Adventuring
Or how to get by in this tough universe.
Adventuring covers the concepts of:
- physical movement
- physical environments, space & biochemistry
- timing in an adventure
- the adversarial frameworks of contests
There are a few important terms to cover as well:
The Creature
The term creature refers to any biological or construct entity with enough agency to have the seven ability scores. Biological creatures need food and water and have living tissue that can heal. Biologicals are the most familiar example of a creature. Construct creatures need power are made of parts and generally heal through the actions of nanobots as part of a healing schema. Construct creatures include robots (which do not have a pilot, driver or navigator) and vehicles (which do, although most don’t need one). Cyborg creatures are a combination of biological and construct.
Humans, cephenes, freens, ronites and thots are biologicals, while strikers are constructs.
Interstellar Travel
Interstellar travel usually requires a striker. Strikers are unique amongst constructs in having a fly,ethereal speed. Unlike most other vehicle constructs, strikers require a navigator to use their ethereal speed.
The number in front of fly,ethereal tells us how many light-years a striker can travel in a 10-day period in well-mapped regions of space. In poorly mapped regions, the terrain is considered difficult, the move is halved, and the period doubles to 20 days, and in unmapped regions, the terrain is considered arduous, the move is quartered, and the period becomes 40 days.
As a matter of detail, strikers do not travel in physical space, but in a between-space most commonly known as the ethereal (although terms like hyperspace and subspace are also used). This means that the light-years travelled are only an approximation to the physical light-years seen in what is termed corporeal space. The ethereal speed is actually the speed in the ethereal, which is technically bathymetric or scersic speed, and may be more or less than the light-years distance travelled between the dive and the surfacing in a strike.
If we take a strike between Sol (our sun) and Proxima Centauri (our nearest stellar neighbour). This is 4.2 light- years, which approximates to a scersic distance of 4 in a well-mapped region of space. In a striker capable of 2(fly,ethereal), this trip will take 20 days, from the dive near Sol to the surfacing near Proxima Centauri.
The Strike Action
You (as the navigator) carry out a strike by using either the Psiportation or Telepathy skills, having the Vcl-Striker qualifier and a functioning striker.