[Day 3 - Early Afternoon] We Will Rebuild II
Posted: Thu Jun 07, 2018 5:42 am
Event Type: Mission
Power Cost: 3
Participants: 3 players per time slot, a player can only do one time slot.
Timeslots: Late Morning and Early Afternoon
Description: The Resistance is doing what they can to rebuild and try to bring some comfort to the people. There are a variety of tasks that need doing and they have asked the Republic strike force for assistance if they can spare it. This is a humanitarian venture and possibly a dangerous one.
Rules: Before any rolls are made, post that you are joining the mission, that should be your first post. Once three people have posted, proceed with the event as normal. Players can choose any one skill they have to aid the efforts, be creative, and make a Hard skill check with a setback due to the damage to the city and the adverse conditions and a second setback due to being cautious and safe. Each player rolls once in their time slot and player can only do a single time slot. Instead of a skill check a player can opt to utilize certain Force powers and if successful in using them grant 2 Aid points; Seek, Foresee, Heal, Move (If you can Move Silhouette 2 objects), and Sense. You can also utilize Force abilities that modify skills such as Enhance or Influence, but those are skill checks as normal.
Generating 2 Advantage on these rolls will allow them to grant the next ally a boost die on their check and generating 2 Threat will grant the next player a setback die on their actions, these stack so if 4 advantage is rolled the grant the next player 2 boost die. A Triumph grants three Aid points, success or fail while a Despair will remove two Aid points, success or fail. Players need to generate 5 Aid points to exceed expectations. A successful roll grants 1 Aid point. So for example say they succeed on a roll but rolled a Despair they generate -1 Aid points, 1 for success and then subtract 2 for the Despair. If multiple Triumph or Despair are rolled they stack.
Terror Tactics: The Mandalorians have seeded agents among the civilian populace, willing or not, they are a danger to the soldiers in the field. The players can ignore this danger and this turns the Hard check into Average, but one die is Upgraded to Challenge dice, if a Despair is rolled they have found a suicide bomber that explodes for 15 wounds , with Pierce 3, this is per Despair rolled and this damage affects all members in the group.
This is in addition to the normal affects of the Despair.
If a Force ability is used that requires only a Force Die roll then you also need to roll percentile dice and on a 90 or higher you have found a suicide bomber and the damage is as above.
Rewards/Outcome: See Below.
Trust Modified: Trust increased by .2 per time slot, if the team exceeds expectations this is increased to .4 Trust.
Power Modified: For every Suicide Bomber set off reduce Power by 2.
Duty Earned: Increase Duty by 5.
Power Cost: 3
Participants: 3 players per time slot, a player can only do one time slot.
Timeslots: Late Morning and Early Afternoon
Description: The Resistance is doing what they can to rebuild and try to bring some comfort to the people. There are a variety of tasks that need doing and they have asked the Republic strike force for assistance if they can spare it. This is a humanitarian venture and possibly a dangerous one.
Rules: Before any rolls are made, post that you are joining the mission, that should be your first post. Once three people have posted, proceed with the event as normal. Players can choose any one skill they have to aid the efforts, be creative, and make a Hard skill check with a setback due to the damage to the city and the adverse conditions and a second setback due to being cautious and safe. Each player rolls once in their time slot and player can only do a single time slot. Instead of a skill check a player can opt to utilize certain Force powers and if successful in using them grant 2 Aid points; Seek, Foresee, Heal, Move (If you can Move Silhouette 2 objects), and Sense. You can also utilize Force abilities that modify skills such as Enhance or Influence, but those are skill checks as normal.
Generating 2 Advantage on these rolls will allow them to grant the next ally a boost die on their check and generating 2 Threat will grant the next player a setback die on their actions, these stack so if 4 advantage is rolled the grant the next player 2 boost die. A Triumph grants three Aid points, success or fail while a Despair will remove two Aid points, success or fail. Players need to generate 5 Aid points to exceed expectations. A successful roll grants 1 Aid point. So for example say they succeed on a roll but rolled a Despair they generate -1 Aid points, 1 for success and then subtract 2 for the Despair. If multiple Triumph or Despair are rolled they stack.
Terror Tactics: The Mandalorians have seeded agents among the civilian populace, willing or not, they are a danger to the soldiers in the field. The players can ignore this danger and this turns the Hard check into Average, but one die is Upgraded to Challenge dice, if a Despair is rolled they have found a suicide bomber that explodes for 15 wounds , with Pierce 3, this is per Despair rolled and this damage affects all members in the group.
This is in addition to the normal affects of the Despair.
If a Force ability is used that requires only a Force Die roll then you also need to roll percentile dice and on a 90 or higher you have found a suicide bomber and the damage is as above.
Rewards/Outcome: See Below.
Trust Modified: Trust increased by .2 per time slot, if the team exceeds expectations this is increased to .4 Trust.
Power Modified: For every Suicide Bomber set off reduce Power by 2.
Duty Earned: Increase Duty by 5.