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BUGHUNTER MOREAU d20Future 2, Madness on Tau Ceti Five
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<blockquote data-quote="Karl Green" data-source="post: 1874085" data-attributes="member: 1467"><p><strong>2142, UT.S.S. EMORY L. BENNETT, Jump-Space</strong></p><p></p><p>After a long day racing to their Jump Point, the crew of the [color=orange[[b]UT.S.S. EMORY L. BENNETT[/color][/b] are too busy to spend much time and the Marines are left to entertain themselves. </p><p></p><p>On April 18, around 10am GMT, Sword's voice again comes over the intercom "<strong>Ok folks, 10 minutes to Jump Space. This is the first time for you Marines I understand so remember your training; when we enter Jump Space, there is a moment of high G inertial that the capacitors cannot handle so strap yourselves in. After that, it is just like traveling in normal space, although if you look over the view ports it looks like we are boring through a wormhole. Our Moreau conditioning should protect you from the effects of 'Jump Sickness' but remember to report if you experience any of the symptoms.</strong>"</p><p></p><p>There is an automatic countdown over the intercom of each second for the last minute, and then Firebug's high-pitched voice comes on counting down the last 10 seconds… at 4 the ship starts to vibrate, at 2 it is shaking violently, and then at 0…POW… the Marines are pushed back hard in their chairs and yet the world seems to 'freeze' for at least a minute… and then…POW they feel motion again and the G's drop off to normal. Sword's voice again over the intercom "<strong>Jump Space, complete. Welcome to shuttlespace people.</strong>" </p><p></p><p>Over the next few days, then weeks and months, the Marines get a feel not only of the <span style="color: orange"><strong>Bennett</strong></span> but are also sent to assist with minor maintenance and monitoring of stasis tubes aboard the <span style="color: orange"><strong> ICARUS</strong></span>… this ship is huge, and a bit eerie… 5,000 sleeping humans in stasis tubes, stacks and stacks of them. </p><p></p><p>[OCC] <span style="color: yellow">NOTES of Jump Sickness. The <strong>Isler Drive</strong>, which made travel to other stars practical, but with a time distortion. It is a 'jump' drive, allowing instantaneous displacement of a ship from one spatial location to another. The Isler Drive makes a raid succession of jumps, boring through hyperspace and back into realspace, hundreds of times a second. </span></p><p><span style="color: yellow">For inanimate objects, there are no unusual effects; the jumps is made without building inertia, so the ship receives no additional stress. </span></p><p><span style="color: yellow">For most living beings, the Isler Drive causes several problems: terrible nausea, extreme disorientation, and sometimes insanity and death. These effects often last long after the individual leaves the Isler field. Sleep, regular or drug-induced, lessens the effects, but does not eliminate them entirely; it is chancy for a normal human to try to sleep through an Isler jump. Only the stasis pod, itself an adaptation of Dr. Isler's theories, protects a normal human from the jump effects. </span></p><p><span style="color: yellow">All UTRPF Moreau hybrids have been specifically modified and training to be almost entirely immune to jump effects, at least for a time. From time to time, nearly all Moreau suffer minor queasiness; this has come to be called "jump flu". </span></p><p><span style="color: yellow">For Moreau, on each time through Jump-Space, they made a Fortitude Save (+8 for resistant to Jump Sickness) vs. a DC of 1/2 the "<strong>Jump Speed</strong> (the BENNETT's jump speed is 24 (or 24 times the speed-of-light) right now while hooked into the Icarus; normally the ship can make Jump 30 on its own. A 1 always fails. IF the check fails, the Moreau suffers mild queasiness (generally start to suffer these affects within 2-4 weeks). After suffering these effects for 2-4 weeks, those Moreau that failed the first check must make a second check (same DC). If this check fails, the Moreau becomes violently ill. If they continue to go 'untreated' (see below), within 2-4 weeks the Moreau must make a 3rd check and if this one fails, they start to develop minor neurosis. Again, if this goes untreated, in 2-4 weeks the Moreau must make a 4th check and if this one fails, the Moreau develops a psychosis and must be forcefully restrained for the duration of the voyage. </span></p><p><span style="color: yellow">At the end of the trip, the Moreau must make a Fortitude check (same DC) to throw off <strong>each</strong> of affects of they have been suffering, and can be treated with Treat Injury (DC equal to the speed of the jump throughout). It generally takes 2-3 days to come off each affect if they make their Fortitude or Treat Injury save. </span></p><p><span style="color: yellow">The normal treatment for this is a Treat Injury Roll with a DC of the Jump Speed. This can be tried once a day, but the medic may not take 10 or 20. Human suffer these effects and must make a roll each <strong>DAY</strong>… progressively getting worth pretty fast</span></p><p><span style="color: yellow"></span></p><p><span style="color: yellow">After 3 weeks the Marines conditions are (DC12)...</span></p><p><span style="color: yellow">Brute Fort Save natural 20! 32</span></p><p><span style="color: yellow">Professor 28</span></p><p><span style="color: yellow">Pedia 18</span></p><p><span style="color: yellow">Squeek 19</span></p><p><span style="color: yellow">Sneak 17</span></p><p><span style="color: yellow">Thunder 16</span></p><p><span style="color: yellow">Gramps 26</span></p><p><span style="color: yellow">Gort 26</span></p><p><span style="color: yellow">Cat's Eyes 15</span></p><p><span style="color: yellow">Samwise 19</span></p><p><span style="color: yellow">only Thunder fells a little sickly for a day or so but it goes away (only cause I rolled a 2 <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></span> </p><p></p><p></p><p>The time is spent trying to stay busy, and trying not to drive each other crazy. Sneak and Casper seem to spend a lot of time together, and surprisingly Gramps finds that he and Sword share a lot of the same interests. Thunder and Cougar also see each other on and off duty. But then this is not a love cruise, it is a military ship with military discipline, and unless push, noting to serious happens. The time is otherwise rather long and boring.</p></blockquote><p></p>
[QUOTE="Karl Green, post: 1874085, member: 1467"] [b]2142, UT.S.S. EMORY L. BENNETT, Jump-Space[/b] After a long day racing to their Jump Point, the crew of the [color=orange[[b]UT.S.S. EMORY L. BENNETT[/color][/b] are too busy to spend much time and the Marines are left to entertain themselves. On April 18, around 10am GMT, Sword's voice again comes over the intercom "[b]Ok folks, 10 minutes to Jump Space. This is the first time for you Marines I understand so remember your training; when we enter Jump Space, there is a moment of high G inertial that the capacitors cannot handle so strap yourselves in. After that, it is just like traveling in normal space, although if you look over the view ports it looks like we are boring through a wormhole. Our Moreau conditioning should protect you from the effects of 'Jump Sickness' but remember to report if you experience any of the symptoms.[/b]" There is an automatic countdown over the intercom of each second for the last minute, and then Firebug's high-pitched voice comes on counting down the last 10 seconds… at 4 the ship starts to vibrate, at 2 it is shaking violently, and then at 0…POW… the Marines are pushed back hard in their chairs and yet the world seems to 'freeze' for at least a minute… and then…POW they feel motion again and the G's drop off to normal. Sword's voice again over the intercom "[b]Jump Space, complete. Welcome to shuttlespace people.[/b]" Over the next few days, then weeks and months, the Marines get a feel not only of the [color=orange][b]Bennett[/b][/color][b][/b] but are also sent to assist with minor maintenance and monitoring of stasis tubes aboard the [color=orange][b] ICARUS[/b][/color][b][/b]… this ship is huge, and a bit eerie… 5,000 sleeping humans in stasis tubes, stacks and stacks of them. [OCC] [color=yellow]NOTES of Jump Sickness. The [b]Isler Drive[/b], which made travel to other stars practical, but with a time distortion. It is a 'jump' drive, allowing instantaneous displacement of a ship from one spatial location to another. The Isler Drive makes a raid succession of jumps, boring through hyperspace and back into realspace, hundreds of times a second. For inanimate objects, there are no unusual effects; the jumps is made without building inertia, so the ship receives no additional stress. For most living beings, the Isler Drive causes several problems: terrible nausea, extreme disorientation, and sometimes insanity and death. These effects often last long after the individual leaves the Isler field. Sleep, regular or drug-induced, lessens the effects, but does not eliminate them entirely; it is chancy for a normal human to try to sleep through an Isler jump. Only the stasis pod, itself an adaptation of Dr. Isler's theories, protects a normal human from the jump effects. All UTRPF Moreau hybrids have been specifically modified and training to be almost entirely immune to jump effects, at least for a time. From time to time, nearly all Moreau suffer minor queasiness; this has come to be called "jump flu". For Moreau, on each time through Jump-Space, they made a Fortitude Save (+8 for resistant to Jump Sickness) vs. a DC of 1/2 the "[b]Jump Speed[/b] (the BENNETT's jump speed is 24 (or 24 times the speed-of-light) right now while hooked into the Icarus; normally the ship can make Jump 30 on its own. A 1 always fails. IF the check fails, the Moreau suffers mild queasiness (generally start to suffer these affects within 2-4 weeks). After suffering these effects for 2-4 weeks, those Moreau that failed the first check must make a second check (same DC). If this check fails, the Moreau becomes violently ill. If they continue to go 'untreated' (see below), within 2-4 weeks the Moreau must make a 3rd check and if this one fails, they start to develop minor neurosis. Again, if this goes untreated, in 2-4 weeks the Moreau must make a 4th check and if this one fails, the Moreau develops a psychosis and must be forcefully restrained for the duration of the voyage. At the end of the trip, the Moreau must make a Fortitude check (same DC) to throw off [b]each[/b] of affects of they have been suffering, and can be treated with Treat Injury (DC equal to the speed of the jump throughout). It generally takes 2-3 days to come off each affect if they make their Fortitude or Treat Injury save. The normal treatment for this is a Treat Injury Roll with a DC of the Jump Speed. This can be tried once a day, but the medic may not take 10 or 20. Human suffer these effects and must make a roll each [b]DAY[/b]… progressively getting worth pretty fast After 3 weeks the Marines conditions are (DC12)... Brute Fort Save natural 20! 32 Professor 28 Pedia 18 Squeek 19 Sneak 17 Thunder 16 Gramps 26 Gort 26 Cat's Eyes 15 Samwise 19 only Thunder fells a little sickly for a day or so but it goes away (only cause I rolled a 2 ;)[/color] The time is spent trying to stay busy, and trying not to drive each other crazy. Sneak and Casper seem to spend a lot of time together, and surprisingly Gramps finds that he and Sword share a lot of the same interests. Thunder and Cougar also see each other on and off duty. But then this is not a love cruise, it is a military ship with military discipline, and unless push, noting to serious happens. The time is otherwise rather long and boring. [/QUOTE]
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