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(D6 MA) The Parting Gift

PostPosted: Fri Jun 15, 2018 11:02 am
by Nekoinu
Event Type: Side Event
Power Cost: 3
Participants: 5
Timeslots: Mid Afternoon

Description: Resistance skiffs begin to inexplicably break down as they depart from the hangar. There are some casualties from the resulting accidents and operations are considerably slowed for the coming days. The culprits are nowhere to be found but it is obvious that this is sabotage.

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.

Damage Control
First is emergency triage to the trouble that has been caused. Every participant has three actions/assists to make. For each one, choose one of the ones below:
  • Attend to the Wounded. Make a Medicine (Intellect) Check at Hard Difficulty or a Force Heal Check. This is considered healing wounds. Gain 1 Setback Die if you do not have proper tools.
  • Repair the Damage. Make a Mechanics (Intellect) Check at Hard Difficulty. This is considered repairing a vehicle. Gain 1 Setback Die if you do not have proper tools.
  • Calm the Masses. Make a Leadership (Presence) Check at Hard Difficulty. Gain 1 Setback Die if you do not have a way to amplify yourself.
  • Rescue the Trapped. Make an Athletics (Brawn) Check at Hard Difficulty.
For every success, gain a Recuperation Point. A Triumph, instead of its usual options, can be used to gain 2 Recuperation Points.

Loss Prevention
Next is finding any more potential problems in a quick and orderly manner; checking each and every craft carefully would take too long. Note that these must all be done in order. Roll the following list five times in order. Anyone can roll/assist for each time. If there are no successes from any roller, then restart and count that as a loss not prevented.
  • Find a Problem. Make a Perception (Cunning) or Vigilance (Willpower) Check at Daunting Difficulty.
  • Disarm the Trap. Make a Mechanics (Intellect) or Skulduggery (Cunning) Check at Daunting Difficulty.
If you fail at disarming the trap, both the roller and assistant (if applicable) make a Resilience (Brawn) or Coordination (Agility) Check at Average Difficulty with One Die Upgraded. This is similar to falling damage, where every Success will lower the Damage by 1 and every Advantage (you can spend all) will reduce the Strain by 1. The baseline Damage/Strain is 10, where the latter is not reduced by Soak. In addition, if you roll a Despair, you earn a Critical Injury.

For every trap not dealt with, lose 5 Recuperation Points.

Further Security
Finally, the plan is to secure the hangar and the rest of the Resistance's assets. Each participant may roll/assist with a Warfare (Intellect) or Vigilance (Willpower) Check at Daunting Difficulty. This is a binary finish: if there are no successes, lose 10 Recuperation Points.

A Triumph here will give the Republic enough of a lead to start finding the saboteurs...

Rewards/Outcome: Results listed below.

Trust Modified: -0.5 Baseline. For every 5 Recuperation Points, gain +0.1 Trust to a maximum of +1.0 (final count of +0.5 due to the initial penalty.)
Power Modified: N/A
Duty Earned: Increase Duty by 5.

Re: (D6 MA) The Parting Gift

PostPosted: Sat Jun 16, 2018 4:59 pm
by Dr. Cole Ormont
Arriving at the Resistance base, Cole gathered the team, slipping easily and unconsciously into the familiar role of leading a small team of medics and specialists into an area in need. “Gather up team, watch each other’s backs, stay safe. For anyone interested, I have a little booster here to help sharpen your focus.” He wielded a hypospray, loading it up to use on himself, “and Force be with you all.”


——
D6 MA: Stim-Cole; Medicine, Average: 2eP+2eA+1eB+2eD 5 successes, 1 threat
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Cole’s Intellect increases to 5, he takes 4 Strain + additional strain from Threat (5 of 14)

OOC: Before making rolls, let me know if you want the boost. You gain +1 to a characteristic of your choice, but also suffer 4 Strain.

Re: (D6 MA) The Parting Gift

PostPosted: Sat Jun 16, 2018 10:57 pm
by Baesal Zyn
Sabotage...were the rebels infiltrated? It did not matter for now...

Baesal was pushing her workbench inside the camp to where the most damage could be found.

(I'll take a boost!)

Re: (D6 MA) The Parting Gift

PostPosted: Sat Jun 16, 2018 11:46 pm
by Hacha Tsuko
"This is terrible!" Hacha looks over the destruction. "Those poor machines...and people too, I guess."

Hacha jogs over to where the first responders seen to be readying themselves. "I'll get to work on containing the damage!"

[Yes to boost for me too!]

Re: (D6 MA) The Parting Gift

PostPosted: Sun Jun 17, 2018 6:40 pm
by Rav Devaroo
Rav was pissed to be disturbed what was usually nap time, but when he heard what had happened he was totally on board. Rubbing his eyes he walked over to the assembling group and gave a toothy grin.

"Well if it ain't my favourite Doc. Baesal. And Mr Tsuko the slicer. Guess they called the best for this huh?"

He looked over at the Doc, seeing he was dishing something out. When everyone else seemed to be taking a turn he shrugged. "Sure Doc, hit me up too."

Re: (D6 MA) The Parting Gift

PostPosted: Sun Jun 17, 2018 8:55 pm
by Hamelin
Hamelin arrives after hearing all the commotion. He nods to everyone and aids the rest of people gathered here as best as he can. <Soui hudme pome de terre asnep cvun epom>
"I am here to help. Let me know where I can be of assistance."

/ Hamelin will accept the boost /

Re: (D6 MA) The Parting Gift

PostPosted: Sun Jun 17, 2018 9:23 pm
by Dr. Cole Ormont
Cole made a series of mental calculations, loading an additional vial into the hypospray and adjusting the settings, each member of the team was a different species, so his formula had to be adjusted individually for each of them. He applied the injection to the side of Baesal’s neck, adjusting the hypo and doing the same for Hacha.

Changing the settings again, Cole pushed his fingertips into the fur of Rav’s neck, the layer of thick hair could prevent the hypospray from working correctly, so he took a few moments to probe the corded muscle and tendon beneath. There were definitely perks to his job some days, and he injected the Shistavanen as well.

Finally, he moved onto the Gand, tweaking the hypospray load again. With everyone ready, he turned and led the way into the hangers.


——
D6 MA: Stim-Baesal; Medicine, Average: 2eP+3eA+1eB+2eD 0 successes, 5 advantage
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Reroll!

D6 MA: Stim-Baesal; Natural Doctor, Medicine, Average: 2eP+3eA+1eB+2eD 1 success, 1 advantage
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Baesal gains +1 Intellect, suffers 4 Strain.

D6 MA: Stim-Hacha; Medicine, Average: 2eP+3eA+1eB+2eD 4 successes, 3 advantage
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Hacha gains +1 Intellect, suffers 3 Strain (4 base, using 2 Advantage to reduce by 1).

D6 MA: Stim-Rav; Medicine, Average: 2eP+3eA+1eB+2eD 3 successes, 2 advantage, 1 Triumph
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Rav gains +1 Intellect, suffers 2 Strain (4 base, using 2 Advantage and Triumph to reduce by 2).

D6 MA: Stim-Hamelin; Medicine, Average: 2eP+3eA+1eB+2eD 2 successes, 5 advantage
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Hamelin gains +1 Willpower, suffers 2 Strain (4 base, using 4 Advantage to reduce by 2).

Re: (D6 MA) The Parting Gift

PostPosted: Sun Jun 17, 2018 9:34 pm
by Dr. Cole Ormont
Cole set to work tending the wounded...


——
D6 MA: Damage Control; Medicine, Hard, Physician’s Kit: 3#2eP+3eA+1eB+3eD 6 successes, 1 advantage 4 successes, 2 advantage 6 successes, 1 threat
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Each roll gains +1 Advantage from Physician’s Kit

16 Recuperation Points
2 Boost to next roller

Re: (D6 MA) The Parting Gift

PostPosted: Sun Jun 17, 2018 10:08 pm
by Rav Devaroo
Rav thanked the Doc and then he and Hammelin worked away on the broken skiffs. The mechanic wasn't having a very good day though. Maybe the stims didn't work with his system, but it was hard to get his mojo working. At least his hard work proved inspiring to his fellow team mates who would receive a real boost from watching him work the occasional minor miracle.

----

Day 6 MA. Parting gift. Part 1, roll 1. Hard Mechanics. No setback. Cole stims. Hammelin boost. 2 Cole boosts. +1 advantage from heavy hydrospanner.: 3eP+2eA+3eB+3eD 0 successes, 4 advantage, 1 Triumph
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Seriously Orokos. 2 Recuperation points, 5 advantages - one boost to my next roll, one strain healed, one boost to Baesal.

Day 6 MA. Parting gift. Part 1, roll 2. Hard Mechanics. No setback. Cole stims. Hammelin boost. 1 self boost. +1 advantage from heavy hydrospanner.: 3eP+2eA+2eB+3eD 1 failure, 7 advantage
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Just wow. 0 Recuperation points. 8 advantage. One boost to my next roll. 2 Strain healed. One boost to Baesal. One boost to Hacha.

Day 6 MA. Parting gift. Part 1, roll 3. Hard Mechanics. No setback. Cole stims. Hammelin boost. 1 self boost. +1 advantage from heavy hydrospanner. How about some successes this time?: 3eP+2eA+2eB+3eD 3 successes, 8 advantage
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Good grief. Total of 5 Recuperation points.
Boost to Rav's next roll.
One more boost to Baesal (3 boosts from Rav)
Two more boosts to Hacha (3 boosts from Rav)

Recuperation running total = 21

Edit: forgot my boost dice from Trust, but they did nothing.

Re: (D6 MA) The Parting Gift

PostPosted: Sun Jun 17, 2018 10:24 pm
by Dr. Cole Ormont
OOC: Also forgot my Trust boosts.

D6 MA: Trust Boost: 3#1eB 1 success 1 success 1 success
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Running Total: 24 Recuperation Points

Re: (D6 MA) The Parting Gift

PostPosted: Sun Jun 17, 2018 10:57 pm
by Hacha Tsuko
Mechanics, Hard, +1 Intellect from Cole: 4eA+3eP+1eB+3eD 7 successes, 3 advantage, 1 Triumph
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Damage control 2, +1 INT from Cole, Boost from Advantage: 4eA+3eP+2eB+3eD 6 successes, 3 advantage
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Damage control 3, +1 INT from Cole, Boost from Advantage: 4eA+3eP+2eB+3eD 0 successes, 10 advantage
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Hacha rushes into action, trying to get the machines back in the air. The first two he manages to stabilize, but the third...his efforts trigger something. "They've been sabotaged!"

[Pass five boosts to players coming up, 15
Res poins]

Boost from Rav, trust dice: 6eB 0 successes, 4 advantage
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[More boost dice!!!]

Re: (D6 MA) The Parting Gift

PostPosted: Mon Jun 18, 2018 4:36 am
by Baesal Zyn
''Kriff...that is a lot of job to do'' she said after cracking her knuckles. She would have done it either way but now she was super hyper thanks to Cole's superduper shot!

As she worked on her first repairs, she could not help but feel the anger around her...the hate brought by war. She knew she should not listen to those emotions but when she realised she might not be able to make it she found that that sentiment echoed inside her own mind.
Parting gift roll 1: 3 adv from Rav, 1 for trust, bench, intel boost: 3eA+2eP+3eD+4eB+2eF 1 failure, 7 advantage, 2 Dark Side
ImageImageImageImageImageImageImageImageImageImageImageImageImageImage (will flip destiny for 2 dark side for 2 successes, bench gives another, 2 adv for boost next roll+4 adv. for 2 boost for somebody else, 1 adv. to remove one strain)

She tried to shake the feeling as best she could...Closing her eyes for only a moment she could reach into another emotion: hope. The resilience was shaken, to be sure, but the wind had changed and they knew it.

Parting gift roll 2: 1 adv from previous roll, 1 for trust, bench, intel boost (mistake made): 3eA+2eP+3eD+2eB+2eF 1 success, 2 advantage, 2 Light Side, 1 Dark Side
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The last repairs were made with that optimism in mind

Parting gift roll 3: 1adv from previous roll, 1 for trust, bench, intel boost: 3eA+2eP+3eD+2eB+2eF 1 success, 2 advantage, 1 Light Side, 2 Dark Side
ImageImageImageImageImageImageImageImageImageImageImageImage (2 adv for my next roll, 1 light side into success+1 for bench)

9 recuperation points, 3 boosts for another

Re: (D6 MA) The Parting Gift

PostPosted: Mon Jun 18, 2018 10:09 am
by Hamelin
Hamelin assists Rav with the repairs as best as he can. He is thankful that his cloak is keeping the heat off of him. Which largely involves picking things up and passing him tools. Still this was a better use of his time rather than try to do it himself. He does put himself to good use later, further proving the Gand race's knack for finding things he manages to locate a few bombs that were left behind. He brings them to the attention of the others, hoping that one of them could disarm them.
<Soum ferfoim aspom asuiqm?
"I found a few bombs left over. Someone please come here and take care of these."

/ Thermal Cloak negates Setback from heat.

Taking super soldier serum. Definitely not drugs.
+4 Strain

Damage Control
- Assisting Rav with repairs

Loss Prevention
Finding the 1st bomb. Perk - Advance Recon for 1 Auto Sucess.
Finding the 2nd bomb. Vigilance/Will. Trust. Cole. Aid from bomb disposal person. Talent. 1 Boost from Baes. 2eP+3eA+5eB+4eD = 7 Success.
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Finding the 3rd bomb. Vigilance/Will. Trust. Cole. Aid from bomb disposal person. Talent. 1 Boost from Baes. 2eP+3eA+5eB+4eD = 4 Success, 1 Threat, 1 Triumph.
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Triumph to go towards finding a bomb is a dud maybe?
Finding the 4th bomb. Vigilance/Will. Trust. Cole. Aid from bomb disposal person. Talent. 1 Boost from Baes. 2eP+3eA+5eB+4eD = 2 Success, 5 Advantage.
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Finding the 5th bomb. Vigilance/Will. Trust. Cole. Aid from bomb disposal person. Talent. 2eP+3eA+4eB+4eD = 2 Success, 3 Advantage
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Will assist with the bomb defusal.
Hoping 3rd bomb was a dud.
Hamelin finds all 5 bombs.

Re: (D6 MA) The Parting Gift

PostPosted: Mon Jun 18, 2018 3:01 pm
by Hacha Tsuko
Hacha isn't sure if it's his shouted warning that does it, but a Gand begins racing along, looking for traps. With the stims that he took, his mind is a whirl of distractions. It doesn't even seem like conscious thought as a "to do list" begins to form in his head. He moves without thinking, rushing after the Gand to the first target, even as he begins to scurry away to the next target. Hacha is dimly aware of a familiar looking Togruta beside him as he starts to work...is that the one whose bench he had commandeered?

Trap 1, Mechanics Daunting, 1 Upgrade. +2 Boost from Baes: 4eA+3eP+3eB+3eD+1eC 3 successes, 1 threat, 2 Triumph
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[Triumph either to take out more of the other bombs, or to provide strong leads about the saboteurs? Threat to strain from the effort?]

Re: (D6 MA) The Parting Gift

PostPosted: Mon Jun 18, 2018 10:44 pm
by Hacha Tsuko
Hacha gets back to work, moving to the next machine that has been identified, and then to the next.

Trap 2, Mechanics Daunting, +2 Boost from Baesel: 3eA+3eP+3eB+4eD 4 successes, 3 advantage, 1 Triumph
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Hacha is feeling a bit better as he moves past the first bomb, feeling in more of a groove as his cyberbrain processes start to match up with drugs. (Recovering Strain)

Trap 2, Mechanics Daunting, +2 Boost from Baesel: 3eA+3eP+3eB+4eD 4 successes, 3 advantage, 1 Triumph
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(All strain removed)

Trap 4, Mechanics Daunting, +2 Boost from Baesel: 4eA+3eP+3eB+4eD 3 successes, 5 advantage
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(Boost to next roll, pass boost to final Warfare check)

Trap 5, Mechanics Daunting, +2 Boost from Baesel: 4eA+3eP+4eB+4eD 5 successes, 7 advantage
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(Boost for everyone in the final check???)

Re: (D6 MA) The Parting Gift

PostPosted: Mon Jun 18, 2018 10:55 pm
by Hacha Tsuko
Hacha looks up from his work, wiping grease and ash from his brow. "Whew. I think that's the last of it. Now, if I was doing this, what would my next step be...?"

Hacha thinks it over. He's no general, but he tries to think of what would be gained from this, and where they are weakest right at this moment...

Further Security, Warfare, Intellect, Daunting Difficulty: 7eA+4eD 2 successes, 3 advantage
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(Advantage used to salvage some of the traps?

Re: (D6 MA) The Parting Gift

PostPosted: Mon Jun 18, 2018 11:20 pm
by Rav Devaroo
Rav was glad they'd been able to disarm the bombs but was disappointed with his own work. At least at the end he was able to contribute something important to the security of the base.

Day 6 MA. Parting gift. Part 3. Daunting Warfare check. Stim. Boost from Trust. Boost from own rolls earlier. Boost from Hacha. Destiny flip upgrade.: 2eP+3eA+3eB+4eD 1 success, 3 advantage
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Re: (D6 MA) The Parting Gift

PostPosted: Tue Jun 19, 2018 12:10 am
by Baesal Zyn
Baesal did not know much about security...but she had a few ideas

Day 6 MA. Parting gift. Part 3. Daunting Warfare check. Stim. Boost from Trust. Boost from own rolls earlier. Boost from Hacha (?): 5eA+4eD+2eB 1 success, 3 advantage
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Re: (D6 MA) The Parting Gift

PostPosted: Tue Jun 19, 2018 2:05 am
by Hamelin
Hamelin directs people around to put a working security net into place and hopefully prevent further sabotage. He looks to the others. <Yars ciemc apsol erimv cpoela sicm>
"Good job everyone. I think we are in the clear."


/ Since it seems like I messed up how the Perk worked. Rolling for 1st bomb.
Finding the 1st bomb. Vigilance/Will. Trust. Cole. Aid from bomb disposal person. Talent. +1 Success from Perk. 2eP+3eA+4eB+4eD = 2 Success, 7 Advantage
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Further Security
Vigilance/Will. Trust. Cole. Boost from Hacha. Talent. Boost from own rolls. Destiny flip. 3eP+2eA+5eB+4eD = 5 Success, 4 Advantage
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Guess I'll give Cole a Boost. Forgot to use all the other Advantage to remove Strain.

Re: (D6 MA) The Parting Gift

PostPosted: Tue Jun 19, 2018 2:12 am
by Dr. Cole Ormont
You’d think Cole had learnt something of warfare by now. Perhaps his focus on medicine was just too narrow, perhaps he was trying to work out how to better tweak his Stim boost for Shistavanen, perhaps he was distracted. Perhaps he was tired and simply zoned out while the others had been dealing with the booby traps...


——
D6 MA: Further Security; Warfare, Daunting, Trust, Boost from Hamelin, Destiny: 1eP+4eA+3eB+4eD 4 failures, 5 advantage
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I guess that’s a negatory on Triumph for the bonus, then :?

Re: (D6 MA) The Parting Gift

PostPosted: Tue Jun 19, 2018 2:28 am
by Hacha Tsuko
Hacha looks around. It seems that other people seem to be looking around the same as him. No massive moments of dawning wisdom it seems.

(+5 Duty)

Re: (D6 MA) The Parting Gift

PostPosted: Tue Jun 19, 2018 10:44 pm
by Nekoinu
48 Recuperation Points with none subtracted converts to +0.9 Trust. Add initial penalty and the final change is +0.4 Trust.