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Escape Pods in Jumpspace

What are the possible outcomes of using an Escape Pod while you are in the middle of a Jump? Instant death, the creation of another Jump bubble, do you get skipped out of Jump space and into real space using the misjump rules?
 
What are the possible outcomes of using an Escape Pod while you are in the middle of a Jump? Instant death, the creation of another Jump bubble, do you get skipped out of Jump space and into real space using the misjump rules?


Rise of the Eldar Gods....
 
Such a thing is a plot point for your adventure.

What happens is what you want to have happen.

The general consensus is instant death - but that's pretty boring.

If you want to have the PC saved by a passing ancient era jump space maintenance bot, or propelled into an alternative universe, or dumped out into the normal universe subject to misjump rules then do so.
 
In typical Traveller, it's considered instant death as your pods fly into "jump space" unprotected and Bad Things Happen.

In many ways this doesn't make sense.

You'd think someone would have come up with an escape system that could maintain the 'jump bubble' or whatever it is that keeps your ship safe in Jump Space independent of the carrying ship so could arrive at your destination - they've had 1,000 years in the Imperium alone to think of a solution, plus the millennia under the first Imperium.

Granted, perhaps someone has thought of this solution, but it's uneconomic so nobody does it (even in our own world, there's no reason why a cruise ship can't tow a large "survival barge" capable of carrying all the passengers and crew in comfort "just in case" - it's just impractical from an economic point of view so nobody does it). However, you'd think it might be important enough for someone to do it nevertheless.
 
What are the possible outcomes of using an Escape Pod while you are in the middle of a Jump? Instant death, the creation of another Jump bubble, do you get skipped out of Jump space and into real space using the misjump rules?

instant death seems the most likely
misjump maybe
if a player/npc already had the teleport ability i'd be tempted to make it a time teleport ability
 
I'd say that the pod has a "drop-out" device that immediately forces it out of J-space into N-space.

Of course, that would likely put it in the void between systems, so it would also have the ability to put everyone inside into cold sleep.
 
I'd say that the pod has a "drop-out" device that immediately forces it out of J-space into N-space.

Of course, that would likely put it in the void between systems, so it would also have the ability to put everyone inside into cold sleep.

If you could drop out of J-space prematurely, that would imply the possibility of, say, using Jump-2 to traverse a parsec in half a week -- by plotting a jump twice as far and then dropping out midway.

You can't, unless you make a home rule.

Also, even if you can drop out mid-jump, consider this: when going from point A on a sheet of paper to point B by folding the sheet, and failing to transit, would it make sense to appear in the space between A and B?

If you make a mistake in calculations, it's like you folded the sheet improperly and thus emerge somewhere entirely irrelevant.
But if you just abort the transit, you probably either emerge back at point A, or at point B -- in the form of a scattered heap of protons, neutrons and gamma rays.
 
If you make a mistake in calculations, it's like you folded the sheet improperly and thus emerge somewhere entirely irrelevant.
But if you just abort the transit, you probably either emerge back at point A, or at point B -- in the form of a scattered heap of protons, neutrons and gamma rays.
I prefer (and IMTU, use,) "a bunch of tiny chunks scattered along a line from A to B"
 
You'd think someone would have come up with an escape system that could maintain the 'jump bubble' or whatever it is that keeps your ship safe in Jump Space independent of the carrying ship so could arrive at your destination - they've had 1,000 years in the Imperium alone to think of a solution, plus the millennia under the first Imperium.

Absolutely. They've had enough time to work on the problem - let alone bringing forward research done on the topic by the Vilani beforehand.

That said, the solution should in your game be based on Mike's excellent advice.
 
I use a grid network to generate the Jump Field on my ships, based on the Jump Carrier on pages 22 and 23 of Supplement 9, Fighting Ships. The grid network aides in generating and maintaining what amounts to an artificial "wormhole" around the ship. When you go outside of the grid network, you are no longer in the "wormhole" and are either reduced to atomic particles by the change, or are in a totally different universe, ranging anywhere from interstellar space to inside of a sun. Either way, you no longer exist in the Traveller Universe.

I still do not know what to do with all of the Liquid Hydrogen required for the Jump. I just figure that it is part of the game, and proceed to march.
 
ITTR there was and adventure for MT (so in Rebellion times) where one escape pod dating fron the Interstellar Wars was found with a survivor, having been released while in jumpspace...

Unfortunately I don't remember where did it appear.
 
You'd think someone would have come up with an escape system that could maintain the 'jump bubble' or whatever it is that keeps your ship safe in Jump Space independent of the carrying ship so could arrive at your destination - they've had 1,000 years in the Imperium alone to think of a solution, plus the millennia under the first Imperium.
People die in cars still. Anyway, too many players restrict their game sessions to what the written rules say. AD&D players check traps on doors every time because they read a rule somewhere for doing it. Role-players don't have such problems.
 
I was fairly positive the only known result would be some form of horrible death, but at least for creating the story, figure to use a form of misjump rule to make it a cool (if not terrifying) experience for the players.

Thanks Everyone!
 
Anyway, too many players restrict their game sessions to what the written rules say

True, but by the same token having the rules as 'loose guidelines' means you end up with stuff like the Trek transporter - it clones you, it splits you into good/bad, it makes you young, it can work though shields (except when it cant), it slices and dices and may even provide a set of steak knives. And we wont even start on the Holodeck....

Rigid adherence is bad, but loose restrictions can lead you to Toon town.

AD&D players check traps on doors every time because they read a rule somewhere for doing it. Role-players don't have such problems.

They check for traps every time, because the moment you don't the DM can whack you (a _lot_ of the old AD&D adventures did this). The easier way is simply to use a drone (a animated skeleton) to open the door from a safe distance or use a Henchman... :devil:
 
AD&D players check traps on doors every time because they read a rule somewhere for doing it. Role-players don't have such problems.

They check for traps every time, because the moment you don't the DM can whack you (a _lot_ of the old AD&D adventures did this). The easier way is simply to use a drone (a animated skeleton) to open the door from a safe distance or use a Henchman... :devil:

Exactly - there is no such rule in AD&D - it is a survival behavior learned through harsh experience.
 
Doors are meant to be used, not trapped.
Only at install, and only most of them.

I'm minded of my senior year... 3 of the emergency exit door sets were chained shut. With good reason - there was a 20' drop right outside them. (they were digging down to excavate a basement under a wing of the school. That was the only spot they could access it safely.) A fourth doorset was chained as well - and got them a multi-thousand dollar fine - because it lead to the construction area, but not to the pit itself. (I might have mentioned it to a fire inspector... I was a Fire Department explorer. I stayed BUSY in HS.)

Also, some doors are not meant to be opened by the unaware - I've seen plenty of news footage about trapped doors - Meth labs often have traps that are easily disabled, but you have to know they're there. One was an axe hung so that when the door cleared it, it would swing down by gravity and hit the guy opening it in the neck or head (height dependent). If you know it's there, you slowly open the door and grab the handle. If not... thud.

Another was household current run to the knob and ground to the metal door. Holding the doorbell switched off the supply. Burned down, tho - they forgot that meth fumes were explosive.
 
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