Post by Gravedust on Jun 12, 2010 0:25:24 GMT -8
PORT PHASE
The port phase usually kicks in whenever the party visits a new town, port, or other location. It is mostly for taking care of the more administrative things like refitting and repairing the airship, ordering new supplies, searching for jobs, cargo, gear and equipment, or maybe just kicking back and relaxing for a spell to raise flagging morale. Since this would take a long time of done in Free RP, Port phase can be considered a sort of fast-forward through all the less-entertaining stuff. Often times, however, things you do in Port phase can lead into Free RP, if a plot hook or something else interesting is discovered.
Once you reach port, the GM should give a short description of the place, along with what features it has, and a general idea of the cost of things such as room and board, drinks, etcetera.
Each character should state what the things they want to do while in Port. Each character gets a total of 8 Port Actions for every day they stay in port.
Common things to do in port include:
Gambling
Almost every port or town that has a name also has a gambling house. Gambling is an excellent way to to make some cash (though you stand to lose just as much) and raises morale. Having the Cheat skill will bend the odds in your favor, and make your visit a little more lucrative.. Provided you don't get caught. A Character can play up til 10 games with 1 port action, and should specify how many they want to actually play.
Shipyards
If a ship is in need of repair or refurbishment, a trip down to the Shipyards is probably necessary. Bulkhead repairs can be handled easily, though heavy compartment damage might take a number of days to get replacement parts for.
Gear Shopping
If your Character has their mind set on a particular bit of gear they want, they can head out to the shops and try to track it down. Whether or not they succeed depends on the Rarity of the item. Higher rarity items are more difficult to come by, and may not always be available. If an item isn't available on a certain day, they can try later at another date. Having the Scorunger skill (or a friend who does, if you can convince them to look for you) can be helpful in digging up otherwise hard to find swag. The Bartering skill will help you save a little coin by paying less for what you get. Each item the Character wishes to search for requires it's own Port Action.
Supply Warehouses
Usually located near the ports are large warehouses which hold necessary supplies for airships and their crews, things like food, drink, fuel, ammunition and cannon shells are available here. How many of what kinds of goods will be available will depend on their rarity, and it's possible that certain things will be out of stock. New supplies come in every day, so if something essential can't be found, it may pay to try again later. When buying cannon ammunition, it's required to specify what kind of ammo you're looking for, as looking at all the types would take too long. One trip to the Supply warehouse is usually enough to find everything you're looking for. Unlike most other items in the game, unused supplies can be sold back for approximately the same price as they were bought for.
Cargo Exchange
Unlike Gear or Supply shopping, there will be a fixed manifest of Cargo in port that's available for purchase. A Single trip down to the Exchange is all that's required to have a look at the manifest and choose what you want, or try to find a buyer for the goods you have. Scrounger skill may again come in handy, as rarer and more lucrative cargo might become available to someone with the right connections or a sharp eye. The Bartering skill can maximize your profits from cargo trading as well. As with Supplies, Tradeable Cargo can be sold back for approximately as much as it was bought for.
Workshops
Most ports or other towns will have a few workshops with specialized tools that can be used to create items, weapons or other gear. Sometimes these are free, but occasionally some will charge a small fee, especially if their toolset is nice enough to add bonuses.
Tavern
A little coin and a few friendly words is all that's needed to win one's self a good time and a hefty morale boost. Those with Entertaining skill may find a way to make some money there as well. And you never know who or what you might bump into. Many an adventure has had it's start in a busy bar or Cantina.
Transit House
Many ships occasionally rent out spare bunks to travelers interested in heading for the same destination they are for a little extra cash. Captains that know their date of departure and destination can leave notice at a Transit house in hopes of attracting a paying passenger. Likewise travelers will leave notices for any ships that might be headed to a particular place. A Transit house (more like a shack) charges a small fee for sorting through all these different notices and attempting to match passengers with ships.
Inn
Sometimes a warm, comfortable bed and a solid meal are just what's needed for a solid boost to morale, especially if the bunks aboard ship aren't top notch. If your Character intends to spend the night in an Inn, it should be their last Port Action, as they'll sleep through the night till next morning.
Other locations
Other special locations may become available to characters with the right prerequisites.
____________________
Next Section:
Travel Phase
The port phase usually kicks in whenever the party visits a new town, port, or other location. It is mostly for taking care of the more administrative things like refitting and repairing the airship, ordering new supplies, searching for jobs, cargo, gear and equipment, or maybe just kicking back and relaxing for a spell to raise flagging morale. Since this would take a long time of done in Free RP, Port phase can be considered a sort of fast-forward through all the less-entertaining stuff. Often times, however, things you do in Port phase can lead into Free RP, if a plot hook or something else interesting is discovered.
Once you reach port, the GM should give a short description of the place, along with what features it has, and a general idea of the cost of things such as room and board, drinks, etcetera.
Each character should state what the things they want to do while in Port. Each character gets a total of 8 Port Actions for every day they stay in port.
Common things to do in port include:
Gambling
Almost every port or town that has a name also has a gambling house. Gambling is an excellent way to to make some cash (though you stand to lose just as much) and raises morale. Having the Cheat skill will bend the odds in your favor, and make your visit a little more lucrative.. Provided you don't get caught. A Character can play up til 10 games with 1 port action, and should specify how many they want to actually play.
Shipyards
If a ship is in need of repair or refurbishment, a trip down to the Shipyards is probably necessary. Bulkhead repairs can be handled easily, though heavy compartment damage might take a number of days to get replacement parts for.
Gear Shopping
If your Character has their mind set on a particular bit of gear they want, they can head out to the shops and try to track it down. Whether or not they succeed depends on the Rarity of the item. Higher rarity items are more difficult to come by, and may not always be available. If an item isn't available on a certain day, they can try later at another date. Having the Scorunger skill (or a friend who does, if you can convince them to look for you) can be helpful in digging up otherwise hard to find swag. The Bartering skill will help you save a little coin by paying less for what you get. Each item the Character wishes to search for requires it's own Port Action.
Supply Warehouses
Usually located near the ports are large warehouses which hold necessary supplies for airships and their crews, things like food, drink, fuel, ammunition and cannon shells are available here. How many of what kinds of goods will be available will depend on their rarity, and it's possible that certain things will be out of stock. New supplies come in every day, so if something essential can't be found, it may pay to try again later. When buying cannon ammunition, it's required to specify what kind of ammo you're looking for, as looking at all the types would take too long. One trip to the Supply warehouse is usually enough to find everything you're looking for. Unlike most other items in the game, unused supplies can be sold back for approximately the same price as they were bought for.
Cargo Exchange
Unlike Gear or Supply shopping, there will be a fixed manifest of Cargo in port that's available for purchase. A Single trip down to the Exchange is all that's required to have a look at the manifest and choose what you want, or try to find a buyer for the goods you have. Scrounger skill may again come in handy, as rarer and more lucrative cargo might become available to someone with the right connections or a sharp eye. The Bartering skill can maximize your profits from cargo trading as well. As with Supplies, Tradeable Cargo can be sold back for approximately as much as it was bought for.
Workshops
Most ports or other towns will have a few workshops with specialized tools that can be used to create items, weapons or other gear. Sometimes these are free, but occasionally some will charge a small fee, especially if their toolset is nice enough to add bonuses.
Tavern
A little coin and a few friendly words is all that's needed to win one's self a good time and a hefty morale boost. Those with Entertaining skill may find a way to make some money there as well. And you never know who or what you might bump into. Many an adventure has had it's start in a busy bar or Cantina.
Transit House
Many ships occasionally rent out spare bunks to travelers interested in heading for the same destination they are for a little extra cash. Captains that know their date of departure and destination can leave notice at a Transit house in hopes of attracting a paying passenger. Likewise travelers will leave notices for any ships that might be headed to a particular place. A Transit house (more like a shack) charges a small fee for sorting through all these different notices and attempting to match passengers with ships.
Inn
Sometimes a warm, comfortable bed and a solid meal are just what's needed for a solid boost to morale, especially if the bunks aboard ship aren't top notch. If your Character intends to spend the night in an Inn, it should be their last Port Action, as they'll sleep through the night till next morning.
Other locations
Other special locations may become available to characters with the right prerequisites.
____________________
Next Section:
Travel Phase