Chapter 1: Five pair of fists and a pair of clamps

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Nov 16, 2020 8:25 pm
It seems like the ship is ready for take off.
The cargo you have to deliver to the mining station is on the way to you and although pretty battered the ship seems to hold together.

Is there anything else you want to do? Else I'd proceed to the departure
Nov 17, 2020 10:39 pm
OOC:
Five by five, all secure.
Nov 19, 2020 6:04 pm
OOC:
Great. I'll write the departure post either this night or tomorrow
Nov 21, 2020 12:52 am
With the ship ready for departure you only have to wait for the cargo crates filled with goods for the mining station.
They are delivered in the late afternoon along with the coordinates of the mining station.
Everyone mans their respective stations and Adonis begins the departure procedures. The engines are powered up and begin to emit a faint humming sound.
Adonis contacts West V's flight control for the permission to depart.

Flight control to vessel Sycorax II. You are cleared for departure. Your flight window opens at 6:15pm for five minutes.
Please exit the dock through door 7 and hold a flight vector of 157,55,17 until you are out of the docking area of the station. Have a good flight


Adonis steers the ship towards the exit and leaves the station according to the directions of the flight control.
For a vessel this big and battered it steers surprisingly well. Or maybe Adonis is so experienced that he can handle any ship as if it was a modern fighter craft.

As soon as the Sycorax II enters the open space a warning appears on the pilot screen that 2a, 3 and 4a are losing air and that the ship's computer is cutting the air supply to these rooms.
This was expected.
Adonis accelerates the ship and steers it into open space where the hyperdrive isn't disturbed by the gravity of the planet that West V is orbiting.
All systems are working fine and the Sycorax II is ready to jump into hyperspace.

Well done everyone! There is some great RP going on and you all really bring your character to life. Everyone can add an character point to their sheet
[ +- ] Character points
Your adventure continues here...
Nov 21, 2020 3:04 am
OOC:
How many points to raise a skill 1D? 6 x the level? or does it roll over once you get beyond +3?

Also, how do we go about acquiring new skills? Say Dotty want's to learn, programming and has no skill in it. Do I need a trainer or can I look in a book?
Last edited November 21, 2020 3:07 am
Nov 22, 2020 12:17 am
Emberskyes says:
OOC:
How many points to raise a skill 1D? 6 x the level? or does it roll over once you get beyond +3?

Also, how do we go about acquiring new skills? Say Dotty want's to learn, programming and has no skill in it. Do I need a trainer or can I look in a book?
OOC:

So let's do this with an example:

Let's say you have 3D in Knowledge/Aliens. If you want to raise your skill by one pip (= +1) you have to expend an amount of character points equal to the number of die you currently have on the skill. In this case this number is three.

If you spend three character point on Knowledge/Aliens your skill is now 3D+1.
If you spend three more character points your skill is 3D+2.
With another three character points you can upgrade your skill to 4D.
In order to get another pip in this skill you have to spend four character points in order to get 4D +1 because you now have four dice in the skill

So in this case if you want to upgrade your Knowledge/Aliens skill from 3D to 4D you have to spend nine character points in total.

In regard to the second question:
If you want to acquire a new skill you have to somehow learn it in game and you can then upgrade/learn it through character points.
So if you want your character to learn new skills just tell me and I'll try to include that in the game. Some skills may be easier to acquire than others so you may not find a teacher or any other source of knowledge immediatly but I'll do my best do work your plans into the story.

If you have any questions don't hesitate to contact me ;)

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