Feedback Requested on Matter Transferal Devices

JCab747's picture
JCab747
June 24, 2016 - 11:52am
Yes, I'd like a little feedback on the section below regarding the infamous bap bins from Zebulon's.

I've been tinkering with some alterations to the Matter Transferal Devices skill. 
Joe Cabadas
Comments:

JCab747's picture
JCab747
June 24, 2016 - 11:53am

Matter Transferal Devices

Type: Techex

Success Rate: ½ Log + 10% per level

Pr: Machinery Operation 4

A technician with this skill has a chance to operate bap bins. Bap bins are matter transferal devices that are relatively new creations – available to special military forces during the Second Sathar War and commercially thereafter. These devices make a “bap” sound when "beaming" cargo or creatures, hence the name. Bap bins act instantaneously, but the character knows he has been materially transferred. The act requires a bin to be at both the departure and arrival point to work. The current maximum range between bins is 5,000 km (military versions may be double that range) but could be extended through a teleportation relay network.

The cost of bapping is expensive. When first employed experimentally during the Second Sathar War, it cost about 10,000 Cr for a one-way trip for a single character. Costs began to decline and safety improved as the devices became more common.

Techexes who operate these devices for a living must have Matter Transferal Devices skill level 6 before they are legally permitted to operate them alone. Skill checks are normally not needed except when there are unusual situations. Most of the time, when the technician fails his skill roll, it means that the transferal did not work at all, but the character is safe.

It is only on a roll of 98-00 that the referee needs to consult the Matter Transferal Device Mishap Chart.

Note: The mishap chart is an alternative to the classic Zebulon rules that said when an automatic failure occurred then the character or object being teleported would be irretrievably lost. While on the surface that rule may seem OK, it is a horrendous statistic. For instance, how many people would fly in aircraft if one out every 33 trips ended in a fatal crash? Perhaps when these devices were in the experimental stage, then the 3 percent failure rate might have seemed acceptable but not if the technology was ever going to become widespread.  

Also, Star Frontiersman issue 16 featured a story by Scott Mulder called “Teleportation Tech” that offered alternative rules for handling matter transferal devices.

Bap Bin Calibration: Normally bap bins are considered calibrated after 10 successful and successive transferals between the sending and receiving units. A calibration device – called a “bap dee” – is used during these tests.

Suggested Matter Transferal Device Mishap Modifiers

·         Transferal is taking between two fixed points that have been calibrated, subtract 50 percent from result on the result on mishap chart (-50 percent).

·         Transferal is taking between two fixed points, but without calibration (less than 10 previous successful and successive transferals), only subtract 20 percent from the result on the mishap chart (-20 percent).

·         Transferal is taking place between a ground or aerial unit moving less than 1,000 kilometers per hour and a known, fixed transferal device, subtract 10 percent from the result on the mishap chart. (This is not considered an unusual event by the time bap bins were commercialized so normally, no skill check is needed).

·         Transferal is taking place between a ground or aerial unit moving less than 1,000 kilometers per hour and a new, fixed transferal device, no modifier. Skill check may be required.

·         Transferal is taking place between two moving objects (aerial, ground and sea vehicles, etc.) traveling less than 1,000 kilometers per hour, add 10 percent to dice roll.   

·         Transferal is taking place between two space units that are stationary, in a standard orbit or traveling at the same speed with a calibrated system, subtract 30 percent from the result. (This is not considered an unusual event by the time bap bins were commercialized so normally, no skill check is needed.)

·         Transferal is taking place between a space unit moving 10,000 kilometers per turn or less and a known, fixed transferal device on a space station, moon or planet, subtract 10 percent from the result on the mishap chart. (This is not considered an unusual event by the time bap bins were commercialized so normally, no skill check is needed).

·         Transferal is taking place between a space unit moving in excess of 10,000 kilometers per hour and a known, fixed transferal device, add 10 percent to the dice roll.

·         Transferal is taking place between two moving space units traveling at different speeds (assume an uncalibrated system), add 20 percent to the dice roll.

·         Either the transmitting or receiving unit is struck by a torpedo (an atomic warhead), subject to electromagnetic pulse (EMP) or other such attack, add 10 percent to the dice roll.

·         Sending or receiving unit has some kind of shielding that interferes with the transferal signal, add 20 percent to the dice roll.

Joe Cabadas

JCab747's picture
JCab747
June 24, 2016 - 11:54am

Here’s the chart:

Matter Transferal Device Mishap Chart

Less than 0

Transferal did not happen. No ill effects

0-55

Transferal did not happen. No ill effects.

56-60

Transferal completed, but character stuck in reintegration unit’s buffer. A technician needs to make a successful skill check to clear the character from the buffer. Otherwise, the character’s pattern will be lost if a new transferal takes place.

61-65

Transferal interrupted; emergency reintegration. Character being transferred must make a Stamina check or takes 1d10 damage.

66-70

Transferal completed, but character stuck in reintegration unit’s buffer. A technician needs to make a successful skill check to clear the character from the buffer otherwise the character’s pattern will be lost if a new transferal takes place. Upon reintegration, the character being transferred must make a Stamina check or takes 1d10 damage. If the technician’s roll results in another automatic failure, reroll on the mishap table and add +10 to the result.

71-75

Transferal interrupted; emergency reintegration. Character being transferred must make a Stamina check or takes 2d10 damage.

76-80

Transferal completed, but character stuck in reintegration unit’s buffer. A technician needs to make a successful skill check to clear the character from the buffer otherwise the character’s pattern will be lost if a new transferal takes place. Upon reintegration, the character being transferred must make a Stamina check or takes 2d10 damage. If the technician’s roll results in another automatic failure, reroll on the mishap table and add +20 to the result.

81-85

Transferal interrupted; emergency reintegration. Character being transferred must make a Stamina check or takes 4d10 damage.

91-95

Transferal completed, but character stuck in reintegration unit’s buffer. A technician needs to make a successful skill check to clear the character from the buffer otherwise the character’s pattern will be lost if a new transferal takes place. Upon reintegration, the character being transferred must make a Stamina check or takes 4d10 damage. If the technician’s roll results in another automatic failure, reroll on the mishap table and add +30 to the result.

96-98

Transferal interrupted; emergency reintegration. Character being transferred must make a Stamina check with a -10 percent modifier or takes 5d10 damage.

99-100

Transferal completed, but character stuck in reintegration unit’s buffer. A technician needs to make a successful skill check to clear the character from the buffer otherwise the character’s pattern will be lost if a new transferal takes place. Upon reintegration, the character being transferred must make a Stamina check with a -10 percent modifier or takes 5d10 damage. If the technician’s roll results in another automatic failure, reroll on the mishap table and add +40 to the result.

101+

Transferal interrupted. Normally this means that the item or character being transferred was molecularly scrambled and lost forever but the referee can decide some other weird result occurs including being transported into an alternative dimension.

 

Joe Cabadas

ChrisDonovan's picture
ChrisDonovan
June 24, 2016 - 2:51pm
Not too bad. Not a fan of "prestige skills" myself but it seems to work.

The table has a few too may recursions for my taste.

How I'd do it:

To transport something, roll D100.  If roll = 01-99, success.  If roll = 00 (crit fail), then roll skill check (1/2 LOG + 10%/skill level).  If skill check made, transport succeeds.  If skill check failed, roll on "botch" table(s):

Teleport success?
1-50       System abort. No transmission.
51-00     Transmission successful

Side Effects
01-05        Character/cargo safe.
06-30        Character suffers minor effect (vomits, dizzzy, etc). Cargo suffers
                cosmetic reparable damage.
31-75        Character suffers major effect (needs medical attention).
                Cargo suffers major reparable damage.
76-97        Character suffers loss of limb or significant section of body.
                Cargo suffers major reparable damage.
98            Weird Science effect (Brundlefly, Mirror Universe, Honey- I-Shrunk-the-
               Characters)
99            "Enterprise, what we got back didn't live long...fortunately..."/For cargo:
               get a dustpan.
00            BOOM! (Well, that's what you get for messing around with matter/energy
               conversion technology.)

jedion357's picture
jedion357
June 24, 2016 - 5:21pm
I'd make it mesh with rest of system: 1/2 Ability score + 10%/ level. It's easy to remember, tables slow game play (thank you Role master ) a list of modifiers would be appropriate -20% for beaming during ion storm etc. Big plus for beaming from a pad to a pad. Big plus for the support of scanners and sensors. And etc. In this way beaming mishaps would be rare and when they do happen you go to a table for the bad stuff. 

I don't think anyone would use this without a high chance of success. I could use some surgery but without the doctor giving a better chance of improvement I'll keep on living as is. 
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

ChrisDonovan's picture
ChrisDonovan
June 24, 2016 - 6:02pm
All teleportation in Zeb is "pad to pad",

JCab747's picture
JCab747
June 24, 2016 - 10:30pm
ChrisDonovan wrote:
All teleportation in Zeb is "pad to pad",


That's one of those vague Zeb rules. It gives some information about the device in the skill, but no where else is it mentioned. So, it would seem you have to have a sending (transmitting) device and a receiver point for it to work. That's not to say that someone wouldn't be working on a better version... or the Tetrarchs had something better.

I'll look at the suggestions and rework my chart a bit. Thank you everyone.
Joe Cabadas

JCab747's picture
JCab747
June 24, 2016 - 10:41pm
I added a few embellishments, such as giving the device a short history and an approximate start date for when it appeared on the Frontier. In the back of my mind I've thought the bap bins might be a technology that the PGC developed from its research on the Tetrarch ruins on Laco.
Joe Cabadas

JCab747's picture
JCab747
June 25, 2016 - 9:18am
ChrisDonovan wrote:
Not too bad. Not a fan of "prestige skills" myself but it seems to work.

The table has a few too may recursions for my taste.

How I'd do it:

To transport something, roll D100.  If roll = 01-99, success.  If roll = 00 (crit fail), then roll skill check (1/2 LOG + 10%/skill level).  If skill check made, transport succeeds.  If skill check failed, roll on "botch" table(s):

Teleport success?
1-50       System abort. No transmission.
51-00     Transmission successful

Side Effects
01-05        Character/cargo safe.
06-30        Character suffers minor effect (vomits, dizzzy, etc). Cargo suffers
                cosmetic reparable damage.
31-75        Character suffers major effect (needs medical attention).
                Cargo suffers major reparable damage.
76-97        Character suffers loss of limb or significant section of body.
                Cargo suffers major reparable damage.
98            Weird Science effect (Brundlefly, Mirror Universe, Honey- I-Shrunk-the-
               Characters)
99            "Enterprise, what we got back didn't live long...fortunately..."/For cargo:
               get a dustpan.
00            BOOM! (Well, that's what you get for messing around with matter/energy
               conversion technology.)


Yes, this seems a bit simplier idea.

Hey, Captain Kirk, it's another transporter malfunction episode... followed by TNG's, hey, Picard, it's another holodeck mishap adventure.
Joe Cabadas

ChrisDonovan's picture
ChrisDonovan
June 25, 2016 - 9:41am
Caveat: make sure your players are down with being summarily killed by a random equipment glitch like that before you use it on them.  You can have the same sobering effect on them by having it happen to an NPC party member or have it happen to the NPC in line right before the party instead.

I also should clarify: the 50/50 chance is whether or not the side effect happens at the transmission point or the reception point. (Does the transportee get skunched here or where he's going).

JCab747's picture
JCab747
June 25, 2016 - 12:08pm
ChrisDonovan wrote:
Caveat: make sure your players are down with being summarily killed by a random equipment glitch like that before you use it on them.  You can have the same sobering effect on them by having it happen to an NPC party member or have it happen to the NPC in line right before the party instead.


Definitely. A "transporter malfunction" should be more of a plot twist than some random event... like the Zebs 1 out of 33 attempts ends in a fatality.

ChrisDonovan wrote:
I also should clarify: the 50/50 chance is whether or not the side effect happens at the transmission point or the reception point. (Does the transportee get skunched here or where he's going).


Ah, that should be left up to the referee.
Joe Cabadas

ChrisDonovan's picture
ChrisDonovan
June 25, 2016 - 1:05pm
It's there for the ref who honestly can't make up his mind either way.

Something else to consider.  Beaming to or from micro-g shouldn't be possible with your setup.  There's no way to make sure the transportee stays on the pad and doesn't touch the walls of the chamber.

JCab747's picture
JCab747
June 25, 2016 - 1:17pm
ChrisDonovan wrote:
It's there for the ref who honestly can't make up his mind either way.

Something else to consider.  Beaming to or from micro-g shouldn't be possible with your setup.  There's no way to make sure the transportee stays on the pad and doesn't touch the walls of the chamber.


It's called straps or belts -- i.e. Babylon 5 style -- but that's not a bad point.

Joe Cabadas

ChrisDonovan's picture
ChrisDonovan
June 25, 2016 - 4:03pm
The straps or belts would be both touching the chamber and be in the beam field.  If I read your write up correctly that means fatal disassociation, doesn't it?

JCab747's picture
JCab747
June 25, 2016 - 5:42pm
ChrisDonovan wrote:
The straps or belts would be both touching the chamber and be in the beam field.  If I read your write up correctly that means fatal disassociation, doesn't it?


Hmm, good question. Maybe they would dematerialize with the subject? Sort of like Stargate. If something is outside the field -- even part of the body of a person -- it doesn't get transported.
Joe Cabadas

ChrisDonovan's picture
ChrisDonovan
June 26, 2016 - 8:15am
Which makes for a very bad day usually.  And if the straps in the field bapped with the subject like that they would not be strapped down on the receiving end anly longer, and you are back to square one with that question.

JCab747's picture
JCab747
June 26, 2016 - 10:53am
There's always magnetic shoes as an option.

Image result for star trek borg movie space suit

Although, I thought I had presented the rules to show that bap bins could be used on moving vehicles/space ships.

But, let's say that there is a danger using them in a zero-G environment because a character could drift out of the field before the transferal is completed. It could be a plot hook to abandon a derilict ship, maybe requiring a Reaction Speed check or, oops, there goes my leg. Oh, oh, the Vrusk just lost part of her antenna...

Any way, when I get a chance -- I'm not on the right computer with the correct files at the moment -- I'll post my revised idea for this skill rule. Again, thanks for the feedback! Cool
Joe Cabadas

ChrisDonovan's picture
ChrisDonovan
June 26, 2016 - 11:11am
Yeah, mag-grapples would work.

jedion357's picture
jedion357
June 29, 2016 - 11:22am
Just reread the Zebs entry on this and noted a few things; but first I'd like remind everyone that Eastland admitted in an interview that he included bap-bins because the players in his personal game group were worried about or could not conceptualize how they were to get down from a ship. So we are saddled with a poor star trek rip off. 

Observation #1: "technicians who operate these are at least level 9" talk about elite skills! And since when is there a level 9? Though it also says that a character with this skill has a chance to operate it. I think Eastland specified level 9 so that there would be a 97% chance of success.

Observation #2: 10,000 Cr to use a bap-bin ? In a energy based economy? Who's going to do that? Sorry I'll take the mono-rail. 

I'm not a fan of one bad die roll spelling instant death. Or in the case of Zebs 2 bad rolls it would seem. A character who drops to below 0 STA gets several chances for the team medic to save him from death. So I'd be all for including pattern buffers since we're ripping of Trek anyways.

I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

JCab747's picture
JCab747
June 30, 2016 - 1:26pm
jedion357 wrote:
Just reread the Zebs entry on this and noted a few things; but first I'd like remind everyone that Eastland admitted in an interview that he included bap-bins because the players in his personal game group were worried about or could not conceptualize how they were to get down from a ship. So we are saddled with a poor star trek rip off.


Oh, agreed. I guess his players couldn't understand what shuttle craft are for.

<!--[if gte mso 10]> <![endif]-->
Image result for Space Shuttle Craft
jedion357 wrote:
Observation #1: "technicians who operate these are at least level 9" talk about elite skills! And since when is there a level 9? Though it also says that a character with this skill has a chance to operate it. I think Eastland specified level 9 so that there would be a 97% chance of success.


Yes, it is hard to have level 9 experience when Zebs only goes up to 8 levels.

jedion357 wrote:
Observation #2: 10,000 Cr to use a bap-bin ? In a energy based economy? Who's going to do that? Sorry I'll take the mono-rail.


At 10,000 Credits a pop -- which might equate to 10,000 SEUs -- it is hardly a "poor star trek rip off." It become's a rich man's... um, excuse me... rich being's toy. And, yes, I'd take the monorail too. That's why I'm looking at changing it a bit, though the Halo system that was in Star Frontiersman may be a good substitute.

jedion357 wrote:
I'm not a fan of one bad die roll spelling instant death. Or in the case of Zebs 2 bad rolls it would seem. A character who drops to below 0 STA gets several chances for the team medic to save him from death. So I'd be all for including pattern buffers since we're ripping of Trek anyways.


Agreed. If one was going to use the Star Trek rip off bap bins, malfunctions should be a plot device. Plenty of redundancies should be built into these systems so you don't end up with problems.

Image result for The Fly movie
Joe Cabadas

JCab747's picture
JCab747
June 30, 2016 - 1:28pm
Anyway, here is an updated idea for the skill:

<!--[if gte mso 9]> <![endif]-->

Matter Transferal Devices

Type: Techex

Success Rate: ½ Log + 10% per level

Pr: Machinery Operation 4

A technician with this skill has a chance to operate bap bins, which are matter transferal devices. Bap bins are relatively new creations. By the time of the Second Sathar War they were first deployed by military forces and became commercially thereafter.

These devices make a “bap” sound when transmitting cargo or creatures, hence the name. Bap bins act instantaneously, but the character knows he has been materially transferred. The transferal process requires a bin to be at both the departure and arrival point. The current maximum range between bins is 5,000 km (military versions may be double that range) but could be extended through a teleportation relay network.

The first generation of bap bins used 10,000 SEUs to transmit a person or person-sized object, which roughly equated to 10,000 Credits for a one-way trip. Power usage and costs began to decline while safety improved as the devices became more and more common.

Techexes who operate these devices for a living must have Matter Transferal Devices skill level 6 before they are legally permitted to operate them alone. Skill checks are normally not needed except when there are unusual situations. Most of the time, when the technician fails his skill roll, it means that the transferal did not work at all, but the character is safe.

Because of all the redundant systems that are built into bap bins, only a roll of “00” is considered a critical failure where the referee needs to consult the Matter Transferal Device Mishap Chart. Technically, a game master should only use a critical failure as a “plot device” for an adventure unless one is looking to cause mayhem with your players.

Note: These rules are embellishments on the original Zebulon rules that said when an automatic failure occurred on a roll of 97-00, adding that in such a case the character or object being teleported would be irretrievably lost. This is a horrendous statistic. For instance, how many people would fly in aircraft if one out every 33 trips ended in a fatal crash? Perhaps when these devices were in the experimental stage, a 3 percent failure rate might have seemed acceptable but not if the technology was ever going to become widespread.

Also, Star Frontiersman issue 16 featured a story by Scott Mulder called “Teleportation Tech” that offered alternative rules for handling matter transferal devices.

Bap Bin Calibration: Normally bap bins are considered calibrated after 10 successful and successive transferals between the sending and receiving units. A calibration device – called a “bap dee” – is used during these tests.

Matter Transferal Device Mishap Chart

0-40

System abort, no transmission, no side effects.

41-60

System abort, no transmission, roll on side effects table with a -1 modifier.

61-80

Transmission completed but roll on the side effects table.

81-99

Transmission completed but roll on the side effects table with a +1 modifier.

00

Transmission completed but roll on the side effects table with a +2 modifier.

Side Effects Table: Roll a 1d10 and add any appropriate modifiers.

Matter Transferal Device Side Effects Table

1-4

Character/cargo safe but system needs repairs before next transmission can occur. Repair time up to referee.

5-6

Character suffers minor effect (vomiting, dizziness, etc.) while cargo may suffer cosmetic damage. System needs minor repairs before next transmission can occur. Repair time up to referee.

7-8

Character/object suffers 2d10 points of damage/needs treatment for minor wounds object needs repairs. System needs major repairs before next transmission can occur. Repair time up to referee.

9

Character/object suffers major damage (4d10) requiring major treatment/repairs.  System needs major repairs before next transmission can occur. Repair time up to referee.

10-11

Weird Science Effect.

12

Character killed/object destroyed. Matter transferal device suffers major damage requiring major overhaul.

Joe Cabadas

JCab747's picture
JCab747
June 30, 2016 - 1:29pm
I'm not a statistician, but I think the safety odds are greatly improved now.
Joe Cabadas

ChrisDonovan's picture
ChrisDonovan
June 30, 2016 - 3:24pm
Decided not to go with the BOOM ultimate side effect? ;)

Technically 10,000 SEU would be 50,000 Cr.

Otherwise, nice job!

JCab747's picture
JCab747
June 30, 2016 - 3:29pm
ChrisDonovan wrote:
Decided not to go with the BOOM ultimate side effect? ;)

Technically 10,000 SEU would be 50,000 Cr.

Otherwise, nice job!


Well, No. 12 on the side effects chart could be the BOOM!
Joe Cabadas

ChrisDonovan's picture
ChrisDonovan
July 1, 2016 - 6:42am
Well, there's a difference between destroyed subject and wrecked machine and little mushroom cloud.  We ARE talking about matter/energy conversion.