Adventures and Skills

For a comprehensive dissection of adventure mechanics, read How Adventures Work by Galaxion.

Q. What exactly is the point of sending the other officers on adventures?

-Unknown

A. The Science Officer has a 50% chance of detecting other adventures and the treasure you get for completing those adventures.
The Engineering officer has a 50% chance of recovering the treasure in better shape (maintained by his total officer skill with no subtraction for tech level).
The medical officer reduces the risk of fatal accidents by his total skill (or total skill * 1.5 if bless away team is cast) and can also save casualties during ground combat equal to his unmodified total officer skill.
The Weaponry officer is only necessary if ground combat is involved in doing the adventure. Weaponry crew engage in combat and do not retreat like other crew, and the combat risk% is reduced by your weaponry officer's total skill (or by skill * 1.5 if bless ground combat is cast).

Adrian Cooper
Doug
Chris
Dora/Bill
Neil
Galaxion


Q. Is module treasure automatically received after successfully completing the adventure, or do you have to take another action to get it?

Captain H'roo'roo, _True_Blue_

A. You get it automatically after successfully completing the adventure.

Walker


Q. How many crew do I need to do an adventure?

Flying Beak

A. Generally speaking, 1/2 the level of the adventure, rounded down in case there are accidents. However, if the adventure has no accidents or combat, you don't need any.

Robert
Chris
Doug
Galaxion


Q. Is there any way of telling beforehand whether or not an adventure will involve combat or accidents?

Neil

A. Every adventure has a 50% chance each of having combat or accidents. However, since whether or not combat or accidents exist on an adventure is determined when the adventure is created, if you tried a given adventure, and failed, you will have some idea of what will be required next time, since that won't change until the adventure is completed successfully.

This allows one to, for example, have the weaponry officer not go on adventures (and fix weapons, or whatever) until you fail an adventure that had combat. Then, you can redo the adventure, sending along the weaponry officer this time (and possibly not the medical officer, if there weren't fatal accidents and you're not worried about saving combat losses).

Doug
Galaxion


Q. Is the chance of getting ground combat dependent on the type of adventure, or the skill level of the adventure?

Neil

A. Neither. All adventures have a 50% chance of having combat.

Galaxion
Doug


Q. Do I need n/2 weaponry crew to complete an adventure with ground combat?

~Neil (Dragonblade)

A. The amount of weaponry crew (or any crew) needed to succeed at combat is variable. Ground combat works by applying the combat risk % (4*adventure level) to one crewman. If the role fails, the crewman dies. If the role succeeds, the crewman lives and the combat is successful. If you are lucky and your first crewman survives the role, you only need one weaponry crewman. If you are unlucky, they may all die, and you will be unsuccessful.

Doug
Galaxion


Q. How does bless ground combat and bless away team work?

Neil

A. They act as a blessing on your relevant total officer skills, which then are used to reduce the risk of combat and accidents respectively by an amount equal to your officer skill.

Neil


Q. What determines if I get favor from an adventure?

Captain H'roo'roo, _True_Blue_

A. There is a 50% chance of getting favor from an adventure.

Adrian
Galaxion


Q: What are the requirements for doing an adventure?

John of the Nevermind

A: You need a total officer skill equal to or higher than the level of the adventure AND at least 1/2 the adventure level in crew, rounded down, in case there are accidents (if there are no accidents or combat, the crew requirement is waived).

Boi
Captain H'roo'roo, _True_Blue_
Adrian
Galaxion


Q: How can my last crewman be killed in an accident and I still complete the adventure?

Dora

A: Accidents can include things like exposure to the Dreaded Lurgi, which is only fatal some time after returning to the ship with the treasure.

Jeremy


Q: Can I win a combat even if my last crewman dies?

A: No. You need at least one crewman to survive the combat, as not dying is what causes a combat to be successful.

Jeremy
Galaxion

Q: Do non-weaponry crew flee even if the first casualty is saved by the medical officer?

Doug

A: Yes.

Galaxion


Q: So let me get this straight: I don't need any crew at all if the adventure has no accidents or combat?

Everyone

A: That is correct. I have evidence to back this up. The 1/2 adventure level rule only applies if accidents do occur, and combat only needs a minimum of 1 crew.

Galaxion


Q: So, even though level 0 adventures have a low chance for accidents, even if those accidents occur I still don't need crew? That makes no sense!

Doug

A: It may not make sense, but it is true.

Everyone


Q: So if combat occurs on a level 0 adventure (at risk 0%) do I still need one crewperson?

Doug

A: Yep!

Galaxion



Q: What is the minimum skill level required for an officer to attend an Academy?

Adrian Cooper


A: "The officer needs a qualifying level of personal skill already: 0, 4, 8, 12, 16, 20, 24, 28."

Academy one requires 0 levels I believe.

Doug
Rules


Q: What are the costs for the academies, or more specifically, the costs for the eight levels an officer can achieve?

Marc

A: Academy 1 - $100
Academy 2 - $400
Academy 3 - $900
Academy 4 - $1600
Academy 5 - $2500
Academy 6 - $3600
Academy 7 - $4900
Academy 8 - $6400
Grand total - $20400

Boi
Walker
Adrian Cooper


Q: Which skills are the most important to obtain?

A: When prioritizing your actions, obtaining skills that are more difficult for you to obtain should be chosen above other actions. For example, casting enlightenment is more important than going to school, because you can go to school whenever you want. 100 favor is much harder to come by, so cast the spell while you have the chance.

Chris


Q: Does you sensor % allow you to see adventures at remote systems viewed via a spell?

Adrian Cooper

A: No, you only see the adventures that you already have on your adventure list.

Chris


Q: Is crew skill kept track of individually?

A: Crewmen aren't kept track of individually. Your crew all share a sort of skill points pool, so each one is equally skilled. That average crew skill number is the amount that will be subtracted from the pool for each crewman that dies :-)

Dora


Q: How many crew members can you have?

Ace of the Texas

A: one crew member for each officer skill. Ace of the Texas


Q: Does crew limit count for rogue bands? Ace of the Texas

A: Rogue bands are just additional crew. You will fail to recruit them if you don't have any open slots.

Flying Beak


Q: Do adventures disappear from your "adventures known" list when someone else does them?

Sword of Damocles

A: Yes.

Andy