Wednesday, August 29, 2018

Some initial thoughts about Sanity in Traveller

Ia! Ia! Cthulhu Fhtagn!
As I already noted, Hard Space has a prominent Lovecraftian flavor to it. Insanity is a major theme in Lovecraft's tales. Thus, it is a good idea to develop sanity rules for use in Hard Space. The following rules use my Task Throw rules, but are very easy to adapt to other mechanics as well. 

So, on to the insanity!

Cthulhu Mythos "insanity" is not a mental illness as we define it in the real world, even if it has shared characteristics. Mental illnesses have biological and environmental causes. 22nd century technology will probably be highly effective to treat them. For those who can afford it, that is. Mythos insanity is the metastatic realization of one's, and humanity's, insignificant place in a vast, ancient universe inhabited by beings vastly more powerful and old than humanity itself. It is the infectious insight into cosmic reality, which radically is different from the more placid reality perceived by most human beings. The human mind is unsuited to process such knowledge, insights, and realizations, and hence "insanity". Psychiatry can alleviate some of the symptoms of Mythos "insanity". Psychotherapy might even help the subject rationalize or suppress the Mythos truth, which helps with recovery. But none can cure the cancerous thoughts generated by encountering the Unknowable.

Each character starts with a Sanity rating equal to the sum of their END + INT characteristics, minus their Occult skill. Sanity cannot recover above this maximum level, though it may increase if teh character increases END or INT.

Encountering the supernatural, the Mythos or - far less often - "mundane" horrors, forces Sanity checks. These are END throws. A sanity throw may be noted, for example, as END 8+/0/1d3, which means that you must throw 8+ and add your END DM (as in MGT/CE) to succeed; you don't lose Sanity if you succeed; and you lose 1d3 Sanity if you fail.

Spacers are accustomed to encountering alien flora and fauna. However, Mythos beings do not fit well into the mundane world of xenobiology and xenoecology. Encountering supernatural monsters or phenomena damages Sanity. Studying Mythos texts, learning magic, and in some cases using magic cause Sanity loss. Misjumps, or EVA while in Jump Space, may cause Sanity loss. Resurrection as a Cyborg definitely incurs serious Sanity loss.

If you roll “snake eyes” (a “natural” 2) on your Sanity check, or lose 3 or more points of Sanity within a single encounter, the character gains Temporary Affliction, which lasts 1D rounds. This includes things such as fainting, running away in terror, psychosomatic blindness, or a violent outbreak against all in sight. (I'll build a random table in a future iteration of these rules).

When the character’s Sanity score reaches half of their maximum Sanity (rounded up), the character suffers a Permanent Affliction such as phobias, compulsions, random bursts of anger, or amnesia.

If and when a character’s Sanity score reaches zero, the character becomes a permanently insane NPC, unless the Referee decrees that advanced psychiatric care (when available) can restore the character to a semblance of sanity.

Characters may regain Sanity in various ways:
  • Successfully completing an adventure against the Mythos recovers 1 Sanity point.
  • Every year of convalescence (non-adventuring life) recovers 1 Sanity point.
  • Every week in psychiatric hospitalization recovers 1 Sanity point.
1D months in psychiatric hospitalization may remove a single Permanent Affliction.

Entering psychiatric hospitalization often has a social and personal cost. At the Referee's discretion, characters spending long periods of time in psychiatric institutions might lose points of their SOC characteristic or even find difficulties acquiring legal weapons on higher law level worlds, among many other things.

Monday, August 27, 2018

Hard Space: Thoughts on World Generation

Hard Space inherits all its physical world data from Near Space, as well as its baseline map. However, I am now generating the colonies' world characteristics. Below are a few notes about this.

The key to everything are the colony's Generation and the world's habitability.

1st Gen colonies are relatively heavily populated (up to several millions) and have a more elaborate and powerful administration; 3rd Gen colonies have tiny populations and are typically quite lawless, at least outside the (small) main colony town/dome/mine. 2nd Gen colonies are in between.

People prefer to live on habitable, or almost-habitable worlds; even a tainted atmosphere is vastly preferable to vacuum or an Exotic atmosphere. Unless very mineral-rich, non-habitable worlds have outposts, with small populations and typically minimal administration. Habitable or near-habitable worlds have colonies, with larger populations, and the more complex government this entails.

Note that, as in much of the "source material", Hard Space has a nearly uniform tech level across the worlds. Every sanctioned colony is TL10, though much hardware is TL9 (as TL10 is very new). Also, I have already determined the starports of all sanctioned colonies.

So:

Population
Outposts (regardless of generation) have a population digit of 1d3. Most non-habitable rockballs are outposts. Add DM+1 for Starport D, or DM+2 for starport C.
1st Gen colonies have a population digit of 1d3+4.
2nd Gen colonies have a population digit of 1d3+2.
3rd gen colonies have a population digit if 1d3+1.

Government
Most colonies are corporate colonies. Throw 1d6 per colony: on 1-4, this is a single corporate colony; on 5 this has multiple colonies (Gov 7); on 6 it is non-corporate (governmental or private initiative).
For non-corporate colonies, throw for government as per the Traveller (or CE) rules.

For corporate colonies, throw 1d6: 1, Gov 1; 2, Gov 3; 3, Gov 5; 4, Gov 8; 5, Gov 9; 6, Gov B.
Gov 1 - local corp focuses strictly on business and mostly ignores the bigger picture of governance. Weak governmental apparatus might be in place.
Gov 3 - local corp management runs things with little regard to those below.
Gov 5 - local corp department heads run their departments like personal fiefdoms.
Gov 8 - local corp runs a surprisingly efficient administrative apparatus with effective governance and meritocratic promotions. The corporate "ideal".
Gov 9 - local corp is a bureaucratic nightmare with poor leadership.
Gov B - local corp exec runs the place like his personal kingdom.

Law
1st Generation - law is 1d6+Gov-2 for a minimum of 1 (sanctioned colonies always have some law).
2nd Generation - law is 1d6+Gov-4 for a minimum of 1.
2nd Generation - law is 1d6+Gov-5 for a minimum of 1.



Sunday, August 26, 2018

Cepheus Light - Throws

As we noted before, Stellagama Publishing is still working on Cepheus Light, a streamlined version of the Cepheus Engine SRD. We strive to provide players and referees with a lightweight, fast-play, yet nuanced and varied, sci-fi rule-set. Its production takes more time than we originally anticipated, as we have decided to invest more into quality-control and editing, to provide you with the best, cleanest, most readable book we can produce.

In June, we provided a preview of the vehicle chase system. Today, we present another important part of our rules, the throw (task) system, which is the base game mechanic of Cephesu Light.

Note that it is very easy to use this system with any 2d6 sci-fi (or otherwise) ruleset, including Classic Traveller; it interfaces directly with skills and characteristics presented in these rules, requiring no conversion whatsoever.

Basic Game Mechanic
The basic mechanic of Cepheus Light is the throw, and when we say this, we mean dice throw. Throw 2D, add the relevant skill or characteristic DM, and if the total is equal or higher than the target number, you succeed. For example, “throw STR 8+” means “throw 2D and add your STR modifier; if the total is 8 or more, you succeed” The amount by which your total throw exceeds the target number is called the Effect If, using the previous example, you roll a total of 11 on that throw, your Effect is 11 – 8 = 3.
Note that a “natural” result of 2 does not denote automatic failure, nor does a “natural” result of 12 denote automatic success.

Opposed throws: in a situation where two characters oppose each other in an attempt, for example a spy trying to sneak past a guard, each character throws 2D plus the appropriate skill or characteristic modifier; the higher roll wins. Re-roll ties.

Common Target Numbers
DifficultyTarget Number
Routine4+
Average6+
Difficult8+
Very Difficult10+
Formidable12+


Characteristic DMs
Under this system, each character's characteristics has an associated Dice Modifier (DM) based on its level, as noted below:

CharacteristicDM
0-2DM-2
3-5DM-1
6-8DM+0
9-11DM+1
12-14DM+2
15-17DM+3
18-20DM+4

Friday, August 24, 2018

Hard Space: Updated Astrography

I've updated the map of my Hard Space setting. The main change is the inclusion of 9 new outposts to the Trailing. These are Jump-3 from Sol, and thus, per Classic Traveller Books 2-3, the largest ship that can get there directly from Sol without  a 6-jump detour in J-2 is 400 tons; the large Jump-1 ships cannot get there from sol at all. Colonization was virtually impossible before TL10 (reached 14 years ago). Today, a few tiny outposts exist in these remote stars.

For a full-res map look HERE.


Wednesday, August 22, 2018

Hard Space: Starflight


After discussing the subject of sub-light, real-space travel in my Hard Space setting, it is time to discuss the second part of travel, and that means interstellar flight. So how does this work?

  • Interstellar travel uses the Jump Drive. The jump drive is a complex contraption manipulating an Antediluvian artifact - a Spindle - to punch a transdimensional between real space and the alien realm called Jump Space. The complexity and size of the drive determines its capability to manipulate its Spindle, hence the different jump rates.
  • A jump is approx. 7 days in length and transports the ship one parsec per jump number, as in baseline Traveller.
  • Unlike baseline Traveller jump drives, Hard Space jump drives do not require fuel, only energy input from the power plant. However, after a jump, the drive requires time to "spool" and recharge. This time is 1D days minus the attending engineer's skill, to a minimum of one day.
  • Jump drives require a gravity well on both sides. A small brown dwarf is sufficient. There are no "empty-hex jumps" or "calibration points" - you need a star on both sides.
  • Jumps can be inaccurate. The higher the ship navigator's throw when plotting the jump, the closer to its destination the ship emerges. An unlucky navigator might find their ship in the outer system, while a skilled or lucky navigator might emerge directly into orbit of the target world. Ships do not emerge within large masses or very close to them - so there is no risk of emerging inside a sun or planet.
  • Misjumps are dangerous and can result in encounters with the Unknown and insanity. This is messing with barely-understood alien technology and parallel dimensions which defy too many rules of physics. A good jump throw avoids most of the unpleasantness, but a misjump exposes the crew to all sorts of nastiness. Beware.
  • Needless to say, I'll have to create my own custom jump throw table to account for accuracy in the target system and to the lack of jump fuel.
  • I'm using Little Black Books drive TLs and letters. This means that you can reach Jump-3 at TL9 and Jump-4 at TL10. Humanity in Hard Space is at early-mid TL10. This also means that smaller ships can jump further and are faster than larger ships. Of course, this entails a small-ship universe. This also means that the only drives available are Book 2 A-H drives. The biggest jump capable ship is 1,000 displacement tons in volume. 800-ton ships may achieve Jump-2, while 600-ton ships can achieve Jump-3 and an 400-ton ship may achieve Jump-4.
  • If using Cepheus Engine drives with these TLs, ships would be different - the maximum ship tonnage becomes 1,800 tons, but the largest ship capable of Jump-3 is 500 tons in volume and you can have a Jump-2 1,000-ton ship.
  • In any case, Drives E-H are very new - Humanity reaches TL10 only 14 years ago. Before that, the largest jump-capable tonnage was 800 displacement tons, and  the largest J-2 ship was 400 tons. This gave rise to the vast expansion of the third generation of colonization, with much larger tonnages at Jump-2 and better.
  • In any case, far jumps mean less payload. While there is no jump fuel, ships travelling the fringe require propellant for their engines, especially when not expecting each orbital refueling.

Tuesday, August 21, 2018

Hard Space - Spaceflight


How do you travel between planets in Hard Space? I've written about this subject before, in the previous iteration of Hard Space, but since then I have had some new ideas, especially following a very fruitful discussion on the Citizens of the Imperium forums. So here you go for spaceflight:

  • There are no gravitics in this setting. Not even as a side-effect of the Jump Drive. Neither are there reactionless drives. So there are no air/rafts - instead, you use a tilt-rotor, chopper, or ducted fan/vector-thrust. Or just a ground vehicle. You also must use reaction engines to travel in real space, mainly fusion torches. Which leads to the next point.
  • Interplanetary travel uses fusion torches. These require a fusion power plant, which uses regular Traveller p-plant stats. 10% of ship tonnage in propellant ("fuel") allows 100 thrust hours at 1-G*; faster travel requires a proportionally larger fuel tank. For example, 100 hours of constant 2-G acceleration would require 20% of ship tonnage in propellant.
  • Fusion torches are devastating and dangerous to use in atmospheres. Thus, the cost of streamlining subsumes interface engines, such as Scramjet engines coupled with vector-thrust jets for the final landing (or initial takeoff) itself. Most starships are not streamlined and use streamlined small craft.
  • Again, there are no gravitics in this setting. Stations spin. Ships have a "tower tail-sitter" structure with the engines below the "floor". This allows "gravity" by constant acceleration or deceleration. Ships in orbit either dock with a station, or stay in a powered orbit at 0.1g acceleration to maintain some shipboard "gravity". In long-term orbital "parking" without a station, this will require refueling from time to time.
  • There are no inertial dampers. This means that travellers must endure acceleration stress when accelerating beyond 1-G. Commercial ships, and even military ships in routine non-emergency travel, often stay at 1-G acceleration while travelling. For higher acceleration, crews and passengers buckle down and get a "cocktail" IV. The "cocktail" is a mixture of several medications allowing functioning and preventing stroke during high-G maneuvers, such as during combat or when travelling beyond 1-G acceleration.
  • Better starports provide their own interface craft for swift off-loading and loading of the visiting ship. Starports A's (Earth, Luna, and Mars) have "beanstalks" (space elevators) for massive transportation of material between surface and orbit. Starport B has a large "highport" space station and a fleet of heavy interface shuttles. Starport C has a small "highport" and a smaller fleet of interface shuttles. Starport D lacks orbital facilities but often has some interface shuttles available. Starport E rarely has any local infrastructure, though some colonies do keep local small-craft which may assist in offloading a coming trader.
  • Some smaller starships can land in atmospheres. However, the axis of a starship and that of a streamlined aircraft (or small craft) are different due to the above-mentioned gravity concerns and the ships being "tail-sitters". Starships capable of landing do so like rockets, with chemical (or plasma?) thrusters for both descent and ascent. A bit like the proposed (real-world) Phoenix Single-Stage-To-Orbit fully-reusable launcher/lander.

In the next post, I'll detail interstellar travel.


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* Yes, I know this is grossly unrealistic in terms of engine efficiency, but its still a far smaller "handwave" than reactionless grav-drives, and it also prevents the "near-C rock" issue with gravitic thruster plates. Also using volume rather than mass for ships for Traveller legacy compatibility...

Monday, August 20, 2018

Hard Space - Preliminary notes on Technology

Below are some preliminary notes on technology in my Hard Space setting for Classic Traveller and the Cepheus Engine.


  • Hard Space is generally TL10. Cybernetics, computers, and medical/pharmaceutical technology are at TL13.
  • Corporations try to develop all sorts of cutting-edge technologies. Prototypes of such technologies, often found in high-security laboratories, may be up to TL16. The higher the prototype's TL, the more dangerous it is. Messing around with TL11+ jump technology is particularly dangerous and often creates catastrophic results (ala Event Horizon). "True" AI is TL16, a "holy grail" of corporate IT R&D, and will most likely produce catastrophic results omce created (ala System Shock)...
  • I'm using 3-Book Classic Traveller drive TLs. This means that smaller ships are faster than larger ones, and that you can attain Jump-3 at TL9 and Jump-4 at TL10, albeit on very small ships. Also, there are definitely no empty-hex jumps - you need a gravity well on both sides of the jump. This means that space has a "topography" and that commerce and colonization strongly prefer "mains" allowing Jump-1 travel.
  • As I noted before, there are no gravitics and no grav vehicles.
  • Fusion plants exist, as well as fusion-torch drives, but fusion is expensive and bulky. The smallest fusion reactor available is 1.2 displacement tons - approximately 16 or 17 cubic meters - in volume and costs MCr3. 

On a side note, one thing I am thinking about is setting Hard Space in 2120 rather than 2130. I do like the "(exactly) one century into the future"* vibe of 2120, thoughit requires significant developments (J-Drive and potentially fusion) in the 2050's. Even then, this means that all colonies are young - 1st generation colonies are 65 years old, 2nd generation colonies are 41 years old, and the oldest 3rd generation colonies are at most 16 years old. There are people born outside of the Sol system, and people who are the second (and in some cases even the third) generation of extrasolar spacers!



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* If this develops into something substantiation, 2020 seems like a reasonable deadline for publication