Showing posts with label Technology. Show all posts
Showing posts with label Technology. Show all posts

Monday, October 15, 2018

The Low Lottery

Cryostasis is an exceedingly safe medical technology for humans and a vast majority of alien species. Repeated cycling through cryostasis via continual low passage jumps can be lethal however, with the patient usually suffering a mishap during stasis resulting in immense cellular and tissue damage once the person is brought out of stasis. Official Traveller Society statistics claim this is a 1 in 2.7 million chance. However poor maintenance of equipment, reuse of cryostasis fluids, and other poor operating practices increases this probability (although most would claim it’s still within the range of 1 in a million). Because of this rare chance of mishap, most passengers see low passage as a cheap, but somewhat desperate means of travel. Mid to high passage options are more preferred among galactic travelers.

The military however doesn’t have much of a choice in using low passage. It is no surprise then with soldiers going on multiple jumps, long deployments, and few opportunities to spend paychecks, that creative opportunities to spend cash are practiced. One such tradition is the low lottery.

Every jump, soldiers contribute 1-5 credits into a company pool. If there ever is a mishap and a soldier dies during cryostasis, 75% of the pool would go to the soldier's family and loved ones, while the remaining 25% would be spent by the company for a wake in remembrance of the departed. Given the frequency of jumps, number of personnel, and rare occurrences of fatalities, these pools could end up being quite a fortune.

However as the low lottery made its way over to civilian circles, it took a darker form. Like the military practice, a crew would contribute to a pool however they would also wager on a particular passenger. If a mishap occurred and the passenger died, the ‘winning’ choice would claim the pool or split among other crew members that made the same passenger selection. This dark game is kept off any official records, but anyone spending enough time in star ports among ship crews and merchant marines will find the occasional ship that runs a low lottery.

An even darker practice are captains and crews that actually fix a low lottery, randomly selecting a low passenger to have some misfortune during a jump. This criminal activity is practically considered an urban legend. The Traveller Society views this in addition to homicide as a form of traveler insurance fraud (where beneficiaries would collect insurance for an improperly claimed accidental death), and aggressively conducts a thorough investigation if a person dies during low passage. However get a Traveller Society insurance investigator filled up with enough drinks, they might let slip that this type of crime does indeed happen, even if it’s tremendously rare.

deviantart.com/darkcloud013

Monday, May 23, 2016

Cyberware and Amplification Drugs

sparth.com
Cyberware is actually a combination of cloning, genetic engineering, and cybernetic technology. Almost all cyberware incorporates some manner of non-organic material (however minor) hence this technology collectively gets lumped into cybernetics. Most advanced applications of cyberware also include gene therapy to suppress immune response to the foreign tissue and material that are part of the implant.

This entire process is costly however and governments that employ widespread use of this technology continually seek to lower costs. As such most recipients of this tech usually have it removed once they leave employment (commonly replacing lost limbs and tissue with cloned versions, but not always). Despite the advantages of cyberware, its use is not widespread. Various military branches are the most common users of cyberware and typically this is set aside only for elite service units such as special forces. Interestingly law enforcement and criminal groups are other professions which heavily rely on cyberware.

A popular alternative to cyberware are amplification drugs. Many temporarily mimic the effects of cyberware. Military use of amplification drugs (or amp drugs) is rampant. Most soldiers are eager to gain an edge in combat engagements and willingly take whatever is offered. As the effects of amp drugs are temporary they are ideal for many combat forces as well as some civilian sectors where intense physical activity is needed for a short time. So some professions such as asteroid miners, law enforcement, scouts, or criminals also rely on heavy amp drug use.

The downside to long term use of amp drugs is the increasing likelihood of dependence, as well as long term physiological damage. Pancrosynth is a synthetic alternative to amp drugs as well as most narcotics. It binds to a user’s receptors to ease withdrawal symptoms, however it does not produce any other physiological effect. Another feature is that the patient only needs a dose every three to four days.

The downside is that the patient is effectively maintaining their addiction using another chemical compound. Careful administration by a physician, slowly decreasing the dosage over a year can eventually free the user of any dependency for other drugs. Also if the patient relapses and begins to use amp drugs (or narcotics) again, this severely decreases the future effectiveness of Pancrosynth to act as an alternative.

Because military and criminal professions are common users of cyberware and amplification drugs, worlds with high law levels restrict the possession or limit general public interaction with individuals that use this technology. Even on some moderate law level worlds, individuals with cyberware could expect to be tagged with a tracking chip so that their movements and activities are monitored. And the possession of some combat amp drugs might mean a more intensive interrogation with starport custom authorities.

Amplification Drugs:

Amplification drugs, or amp drugs, mimic various bonuses available in cyberware. Amp drugs are 1/10th the listed cyberware price (except auto doc drugs which are 1/5th the cyberware price) and will last 40 to 60 min (30 + [10 x d3] min). After wearing off the user will need to make a -4 Vigor check. On a failure they suffer -1 fatigue which can only be countered with a -2 Medicine check or 2-3 days rest with low physical activity. Additionally if the player rolls a critical failure for their Vigor check, they risk becoming addicted and gain the Habit (Major) hindrance.

Cyberware options available as amp drugs are: adrenal surge, attribute increase, filters, skill chip (limited), and variants for combat specialty (limited). Limited variants of combat specialty amp drugs which are available provide either the Level Headed, Frenzy, Hard to Kill, or Dodge edge. For skill amp drugs, athletics, fighting, notice, and shooting are available.

Anti-Fatigue amp drugs (known as ‘Juice’ in military circles) are also available. These amp drugs are combinations of anti-radiation medicine, painkillers, and stimulants. Use of anti-fatigue amp drugs either remove or ignore one level of fatigue, and allow +2 vigor checks to ignore further additional fatigue checks. They cost 500 credits per dose and last for 10 hours, up to a maximum of 20 hours with multiple doses.

Pancrosynth is a synthetic alternative to amp drugs or narcotics. They allow the user to satisfy addictive cravings for drugs without providing any side effects. They are required to be administered by a physician for most planets but can found on the black market. Hence they cost between 25-75 credits a dose.

Pancrosynth can be taken every 3-4 days (twice a week) as an alternate to other habitual drugs. If a user takes a drug they are addicted to while taking Pancrosynth, they immediately make a -4 Vigor check. If they fail, Pancrosynth can no longer be used to alleviate addiction to the drug in question and the player must either keep using the addicted drug or eventually buy off the Habit hindrance with an advance.

Sunday, May 15, 2016

Energy weapon protective gear

sparth.com
Most armor will offer the user protection against both energy and projectile damage, however they are not designed to prevent the armor piercing properties of energy weapons. Reflective armor, commonly referred to as reflec, was the first advancement in armor technology to impede energy weapons. These come in a variety of forms, but most utilize a large suit with material that reflects or refracts energy weapons to reduce damage to the wearer.

While is is highly effective at reducing armor piercing properties of energy weapons, they are useless against projectile rounds and physical attacks. Additionally if a user suffers damage, this means a substantial portion of the armor has been destroyed or phase modulation systems in the armor have malfunctioned, rendering the armor useless. Reflec armor is exceedingly temperamental and essentially a disposable form of armor. Another small detraction is that the armor reflects light, so for some operations where stealth is needed, the armor makes it difficult for the user to operate unnoticed.

Ablat armor has become a popular alternative. Ablat armor is comprised of thin strips (or small hexagon tiles) of dark, ceramic material that diffuses energy. It is prone to damage easily and portions vaporize with each hit. It can be worn over (or under) traditional armor types but is rather bulky.

Instead of a full protective suit, ablat armor is commonly incorporated with non-reflective armor as outer coat of energy protection. Usually it is attached to the surface of existing armor, or sprayed on in a thick coat of ceramic particles with an adhesive compound. This process takes about 2-4 hours and can be done only on planets of average technology or higher. Partial repairs are not possible with ablat, instead an entirely new layer would have to be added if the armor was damaged. So much like reflec armor, it is a disposable form of protection.

As a slight disadvantage ablat armor material is commonly black and in some operations where lighter camouflage is ideal, the dark color will make the wearer stand out from their environment. Despite these shortcomings, ablat armor is looked on as a better alternative to reflec armor. Even though it does not offer as much protection as reflec, it can withstand more punishment and still offer at least some protection.

Ablat Armor:

+4 toughness vs energy damage, negates 2 AP from energy weapons, but offers no protection against ballistic or melee damage. Weight: 2kg (or just 1 kg if added as a protective coat over existing armor) Cost: $500

For every wound that a player receives, reduce the armor value by 2 permanently. Additionally the first time a player is hit in combat, resolve the damage normally. If no wound is scored roll a die. On an even result, 2 points of armor are permanently removed, just like as if a wound was taken. Ablat armor cannot be repaired.

Thursday, May 12, 2016

Jump Travel

sparth.com
All FTL engines are jump drives which use hydrogen fuel to create a singularity bubble. The engine expands this bubble to encompass the entire ship and then it shifts into a parallel universe. During a jump the ship remains in this alternate dimension contained within the singularity bubble. Eventually this bubble will dissipate, meld into the previous dimension, and the ship will have traveled, or jumped, a certain distance.

The distance jumped depends on the state of the alternate dimension which they entered, ranging from 1 to 6 parsecs. Currently there are six known alternate dimensions, each with a unique time space dilation state. A ship always remains approximately 5 days (GST) in this alternate dimension while in jump space, however the actual distance traveled depends on which dimension (or jump level state) of jump space they entered.

Regardless if a ship jumped 6 parsecs or less than 1 parsec, they always remain 5 days in jump. Multiple jumps are possible, however a ship will have to come out of jump space, replot a course, and jump again (after refueling, if needed). Note there is a seventh alternate dimension which exists, but no known means to travel to and from this dimension is possible using jump technology.

The hydrogen fuel spent on a jump is per parsec distance. Ships can refuel at spaceports or opt instead to skim the high atmosphere of gas giants for hydrogen, or from water sources on a planet. It takes 1+d4 hours to refuel by skimming the atmosphere of a gas giant (or collecting water from planets) and the fuel will always remain unrefined. Unrefined fueling takes 60 minutes at a starport (includes time for processing the fuel into a more usable state). Refined fueling takes only 30 minutes at starport.

Using unrefined fuel for jumps can be a risky proposition if trying to make multiple jumps through deep space. The amount of fuel needed to create and maintain the singularity bubble can be significantly increased using unrefined fuel. If the ship does not land in a system with a plentiful source of hydrogen, it may potentially run out and be essentially stuck. This is especially treacherous if trying to re-jump within deep space.

The singularity bubble which the ship travels through during a jump is highly susceptible to gravity. Unexpected gravity forces can distort the bubble bringing the ship into its previous dimension prematurely, or potentially alter its course. Because of this all ships attempting to make a jump need to get out of the 100 Diameter Threshold Limit (100DLT) of a system. The obvious gravity diameter to gain distance from is the system star itself but most planets are already close to being outside this 100 diameter limit (commonly 1 AU). In such cases, the planet a ship is orbiting and other neighboring gas giants that are the 100DLT of concern.

Ships will usually take a specific route to another system by a direct vector to get beyond the 100 diameter threshold and avoid drifting into other outer planet gravity paths. Hence, particular vectors from a planet to different destination systems can be predicted somewhat. Naval and police ships take advantage of this ‘broadcasting of routes’, including pirates.

Additionally these routes may take them relatively close to small planetoids, asteroids, or moons (ships will easily get beyond their diameter limit quickly). Pirates will also use the cover of larger planetary bodies to attempt an ambush. Most captains are very nervous when attempting to get beyond the 100DLT, as it is an opportune time to run into pirates (or law enforcement if smuggling goods).

If a ship jumps into a system, they are already at the 100 diameter threshold for that system. They can hold position, calculate the next jump, and travel onwards to another system. For pirates, this is a useful tactic. Since most initial jump destinations can be predicted some by vector movement to the 100DLT, many will sacrifice cargo space for additional fuel so they can make a double jump quickly. If they needing to refuel at a local system gas giant, they must get beyond the 100 diameter threshold again and this can cost the pirate critical hours if being pursued.