Proposal: Jobs
Fails 3-6. — Quirck
Adminned at 04 Mar 2013 10:10:33 UTC
Enact a new rule entitled “Jobs”:
As a daily action, a Captain may take and/or complete a job.
There are three types of jobs available.
Fighting jobs: For this job, the Captain rolls a DICE6. This number represents the number of Cylons the Fighter must destroy. Cylons here refer to a class of NPCs that are created for the sole purpose of being able to complete this job type and have no other effect on the game. A Captain defeats Cylons by travelling to any sector connected to the Captain’s current Sector and by rolling a DICEN, where N is the firepower of the ship. If the roll of DICEN>DICE6 then the Cylons are killed. If not, the Cylon number is decreased by N, and the Captain must wait a day before attempting to complete the job.Transport jobs: For this job, the Captain rolls a DICE20. This number represents the number of resources available for the Captain to transport. While the Captain does not have to transport all the resources available, the left over resources simply vanish. In order to complete this job, the Captain must unload the resources taken onto a Sector that does not produce the resource the Captain is carrying. A Captain may not receive a job of any type before delivering the amount of resources taken from the original Sector. If the original Sector produces more than one resource, then the Captain may take a combination of these resources. If they do so, the Captain may only unload a resource on a sector that does not produce that resource.
Scouting jobs: For this job, the captain rolls a DICE6. This number represents the distance that the Captain is requested to travel. In order to complete this job, the Captain travels that number of distinct starlanes away from the original Sector. Additionally, the Captain must, create a Story Post with a log of the Sectors traveled to along with their Spectral Values.
Jobs are completed by returning to the Sector from which the job originated. Upon the completion of this job, the Captain is rewarded in resources produced by that Sector in the following fashion:
Fighing jobs: 1 resource for every Cylon killed rounded up (thus 1 Cylon killed nets in 1 resource, etc).
Transport jobs: 1 resource for every 3 resources transported rounded up.
Scout jobs: 1 resource for every 3 starlanes traveled.Jobs are tracked in GDNT in the following fashion: “[Sector of Origin]/[Job Type (F/T/S)]/[Dice roll]” Thus, if someone accepted a scout job on Sirius and rolled a 4, they would write “Sirius/S/4”. For Transport jobs, the type of material shall also be recorded - i.e. “Sirius/T/4 (T)”.
A Captain may never have more than one job per ship owned by the Captain
Sorry that this is so long. Yes I realize that a Captain could technically get resources by taking a Transport Job and keeping the resources, but this is bad for the Captain due to the clause that prevents them from taking any further jobs if they do this. Also, Cylons! It would be fun to do more with these, but right now they only exist for the purposes of fighting jobs.
RaichuKFM: she/her
Seems interesting, but I’m unsure.