[Day 8 - MA] Syrian's Sweet Revenge
Posted: Fri Sep 02, 2022 7:49 pm
Syrian's Revenge
Event Type: Main Story
Participants: All (Mandatory unless in other Mid Afternoon Events)
Timeslots: Mid Afternoon
Description: Syrian sat down in his command chair and sipped some wine before he said, “Number one, unleash my vengeance.”
The command ship maneuvered and began an orbital bombardment of Echo Base, the base defenses went into effect and blew many of the insertion pods out of the sky but the systems were overwhelmed and soon Zakuul battle droids were massing and firing indiscriminately at anyone putting the refugees right in the line of fire.
Syrian sighed, this vengeance would taste sweeter if his woman was by his side.
Rules: Players must survive and fight back against the overwhelming odds! Player must have one of three initial choices at the start:
If the character makes a combat skill check, which can be done an unlimited amount of times, increase the difficulty by one and the damage taken is their Soak value plus Five, with Pierce 3. Mods do not affect this roll, and do not ask about relevant talents as this is just an approximation of combat. The same rule applies for each additional skill check made with the difficulty upgrading by one step.
Every 2 Advantage can be used to reduce wounds taken by one, 2 Threat increase wounds taken by one, and a Despair means they suffer at least one wound and a Critical Injury.
Keep track of successes rolled, Triumphs are worth 3 successes rolled.
If a character is knocked out, exceeds their wounds, roll 1d100 and on 76 or higher they are killed. This will NOT generate a Heroic moment.
Rewards/Outcome: Players begin with 10 successes due to Base Defenses put in place by Hacha.
Players need to reach 45 successes to drive the enemy back or the base is destroyed, refugees massacred, and many of the base personnel slain including a few random NPCs.
At 46 to 55 successes they save the lower floor and the turbolift, but the upper level is completely destroyed and Engineering is severely damaged with the base running on emergency power.
Netting 56 to 65 successes protect the base but the base suffers a great deal of damage and power is at Critical with only about half the refugees saved.
Achieving 66 or more successes means the base is mostly unharmed and most refugees are saved, besides those potentially killed in the crossfire.
Event Type: Main Story
Participants: All (Mandatory unless in other Mid Afternoon Events)
Timeslots: Mid Afternoon
Description: Syrian sat down in his command chair and sipped some wine before he said, “Number one, unleash my vengeance.”
The command ship maneuvered and began an orbital bombardment of Echo Base, the base defenses went into effect and blew many of the insertion pods out of the sky but the systems were overwhelmed and soon Zakuul battle droids were massing and firing indiscriminately at anyone putting the refugees right in the line of fire.
Syrian sighed, this vengeance would taste sweeter if his woman was by his side.
Rules: Players must survive and fight back against the overwhelming odds! Player must have one of three initial choices at the start:
- Run Away!: The player gets out of there in a hurry make an Average Resilience or Coordination check to avoid being harmed or suffer the players Toughness plus four wounds in damage during the escape. Every 2 Advantage can be used to reduce wounds taken by one, 2 Threat increase wounds taken by one, and a Despair means they suffer at least one wound and a Critical Injury. They flee into the wastes and avoid any further harm. Those with Normal morality suffer 2 conflict if they choose this.
- Kill them All: The player engages in the event and the difficulty for rolls is Average, if two threat are rolled they seriously injure or kill a refugee caught in the crossfire. Players of normal morality suffer 2 Conflict for taking this route.
- Get Behind Me: The player engages in the event and the difficulty is Hard, players of Dark Side morality suffer 3 conflict if they choose this route as they are more inline with going the selfish route.
If the character makes a combat skill check, which can be done an unlimited amount of times, increase the difficulty by one and the damage taken is their Soak value plus Five, with Pierce 3. Mods do not affect this roll, and do not ask about relevant talents as this is just an approximation of combat. The same rule applies for each additional skill check made with the difficulty upgrading by one step.
Every 2 Advantage can be used to reduce wounds taken by one, 2 Threat increase wounds taken by one, and a Despair means they suffer at least one wound and a Critical Injury.
Keep track of successes rolled, Triumphs are worth 3 successes rolled.
If a character is knocked out, exceeds their wounds, roll 1d100 and on 76 or higher they are killed. This will NOT generate a Heroic moment.
Rewards/Outcome: Players begin with 10 successes due to Base Defenses put in place by Hacha.
Players need to reach 45 successes to drive the enemy back or the base is destroyed, refugees massacred, and many of the base personnel slain including a few random NPCs.
At 46 to 55 successes they save the lower floor and the turbolift, but the upper level is completely destroyed and Engineering is severely damaged with the base running on emergency power.
Netting 56 to 65 successes protect the base but the base suffers a great deal of damage and power is at Critical with only about half the refugees saved.
Achieving 66 or more successes means the base is mostly unharmed and most refugees are saved, besides those potentially killed in the crossfire.