(typed up before your edit, have to check out the embellishments later... )
I'm still liking the idea
Though I'd probably change up the opening a bit from yours. Offered as another possible playout...
Very interesting. I'd like as many suggestions for the setup as everyone cares to give. This campaign will be a significant departure from most Traveller campaigns (most of mine anyhow). Thus, the setup is critical. It has to (a) be exciting/interesting; (b) impress on the players that the disease is Very Nasty and (c) intrigue the players enough to continue the campaign after having most of their initial characters annihilated by the disease.
So any help anyone wants to give will be appreciated.
I thought of an entertaining mechanic for determining immunity. Once it's clear that Captain Trips is loose, require all players to draw a playing card from a normal deck. Without letting the player (or referee) see the card, place it in an envelope and seal it. Have the player sign the envelope across the seal. When a character is exposed to Captain Trips, roll for infection (99% chance). When it comes time to start the fatal phase, the player opens the envelope and learns if he's immune. Characters who are generated after the initial adventure will be immune if the card is a 4-10, J, Q, K, A. The Ace of Spades means instant death.
Here's my initial conception of Captain Trips.
Exposure. When a character is exposed (by breath or even contact), 99% of infection.
Stage 1: No obvious symptoms, although the victim is infectious (even if ultimately immune). Blood pressure shows unusual variations, and “wagon wheel” incubator cells are present in the sputum. Lasts ~24 hours on average. (4d6-2)*2 hours if it matters.
Stage 2: All victims (including immunes) have symptoms resembling the common cold, with mild symptoms such as nasal discharge, sneezing and coughing. A low-grade fever may be present. Many folks in this stage do not limit their activities; they continue to shop, travel, or work, spreading the disease. Lasts ~24 hours on average. (4d6-2)*2 hours if it matters. Immunes are still infectious at this stage.
Stage 3. Determine immunity. Characters who are immune will recover in about 1 day. (4d6-2)*2 hours if it matters. At this stage, immunes are no longer infectious. Recovery is complete, though the person will be weak (-1 to all physical tasks for a couple of days).
About 25% of non-immune folks will have a "false recovery" in Stage 3. It looks just like Stage 3 for the immunes and the victim will seem to be getting better (it looks just like the recovery of the immunes). However, it will be obvious to doctors with decent medical gear that the victim is still dying. At the end of the false recovery (~24 hours), the victim goes directly to Stage 3.
Stage 3: Symptoms may resemble asthma, bronchitis, influenza, or mononucleosis. The cold-like symptoms of Stage Two become more severe. Chills, high fever, swollen lymph glands, dizziness, weakness, and painful urination develop. Most characters in this stage go to bed or try to see a doctor. Late in this stage, the illness becomes more like pneumonia; a few characters show delirium just before entering the fourth, terminal stage. Lasts ~3 days on average, but more variable. 2d6*10 hours if it matters.
Stage 4: Symptoms resemble pneumonia, bubonic plague and, in some cases, hemorrhagic fever. Breathing becomes difficult and there is much swelling in the face, neck and groin. Swollen areas turn purple, then black. There is much discharge of mucus, which may be bloody. Fever is extremely high, and delirium is common. Characters in this stage are immobilized in most—but not all—cases; as in the earlier stages, any caregiver will be infected unless he or she is immune. Death is usually caused by respiratory failure. Lasts ~3 days on average, but more variable. 2d6*10 hours if it matters.
Stage 5: For a small percentage of victims, death is not permanent. The body seems to die, but is still barely alive. Within 1 day, it will begin to recover. Recovery is complete within 2 days of "death". The victim is typically driven insane and is homicidal to boot. He still has his intelligence, but he's driven by a murderous rage. Think Firefly's Reavers. (Alternatively, I may make them vampires ala "I Am Legend"). In any case, these folks make the post superflu world rather interesting.
Percentages:
Infection -- 99% per exposure
Immune -- 5% (75% for PCs once plague gets going)
Not Immune -- 95% (90% die; 5% become reavers/vampires/whatever).
Also, the disease may mutate. Mutated versions can have other symptoms (or not), but the main effect is that immune characters may not be immune to the new strain. 90% (Or any card except a 2 or Ace of Spades). I think that the PCs need a healthy respect for the disease in the campaign; this would do it, I think.
To give the PCs a good perspective on the disease, one of them will be a doctor. I may, through GM fiat make him immune.
Note that a world filled with decaying corpes will become unhealthy and unpleasant, especially during summer time.
I'm also working on the Quest. My conception of the campaign is that the PCs will journey across the sector to a destination. Question -- what is the destination, why do the PCs want to go there, and how do they find out about it?
Ideas/Rumors:
1. A top secret bioweapons Research Station that the PCs suspect is the source of the disease. They suspect that the station may still be trying to synthesize an antidote. The doctor would point out that immunes would be valuable to that activity.
2. A garden planet on the other side of the sector whose atmosphere contains *something* that counteracts Captain Trips.
3. PCs are dreaming about an evil ruler on Planet A and a good ruler on Planet B...
4. Home. Wherever the majority of PCs are from; they want to get back and see what has happened to their families.
Any others?