Sunday, November 11, 2018

Starship Geomorph book update


The Starship Geomorph book has been updated with the following changes:
  • Miscellaneous spelling and grammar problems. Thanks to Ian Kinney for helping with the proofreading and editing.
  • A few graphic modifications, shading and linework tweaks. Hardcopies printed for miniature use should look better.
  • Fixed a couple of low resolution illustration issues.
  • A good number of geomorphs were tweaked - something I can't stop doing for some reason. Nothing major. There are fewer staterooms without private freshers. The image of crew members roaming the ship wrapped in a towel looking for a shower was getting to me.
I was able to bring editable layers into the PDF but for some reason it was bringing down the graphic quality of just about everything, so I opted to leave out that feature until such time as I can do so  without sacrificing quality elsewhere. My apologies to those who were hoping to have hex grids this round.

Thanks to everyone for your kind words and encouragement. I hope you enjoy this cleaned up version.

The updated free PDF can be downloaded here: Starship Geomorphs v1.1.pdf

Thursday, November 1, 2018

Starship Geomorphs Update and Upcoming Starship Symbols Book

Wow. It's great to see so many responses to the Starship Geomorphs book. Thanks to everyone for their positive feedback and constructive criticisms. I will be re-releasing the Starship Geomorphs PDF in a week or so with corrected spelling (What? You've never heard of Marshal Arts?) and grammar, a few graphic and miscellaneous tweaks to some geomorphs, and the ability to turn on/off individual drawing layers including a second optional hex grid. This will allow you to do things like select square grid, hex grid, or no grid at all, turn off text for player maps, and turn off shading for less ink usage when printing.

Additionally, Marc Miller and I have started talking about making a print version available to those who want it. There are no specifics yet as I want to get the edited PDF version off my plate first. I'll keep you posted as I learn more.

Finally, I'm also working on a starship "symbols" PDF book that would be a collection of individual rooms and room blocks for those who want to lay out ship plans that way. The book will probably include supplemental .DWG and .DXF files.


Traveller Customizable Card Game - Solo Play Example

I just wanted to post a quick shout out to Geek Gamers, who has a solo gaming channel on YouTube. She recently posted an example of solo play for the Traveller Customizable Card Game. I just received my reprinted cards in the mail last week and am looking forward to giving this a try when my free time opens up a bit.

You can check out her video here: Traveller CCG Solo Play Example

I'd be interested in hearing from other Traveller players who have played this, either solo or with others - please leave comments below.
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Update 11/07/2018


Geek Gamers has added a second video reviewing the Trouble on the Mains, Subsidized Merchant, and Empress Marava expansion decks.

You can check out her video here: Traveller CCG Ship and Expansion Decks

Wednesday, October 10, 2018

The Starship Geomorphs book is finally complete!


The Starship Geomorphs book is finally complete and ready for download. I can safely say after three years of putting this project together the itch has been thoroughly scratched. If you have any constructive criticisms please comment below. I'm not opposed to revisiting this sometime in the future if the situation warrants it. In the meantime I'm going to take a short break and get back to some smaller, less intense projects. Thanks for your patience, I hope you find it worth the wait.

Click here to download the updated PDF: Starship Geomorphs v1.1.pdf  (released 11-11-2018)
Click here to download the original PDF: Starship Geomorphs v1.0.pdf  (released 10-10-2018)
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Edit:
The question has come up regarding printing these for miniature use. A couple things to consider first:
The scale provided in the PDF is 1/4"=5'-0" or one square grid. This is simple enough to scale up for 15mm (1/2"=1'-0") figure use. If you are using a standard letter size (8.5"x11") printer you will be limited to Edge and Corner Geomorphs which will print out at 10"x5" and 5"x5" respectfully. A Standard Geomorph will print at 10"x10" so will not fit on letter size paper, but if your printer supports 11x17 that would work.

To print an Edge or Corner Geomorph to 8.5" x 11" paper for 15mm figures:
Routine, Admin, INT    5 min, Safe  (That's a MegaTraveller joke)

Kidding aside, here's how I did it using Adobe Acrobat Pro. Your software may vary.
Open the PDF to the page you wish to print
Edit > Take a Snapshot > draw boundary around desired geomorph > Print (open print dialogue box) > set Custom Scale to 200% > set orientation to Landscape mode for Edge Geomorph > Print

For Standard Geomorphs at 15mm or any geomorphs at 25mm scale (1"=5'-0") I would use the same process as above, but change the paper size to something like 11x17 or 18x24, depending on what your are printing, set the Custom Scale to 400% (for 25mm) and instead of printing to your printer, I'd print to PDF, and then send that PDF to a print shop for printing if you can't print the larger paper size. You may be able to set it up such that you print a larger drawing on a series of 8.5x11 sheets and tape them together, but personally I would not go that route. Good luck!

An example of an Edge Geomorph printed on 8.5x11 at 200% for 15mm figures:

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A few quick notes:
This PDF version is mainly intended for viewing on a computer or other device. While in my experience the individual geomorph pages look fine when printed, the illustrations come out very dark. It is doubtful that I will be creating a print version.
Regarding navigating through the document: I spent a good amount of time creating hyperlinks all through the document, so it should be very easy to find what you are looking for. I find jumping to the Indexes at the back of the book, clicking on what I am looking for, and making copious use of the Alt-Left Arrow to go back to the previous page to be very helpful. The book is also fully bookmarked.

Saturday, July 28, 2018

X-Boat Station Variant




A blog reader wrote to me inquiring about modifying the X-Boat Station to include additional research, observation, repair and maintenance, and traffic control spaces as well as armaments, and asked about the possibility of adding a ring around the station for those purposes. While it would be possible to design such a ring, I would be concerned that a ring might interfere with ship docking, and suggest the above images as a possible variant.

This design adds a 100 dton mass to the bottom of the station and assumes the elevator and ladder run through the central fuel storage to access the new lower decks. With the overall station now being 500 dtons, some of that space would need to be used for additional drive, power plant, and fuel to maintain the original station specifications. Alternately - and depending upon the gamer's intended use - the additional drive and fuel requirements could be ignored and argued that the station maneuvers at less than 1G.

The new mass consists of four standard height decks (10' or 3m) with two rotating turrets and sensors projecting from the bottom. A third rotating turret has been added to the upper portion of the structure to take advantage of the three allowable "hardpoints" (IMTU hardpoints do not have to be fixed, but can be set upon tracks for better coverage).

With the extra tonnage, the station can start to move away from being strictly for X-Boat usage and could become a general multi-purpose space station, albeit a pretty small one. Other uses are as varied as your imagination: a noble's off planet getaway, a research station, a manned interdiction satellite, a small trading post...whatever you want. Enjoy!

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EDIT 10-21-2018
Prior to this edit the original X-boat station was incorrectly shown as 200 tons, when it is in fact 400 tons, which would make this variant 500 tons. The images here and the PDF in the original post have been updated.

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Click here to see the original X-Boat Station post, including deckplans.
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Monday, July 16, 2018

Agricultural Bay Geomorph and Illustration / Book Update

The proposed book cover. I've always loved the classic LBB design.
I'm hoping since this is a fan-made freebie that Marc Miller will see beyond any copyright infringement.

Artificial sunlight shines down on a ship's botanist as he performs chemical analyses on a variety of otherworldly food crops while agrobots perform the more menial gardening tasks.
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I'm getting a bit closer to wrapping up the geomorph book. It has been sent to the editor while I get the remaining illustrations completed and tweak the final geomorphs. The book should be available between late August and mid-September and will be a free PDF download from this blog.
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While not part of a typical Traveller starship, the Agricultural Bay is a mainstay in science fiction for colony ships, inhospitable planets, and remote outposts obligated to be self-sufficient. By itself, gardening doesn't necessarily scream "action and adventure", so referees should consider all the myriad ways plants have been used in classic science fiction and modify as they see fit. The seed pods from "Invasion of the Body Snatchers", the alien spores from Star Trek's "This Side of Paradise", and Triffids are all fine places to start. Live crops and seeds can be valuable trading goods on some worlds, and are often a favorite target for customs officials. Ignoring transport protocols is sure way to introduce and invasive species into a new environment. Knowledge of alien botany could be a useful skill for a Traveller. Which ones are edible? Which are poisonous? Which are used to make medicine? Use your imagination and have fun!

Saturday, June 23, 2018

Hammer Class Passenger Variant with Steerage



One of the regular blog readers, Peebo-Thuhlu Thuhlu, pointed out how well the steerage compartment might work with the Hammer Class starship. I decided it was too good of an idea to let pass, and put it on my ever expanding to-do list of Traveller ideas. It turns out it was one of those itches that just had to be scratched, and since the majority of the drawing and modeling was already complete I decided to just get it done.

The deck plan layout is based on the Ore-Hammer prospector's variant and fills up the entire 15 ton cargo space with only a few bulkhead modifications. A new ceiling allows the additional life support to be placed overhead, and even allows for some additional overhead cargo space. While intended to be left alone during flight, the attic space storage can be accessed by a panel in the lounge ceiling if necessary. The layout includes two steerage "dormitories" with two triple bunks each, and the basic lounge, galley, and fresher (with laundry facilities) you would expect. This is about as packed as a small ship can get without putting everyone in low berths. Since the Hammer Class has no real amenities, steerage passengers are rarely given access to the crew areas of the ship.

Most steerage bunks have a simple privacy curtain. For more privacy and safety, some bunks include retractable, hardened panels that lock from the inside, and only authorized crew members can override the locks. The bunks have variable transparency panels and each bunk contains basic environment controls. When not in use, each set of triple bunks can be completely sealed off.

Keeping Thing Under Control
From the crew's point of view, the biggest problem with steerage passengers is, well, steerage passengers. Any time you have a large number of people confined to a small space for extended periods of time there is the potential for problems. There are a variety of options a crew may utilize to make the trip more enjoyable for everyone:
  • Give the passengers something to do. A smart captain will have an extensive ship's library full of holovids, games, music, and reading material. Many ships include the free use of a personal library pad.
  • Employ a steward. Steerage passengers do not expect the services of a steward, so having someone provide even minor services is seen as a plus.
  • Put them under. Sleeping passengers don't cause trouble and they don't use as many resources. Some captains may freely distribute sleeping aids and other drugs. IMTU there is a jump variant of Fast Drug ("Fast Jump") which only last seven days. For those interested, it can make a week long journey feel like only a few hours.
  • Keep them separated. If there are groups or individuals not getting along, it is best to keep them separated. They can be moved to separate sleeping areas and allowed access to the passenger areas at alternating times.

To Avoid A Steerage Incident During Jump: Roll 6+ on 2d6 with the following DMs:
    +1 per level of Steward (limit +2)
    +2 if primarily corporate passengers, families, or chaperoned group
    +1 if passengers have access to ship's library
    -1 per 12 active passengers
    -1 if major religious, political, or other ideological difference between passengers (GM decides)
    -1 if 6+ rogue passengers

Steerage Incident: Roll 2d6
    2 - Fire in the galley causes major damage.
    3 - Classic barroom brawl in the lounge and galley. Several people injured.
    4 - A passenger reports theft of valuables from their locker. Crew or passengers can investigate.
    5 - Overuse of steerage toilet facilities causes overflow. Ewww.
    6 - Passenger screaming match leads to minor ship property damage.
    7 - Ongoing screaming match between passengers. Nobody hurt, but your ship gets a bad Yelp review.
    8 - Passenger gains access to major weapon. Stand off with crew or other passenger.
    9 - Passenger fight. The loser is beat unconscious.
  10 - Passenger fight. The loser requires low berth storage to survive.
  11 - Passengers fight. The loser dies.
  12 - Passenger discharges energy weapon and causes hull breach.

Crews experienced in operating ships of this type have learned another valuable lesson: keep the troublesome and questionable passengers in the forward dormitory. Nothing gives a bunch of drunken revelers (or potential hijackers) more pause than the lights and klaxons going off when the inner airlock hatch is opened from the bridge.

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For a higher resolution PDF, click this link: (Traveller Starship Deckplan Hammer Class Passenger Liner). The deckplan was created to be printed out on 11"x17". Scale is 1" = 10'-0" so it can be used with 15mm miniatures. Enjoy!
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Friday, June 1, 2018

Passenger Deck/Steerage Geomorphs and Illustration



Okay, so maybe I watched Titanic one too many times, but in my Traveller universe there is a passenger class between middle passage and low berth - steerage. A typical steerage compartment consists of a series of triple bunks, a communal galley/lounge, shared fresher facilities, and additional life support equipment. Quality and accommodations may vary widely from ship to ship, but the Imperium does have, and sometimes even enforces, minimum standards for passenger well being.

At minimum, each passenger is assigned a single bunk with a small storage locker - usually enough space for a suitcase or two. Fresh linens are provided at the start of the trip and changed weekly. Two meals per day are included, but are often not much more than unheated survival rations with appetite suppressants. Passengers are encouraged to bring their own food if they have special dietary needs. Access to toilet facilities is unlimited, but shower facilities are usually limited to once or twice per week. Bunks often only have a simple curtain to provide privacy, but some may provide a more secure, hardened and lockable screen panel.

Steerage passengers are often required to stay within the confines of the steerage compartment, except in the case of emergencies. Depending on the number of steerage passengers, the passenger's ticket price, and ship's amenities, some passengers may be allowed access to other areas of the ship during off hours. Steward services are not included, but a good captain will have a steward - or security personnel - do a walkthrough of the steerage compartment once a day to check on things.

Larger passenger liners may have a good portion of their ship dedicated to steerage compartments. With the increased passenger load per square meter, a shrewd captain can actually make more money with steerage passengers than with high passengers, although usually with considerable more headaches. The additional wear and tear of having large groups of people in a small area means stateroom fittings need to be replaced more often or more durable, and therefore more costly, fittings be installed in the first place.

Steerage compartments are generally open to any passenger, but some may be segregated by sex, alien species, families, etc. It is not uncommon for some groups to book an entire steerage compartment for their private use; corporations moving employees and their families to a new facility on another world, religious factions on a pilgrimage, student groups, traveling entertainers, or soldiers. Travelling steerage is a great way to meet a wide variety of travellers in a short period of time and a great source for news, rumors, and potential jobs.

Steerage passage typically costs between 2,000 and 4,000 credits per trip and is usually a "you get what you pay for" proposition.

Saturday, May 5, 2018

Rampart RF-128 Fighter Illustration

I was laying out a Lightning Class style "race track" Hangar Deck for the geomorph book and decided I needed to model the Rampart Fighter. So here is my version, based mostly on the plan view found in Supplement 5: Lightning Class Cruisers and the box cover illustration by Richard Flory for the Fifth Frontier War game.

From Supplement 5:
    The Rampart RF-128 and RF-128-2 fighters are small streamlined combat craft with stubby wings and limited control surfaces. The wings are semi-retractable, enough to reduce the crafts diameter to 3 meters and allow use in the launch tube.
     Each fighter is a 15-ton craft constructed at tech level 15. The models have two distinct features - weaponry and crew size.
     The Single Place Fighter is laser armed, and has only one position - for a pilot.
     The Dual Place Fighter is missile armed, and has crew positions in its double cockpit. The craft is used for squadron command and control in combat situations. In addition, the dual place configuration is used for training of new pilots or for periodic check-rides for pilots within the squadron.


Of course I decided to ignore that and show a version with both lasers and missiles.

Monday, March 26, 2018

Bay Weapon Geomorphs and Illustration



A couple "edge" geomorphs from the upcoming book showing my take on bay weapons. Aside from the Azhanti High Lightning deck plans, I don't think I've ever seen them represented in Traveller canon, and those in the Azhanti appear to be in the 30 dton range. I interpret them as standardized weapon frames that can be swapped out for alternate weapons easily. For the double laser, the doors retract and the weapon extends out from the bay and rotates into position. For the missile bay (as shown in the illustration), doors retract to expose the missile launch tubes. If desired, bay weapon doors could be indistinguishable from large cargo doors.

Designer's note: The weapons shown in the deck plans reflect 50 dton weapons bays on a single deck. The illustration shows a double height bay - just an artistic decision - and therefore would be 100 dtons. I doubt the gunnery crew would actually be in the bay as the weapon moves into firing position, I just wanted to show people to get a sense of scale.

Thursday, March 22, 2018

Illustration - Corridor and Airlock


A couple illustrations of a typical corridor and iris valve style airlock showing the "before" closed position and our intrepid, vacc-suited PCs investigating the "after-the-bad-thing-happened" condition which left this ship in zero-G vacuum with partial power.

Saturday, February 24, 2018

Traveller Podcasts and YouTube videos

Apologies to National Lampoon magazine

I listen to a wide variety of podcasts that cover many topics. For fun, I often listen to gaming related podcast and watch gaming related YouTube videos. I've listed a few of the podcasts and videos I've been consuming over the past few years. It's always interesting to see how others are playing my favorite game.
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Click on the show/channel name below to link to the content.
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Podcasts


Space Jerks - The NSFW Classic Traveller Podcast
In honor of the new kids on the Traveller podcast block, I wanted to throw a shout out to Space Jerks, who released their first episode yesterday. There are some good, groan-worthy puns: "I'll buy shots first" states one player, while visiting a Star Wars cantina-themed bar (get it? "shots first"!). If you like your podcasts sprinkled liberally with F-bombs and other adult language, give them a listen. (1 episode so far)


The Behind the Claw Podcast
I came across this one late in the game and just as I was getting into it Felbrigg stopped producing them. Definitely worth a listen. (33 episodes)


Happy Jacks RPG Podcast
Among the many games they present is a Star Wars campaign played with the Mongoose Traveller rules. (13 episodes of their Star Wars Traveller game and many, many others)


Fear the Boot RPG Podcast
Not related to Traveller, but this is one of my favorite RPG podcasts. Producing regularly since 2006, they've covered just about every RPG topic imaginable. (475 episodes and counting)


YouTube Videos


Happy Jacks RPG's YouTube Channel
More RPG goodness from Happy Jacks, who've recorded actual gameplay at the table of their Ashes for Exodus campaign using Mongoose Traveller.


Olympus RPG Group's You Tube Channel
Gameplay videos of their GURPS Traveller "The New Deal" campaign using Fantasy Grounds virtual tabletop online gaming software.


Shawn Driscoll's You Tube Channel
One of the Traveller community's most prolific Renaissance men, Shawn's videos cover topics from computer programming, character generation, 3D modeling, rendering, and thoughts about RPGs in general.


Complex Games Apologist You Tube Channel
Provides "in-depth video essays" on a variety of role playing games, including several relating to Traveller. Interesting stuff from a metagame perspective.


What Are Your Favorites?

These are only a few of the many I've watched or listened to over the years. I've tried to focus on those content creators who have produced more than just one or two episodes. Am I missing anything? What are your favorite RPG related podcasts and videos?

Sunday, February 11, 2018

Traveller Customizable Card Game

Just got this in the mail this week. This is the Collector's Edition with the additional Subsidized Merchant, Aliens of the Imperium, and Trouble on the Mains decks. I'm pretty impressed with the quality. I haven't had time to really go through it all and learn how game play works. Congratulations to Jeff Yin and Horizon Games for their successful Kickstarter campaign and for surviving the production process!

Learn more at the Traveller CCG website
Some of the artwork from my blog even made it into the game. Woohoo! I've officially left my mark on the Traveller universe. Now if I can just keep the BuffBot from going haywire!

Saturday, January 27, 2018

Zhodani Light Combat Armor


Essentially a stripped down version of the standard non-powered trooper armor, Zhodani light combat armor eliminates the upper arm and leg armor and utilizes a ballistic cloth body suit. The armor is not suitable for use in vacuum and sacrifices some protection for lighter weight, lower cost, and increased maneuverability. The armor can be augmented with the typical accessories and equipment. (See Alien Module 4 - Zhodani p. 16).

The armor is favored by troops who expect light combat or combat by lower tech combatants and is often the preferred armor for garrison duty and for patrolling civilian areas under occupation.

Cr16,000  TL11, Weight:  4 kg.

Wednesday, January 17, 2018

Better Living Through Chemistry: Drugs in Traveller


When time is available, I run a solo exploration campaign past the edge of Imperial space. Since the crew won't necessarily have a dependable source of health care, the corporation funding the expedition has arranged to supply the ship's medic with a plethora of drugs; some legal, some not, some tried and true, and some experimental.  The ship's medic was given a cursory training on the effects and side effects of each drug. Drugs are in a variety of forms (pills, liquid, injection, inhalant, etc.)

This isn't meant as any in-depth review of use of pharmaceuticals in a Traveller game, more just rough notes for my campaign.

Also check out Wikipedia's entry: List of Fictional Medicines and Drugs

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Vaccines - standard inoculations that may the ship's medic may require crew members have before visiting a planet, or that the planet may require of new visitors
Anti-toxins - a variety of generic drugs to combat flora and fauna which may scratch and bite
Antibiotics – decrease severity of illness and increase healing

Metabolics – effective against a wide range of diseases (rare, expensive, high tech)

Slow Drug - So named because it makes the universe (from the user’s viewpoint) appear to move more slowly, the drug achieves the effect by accelerating the user’s metabolism. In effect, the user lives approximately twice as fast as normal. Slow drug takes effect 45 seconds after ingestion and continues to function for about 10 minutes. At the end of its effect the person is extremely fatigued and must recover from that fatigue. A person under slow drug (because he or she is living at twice the normal rate) can make twice as many actions or move twice as far as normal.

Medical Slow Drug - A medical slow drug is also available, which is used to hasten recovery from wounds or illness. One dose causes unconsciousness and the passage of thirty days equivalent recovery time in one day. During this period, ordinary healing takes place. No wounds are received from the use of medical slow drug, but the individual is unconscious or semi-conscious while under its influence.

Fast Drug - So named because it makes the universe (to its user) appear to move much more quickly, the drug slows down personal metabolism at a ratio of approximately 60 to 1. Users are extremely vulnerable while living at such a slow rate, but physical aging is also slowed, and the need for consumable supplies is reduced which thus allows conservation of air and food. Fast drug takes effect immediately upon ingestion. One dose lasts for 60 days, making that time appear to be only one day. An antidote is available to end the effect before 60 days. Fast Drug (TL9 - 2,000 Cr), Fast Antidote (TL-12 - 900 Cr)

Combat Drug - Taken by fighters (usually military personnel) prior to combat, this drug increases personal strength and endurance. The effect begins 30 seconds after being taken and lasts for about 10 minutes.

Anagathics - Anagathics or Antiagathics are longevity drugs, usually a mixture several compounds. They help prolong life and prevent aging in Humans. A regimen of regular monthly doses enables an individual to ignore the debilitating effects of advancing years. They need to be used starting at the age of 30, and with luck, the user may reach an age of 100 or more before old age affects the user. Because of the rarity and demand for anagathics, they are quite expensive and are often unavailable at any price. It takes a while for the total effects of anagathics to be felt; it also takes a while for the effects of anagathics to totally go away. However there are withdrawal effects from interrupting the supply of anagathics. Obviously, anagathics are most effective if they can be taken long-term without interruption. A continually interrupted supply can have devastating effects. Anagathics have dangerous side-effects on some users and often anagathics users take extra risks to maintain a constant supply. Society generally frowns on nobles who take anagathics.

Truth Drug - Drug used to compel individuals to answer interrogation truthfully, one dose is sufficient to assure truthful answers for approximately two minutes, after which the user experiences one hour of unconsciousness, then becomes groggy and unresponsive for several hours.

PSI Drugs - Chemical means are available to enhance a person's Psionic Strength on a temporary basis. Because the general public attitude towards psionics is negative, psi drugs are expensive and are extremely difficult to obtain. These drugs are as follows:

Booster - The basic psi-drug, booster is available in small one-dose pills. Booster increases an individual’s available psionic strength by about half (for average strength psis) if taken when psionic strength is at full power, or by a third if psionic strength is at a reduced level. Additional doses of booster have no effect if taken by a psionic within an hour. The drug-induced additional psionic strength will wane and disappear at the end of one hour.

Double - A more potent form of the drug, also available in small one-dose pills. Otherwise identical to booster, double increases psionic power by about double (for average strength psis) if taken when psionic strength is at full power, or by two-thirds if taken when psionic strength is at a reduced level.

Special - The rarest of psi-drugs, special is available only in liquid form and must be taken by injection. Special gradually increases psionic strength points to 15, at the rate of one point per hour. Psionic strength remains at this level (if unused) for four hours, and then wanes at the rate of one point per hour until psionic strength reaches zero. Normal recovery then occurs. Special has some dangers and may permanently reduce Psi strength.

Non-canon drugs:
Pep drug - a special stimulant available in pill form which holds back all need for food or sleep for 12 hours. The user feels rested and alert, and all of his reactions are as normal. Pep also has the ability to negate the effects of damage—the user will not fall unconscious when a characteristic is reduced to zero; he can continue to fight after his endurance is used up; he will act in all respects as if no damage was taken. Once the Pep wears off all damage effects will return, and the user will take an additional 1D damage.

Sleep Drug - A tasteless water-soluble pill, sleep drug puts its user into a deep dreamless sleep that lasts for 12 hours. nothing will wake the user during that time. Sleep drug takes 10 seconds per point of the user's endurance to take effect (i.e.: someone with END 7 will take 70 seconds to succumb.) TL5, Cr 20 per dose.

Sober Drug - These pills will immediately cancel out the effects of alcohol or narcotics, making the user sober. It is quite useful in the event of combat after a hard night's drinking. TL8: Cr2 per dose, usually in boxes of 10.

Knowledge Drug - not actually a single drug but a dose of RNA and a nootropic drug combination that can teach the user new skills and knowledge. Each injection can be used to teach one specific skill level, or 3 injections can be used to increase the user's education by one. Education cannot be increased above 15, and the total skill level limit of intelligence plus education still applies. Knowledge drug injections must be administered into the Cerebrospinal fluid by someone with medical skill to take proper effect. After the drug is taken the user enters a state similar to catatonia, during which his mind assimilates the data. The player must then roll his intelligence or lower on 2D to leave this state after 2D days. Otherwise he remains catatonic permanently.

Byphodine - A drug which can induce a state of reduced metabolic function. Unexamined, a person under the effects of Byphodine is easily mistaken for a cadaver (Firefly).

Interfectum - Painkillers that take the place of first-aid kits, capable of keeping a man alive and able to function even after numerous gunshot wounds. (Max Payne)

Lethe - Powerful drug developed to blank (or possibly just interfere with) memory so rejuvenation patients do not remember feeling pain or other problems associated with the treatments. Lethe ("forgetfulness") induces total amnesia. The subject loses all memories of everything that happened before the dose was administered. The base duration for this memory loss is 4 weeks. At the end of this period, the subject makes a roll against INT-2 each week to shake off the effects. On a successful roll, the subject's "lost" memories come flooding back. On a critical failure, the memory loss has become permanent; the character is considered to have acquired the Total Amnesia disadvantage, and can only buy it off with character points. (GURPS)

Oblivio - (Latin for "forgetfulness") is chemically very different from Lethe, and induces temporary retrograde amnesia. For each dose – to a maximum of four doses – the drug temporarily wipes out 3d6 weeks of the subject's memory record, starting at the moment the drug was administered and counting backwards. Thus, if the subject is given three doses, he forgets everything that happened in the 9d6 weeks before the drug was administered. The drug also renders the subject instantly unconscious for 10d6 minutes.

The drug has a base duration of 1d+6 days. After that period, every day the subject attempts to roll INT-2 or less on 2d6. If he succeeds, and his memory comes back immediately, although in most cases he will never recall the period one hour before the drug was administered. On a natural roll of 2, however, he does remember that one-hour "window." On a natural roll of 12, the temporary amnesia becomes permanent.

The maximum number of doses that can be administered at one time – safely – is four. A fifth dose requires the subject to make a INT-4 roll or become comatose for 20-INT hours, and suffer 3d damage plus 1d of additional damage for each dose after the fifth.

Agents will sometimes want to maintain this kind of temporary amnesia beyond the base duration. This requires multiple administrations of Oblivio. Each time the subject receives the drug, the GM must secretly roll the base duration for that particular administration (i.e., 1d+6). The number of doses he received in that batch is considered to be still in effect for that time. If he receives more doses before that time is up, to bring the total number of "active doses" up to 5, the subject will suffer the effects of an "overdose" as described above. (GURPS)

Medi-Gel - A compound mixture of anti-toxins, blood-clotting agents and restorative chemicals that enable a quickened healing process. A cheap, easily applied solution used in civilian and military life. (Mass Effect)

Stim pack - regenerates 1d6+1 health points immediately (TL12, Cr 2,000 per dose). Additional doses have no effect until one week has passed

Triox - used to enrich the body in oxygen for use in environment poor in oxygen. (Star Trek). Variants of this drug may be used on planets with thin and dense atmospheres in lieu of breathing apparatus. Tainted atmospheres will still require a filter of some sort.

Brilliance - An illicit drug (contraband) which acts as an intelligence enhancer. (Privateer)

Ephemerol - Psionic suppression drug (Scanners)

Buffout - A green tablet that boosts user's physical attributes. Addictive if taken excessively.(Fallout)

HERC (increased STR)

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Drug Delivery Systems
Drugs may be delivered by any of the following methods (unless indicated otherwise above)
  • Oral pill (easiest and most common)
  • Oral liquid
  • Inhaler (oral or nasal)
  • Syringe or "hypospray" Injection (best location to be determined - arm, gut, etc.)
  • Skin contact "patch", or sub-dermal patch requiring a medical procedure (may be active from the time of insertion or activated by the user at any time or run continuously from the time of insertion (a sub-dermal "button" that could say, increase the user's adrenaline could come in handy).
  • Suppository 
    • PC: "We've captured the terrorist and want to use a truth serum to get him to talk." 
    • GM (rolls dice): "Okay, but the only truth drug you have available is in suppository form." 
    • PC: "We'll waterboard him instead."
  • Cream applied to skin
  • Medicine dropper (onto the tongue, nose, or eyes)
  • Device attached to the user that needs to regulate drug injection, such as an armband with a reservoir of drug and a small pump.
  • A piece of equipment, such as the Half Life HEV suit, which will automatically inject drugs into the system when it detects a certain level of damage. This same concept could be incorporated into armor, armband, inhaler mask, or similar pieces of worn gear.
  • For more flavor, maybe a biological agent must be used, such as a drug-secreting leech or other non-traditional  creatures (Ceti Alpha V eel, Babel Fish, Trill symbiont, etc.). Maybe the leech has to be injected with the drug, and it is then attached to the patient. The drug only works once it has been metabolized by the creature and passed on to its host.
  • Instead of some pharmaceutical, maybe it is a piece of technology that is inserted or applied to stimulate the body's own chemical production (this starts to get into cyber-gear territory) - Check GURPS Cyber for more ideas.

Additional thoughts:
  • Determine the optimum time for the drug to take effect (a strength enhancing drug may not be worthwhile if you are facing an immediate threat and it takes an hour to take effect.
  • Determine drug effect duration and any possible side effects, addictiveness, etc.
  • Does the drug need to be prepared any special way prior to use, such as brought up to a certain temperature, or mixed with other compounds?
  • How is the drug stored? Pill bottle, liquid bottle (glass, plastic, metal), inhaler cartridge, hypospray cartridge, in its raw form (such as a leaf or root that must be chewed), etc.

Sunday, January 7, 2018

New Starship Geomorph and Cargo Bay Illustration

I've still been too busy combating the forces of evil (i.e. "real life") to make any new progress on the Starship Geomorph book, so here are a couple geomorphs of a simple cargo bay - one full of cargo and the other empty - to tide you over.
The illustration depicts a common scenario many Travellers might have experience with - the critter infestation in the cargo bay - and the stalwart ship's security agent about to have a close encounter.


The insect model was created by ShinbiHAJI and can be found at the SketchUp Warehouse.