Thursday, September 8, 2016

H is for Hydroponics (and Food Production Technology)

"Soylent Green is people!" - Detective Frank Thorn

This post is a little bit of a cop-out. I intended to do this post on Hydroponics. After all, it starts with an 'H', it's practically a sci-fi trope equivalent to space food, and I had already drawn a Hydroponics Bay geomorph. Easy peasy, right?

But the truth is, I really don't know much about hydroponics. Or the future of food production. Or the past of food production.

Food for Thought
But luckily, I loves me some Google and have an affinity for all things Traveller. I looked to see what I could find in the published material and online forums and came up with surprisingly little. My research notes slowly turned into a Tech Level table, that frankly, I'm having a hard time completing. I figured Traveller Grognards are a pretty smart group in general, so I humbly throw my incomplete work at your feet. Tear it to shreds, fellas. Look into your crystal balls and let me know what you think about food in the far future.

I've still included the Hydroponics Bay geomorph, but suspect it will need revision after I've heard from others.

 Technology Levels and Food Production (click image to see larger version)
In the future, only the emotionally unstable eat real meat, just ask any K'Kree (from Star Wars #31)



G is for Grav-Hauler

Possibly the smallest of the small craft, the Grav-Hauler is a one man anti-gravity vehicle used to transport small cargos. It's performance when loaded is very similar to the standard air/raft, and is slightly faster when unloaded. It is most frequently used to haul single standard 4 dton containers,  but two containers can be linked and hauled together with some loss of performance. The cabin allows for 12 hours of life support, and contains an emergency vacc suit which will provide an additional 12 hours. It is possible for a second occupant to squeeze into the cabin, essentially on the pilots lap, but all operations are performed at a skill level of -2 and life support time is halved.

The vehicle requires the Pilot skill or Grav Vehicle skill to operate (level 0 is acceptable). Operation of the cargo clamps and cargo grav units is fairly intuitive and no special skills are required for basic manuevers. Cargo Handling skill is recommended for anything more difficult. The Grav-Haulers cargo clamps retract when not in use and the vehicle only takes 1 dton of space, so they are often carried aboard larger cargo ships.

The Grav-Hauler is an ubiquitous vehicle, and can be found at nearly all starports and spaceports, transporting goods across the planet or across town. Pilots of these craft are often part of a close-knit community and are known to look out for each other.

The model of the scout ship was created by Cyberia23 at the SketchUp warehouse. The alien planet landscape background is from WallpaperSafari.com





Wednesday, September 7, 2016

F is for Flora

Plants hate Vargr (Dalgoda #2, December 1984)
Plant Encounters in Traveller

"Oh, what's happening? What is it? I can't run anymore. I'm so sleepy... I have to rest for just a minute."
     - Dorothy (in the poppy field), Wizard of Oz

Science fiction has a long, if sometimes bizarre, history of incorporating plants into storytelling. The 1950s brought us the ambulatory and murderous Triffids, and human replication in the form of giant seed pods in The Invasion of the Body Snatchers. Roger Corman introduced us to the cannibalistic Audrey II in The Little Shop of Horrors. Stephen King showed us what happens when space moss runs amok in Creepshow.

In my experience, Classic Traveller makes little use of plants as part of its storytelling. The only real resource I found was the occasional plant related event from Supplement 2 – Animal Encounters. These are mostly simple one or two sentence explanations of how the plant behaves during the event and are decent enough for what they are. Since they all require a roll of a 10 on a random table, I wonder how may Traveller players actually encountered any of them.

Plants don’t have to be included in every adventure. Use them to fit your story and players. A group of gun happy players acting as mercenaries may find plants less interesting than say, a crashed scout making his way across alien terrain. Rather than make plant encounters part of a random table, I would place a specialized plant encounter in the path of the PCs relative to the needs of the game. With that in mind here are some plants, some based on popular fiction, for your consideration:
-----------------------------------------
Crying Mimic
This large, radial jungle plant can mimic the sound its preys young. When the adult comes to investigate, it traps its prey with its outstretched, ground-covering leaves, entangling the prey until dead. The leaves roll up around the plant body while the prey is digested. Usually not a threat to humans, as the plant is too small to snare one, but it will try anyway. The crying sounds it makes may be enough to distract them from the path they are on however.
-----------------------------------------
Pearl Pod Plant (No Man’s Sky video game)
This plant is primarily a giant pod with a valuable “Albumen Pearl” inside. In the game, taking the pearl triggers an unexplained Grand Theft Auto-style wanted level, and you are pursued by trigger happy robotic sentinels. Ditch the sentinels and have some reason why the PCs shouldn’t want to keep the pearl. For extra fun, make this the last part of an Alien-like life cycle, where the pearl is the result of the prey devoured by the above mentioned Mimic.
-----------------------------------------
Dr. Hineman’s Doll's Eye hybrid (Minority Report)
Animated vines are pretty much a sci-fi trope. Designed for home defense, this plant entangles as well as poisons. Any PC within range of the plant must roll DEX or less on 2d6 to avoid becoming entangled in the plant. Poison is automatic upon entanglement. Roll STR or less on 2d6 to escape the plant. The toxin takes effect after END/2 minutes, during which the victim will hallucinate blue shapes. If the specific poison antidote is not available, use of a general med kit and a successful MED roll is required to avoid unconsciousness.
-----------------------------------------
River Krust (Dishonored video game)
According to the Dishonored Wiki these are actually a type of mollusk. For the sake of this article though, they're plants.
These are groups of large hard-shelled pods that inhabit river banks, swamps, and the undersides of piers and sewer areas. They are typically found in groups of 4 to 6. They are immobile, but can sense when humans and other animals nearby. They then open their pod to shoot an acidic liquid at their victim. The acid does 1d6+2 damage per hit and the krust can spit once per round. Killing a river krust can be achieved by inflicting 36 point of damage when closed, or 6 points of damage when open (during any round they can spit). On a roll of 8+, a deceased river krust will have a “river pearl” in it worth Cr100 each.
-----------------------------------------
Tangle Kelp (Plants vs Zombies video game)
Yep, another animated vine. This seaweed will entangle any one swimmer who passes though it on a roll of 8+. Entangled characters must roll STR or less on 2d6 to break free. Untangled PCs can assist by rolling their STR or less on 2d6, but if successful, they will be entangled on a roll of 8+. Attacking the kelp with standard weapons does not really kill it, but inflicting 12 points of damage upon it will cause it to release its grip on the victim.
-----------------------------------------
Healing Plant (generic)
This plant is known widely for it medicinal properties. Chewing a handful of this plants' leaves will decrease normal healing times by half.
-----------------------------------------
Psionic Screamer
The berries of this plant are one of the primary ingredients in the making of psi-drug and are much sought after. The plant has psionic-like abilities and can project a telepathic warning or sense of fear to approaching humans and other animals. PCs unaware of the plant or more than 50’ away from it will get a generally sense of ill will and not go in the direction of the plant. The sense of danger or fear increases as a character gets closer to the plant. Unless psionically shielded, players must roll INT or less on 2d6 three times to continue toward the plant. DM+1 at 30’, DM+2 at 10’, and DM+3 at the plant to pick its berries. Failure to make a successful INT roll will cause the PC to run the opposite direction of the plant until out of range, usually about 50’
-----------------------------------------
Golden Kidour Wildflowers
These wildflowers release pollen that causes a soporific effect. Each PC who comes in contact with a growth of these flowers must roll 9+ on 2d6. Players who fail their roll fall asleep the next round and stay asleep for 13-END hours unless revived. Players who stay awake have two rounds to take action before having to make the roll again. During that time they can put on appropriate breathing gear, try to leave the area, revive a sleeping PC, etc. Vargr characters can smell the pollen at a distance and sense that something is wrong. The pollen has no effect on Aslan characters. If care is taken, the flowers and pollen can be harvested to create a kind of crude “sleeping dust”, although it is much weaker in small quantities.
-----------------------------------------
Ramaria garenium tikelum
This a genetically modified version of a common mushroom found Algine (Spinward Marches 2308). It was engineered by two entrepreneurial scientists on Regina with the specific goal of providing an inexpensive solution to the problems inherent with the air systems of the Type S scout/courier.

The modified mushrooms grow very well in the dark, require very little care, and do an excellent job of removing common odors from the air while providing a light, pleasant scent. The mushrooms are grown in shallow trays filled with a concentrated nutritive gel bath. The nutritive gel bath needs to be replenished every two months, but this is a simple and inexpensive process. A tray of mushrooms is typically placed in the ductwork, just inside a rooms supply air vent, and only three or four trays are needed to resolve the odor issue on a typical scout ship.

Beta testing scouts were ecstatic with the results. It wasn't long before they were illegally sharing the mushrooms with other scouts, much to the consternation of two scientists, who were hoping to make a killing on their new product.

Use of the mushrooms revealed a curious side effect, which was not revealed until after about six months of field use. Scouts were surprised to find the interior of their ships, especially the freshers and galleys, looking like scenes of mass murder. Walls, floors, and ceilings were found covered in blood.

It took only a short time for the scouts to determine that they were not actually seeing blood, but it took several weeks to determine the nature of the true problem. After about six months, the mushrooms release a very small, almost invisible, cloud of spores. The spores themselves are harmless, but when they come in contact with high humidity or moist areas they form a liquid that is almost exactly the same color and consistency of fresh human blood.

Efforts to re-engineer the mushrooms to eliminate the spore problem failed and the product was abandoned. Scouts who were involved with the mushrooms jokingly refer to the ordeal as “The Bloodbath Incident”.
-----------------------------------------

The Vine that Ate Rhylanor
I was traveling through Tennessee several years ago and was completely captivated by the Kudzu vines I saw there. Being a north-westerner most of my life, I had not spent much time in the south, and was surprised that I hadn't even heard of this amazing plant. For those who don't know, Kudzu is a Japanese ornamental vine that was introduced to the United States in 1876. I won't give the entire history (you can check out the Wikipedia entry here). Suffice to say it is an invasive species of vine that if left unattended will grow over everything.

I couldn't help but think of  "The Lonesome Death of Jordy Verrill" from the  movie Creepshow. What an interesting Traveller scenario you might come up with if you took this concept and cranked it up to 11. Imagine an invasive plant species being taken away from its native environment and finding its perfect growing place. It gets past planetary quarantine and then spreads like wildfire, but aside from its growth, the plant is completely benign.

The government has limited resources and has to determine the most necessary places to fight the plant. The vine disrupts every level of society, choking roads, halting production. Vines grow thick over the starport buildings as maintenance crews torch landing pads to clear them temporarily for ships to land. The enemy isn't man or some alien species, it's nature.

"But make no mistake: the weeds will win: nature bats last." - Robert Pyle
 



Monday, September 5, 2016

E is for Engineering

A black and white illustration for the geomorph book I'm working on - a non-specific engineering room. Not necessarily a starships main engineering (although it could be) but possibly a secondary engineering space.

Whether your PCs need to fix it, defend it, sabotage it, or search it - this may be the room they're looking for:
  • the fusion reactor control room of an asteroid colony
  • air scrubbers in an research facility on a planet with a tainted atmosphere
  •  the highport life support equipment terrorists are intent on destroying
  • the unfathomable workshop and experimental time machine of that evil genius Dr. Chronos
  • the last known location of the cute little alien you picked up at your last stop. Ew - what's this slimy stuff?
  • the misplaced cryo-containment unit storing the forgotten zombie virus

D is for Dropship

"We're on an express elevator to hell - going down!" - PFC William Hudson, United States Colonial Marine Corps

I've always liked the modular cutter from Traveller. I like the idea of a ship having a lot of utility and to be able to meet a wide variety of needs. I also like several of the dropships I've seen in popular media, in particular the Pelican from the Halo video game, and the Cheyenne from the movie Aliens. The idea that you can quickly be put into the thick of things with all your gear, or call for a quick rescue is appealing. So this is my take on a dropship, which I see as being a mix between the modular cutter and a more typical dropship. The Nirvana does not contain any of its own cargo space, but instead relies on a pre-fabricated, standardized payload "shell", which can be outfitted as necessary depending upon need.  Used primarily for trips from orbit to the surface and back, or surface to surface hops, this ship is not intended for extended travel periods. It is not necessary to drop the shell off as part of a mission. Some Nirvana have been used solely for shuttling loose cargo and vehicles, and the shell never needs to leave its cradle. Although the images show a military version of the Nirvana, it is also used widely in the private sector, primarily for small cargo runs, passenger ferrying, and providing rescue and humanitarian aid. Commercial versions of the Nirvana typically switch out the turrets for bridge and passenger related comforts, such as a small fresher and bunk area.

The Payload Shell
The payload shell itself is of modular construction. The unit as shown contains four 10' deep sections. The forward section is empty, and features an iris valve hatch and two round windows, which are designed to align with the Nirvana's rear hatch and allows access between the bridge and the payload shell. The middle two sections are standard empty/cargo units and are completely modifiable. The aft section utilizes a rear wall which can be lowered to act as a ramp. This is extremely beneficial for off-loading troops or vehicles in a hurry. Payload shells intending to carry passengers or live cargo are outfitted with the necessary life support systems and meet the basic requirements for any spacecraft. Most shells will include grav-plates in the floor decking, but these are sometimes eliminated when the shell will primarily be used to deliver cargo. The shell can be outfitted with auto-leveling feet for use on uneven grade, so minimal site preparation is required. There are a variety of additional shell modules types to meet just about any need.





------------------------------------------------------------------------------------------------------------------
For a higher resolution PDF, click this link: (Traveller Nirvana Class Dropship). The deckplan was created to be printed out on 30"x42". Scale is 1" = 5'-0" so it can be used with 25mm miniatures. Enjoy!
-------------------------------------------------------------------------------------------------------------------

Sunday, September 4, 2016

C is for ConLang

Constructed Languages and How to Fake them

“Meanwhile, the poor Babel fish, by effectively removing all barriers to communication between different races and cultures, has caused more and bloodier wars than anything else in the history of creation.”
- Douglas Adams, The Hitchhiker's Guide to the Galaxy

----------------------------------------------------------------------------
    Captain Lamonta Seymour wandered through the crowded alien marketplace. She'd done business on Astema before, but never had the chance to go beyond the starport. Now with the Solitaire laid up for a couple of weeks for repairs, she decided to venture out and check out the locals. "Maybe too far out" she thought. There were few humans at the market and she knew little about the natives. Semi-aquatic, they had large bulbous heads supported by six extremely long tentacled legs, somewhat like an octopus stretched up to be two and a half meters tall. "Where did Hayton disappear to?" she wondered, as she perused a basket of lumpy purple fruit. Unexpectedly, Seymour felt a thumping on her shoulder and out of the corner of her eye caught a flash of pink tentacle. She spun around quickly and instinctively put her right hand on the hilt of her blade.
    The alien's face moved uncomfortably close to her own, its tentacle still on her shoulder. She recoiled at its fetid breath as its large, rubbery lips smacked "Wahoob, Copteen Seeemore. Ragu vo pep zuchai crystals? Ku? Zuchai?"

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

I like using alien languages when I game, if it's appropriate and the opportunity presents itself. It adds a sense of otherworldliness. And they're easy to fake. You don't have to create an entire language or understand its grammatical structure. Just make something that sounds interesting. You only need to enough words to get you through the game. If your players are going to be interacting with the language quite a lot, you might want to put together a basic phrase book for consistency. The Lord of the Rings, Game of Thrones, and Avatar all make extensive use of constructed languages, but I think it would be the rare game that needed to take it to the degree that those films do.

I loved that the original Traveller Alien Modules included language generators, but I was disappointed that most of the words were so difficult to pronounce. An argument could be made that  that is how an alien language would probably be, but to me it just slowed down the process. There are a number of random word generators online, my favorites are Space Corsair, which is specific to Traveller, and Donjon RPG Tools. If you find creating languages is something you want to get into, check out the Language Creation Society.

*******************************************
(Update: 09-05-2016)
Rob Eaglestone (robject over at the Citizens of the Imperium forum) just made me aware of a Traveller word generator he has. Best one I've seen and my new favorite. Check it out here: Trav 5 Vilani Tools.
*******************************************

ConLang Examples
Below are some example of the "languages" I have used in gaming. Lugandish and Hindi are based on the sounds of the actual languages, but all words come from random word generators I've created. In general, I try to avoid complex spellings and silent letters and create words that are easy to read phoentically. No need to spell an alien word like "mnemonic" when "nemonik" or "neemonik" is easier to read. Also, I try to focus on one or two syllable words, with a few three syllable words thrown in. If you are a referee prepping for a game, it's beneficial to read the words and phrases out loud a few times to get a feel for them. Change anything you find your tongue tripping over.

When creating dialogue, pick out a couple of key words or short string of words and use them for common phrases: greetings, commands, warnings, etc. Depending upon the usage, throw in some English/Galanglic words, especially when discussing technology. Let the alien slightly mispronounce some Galanglic or draw out a particular vowel or consonant.

Ularu
The Ularu are a developing race I created for my Hu'kura campaign. Their mouth structure is such that they have limited vocalization capabilities, so I've limited the range of the vocabulary. The apostrophe is a clicking sound.
kramirk     kukrirkru     hurirkku     runa     wu'nori     nukra     ha'nokna     runa
rukrakki     rirkwi     riknu'no     krur    hah     hurirk     wu'nora     ha'nokwu'no
mam     krihaka     ru'noha     ruhu'noka     hawa'noknu     rurawu     huha    krikna
mukru'rara     krakrak     rarirk     runikna     rah     hurirkku     nukra     rarakru
huw     rik     mu'rakra     mih     rikri     murirkkru     kriknu'no     rura     hina'nokri
hur     ranik     kruna'nok     ru'ramu     nu'nora     ru     krakkru     nakr     murirkkru
krakra     makrikmu     rakra'nok     kukrirkru     wurakwa     murirk

Lugandish
This is a randomized language I created based on the Luganda language after seeing "The Book of Mormon".
Hasa diga eebowai!
vuvumba    alik    sinnulik    amukembo    omun    vinembo    mafumba    jayimbo
som    zalemo    omunoka    ban    anda    tenimbo    nabuluzi    bannak    utera
amukembo    zafulik    omunulema    najemo    dazama    pajemba    mudanda
bakaja    anda    onda    bak    okukuba    bik    mwojulik    nuzembo    mavunak
Wikaja    tonamala    onda    losantu    ndigunak    olik    banazzi    okwebola
bannak    zif    pomalik    tenimbo    zozantu    wawuba    okukuba    mafaja
nak    mokembo    mwukamala    zafulik    moz    bikonda    alik    zazimbo
  

Hindi
This is a randomized language I created based on the Hindi language. I just liked the sound of it.
venuruta    tashamala    ruki    sobusha    kalutina    liritu    kusha    santahar
devunar    madi    giridar    sava    tarpadin    venurut    arivini    savuk
venuruta    tarput    vatadari    jitinara    mata    uradinath    asa    susalok
ranti    jitinara    nit    anirit    vimikura    anirit    sobusha    anakur    kami
mu    nirumar    kamisha rantinar    menushia    giri    savu    sata    marki
ari    madunari    muku    balu    matami    niruriti    madu    linakur    madint
hiwani    madunari    geetipit    shankungi    tarpadin    nishuthan    ankath


Don't forget about using body language and tone. Not knowing the language can be half the fun.

Body language can add a lot to communication, and it relatively easy to determine if an alien means you harm or is agitated. Other emotions might be more subtle and easy to misinterpret. The tone of the dialogue, whether it be shouting (angrily or happily), whispering, or whimpering will give some clues as to what the speaker is on about.

I had an experience years ago when I was studying in Italy. I got on a wrong bus while trying to get to the train station and the bus headed out of town. Way out of town. Figuring it eventually would have to turn around - don't ALL buses drive in loops? - we eventually parked at a convenience store in the middle of nowhere. I was the only passenger and decided to stay on the bus, but the driver indicated he wanted me to get off. I asked him some questions in English but he just shook his head no and pointed to the store. I exited the bus, and he shut the door behind me and started reading a newspaper.

In the store, there was a young woman at the register and I decided to make a small purchase to break the ice. It was late afternoon and I had no idea if there would be another bus. The fact that the driver had stayed on board was a good sign, but I really needed to get to the train station. I asked her if the bus went back into town and how I could get to the station. She didn't speak any English either. I knew very little Italian, but fortunately knew the words for "number", "bus", and "to" (or so I thought). I asked "Numero autobus via...(number bus street)" and paused. I didn't know the word for train or station. I was the only other person in the store and figured what the hell. I started pumping my arms like old steam engine coupling rods and making "chugga chugga woo woo" sounds. She burst out laughing, but understood what I meant. She was able to show me a bus schedule and indicated which buses I needed to take to get to the station. I pointed to the bus and driver and asked "Quanto?", while tapping the face of my watch. I know quanto meant "how much" but I had only used it when asking about the cost of a purchase. Apparently it worked because the woman flashed me two open hands and then one open hand. Fifteen. I grinned and gave her a heartfelt "Grazie!" and waited for the driver to finish his break.

And finally
Use language to add flavor to a game, but don't let it bog down the play. If you've spent a lot of time creating a language, don't let the players become frustrated because they don't know what you are saying. If the characters can't understand the language, they have a few options. Depending on the players patience and the referee's willingness to make up language, they can roleplay it until there is greater understanding. Characters can try to seek out interpreters, phrase books, or electronic translators. Maybe even a Babel fish if your games lean toward the bizarre.

Friday, September 2, 2016

B is for Brig

The second time I went to jail, I was like, 'Okay, this is not the move.' The Notorious B.I.G.

Most ships won't need a brig this size, but on a larger ship, who knows? The Imperium maintains tough standards when it comes to their prisons, and these cells meet all of them. Just about everything can be controlled through the security office. Window and door glazing can be made transparent, opaque, or one-way. Lighting, ventilation, thermal control, door locks, the view screen, even access to water are all maintained from Security.

The only direct interaction guards need to take with prisoners is food delivery and laundry transfers which occurs through the "bean slot" beneath the prisoners view screen. The desk folds down to allow the prisoner to be handcuffed through the slot, if necessary. Otherwise there are built-in wall shackles. Pesky prisoners may be fitted with a variable gravity vest. Practically impossible to get out of, guards can vary the load of the vest from 1G (off) to 6 G, bringing the prisoner immediately to the ground in case of trouble.

Not all brigs have space for a separate shower facility, so some cells may have the unit shown above, which includes a shower.