Sunday, September 6, 2009

Setting Course, Part II

Now that I have a clearer idea of what happens in flashbacks and social interactions, I have a handle on how the player characters interact with the captain or change the course of the ship.

You can use the long term reaction goal mechanics in the Flashbacks post to determine whether the captain will set a course for a known port. This doesn't work at all if the character hasn't had a flashback to establish the goal (a relationship with someone currently located in a known location.) Interactions with the captain before having a flashback are all handled as trivial short-term interactions, with the understanding that the captain is very terse and probably won't react at all. Once you've set up a relationship, however, you can argue with the captain about how you need to see your one true love again, need to rush to your best friend's side, need to see your father before he dies. Rolling higher than the captain during your social interaction means that you do "damage"; if the total damage is more than the Curse rating of 5, the captain agrees to set course for the destination you request.

The risk, in this case, is the interference of the rest of the crew. One of the long dead mocks, threatens or attacks you in some way. Successfully dealing with this interruption lets you continue your argument with the captain.

You can use your relationship for a +1 bonus each time you present a unique example of your love, respect, or loyalty towards the object of your feelings. You describe a moment when you demonstrated the depth of your feeling, then make your roll. You may need more than one flashback, just to gain more examples of your true feeling.

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