[Gateway to Danger] Welcome to O'Murphys

Dark, you'll have a +1 die modifier when doing repairs on the ship due to the various systems tied into each other. On the other hand, the ship has a -1 die modifier for handling. And no one here ordered any cargo, though the briefing did suggest that had been arranged for this leg.
 
Heh. Thanks for posting right away. Just so everyone knows, the normal procedure for loading cargo is having the captain there to oversee loading and make sure the paperwork's all there and matches what's loaded. The other crew usually all pitch in, and handlers can be hired if needed. Usually freight's on standardized pallets based on commodity.
 
YAY! PAPERWORK! You know, that is what a navy or any shipping company really runs on, right? Paperwork! So, where to from here?
 
I'm waiting for everyone to post what they're doing during cargo load (this isn't a secure area after all) and then I'll move to launch and flight outbound. Apologies for not poking y'all sooner. Nasty head cold/flu has been working through the family.
 
@Dark Sigurd Thank you for that post. That is what I'm hoping for when you all post on the main thread. At least two or three lines, showing what your character is doing. @SephirothSage Your last post on the main screen show me a bit about your character's nature, but it doesn't move the story along. We need to all be posting fewer still images and more action. :)


Remember...you're alone in jump space for a week with this cargo.......
 
Please post what position you're taking for departure (pilot, comms, sensors,etc). You may take more than one position, each extra position gives a -1 to any die rolls needed. Please post your actions and one 2d6 roll for your station.


Pilot position can take astrogation at no penalty as long as all the actual piloting tasks are kept simple.
 
Not much of a choice here, considering there are no passengers to worry about just yet. Comms.
 

Users who are viewing this thread

Back
Top