Attribute Checks

A space journey requires a group attribute check. Three primary checks must be made when making a space journey. 

The difficulty of the checks is decided by the GM, but typically these checks are Routine [10] checks in friendly space, Challenging [15] checks in hostile or unexplored space, and Difficult [20] checks in dangerous space. They can be made by PCs, or by the ship's crew using the vessel's crew rating (typically a 4d6 dice pool).

The check suffers a -1d6 penalty for each travel increment.

Complications can be applied to these checks, as normal. Each complication reduces the dice pool by -1d6.

Engineer. A LOG check (bolstered by the engineering skill) must be made to maintain the FTL systems. A failed engineering check causes 1d6 damage to the vessel, although it cannot reduce it below half SS.

Navigator. A LOG check (bolstered by the astrogation skill) must be made to plot the course and calculate FTL coordinates. A failed navigation check means that the fuel cost of the journey is doubled. A good navigator will plot a more efficient course, perhaps effectively completing a spice run in less than the number of parsecs expected.

Sensors. An INT check (bolstered by the computers skill) must be made to use sensors and keep an eye out for hazards. A failed sensors check means an unexpected encounter takes place. This can be with an interstellar phenomenon or with another ship. The GM should roll for or select an encounter from the Space Phenomenatable in the core rulebooks.

Additionally, some secondary checks may be required under certain circumstances.

Medic. On a journey of more than one week, a LOG check (bolstered by the medicineskill) is required to monitor the crew, their physical and mental health, and their diets. A failed medical check means that 1d6 crew members are lost to illness or injury. If a 6 is rolled on this die, an infectious illness breaks out.

Security. On a ship of more than 50 crew, an INT check must be made to maintain order and spot trouble on board the ship. A failed security check can cause sloppiness, and even petty crime. This costs the ship 1d6cr x the crew complement.

Space travel is a “fail forward” system – the ship will not fail to navigate to its destination, but the checks determine the condition it arrives in. Add up all the successful checks and all the unsuccessful checks. If there are more unsuccessful checks than successful checks, when the ship arrives at its destination PCs are Fatigued, and the crew is considered one category less skilled (elite - experienced - standard - poor) until they have had 24 hours' rest for each range increment travelled.