[Day 7 - Late Afternoon] The Outer Limits

Event Type: Side Event
Power Cost: 0
Participants: Unlimited
Timeslots: Late Afternoon
Description: The Aznuri Monks are a curious if martial group and have decided the best way to learn about these strangers is to invite them to try their meditation techniques to push the mind and body beyond known limits.
Rules: Players must choose the Mind Fortress option and then one additional option of their choice. Those players that have benefited from Mentor bonus or are Jedi or Sith trained have all difficulties increased by one due to their prior Force training interfering with the techniques of the Aznuri Monks. Players must strip down to minimum clothing as is custom by the monks. Weather conditions apply as well.
Mind Fortress: This is a Cool or Discipline check at Average, Force Users must also roll their Force Rating as well. They may use the Force pips for Advantage or Success, normal rules apply to Force pips for using the Dark Side. Players suffer one setback for meditating in the rain. Failure on this roll upgrades the difficulty of the next check they make while a success will upgrade their check in the next roll. Triumph will double this effect. Despair means they have caught the fever.
The player can end it here. Force Users that proceed to the next portion suffer 4 Conflict. If they proceed pick one option from those below, again Force Users can utilize their Force Rating on this roll unless they commit some to activate applicable Force powers:
Test of Strength: The player engages in hand to hand combat with monks, this is a Brawl or Resilience check at Average, the players suffers 6 strain as well.
Frozen Soul: The player challenges the elements and are put in a cold box to push their body to the limits, this is an Average Resilience or Survival check, with a setback due to the intense conditions of the cold.
Fire Walk: The player walks along a pathway of red hot coals and flames to push them to the limits. This is an Athletics or Coordination check at Average with a setback due to the intense heat.
Leap of Faith: This is a dangerous choice, the player leaps into a deep small crevasse below filled with water, this is a Coordination or Athletics check at Hard difficulty. Failure means they Fall as if from Long, suffering 20 wounds and 20 Strain. A successful roll is doubled for purposes of accrued points.
Venomous Ink: This is a Daunting Resilience check with the Difficulty upgraded, 1 challenge die and 3 difficulty dice. The player allows the Aznuri monks to tattoo his back with their chakra designs, if the player can endure it with a successful roll their Wound Threshold is increased by 1 permanently. If they fail the roll their Strain Threshold is reduced by 1 permanently. If a Despair is rolled they also reduce Wound Threshold by 1 permanently. If a Triumph is rolled, then double the effect so 2 wounds are added for the player.
Players can not aid each other with boosts.
If the players can accrue 35 successful rolls then the Strike Force will be immune to the Fever unless they are in the Blight, which will be reduced to Average. Triumphs success or fail count as two successful rolls, so a successful roll with a Triumph is worth 3 successes.
Rewards/Outcome: Possible immunity to the Fever.
Trust Modified: N/A
Power Modified: If 30 successful rolls are accrued gain 10 power.
Duty Gained: N/A
Power Cost: 0
Participants: Unlimited
Timeslots: Late Afternoon
Description: The Aznuri Monks are a curious if martial group and have decided the best way to learn about these strangers is to invite them to try their meditation techniques to push the mind and body beyond known limits.
Rules: Players must choose the Mind Fortress option and then one additional option of their choice. Those players that have benefited from Mentor bonus or are Jedi or Sith trained have all difficulties increased by one due to their prior Force training interfering with the techniques of the Aznuri Monks. Players must strip down to minimum clothing as is custom by the monks. Weather conditions apply as well.
Mind Fortress: This is a Cool or Discipline check at Average, Force Users must also roll their Force Rating as well. They may use the Force pips for Advantage or Success, normal rules apply to Force pips for using the Dark Side. Players suffer one setback for meditating in the rain. Failure on this roll upgrades the difficulty of the next check they make while a success will upgrade their check in the next roll. Triumph will double this effect. Despair means they have caught the fever.
The player can end it here. Force Users that proceed to the next portion suffer 4 Conflict. If they proceed pick one option from those below, again Force Users can utilize their Force Rating on this roll unless they commit some to activate applicable Force powers:
Test of Strength: The player engages in hand to hand combat with monks, this is a Brawl or Resilience check at Average, the players suffers 6 strain as well.
Frozen Soul: The player challenges the elements and are put in a cold box to push their body to the limits, this is an Average Resilience or Survival check, with a setback due to the intense conditions of the cold.
Fire Walk: The player walks along a pathway of red hot coals and flames to push them to the limits. This is an Athletics or Coordination check at Average with a setback due to the intense heat.
Leap of Faith: This is a dangerous choice, the player leaps into a deep small crevasse below filled with water, this is a Coordination or Athletics check at Hard difficulty. Failure means they Fall as if from Long, suffering 20 wounds and 20 Strain. A successful roll is doubled for purposes of accrued points.
Venomous Ink: This is a Daunting Resilience check with the Difficulty upgraded, 1 challenge die and 3 difficulty dice. The player allows the Aznuri monks to tattoo his back with their chakra designs, if the player can endure it with a successful roll their Wound Threshold is increased by 1 permanently. If they fail the roll their Strain Threshold is reduced by 1 permanently. If a Despair is rolled they also reduce Wound Threshold by 1 permanently. If a Triumph is rolled, then double the effect so 2 wounds are added for the player.
Players can not aid each other with boosts.
If the players can accrue 35 successful rolls then the Strike Force will be immune to the Fever unless they are in the Blight, which will be reduced to Average. Triumphs success or fail count as two successful rolls, so a successful roll with a Triumph is worth 3 successes.
Rewards/Outcome: Possible immunity to the Fever.
Trust Modified: N/A
Power Modified: If 30 successful rolls are accrued gain 10 power.
Duty Gained: N/A