A rugged frontier town built around an oasis in the Black Sands Desert.

(D5 LA) Grisly Reminder

Postby Nekoinu » 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:
  • 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.
Success will get rid of a body. Each Threat will increase Alertness by 1. Advantage must first be converted to a Boost, as listed above, but then can be used to reduce Alertness down to the minimum of Round time. A Despair. regardless of success or failure, will immediately raise Alertness to 8 (and cannot be lowered back down by Advantage) and the person who rolled the Despair will take an immediate sniper shot.

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.
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Re: (D5 LA) Grisly Reminder

Postby Zanebry Varliss » Wed Jun 13, 2018 9:02 pm

Zane had heard about this coming the night before, and was more then ready to lend a helping hand. Those trophy needed to come down. Heck if they could manage it, he'd even put a few different ones up.

Z's preparations for the mission were fairly simple, he removed his jacket and instead worse a slim black combat web over his vest and tie, there seemed to be several slender pouches attached, containing stim packs, a med-aid patch, and a climbing kit among other things. On his face were a pair of stylishly designed goggles,looking almost like a pair of glasses, proof against the sand among things.
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Re: (D5 LA) Grisly Reminder

Postby Layne Hoshin » Wed Jun 13, 2018 9:15 pm

Layne did have more important things on her mind, to be honest. But something about this whole thing just pissed her off. If she could return the favor by dismantling the Mando's little pet horror show, that would just be swell.
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Re: (D5 LA) Grisly Reminder

Postby Lyseil Panteer » Wed Jun 13, 2018 9:16 pm

"Right!" Lyseil somehow managed to keep her tone enthusiastic and quiet at the same time so to not draw too much attention. She wore her thermal cloak over her uniform, her pistol in her belt, along with a pair of binoculars and some climbing gear hanging from her belt.

"Operation Golden Zephyr is a go! There are snipers in the area, but we really-really should deny the enemy the benefit of this kind of psychological warfare. Stealth is of importance!" She gave a serious look as she showed the map of the area. "Target is here. Once in position, we should have a limited window of opportunity before sentries in the area spots us to retrieve the victims."

"Please stay safe everyone!"
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Re: (D5 LA) Grisly Reminder

Postby Rav Devaroo » Wed Jun 13, 2018 9:21 pm

Having met them both before Rav nodded to Zanebry and Layne. He wasn't one for big speeches so he just left that to the Sgt. Hopefully they could deny these sick freaks the satisfaction of a psychological victory.
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Re: (D5 LA) Grisly Reminder

Postby Nudimsu » Wed Jun 13, 2018 10:04 pm

Even he could see the use of this mission. People were effected by these sort of displays. The Republic woman and the others seemed to grasp it, of course. The Mandalorians were savages, pure and simple. He couldn't view their barbaric practices as anything less. Why she found them appealing over the Ascendcy he would never know, but she paid for that in her own way.

That did not make them stupid, however. They would know that someone would come, and that made them dangerous. Any blow he could cause them from the loss of a Chiss was worth having to handle these corpses and avoid sniper fire.

His outfit was a black suit, tied up with cloth to make it less conspicious. As long as no one asked any questions about it, he could do what was needed and get back to what needed to be done.
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Re: (D5 LA) Grisly Reminder

Postby Garth Wayne » Wed Jun 13, 2018 10:54 pm

Garth wiped a sheen of sweat from his forehead, wishing thy hat the thermal cloak he'd purchased todsy had been ready for this mission. But it would definitely make tonight more comfortable than last night had been.

He offered a nod of acknowledgment to Rav and Zane before....wait.

Did she say Golden Zephyr? And then they were away.
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Re: (D5 LA) Grisly Reminder

Postby Nudimsu » Wed Jun 13, 2018 11:28 pm

As soon as everyone was in position, he nodded to everyone. "Stay low, stay quiet. If any of you move out of line, I'll shoot you myself if I have to. Now, follow the hand motions and move only when I tell you to move. We're gonna get you in there and out of here alive." Looking over at everyone, he begins to make his entrance, keeping to the streets. A few guards here and there, but nothing he couldn't avoid. Everyone was on point, professional at least to some standards. Eventually, he had managed to get keep everyone on point, staring at the target location.

"What's our next move?"

D5 Grisly Reminder (Sneaky Sneaky): 2eP+2eA+4eB+3eD 6 successes, 1 advantage, 1 Triumph
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Re: (D5 LA) Grisly Reminder

Postby Layne Hoshin » Wed Jun 13, 2018 11:31 pm

Layne moved along the blue man, supporting his efforts but ultimately relying on him to get her through undetected.
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Re: (D5 LA) Grisly Reminder

Postby Nekoinu » Wed Jun 13, 2018 11:31 pm

The first body found was of a woman with her stomach ripped open and the insides dangling down. Her face was completely contorted from the pain she had in life. Beneath her was a display that wrote, "This woman decided that her own life was worth more than her children."

---

I will not be flipping it for the first round of Stage 2. However, for the second round, I will flip Destiny for each roll made.
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Re: (D5 LA) Grisly Reminder

Postby Rav Devaroo » Wed Jun 13, 2018 11:34 pm

The Chiss knew what he was doing and it was impressive to watch. Heck, it was like the guy had been running covert ops his whole life. Rav did as he was told and was pleased when they made it through enemy lines without anyone getting sniped.

As they reached their target zone he started looking out for more bodies. His response was a low whisper. "We cut down as many as we can and then we get the fuck outta here."
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Re: (D5 LA) Grisly Reminder

Postby Zanebry Varliss » Wed Jun 13, 2018 11:41 pm

"Sounds like a plan to me." Z replied, replied quietly. "Groups of two to bring em down? Or do we all split up?" He'd been rather pleased with their ease of entrance, and as much as he didn't like the crew of the turtle he had to admit that Nudie at least was a decent sort.
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Re: (D5 LA) Grisly Reminder

Postby Garth Wayne » Wed Jun 13, 2018 11:43 pm

"I say we all take a body each. Ah don' wanna be here any longer than we have ta." Garth whispered.
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Re: (D5 LA) Grisly Reminder

Postby Lyseil Panteer » Thu Jun 14, 2018 12:22 am

"Right!" whispered Lyseil with an exclamation mark. "Let's get down to business..."
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Re: (D5 LA) Grisly Reminder

Postby Nekoinu » Thu Jun 14, 2018 12:24 am

A second body was of a young man, barely of age to serve in the military from the looks of his face. Below noted that he was a man of the Republic and he had turned his backs on his comrades in order to save his own skin. That turned out poorly for his body...
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Re: (D5 LA) Grisly Reminder

Postby Zanebry Varliss » Thu Jun 14, 2018 12:37 am

"Golden Zephyer under way." Z said quietly, maybe the overly cheerful mission name would give them all a bit of much needed luck. The corpse of the young man seemed to be one of the worst of them, so he approached it. They'd done a number on the door guy, but there was little that z could do about it,except push it from his mind. He'd seen worse.

Finding a nearby wall to aid him, he made the climb with skill, managing to hang from a window ledge and lower the body from it's place. It was too bad it made a rather disturbing squelch as it landed. Gaining attention from the guards.

A Grisly Reminder, LA Part 2, coordination/agility with a boost from trust, -1 setback and difficulty because gear,: 1eA+2eP+1eB+2eD 2 successes, 2 threat
ImageImageImageImageImageImage

One Body lowered.
+2 alertness
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Gear: Audh'reh (blaster pistol), Izze'belle (blaster pistol), Noth (vibroknife, hidden), Hat Jacket, Gloves, stims, utility belt, secure comm link

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Re: (D5 LA) Grisly Reminder

Postby Layne Hoshin » Thu Jun 14, 2018 12:43 am

Layne rolled her eyes at all the talking, and just went to work. Before long, she'd managed to take a body down of her own.

"Easy."


Athletics / Brawn (Enhance), Setback ignored: 2eP+1eA+2eF+3eD 2 successes, 1 threat, 1 Triumph, 2 Light Side, 1 Dark Side
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Forgot Boost die from trust: 1eB 0 successes, 2 advantage
Image

Lightside pips converted to advantage, cancels out 1 threat, 3 advantage total. 2 uses to turn my next roll into a boost based on rules... 1 advantage to reduce alertness by 1 unless it costs more advantage? Triumph to give someone an upgrade.
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Re: (D5 LA) Grisly Reminder

Postby Rav Devaroo » Thu Jun 14, 2018 12:52 am

It had all seemed so easy until he got up there and felt the heat of a thousand suns burning down on him. Rav was climbing really well until he wasn't. "Fuck." The sound may have caught some attention.

OOC: Threat increases alertness by 1.

Day 5. Grisly. Athletics. Upgrade from Layne. Destiny flip. Boost from trust. Setback.: 3eP+1eB+1eS+3eD 0 successes, 1 threat
ImageImageImageImageImageImageImageImage

Fortunately his reflexes kicked in and he managed to roll and avoid any damage, although it did knock the wind out of the old dog.

Day 5. Grisly. Athletics. Falling Average: 1eP+2eA+2eD 4 successes, 1 threat
ImageImageImageImageImage

4 successes, 6 soak = No wounds, 11 strain
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Re: (D5 LA) Grisly Reminder

Postby Garth Wayne » Thu Jun 14, 2018 1:13 am

Garth tosses the grapple up to give him some assistance in the climb, but the soft clanging noise it made echoed farther than he would have liked.
_________________________
D5 Grisly. Ath/Brawn + Force + Heat + Grapple + Trust: 3eA+2eF+1eB+1eS+2eD 1 success, 3 threat, 2 Light Side, 1 Dark Side
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_________________________

Converting LS to advantage to reduce threat to 1

+1 body retrieved, +1 Alertness

Running Total = 3 bodies, 3 alertness
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Re: (D5 LA) Grisly Reminder

Postby Nekoinu » Thu Jun 14, 2018 1:16 am

Another body was left headless and dangled upside-down to drain all of the blood. Beneath was one more message: "This one knew nothing of his people. He did not even know where his family had come from. A mind that had gone to waste."
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Re: (D5 LA) Grisly Reminder

Postby Lyseil Panteer » Thu Jun 14, 2018 1:23 am

Lyseil's face was passive as she regarded the headless corpse, but didn't flinch or faint or puke as someone might've expected from an Alderaanian princess. Just like rock-climbing, just like rock-climbing, she assured herself as she moved with the fastened rope she had brought, showing unexpected experience as she began to lower the poor victim.

The body hit the ground with a loud thud.

"Oh... sugar!"


---

D5 LA EVENT: Coordination (Agility) to bring down a corpse. +1B from Trust, +1B from Stalker. Difficulty reduced once with gear. Setback negated with Cloak.: 3eA+2eB+2eD 3 successes, 2 threat
ImageImageImageImageImageImageImage

+1 Body, +2 Alertness.
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Re: (D5 LA) Grisly Reminder

Postby Nudimsu » Thu Jun 14, 2018 2:07 am

Without saying a word, the Chiss nods and begins to make his ascension on the the bar, doing a charge at the bar itself, he quickly makes his way to the bar, quickly slicing the rope of the corpse and moving just as quickly back to the ground, jumping directly off the landing and into the sand, performing a somersault as he hit the dirt to balance the his impact before sticking the landing perfectly. Standing up quickly, attempts to quickly catch the body before it completely fell, but unfortunately was a second too late, having it land with a small thud onto the ground.

"Well, it can't all be perfect."

D4 Grisly Reminder (Please Don't Kill Me Orokos) Coordination: 3eP+1eA+1eB+1eC+2eD+1eS 5 successes, 1 threat
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(Destiny Point Spent)

+1 Body +1 Alertness
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Re: (D5 LA) Grisly Reminder

Postby Layne Hoshin » Thu Jun 14, 2018 12:18 pm

There was one more body it seemed. Layne decided to go for it instead of waiting for someone else to try. The force would provide, just roll the dice. That's the gist of what she understood from her conversation with her master, so that's what she did. Unfortunately for her master's teachings, the importance of doing this work meant that she also had to rely on the darkside of the force for a bit. It caused a bit of a strain, but it wasn't too bad. Though she'd have to try and restrain herself from tapping into that power too much.

"Done," she said on a whisper, as the body came down.

Athletics / Brawn (Enhance), Setback ignored: 2eP+1eA+2eF+2eC+1eD 3 successes, 2 threat, 2 Dark Side
ImageImageImageImageImageImageImageImage

Flipping destiny to turn 2 darkside into advantage to cancel out the 2 threat. +2 conflict and strain
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equipment: Armored robes, Utility Belt, Stimpacks, Lightsaber(Darksaber), Lightsaber(Shoto), Communicator, Ancient Sword hilt, Glowrod, Forcereader
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Re: (D5 LA) Grisly Reminder

Postby Zanebry Varliss » Thu Jun 14, 2018 12:48 pm

"Time to get out of here then." Z whispered in reply, moving to do just that. the guards may be lax, but they were likely to notice something was wrong before long, and they should all be gone by then.
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Re: (D5 LA) Grisly Reminder

Postby Garth Wayne » Thu Jun 14, 2018 1:01 pm

Garth fell into step beside Zane, helping to carry the corpse to free up the sharp dressed man's attention for other things.
Republic * Human * Pilot * Force Sensitive * Adrenaline Junkie
Languages: Basic (Speaks and understands), Binary (Understands only)
Standard Gear: Republic Uniform (Padded Armour), DR-45 Dragoon, Comlink, Bike Keys, Backpack, green crystal necklace, Aznuri Necklace
Combat Gear: Shockrider Crash Suit, as above + Extra Reload + Crash Survival kit
Garth Wayne
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Posts: 760
Joined: Thu May 24, 2018 1:23 am

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