the command center on Albert could be used to direct a new asteroid strike to a convenient location.

At this time, there is little, if any, chance that asteroid strikes will crack the crust of Victoria.

Hunting: The animal encounter tables on pages 28 and 29 could be used to conduct a safari into the chasms. Transport might be by hired dirigible.

Marooned: As referee, you should not be adverse to unusual or even disastrous events. For example, an adventurer's ship could be attacked by a pirate ship in ambush, or an Imperial ship enforcing the interdiction, and a crash landing on Victoria could be the result.

The survivors are then faced with a time limit (the carboxyl poison), plus the necessity of obtaining metal or other material to repair their ship. Possibly, the survivors could be found by a roving dirigible, and helped, or press-ganged into service.

Evasion: Neither the Navy nor the Scout Service devote full time to enforcement of the interdiction of the Victoria system. Each does, however, maintain routine patrols through the system; an Imperial ship which discovers an intruder in the system will move to capture or destroy it.


-Marc W. Miller


VICTORIA is loosely based on the world Durrent in the novel Prisoners of the Sky, by C. C. MacApp, published by Lancer Books, New York, 1969.


Copyright 1979, 2001 Marc W. Miller. All rights reserved. Some material on this page is from the Traveller game system and is used with permission. Traveller is a registered trademark of Far Future Enterprises. ®1977-2001 Far Future Enterprises. Portions of this material are Copyright ©1977-2001 Far Future Enterprises.



 
Regarding jump drives: At the time Annic Nova was written, IIRC, they didn't have a seperate EP requirement, just their own power systems and capacitors. So the Nova's jump drive isn't at all consistent with those in T20.

I ran this adventure recently, and explained all the design discrepancies as "inferior technology". The PC's went from saying "Hey, let's keep this thing!" to "Wow, who built this pile of junk?" The best part was when the toy robot chased our intrepid barbarian all over the quarter-deck like a sissy-boy!
file_21.gif


XO
 
Originally posted by Elliot:
I thought the jump torpedo was in Book 2, edition 1 - it would have been canon until 1981 when edition 2 came out and the jump torpedo was gone...
Not in my copy, unless I missed it.
 
same here.

as for the Annic Nova

it maybe a little late(around 20 some odd years) but they could always do a follow up that would be interesting, like finding out who, or why, the ship was built or where the shuttles where.

besides you could even have be an Ancient's ship that survived, but lost the cutters and was found by 2 guys and they're families.

its really up to the Ref if he wants to add things too it, but...
 
Originally posted by Robert Prior:
</font><blockquote>quote:</font><hr />Originally posted by Elliot:
I thought the jump torpedo was in Book 2, edition 1 - it would have been canon until 1981 when edition 2 came out and the jump torpedo was gone...
Not in my copy, unless I missed it. </font>[/QUOTE]LBB2, 1st edition, page 18. Look at the Missile entry under Expenables:
Other types of missiles are possible (for example, jump capable message torpedoes...
 
Originally posted by Xavier Onassis:
Regarding jump drives: At the time Annic Nova was written, IIRC, they didn't have a seperate EP requirement, just their own power systems and capacitors. So the Nova's jump drive isn't at all consistent with those in T20.
My idea about the Annic Nova is that its jump drives are built around a functioning Ancient artifact: A valve that opens into a pocket universe full of hydrogen. That's why it can jump without getting more fuel.

It doesn't clear up all the discrepancies about the Annie, but it does help a lot.


Hans
 
Dear Folks -

Originally posted by Sescheraun:
Question 1:
...I was wondering if anyone could give me the highlights for the Victoria system.

Question 2:
...how would a ship that relies on the same technology be designed... ?
There was a discussion of this on the TML back in October 1999.

You can find it at Beowulf Down: select Tavonni Repair Bays ==> Canon Problems ==> CANON PROBLEM 4: The Annic Nova Backstory . It is 164k, and as yet is unformatted (sorry).

omega.gif
 
Game effects of Carboxyl Poisoning

Very late getting in on this discussion, but I have a question about the planet Victoria and how people have adventured there.

--------------------------------------------------------------------------------

CARBOXYL POISONING

Exposure of humans to the atmosphere of Victoria at altitudes of less than 1000 meters results in carboxyl poisoning, which stems from absorption of a carboxyl radical into the bloodstream. The process is slow, but quite sure. Any individual exposed to the conditions is automatically affected.

In game terms, an individual receives a reduction in his or her dexterity characteristic at the rate of -1 per week of exposure. Upon moving to a location above 1000 meters, recovery occurs at the rate of +1 on the dexterity characteristic per week (never to exceed natural dexterity, of course). Extreme exposure, where dexterity declines to zero, produces an unconsciousness which is considered to be a coma. Death will follow in 1 to 6 days (one die roll) without medical treatment and removal from the low altitude environment.



While I understand the "burning fuse" nature of time spent in the dangerous lowlands, where the average person slips into a coma after seven weeks, I still wonder if there is more to this than that alone. I see at least three interpretations:

1) Effect is against Dex as a combat hit. This is in line with reaching unconsciousness when Dex reaches zero. A "wasting disease."

2) Effect is against Dex, such that a character's ability to use weapons or make Dexterity-based task throws is affected (i.e., when Dex is lowered to a point where combat penalties accrue), but it is not treated like a combat hit.

3) Combination of #1 and #2: it is a combat hit that =does= affect Dex.

So, I was just wondering. Thanks for reading!
 
So, I was just wondering. Thanks for reading!


MMM,

You're reading wayyyyyyyyyy too much into it. You're also confused about "combat hits".

Traveller has only one way to model physical incapacity whether due to disease, aging, or violence and that's via loss of physical stat numbers. It's how those stat numbers are lost and regained that differentiate between "catching a bug" and "catching a slug".

Let's look at carboxyl poisoning. You lose one point of DEX, and only DEX, per week until that stat, and only that stat, reaches zero. When zero is reached, you fall unconscious and remain unconscious. You can only regain consciousness and begin to recover when removed from exposure to carboxyl. If you're not removed, you'll die in 1D6 days.

Now, let's look at combat. Once any stat reaches zero, a character falls unconscious for a specific period of time. The amount of time spent unconscious depends on the extent of your injuries; 10 minutes for one stat or 3 hours for two stats. What's more, and completely unlike carboxyl poisoning, you also partially recover stats when regaining consciousness. Again, depending on how badly you've been wounded, you'll automatically recover either half the difference between your normal and wounded stat levels or at least minimum of 1 in all stats.

Summing up:
  • "Catching a bug" and "catching a slug" are the same in the fact that they effect your physical stats and the loss of those stats effect your attempted rolls.
  • "Catching a bug" and "catching a slug" are not the same in the manner that they effect your stats and in the manner you recover those stats.

Hope this helps.


Regards,
Bill
 
Last edited:
Actually Bill, combat hits DO NOT affect actions until after combat (see the CT errata thread; big argument about it) save for going unconscious; then become actual damage to attributes either at recovery or post combat.

Two distinct different uses; two different modes. I agree that the Victoria carboxyl damage is direct to stats, and thus affects everything.
 
Actually Bill, combat hits DO NOT affect actions until after combat (see the CT errata thread; big argument about it) save for going unconscious; then become actual damage to attributes either at recovery or post combat.


Wil,

You are, of course, correct. Damage to stats from combat does not effect rolls and so forth until after combat and/or when recovery begins.


Regards,
Bill
 
Right, the 18 pages regarding CT combat . . . show some strong divisions along the very lines I'm talking about here. Since there doesn't seem to be any final accord, we might term them different "schools," in the sense of kung fu action movies -- where "fighting spirit" is not just a metaphor!

Among many differences of interpretation and opinion witnessed in that debate are the distinctions made between stats as attributes (which bestow combat modifiers, et cetera) and stats for "wounding purposes." As such, granted . . .

In any event, I'll try an example. Bob Bupkis (777) crashes down in the tainted-atmosphere lowlands and has to walk out. He is armed with a revolver, a rifle, and a shotgun.

At the end of the first week, Bob's stats are (767) for both attributes and wounding purposes (according to one school, if I'm reading that right). This means that Bob suffers a -2 penalty when using the revolver because his Dexterity has fallen below the Required Dexterity Level.

Concluding the second week, Bob's stats are (757). At this point he suffers a -2 penalty when using the rifle in addition to the -2 penalty when using the revolver.

The weeks stumble by . . . when the fifth week ends, Bob's stats are (737). He now has a -1 penalty when using the shotgun.

If he took any wounds to Dexterity in the course of his trek, his situation would deteriorate much more rapidly (according to one school).

But mainly, I suspect that taint-poisoning on Victoria doesn't come up much, because it is very slow-acting and would require a rather convoluted or contrived scenario/rationale for it to play out. For example, a starship's lifeboat crash-landing in the lowlands many weeks hiking distance from the Mesas is more easy to see than an airship crashing under similar circumstances (that is to say that airships normally don't travel across the entire planet the same way that a de-orbiting craft might land anywhere).

Truly, these are just possibilities, and no doubt others can quickly generate a dozen more ways to get player characters stranded in the tainted atmosphere, but ultimately there is the division between theory and practice. Has anybody actually put this into practice, or experienced it as a player-character? Or is Victoria's unique atmosphere just one for the books, a quaint detail with no real effect on adventuring?
 
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