Agent of Sector General
Jeff Zeitlin
(12 Jan 2024 15:05 UTC)
|
Re: [TML] Agent of Sector General
Jeffrey Schwartz
(12 Jan 2024 15:13 UTC)
|
Re: [TML] Agent of Sector General
Timothy Collinson
(13 Jan 2024 09:08 UTC)
|
Re: [TML] Agent of Sector General
Jeff Zeitlin
(14 Jan 2024 03:40 UTC)
|
Re: [TML] Agent of Sector General
Timothy Collinson
(14 Jan 2024 04:25 UTC)
|
Re: [TML] Agent of Sector General Alex Goodwin (14 Jan 2024 09:26 UTC)
|
On 13/1/24 01:05, Jeff Zeitlin - editor at freelancetraveller.com (via tml list) wrote: > <snip> > > It's not clearly stated anywhere I can find, but if Traveller wafer tech > becomes 'better' over time, and allows both the wafer personality and the > host personality to co-exist for the duration of the wafer activation, then > it becomes possible for 'Sector General Junior' to exist in the Traveller > universe: On worlds that have a high likelihood of other-species visitors, > hospitals at major business and tourism nexi would have wafers "on file" > for the most common other-species - for example, Vegans in the Solomani > Rim, Vargr along the coreward frontier, Aslan in the rim-spinward areas and > Behind the Claw, and any minor races in the areas near their respective > homeworlds. Naturally, any nexus worlds that are majority-nonhuman would > also have human wafers on file. In this case, the wafer personality could > be either "for the duration" (i.e., until specifically removed/erased) or > for a limited time. > > Hospitals that have a wafer bank are also likely to be teaching and > research hospitals affiliated with major Imperial-level universities. While > the various Imperial services are likely to make units single-species, some > medical facilities such as Naval hospital ships and hospitals at major > Naval and military bases will also have wafer banks. > > Question for discussion/comment: Is it worthwhile and useful to work up > rules for determining whether a particular world has one or more hospitals > that have wafer banks to allow them to serve "aliens"? > Jeff, GURPS 4th ed has the "Modular Abilities" advantage, to address the underlying mechanics. I agree with Collision that it's worthwhile working up rules as you suggested. You mentioning the "teaching and research" bit has me wondering if you're asking specifically about _using_ an existing wafer/chip/whatever library, or _able to make new/update existing_ ones? How much does the source character's species affect wafer/chip use? Does a Surgery (Vargr) chip recorded off a Vargr surgeon work differently, to the user, to one recorded off a Droyne surgeon? Does the user have to be same species as the source? As for the actual gubbins, I'm using the following take on Modular Abilities in a G4-powered early-ish cyberpunk game with The Usual Suspects (Herr Sweep, Eddles, Easy Frag, and Wombat) as chip slots, adapting it to Trav: 1 - Chips _extend_ existing skill, they don't _replace_ it. (I'm waving my hands about prerequisite skills here for sake of example) Surgery (given species) is listed as a Very Hard skill, where 1 point in it gives skill at IQ -3, 2 points gives IQ -2, 4 points gives IQ -1, 8 points gives IQ + 0, and every 4 points beyond gives additional +1. If (say) an 8 point Surgery (Hiver) chip is slotted in a medic with no underlying Surgery skill whatsoever (we'll call him Tim Collinson) and no favourable defaults, then they would have Surgery (Hiver) at IQ + 0. Beats the pants off having nothing. However, if BERT HOGMAN (let's not worry about 3700 years or so between friends, nor a TPK-ing starship crash) gets wired up and gets his mitts on that chip, all his existing talents (Healer Talent 4, High Manual Dexterity, off top of head) and Surgery (Human) at IQ + 9 as a result carry across. From his Healer Talent and basic default, Bert would slot the chip and get Surgery (Hiver) at IQ + 4. However, his Surgery (Human) skill allows (for sake of argument) a default at -6 due to Hiver physiology being so alien to ugly bags of mostly water, giving Bert a favourable default of IQ + 3, which the chip would boost to IQ + 5. A fair chunk of data is placed at the beck and call of an expert who knows exactly how to make use of it. 2 - Chips _permit_ learning of their skill. Both Tim and Bert are still able to pick up actual, non-chipped, skill in Surgery (Hiver) while chipped. Learning on the job normally lets you count 1/4 of your job time as study time towards skills, and I'd be inclined to double that for the _first half_ of whatever chipped skill you've currently slotted. Self-study normally lets you count 1/2 of the time spent as study time, and formal instruction lets you count the full lot - doubled under the same conditions. Boot-camp style intensive instruction doesn't get any benefit. A skill point ordinarily takes 200 hours of _study time_ - Bert's level 4 talent knocks that down by 40% for applicable skills, to 120 hours of study time per point. They may _work_ longer (probably do, in Bert's case), but they can only _learn_ from the first 40 hours worked in a week, without techgubbins like sleep learning. 20 hours per week of study time under chip means Tim takes 10 weeks per point, and Bert takes 6. In a little under 6 months (24 weeks), Bert accumulates 4 points in Surgery (Hiver), giving him 12 points with the chip on top, and an effective skill of IQ + 6 under chip, IQ +4 without. Tim has accumulated, by now, 2 natural points in Surgery (Hiver), giving him 10 points with chip on top - he hasn't learned enough to move the needle while under chip (still IQ +0), but now has IQ -2 unchipped. After 40 weeks total, Tim accumulates his 4th natural point in Surgery (Hiver), giving him IQ + 1 under chip and IQ -1 without. In those 16 weeks, Bert has accumulated his 5th natural point in Surgery (Hiver), at 10 hours of study time per week and is working on his 6th. 3 - Chips can muck up critical successes. If you have more chipped than natural points in a skill, when the chip is active, you get the benefit of the extra skill (as above), but you treat critical successes (even natural 3s, in GURPS) as regular successes. In the example above, Bert would have his crit successes capped until the 72nd week (24 weeks at doubled rate, and 48 weeks at regular), although I'm not sure if mere mortal medics could even tell, and Tim until the 120th week (40 weeks at doubled rate, 80 at regular). 4 - Chips don't _quite_ integrate perfectly into their user's skill circuits. In my early-cyberpunk game, I apply a -2 penalty to chipped skill use while under significant stress (GM call), with a floor of the character's unchipped skill level. In a golden-age Trav game, I'd dial that penalty back to -1. Chips still give some help, but not as much as learning the skill the hard way. In a more transhuman game, where PCs are themselves infomorphs, any sort of such penalty would be ridiculous. Alex