(D5 LA) Grisly Reminder
Posted: Wed Jun 13, 2018 7:28 am
Event Type: Side Event
Power Cost: 0
Participants: Max 6.
Timeslots: Late Afternoon
Description: True to her word, Eralynn Varad has made displays out of the prisoners that had turned their backs on the Republic and the Resistance. Their bodies are hung as grisly trophies throughout the city. Each of them is labeled with a 'failure,' each related to a decree of the Resol'nare. Though dangerous, it is seen as a necessary boost to morale to take down the corpses.
Dispatch notes that return fire is not advised and stealth is paramount. Clan Varad's foothold is too firm and resources too low to force a stronger attack. However, SIS reports point towards them being lax due to the slaughter the day before.
Rules: This event will have multiple stages. It is a cooperative event where you can either make a roll or give up that option to assist another person. Unless otherwise stated, below are the general rules for Advantage/Threat and Triumph/Despair:
The first 2 Advantage/Threat you roll are turned into a Bonus/Setback Die for your next check. For any left unspent, you may have them affect strain or give another person a Bonus/Setback die. An individual may only benefit from up to three Bonus dice from the event (meaning that you are not penalized for having bonuses from Talents.) Any Triumph allows for a failed check to succeed OR upgrade a participant's pool for a roll.
Stage 1: Traversing the City
Unsurprisingly, Clan Varad has set up snipers and patrols for those attempting to grab the bodies. Fortunately for the infiltrators, they have a large ground to cover and are not on high alert. To make it through the city undetected, make a Stealth (Agility,) Warfare (Intelligence,) or Streetwise (Cunning) Check at Hard Difficulty. Each success will cover one person, though roller must prioritize themselves and then their assist first. There is no penalty for failure until everyone has either rolled/assisted.
For each player not hidden, take a sniper shot. If a player is downed from one of these shots, the snipers will receive another shot at whomever goes to pick them up. The baseline dice pool made will be 3 Proficiency Dice, 1 Ability Die, 3 Difficulty Dice, and 3 Boost Dice. Add your Ranged Defense and you may use other combat talents to defend yourself. The shot's baseline damage is 13 Damage with Pierce 2 and Crit 3. All Advantage/Triumph will prioritize Crit then deal Strain afterwards. Crits will receive a +20 Bonus. One to Two Threat will add Setback to the next shot and Three Threat/One Despair will nullify a shot.
Note that it is an option to leave a detected and unconscious person behind. That player should not be pressured to consent to that option and they are the final arbiters of the decision. If left behind, the snipers will assume they took out all targets and the event can proceed as normal. Otherwise, once the shots are all done, the remaining players can retreat. A conscious recipient of a sniper shot will force a retreat as the Mandalorians will hunt for said individual.
Stage 2: Bring Down the Bodies
There are six bodies to bring down in the time frame that you have. The group may choose to leave before all the bodies are removed to prevent detection. Each participant will have one 'round' to make a roll/assist. For every round that passes by, increment alertness by 1. At Alertness 5, upgrade each Difficulty Check. At Alertness 8, the Mandalorians will catch on to the party and they will be forced to flee.
If the players took sniper shots and left somebody behind, the Round automatically starts at 2, leaving Alertness at a baseline of 2.
There are three options to reach the bodies:
If you fail, Falling rules will occur at Short Range. The baseline Damage/Strain is 10 to the roller, with only the Damage being reduced by soak. Make an Athletics (Brawn) Check or Coordination (Agility) Check at Average Difficulty. Gain two Boost Dice if you were using proper equipment. Each success reduces the Damage and each Advantage reduces the Strain. Triumph will negate the fall completely.
Stage 3a: A Hasty Getaway
If the players proceeded to Stage 2 and hit Alertness 8, they will need to flee! Each player will get one roll/assist. In order to find an escape route, make a Perception (Cunning) or Vigilance (Willpower) Check at Average Difficulty with One Die Upgraded. Additionally, there are two Setback Die that can be removed if players have proper goggles/gear to see through sandy winds. A Despair here will queue up a sniper shot. However, a Triumph from the same/another player will cancel it out this time. Only one success is needed for everyone to escape. If everyone does fail, the participants are eventually forced to submit or die...
Stage 3b: Future Insights
This can only be attempted if the Mandalorians have not been alerted. Each player will get one roll/assist. Make a Perception (Cunning) or Vigilance (Willpower) Check at Daunting Difficulty. Additionally, there are two Setback Die that can be removed if players have proper goggles/gear to see through sandy winds. Each success, to a maximum of the party, will reveal valuable information in Clan Varad's operations. There is no penalty to failure and afterwards the players are free to escape.
Rewards/Outcome: If the team is wiped out/participants are left behind, there will be an option to attempt extraction...
Trust Modified: -0.3 Baseline. For every body taken down, increase by 0.1.
Power Modified: N/A
Duty Earned: Increase Duty by 5.
Power Cost: 0
Participants: Max 6.
Timeslots: Late Afternoon
Description: True to her word, Eralynn Varad has made displays out of the prisoners that had turned their backs on the Republic and the Resistance. Their bodies are hung as grisly trophies throughout the city. Each of them is labeled with a 'failure,' each related to a decree of the Resol'nare. Though dangerous, it is seen as a necessary boost to morale to take down the corpses.
Dispatch notes that return fire is not advised and stealth is paramount. Clan Varad's foothold is too firm and resources too low to force a stronger attack. However, SIS reports point towards them being lax due to the slaughter the day before.
Rules: This event will have multiple stages. It is a cooperative event where you can either make a roll or give up that option to assist another person. Unless otherwise stated, below are the general rules for Advantage/Threat and Triumph/Despair:
The first 2 Advantage/Threat you roll are turned into a Bonus/Setback Die for your next check. For any left unspent, you may have them affect strain or give another person a Bonus/Setback die. An individual may only benefit from up to three Bonus dice from the event (meaning that you are not penalized for having bonuses from Talents.) Any Triumph allows for a failed check to succeed OR upgrade a participant's pool for a roll.
Stage 1: Traversing the City
Unsurprisingly, Clan Varad has set up snipers and patrols for those attempting to grab the bodies. Fortunately for the infiltrators, they have a large ground to cover and are not on high alert. To make it through the city undetected, make a Stealth (Agility,) Warfare (Intelligence,) or Streetwise (Cunning) Check at Hard Difficulty. Each success will cover one person, though roller must prioritize themselves and then their assist first. There is no penalty for failure until everyone has either rolled/assisted.
For each player not hidden, take a sniper shot. If a player is downed from one of these shots, the snipers will receive another shot at whomever goes to pick them up. The baseline dice pool made will be 3 Proficiency Dice, 1 Ability Die, 3 Difficulty Dice, and 3 Boost Dice. Add your Ranged Defense and you may use other combat talents to defend yourself. The shot's baseline damage is 13 Damage with Pierce 2 and Crit 3. All Advantage/Triumph will prioritize Crit then deal Strain afterwards. Crits will receive a +20 Bonus. One to Two Threat will add Setback to the next shot and Three Threat/One Despair will nullify a shot.
Note that it is an option to leave a detected and unconscious person behind. That player should not be pressured to consent to that option and they are the final arbiters of the decision. If left behind, the snipers will assume they took out all targets and the event can proceed as normal. Otherwise, once the shots are all done, the remaining players can retreat. A conscious recipient of a sniper shot will force a retreat as the Mandalorians will hunt for said individual.
Stage 2: Bring Down the Bodies
There are six bodies to bring down in the time frame that you have. The group may choose to leave before all the bodies are removed to prevent detection. Each participant will have one 'round' to make a roll/assist. For every round that passes by, increment alertness by 1. At Alertness 5, upgrade each Difficulty Check. At Alertness 8, the Mandalorians will catch on to the party and they will be forced to flee.
If the players took sniper shots and left somebody behind, the Round automatically starts at 2, leaving Alertness at a baseline of 2.
There are three options to reach the bodies:
- Climb the pole up. Make an Athletics (Brawn) Check at Hard Difficulty. Take a setback due to the heat unless you can negate it. Reduce the difficulty if you have proper tools for rappelling upwards.
- Balance off of a balcony. Make a Coordination (Agility) Check at Hard Difficulty. Take a setback due to the heat unless you can negate it. Reduce the difficulty if you have proper tools to maintain balance.
- Use the Force! You may use Move on the bodies if you can affect a Silhouette 1 Target at Short Range.
If you fail, Falling rules will occur at Short Range. The baseline Damage/Strain is 10 to the roller, with only the Damage being reduced by soak. Make an Athletics (Brawn) Check or Coordination (Agility) Check at Average Difficulty. Gain two Boost Dice if you were using proper equipment. Each success reduces the Damage and each Advantage reduces the Strain. Triumph will negate the fall completely.
Stage 3a: A Hasty Getaway
If the players proceeded to Stage 2 and hit Alertness 8, they will need to flee! Each player will get one roll/assist. In order to find an escape route, make a Perception (Cunning) or Vigilance (Willpower) Check at Average Difficulty with One Die Upgraded. Additionally, there are two Setback Die that can be removed if players have proper goggles/gear to see through sandy winds. A Despair here will queue up a sniper shot. However, a Triumph from the same/another player will cancel it out this time. Only one success is needed for everyone to escape. If everyone does fail, the participants are eventually forced to submit or die...
Stage 3b: Future Insights
This can only be attempted if the Mandalorians have not been alerted. Each player will get one roll/assist. Make a Perception (Cunning) or Vigilance (Willpower) Check at Daunting Difficulty. Additionally, there are two Setback Die that can be removed if players have proper goggles/gear to see through sandy winds. Each success, to a maximum of the party, will reveal valuable information in Clan Varad's operations. There is no penalty to failure and afterwards the players are free to escape.
Rewards/Outcome: If the team is wiped out/participants are left behind, there will be an option to attempt extraction...
Trust Modified: -0.3 Baseline. For every body taken down, increase by 0.1.
Power Modified: N/A
Duty Earned: Increase Duty by 5.