Link-flying is a perception synching method of flying that creates a direct connection between a ship and it’s primary pilot. This procedure improves the reaction time and overall flight control of a pilot during it’s use, although prolonged Link-flight has been correlated to disorganized, irritable, and sometimes antisocial behavior. Although these effects are usually reversible, the implications has caused Link-flight to remain a “high stakes” utility.
Entering link-flight is a relatively simple process, assuming the necessary technology is available. Exiting link-flight is likewise simple, assuming the ship is in a neutral, non-demanding state. Removal from link-flight during trying and active use can cause physical and psychological damage.
Mechanics (pending group approval)
When using Link-flight, you get +1ongoing when flying your ship.
When you end Link-flight abruptly, or during a trying encounter, roll+hard. On a 10+, your are left with a headache and a nose bleed – nothing more. On a 7-9, choose 1 of the following:
*Take 1-harm (ap)
*Take -1ongoing for the duration of the scene
*You are left stunned, unable to act or make coherent sense of the situation
On a miss, all three.
When you end Link-flight in a calm, controlled situation, roll+weird. On a 10+, your fine. On a 7-9, you have headaches, shaking hands, irritability, or the like (MC details). On a miss, you get the effects of a 7-9 roll, plus the experience has a long term impact on your psyche…
A pilot recovering from the after effects of Link-Flight