CO2 Toxicity rules discussion

jedion357's picture
jedion357
November 23, 2012 - 8:31am
Note: I 'm on the not so smart phone writing this which means I cant leave space between paragraphs so I'll likely do line breaks by starting a new post. CO2 toxicity is also known as hypercapnia. Early symptoms are flushed skin, full pulse, rapid breathing, shortness of breathe, irregular heart beat, muscle twitches, reduced neural activity. Mild cases have headaches confussion, and lethargy which suggests to me -10 to all abilities and -1 to IM. Severe cases involve disorientation, panic, hyperventilation, convulsions, unconsciousness, and eventually death which suggest game effects of -20 to all abilities and -2 to IM.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!
Comments:

jedion357's picture
jedion357
November 23, 2012 - 8:36am
One thought I had was that a severe case could be made to be severe to the player by requiring a current STA save against each individual symptom of severe toxicity except for death- which will mean 5 rolls and some of those are bound to fail- so if the player passes the roll for panic but fails for convulsions or unconscious its bad. Just kicking around thoughts here perhaps the effects listed above for severe could be reclassified as serious and severe, in game terms, becomes the point where the referee takes over control of the character descibing panic attacks, convulsions and etc.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
jedion357
November 23, 2012 - 8:57am
Effects by species: humans - as above; dralasites-some of the human symptoms but color change is prononced and in severe or serious cases individuals begin to lose some of the limb generation ability; yazirian similar to humans but serious or severe cases require current LOG check or attack next person encountered and attempt battle rage, vrusk- limb and antenna twitching and color change at carpace joints as well as some of the human symptoms like headache and disorientation; ifshnit- similar to human but rapid breathing and shortness of breathe more pronounced; humma- similar to human but even more so aggressive behavior comes out; osakar are suggested to be part plant? So mild toxity for others is normal to them and serious or severe to others induces mild effects for them and the point where others die they experience serious or severe
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
jedion357
November 23, 2012 - 9:07am
Clearly a referee has to give players a chance to recognize and deal with a hazard like this but for NPCs he can just choose the effects he desires for them once serious or severe toxicity is reached. I have a Traveller adventure is an old copy of Space Gamer where LS pacjed it in an one NPC cycled themselves out an air lock without a vac suite, the doctor ordered the auto doc to remove his heart lungs and etc and he was still alive but being kept unconscious in the auto-doc and two other crew were dead by other self inflicted means or from CO2 toxicity.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
jedion357
November 23, 2012 - 9:34am
Suggestions on how to arbitrate when a toxicity effect goes into effect?
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
jedion357
November 23, 2012 - 10:45am
Way too many possible variables for how long an air supply will last on a ship when the LS packs it in so it occurred to me thar the ship's hull size in hours might be a half decent rule of thumb if the crew /passenger compliment is typical for the size of ship. HS 20 battleship will have 20 hours but an HS 1 fighter would have 1 hour. If the LS is simply at reduced capacity- 25%, 50%, 75% you simply add that much oercentage to the time. HS1 fighter with LS at 50% will have 1.5 hours ship with reduced crew /passenger comiments could get a bonus in time and the same is true for the other way around. Naturally, the crew of an ag ship could retreat to ag domes and continue to breathe until the loss of climate controll freezes the domes.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!