Low Passage & Low Berths

Myrm said:
The table is nice - could you make those 6 options tied to the Effect of a failed medic roll on thawing?

Sure, just reverse the number order and read the numeral as the degree:

1: Freezer Shock
2: Freezer Shock
3: Freezer Shock, Effect as Damage Dice
4: Freezer Shock, Effect as Damage Dice
5: Freezer Shock, Effect as Damage Dice, Aging Roll with Effect as DM
6: Freezer Shock, Effect as Damage Dice, Aging Roll with Effect as DM

Or just use "Freezer Shock, Effect as Damage Dice, Aging Roll with Effect as DM" for each failure since that already includes plenty of variable based on Effect.
 
Hum. Let's say routine test(+2), medic 2 and takes extra time. +5 modifiers. Average guy survives therefore on 3+. 1/12 chance of botching the test there. 1/36 if subject has +1 DM modifier or you have better medic(or if both automatic success).

And I would definetly class it as routine test. One would think such commonly used method is pretty routine for any trained medic by now.
 
E.T.Smith said:
Still and all, I remain wary of the blunt binary outcomes of Low Berth travel, and even with a far lessened chance of failure will probably stick to the alternate failure possibilities presented above.
Oh even if I made it an easy task I still like the idea of a possable impact like the Freezer Shock. Maybe tie the levels of your table to the levels of "effect" plus or minus? That way a wonderful success may leave no negative impact, but even if the Medic rolled a success, but just made it the person could have some Freezer Shock.

Daniel
 
I have just realised that its faintly disturbing to get your chicken dinner out of the freezer and as it thaws realise you have just worked out what to say next in a Traveller thread ;)
 
Coming back to the subject and considering some of the suggestions made in this discussion, I've modified my original suggestion in the OP. I've kept the outcomes I originally suggested, but done away with the random chart, consolidated the process, made Freezer Shock a possibility even on a successful revival and added in consideration for how well the passenger's freezing was initiated in the first place.

LOW PASSAGE

Shipping a passenger by a Low Berth is resolved by a Task Chain.

The first roll is made upon departure to secure the passenger in the low berth, administer rudimentary hibernation drugs and initiate the freezing process. This is a Routine (+2) Medic check with the passenger's End DM as a modifier and a time increment of 1-6 minutes, performed separately for each passenger. The passenger is to all appearances properly berthed regardless of the success or failure of this roll (a sloppy job doesn't become an issue until the next step).

The second roll is made at the destination to revive the passenger, return them to functional body temperature and purge their systems of accumulated toxins. This is another Routine (+2) Medic check with both the passenger's End DM and the task chain DM determined by the first roll's effect as modifiers. However, the time increment here is 10-60 minutes.

The first thing to be determined by this roll is how severely the passenger is afflicted by Freezer Shock, an unpleasant period of adjustment as the body recovers from hibernation. Roll 1D6 twice, both rolls modified by the Effect of the revival Medic roll (positive Effect subtracted, negative Effect added). The first roll indicates how many hours the passenger will be rendered immobile by incapacitating pain and nausea as their body reels from deep shock. The second roll indicates how many days after revival the passenger still continues to suffer aches, shakes and disorientation, resulting in a -1 DM to all actions. On a result of 0 or less on either 1D6 roll, the passenger avoids those symptoms entirely.

If the Medic roll to revive the passenger was a success, then their troubles end with potential Freezer Shock. If failed, other difficulties arise; circulatory collapse, muscle atrophy and nerve damage are all potentially dire consequences. First, the passenger suffers a wound delivering damage dice equal to the effect value of the failed Medic roll. Second, the passenger must make immediately make a roll on the Aging Table with both the character's total number of terms and the effect value of the failed Medic roll as negative DM's. (More dire-minded referees can substitute the Injury Table for the Aging Table).

Example: Danny Drifter (a man of 30 years and average Endurance) is taking a low passage between worlds. He's managed to find a discount ticket, but unknown to him that's because the ship can't afford a real doctor. The initialization of Danny's low berth is handled by a scarred steward with only some battlefield medical experience (Medic-0). After gulping down a bitter cocktail of serums and hearing the definitive *shump* of the closing lid, Danny drifts into drugged unconsciousness, his last sight the steward cursing as he pounds the controls in frustration. The steward rolls a total of 6 (4 + 2 for Routine Task, no other DM's), failing by 2.

Two weeks later, the ship has arrived and docked and its time to wake up Danny Drifter. The steward has managed to find a local medical student willing to do the job for a couple hundred credits and a crate of off-world tobacco, so Danny will at least benefit from a Medic-1 skill. The total roll is 7 (6 + 2 for Routine Task, -2 for the first roll's failure, +1 for Medic skill), failing by 1. Danny opens his eyes, sits up ... then doubles over in dry-heaves. He'll suffer 4 hours of this deep Freezer Shock (rolled 3, added 1 for effect) but need only deal with 2 days of lingering sickness afterward (rolled 1, plus 1 for effect). And though the freeze job was botched, he manages to avoid a serious wound (1D6 to his Endurance, costing him 3 points that'll heal by the time the last of his Freezer Shock has passed) or permanent damage (2 on the Aging table, rolled 6, -3 for terms, -1 for effect)
.

Consideration: The Lottery. To accommodate the decreased chance of death but continue the tradition of the jump lottery, it can be assumed that if no passenger dies upon revival, it is customary for the lottery funds to be donated to a charity that provides medical assistance to those maimed by low passage and aid to families who lose members due to such.

Consideration: Extended Hibernation. An occasional theme in old Traveller materials are passengers who either by choice or accident are left in low berth hibernation for extended periods, asleep but unaging. Assuming the referee simply doesn't handle the revival of such persons by plot fiat (its a bit of a letdown to have a three-century old frozen galactic princess show up, only to have her croak on the slab), the following DM's are suggested for the second Medic roll:

Months of Hibernation: -1
Years of Hibernation: -2
Decades of Hibernation: -3
Centuries of Hibernation: -4
Millenia of Hibernation: -6

I'd also add an extra die to both the hours and days rolls of Freezer Shock with each step up the time scale. That three-century princess mentioned above will return to the world to face 5D6 hours of deep shock and 5D6 days of lingering illness.
 
EDIT: Heh, was typing while you were apparently expanding on this. Looks good, especially the mention of referee fiat :)

E.T.Smith said:
...Consideration: Extended Hibernation

Note when considering this (just FYI if you are unaware) that it is canon that there are "Colony Sleeper Ships", "Timer Clubs" and "Relics" all of which have survivors of extended lowberth hibernation.

Colony Sleeper Ships were slower-than-light, taking hundreds if not thousands of years to reach their destination. And they were low tech. Too high a kill-off would be both off-putting to recruitment and a serious jeopardy to the colony effort. So they have to have some pretty decent survival rates. Probably offset to a good degree by expert medical attention throughout.

Timer Clubs are like Sleeper Ships that don't go anywhere, except into the future. The participants are generally rich and can afford high tech and high medical attention throughout. I think survival is practically guaranteed.

Relics are survivors of ship catastrophe found in lowberths on the wreck. They don't have to have a high survival rate, in fact it should be practically nil. But it does point to the fact that even badly damaged ships with zero power for decades, centuries, or longer may still have survivors aboard in the lowberths. This holding true for both low tech and high tech, and without any medical attention except at the start and end. That says much for the durability and endurance of the lowberth. To my mind it means you pay the cost once to put the person in and then maintenance is practically free and independent of any input for eternity with an increasing likelyhood of failure due to accident rather than design.

And I still think there should be a TL Dm (at least a break between two types, low TL and high TL) for the task :)
 
I'm inclined to make the difficulty of the task for recovery based on the duration of the low berth:

Code:
Less than 90 days       Easy
91 days - 1 year        Routine
1 year - 10 years       Average
10 years - 100 years    Difficult
100 years - 1000 years  Very Difficult
Over 1000 years         Formidable

I like the concept of dealing damage based on Effect (d6 per -1), and leaving it at that. Very cool thread, btw.

With Regards,
Flynn
 
far-trader said:
And I still think there should be a TL Dm (at least a break between two types, low TL and high TL) for the task :)

I'm inclined to agree, but adding in those DM's pushed the process into the realm of the over-fiddly for my tastes, so I left it unspoken.

I'm willing to imagine that the Low Berth is one of those thoroughly standardized devicess that's been refined over centuries of use to be as simple, self-contained and intuitive as possible, built from cheap and standard parts that can be repaired with the most basic of tools. Like a mousetrap or toaster, the inherent mechanics don't change much and thus TL doesn't figure much in its function.
 
I have a question, what Difficulty did you use?

In the Antares Red Light campaign, our GM decided to make Low Berth revivals a routine (+2) task . . . not a bad call IMOHO.

However, if you balk at that idea, has anyone pointed out that characters can also receive a +1 task bonus for Situational Modifiers (pg. 49)? This accounts for such things as "good tools, competent aids or other beneficial circumstances" (my apologies if someone did bring this up).

So then, a Medic-2 character is now faced with this:

Requirement: 8+ roll on 2d6
DMs: +5 total (+2 skill, +2 taking their time, +1 for good tools)

Now we only have a failure on a roll of 2 (on 2d6). Much better odds even when compared to CT. A Medic-3 would have a guaranteed success! Of course, this example does not take the patient's Endurance into account.
 
E.T.Smith said:
far-trader said:
And I still think there should be a TL Dm (at least a break between two types, low TL and high TL) for the task :)

I'm inclined to agree, but adding in those DM's pushed the process into the realm of the over-fiddly for my tastes, so I left it unspoken.

I'm willing to imagine that the Low Berth is one of those thoroughly standardized devicess that's been refined over centuries of use to be as simple, self-contained and intuitive as possible, built from cheap and standard parts that can be repaired with the most basic of tools. Like a mousetrap or toaster, the inherent mechanics don't change much and thus TL doesn't figure much in its function.
I think I have to agree with E.T.Smith here. what he has presented is complex enough to make it feel serious and yet simple enough I would use it in my game.

Just my .02

Daniel
 
Chronus said:
Requirement: 8+ roll on 2d6
DMs: +5 total (+2 skill, +2 taking their time, +1 for good tools)

Now we only have a failure on a roll of 2 (on 2d6). Much better odds even when compared to CT. A Medic-3 would have a guaranteed success! Of course, this example does not take the patient's Endurance into account.

Well others have quoted the concept that only the weak really should fail.

If you drop the good tools mod and just make it an easy task then only the weak (End -1 or more through natural stat or injury) will fail with a Medic 2 (thats qualified doc in MongTrav isnt it?). A world renowned medic 4 won't lose even a -2 End mod patient in the unfreezing (although afterward might be more taxing.....)
 
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