CT says roll 10+ to avoid mishap when attempting "any non-ordinary manoeuvre... (including running, jumping, hiding...)" while wearing vacc suit.
Just wondering how strictly people enforce this? Running, jumping and hiding sound like they might be quite ordinary.
I ask because none of my 3 characters has vacc suit (not unlikely given the few skills doled out in CT chargen). But I want to send them off to investigate a derelict base where life support may have failed...
Quick edit: I am thinking "vacc suit-0" as a default for anyone from a spacefaring occupation, which would be Navy, Scouts, Marines and Merchants. (I am using the Traveller Book only.) Just enough to get away from the unskilled penalty.
Or just giving someone vacc suit-1 so they can pull others' chestnuts out of the fire (which is roll 7+, +2 per level of vacc suit, -4 if unskilled).
Just wondering how strictly people enforce this? Running, jumping and hiding sound like they might be quite ordinary.
I ask because none of my 3 characters has vacc suit (not unlikely given the few skills doled out in CT chargen). But I want to send them off to investigate a derelict base where life support may have failed...
Quick edit: I am thinking "vacc suit-0" as a default for anyone from a spacefaring occupation, which would be Navy, Scouts, Marines and Merchants. (I am using the Traveller Book only.) Just enough to get away from the unskilled penalty.
Or just giving someone vacc suit-1 so they can pull others' chestnuts out of the fire (which is roll 7+, +2 per level of vacc suit, -4 if unskilled).
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