(D3 MM) Exodus

Event Type: Side Event, Combat
Power Cost: 0
Participants: 4 players
Timeslots: Mid Morning
Description: Republic forces have caught up to a group of Mandalorians evacuating the city! They appear to be struggling with loading up casualties and taking off from their landing platform, making them an easy target, if so desired...
Rules: Participants must unanimously choose whether they are helping the Mandalorians flee or killing them. If the group decides to do neither, then the event is nullified.
Kill them All!
If this is the option chosen, please post your Wounds/Strain, Soak, Equipment and roll Cool (Presence) for Initiative. You can opt to have one person do a Deception (Cunning) Check at Daunting Difficulty with Two Dice Upgraded. Gain one Boost Die if you are a Mandalorian or one is assisting you (both stacks.) Success will give you a round of attacks before initiative fully starts and a Triumph will allow one person to not roll Initiative and instead be at the highest count for the rest of the combat. Advantage will be given as Boost to Initiative Rolls at a 2 to 1 ratio. A failure will give them all a Boost on their Initiative Checks and a Despair will give them a free round of attacks before Initiative fully starts. Threat will cause the Deception roller Strain.
Help them Leave
In order to offer assistance, one of you must first succeed at a Charm (Presence) Check at Hard Difficulty with Two Dice Upgraded. Gain one Boost Die if you are a Mandalorian or one is assisting you (both stacks.) Success will allow you to proceed to the rules below. Failure will mean that they do not believe you and combat will begin as listed above. Boost will allow the roller to hand out Boost Dice for a future roll in this event and Threat will deal Strain to them. Unlike the Deception Roll, the group may attempt this twice, but both the roller/assist must be different characters. This second roll will also be increased to Daunting Difficulty.
Assuming you passed, you may do one of the following:
Rewards/Outcome: If the Republic succeeds in killing all of the fleeing Mandalorians, gain 2 Victory Points. If you help them, then who knows...
Trust Modified: Gain 0.1 Trust if the Mandalorians are killed, lose 0.2 if they are helped.
Power Modified: 0
Duty Earned: Increase Duty by 5 if the Mandalorians are slain.
Power Cost: 0
Participants: 4 players
Timeslots: Mid Morning
Description: Republic forces have caught up to a group of Mandalorians evacuating the city! They appear to be struggling with loading up casualties and taking off from their landing platform, making them an easy target, if so desired...
Rules: Participants must unanimously choose whether they are helping the Mandalorians flee or killing them. If the group decides to do neither, then the event is nullified.
Kill them All!
If this is the option chosen, please post your Wounds/Strain, Soak, Equipment and roll Cool (Presence) for Initiative. You can opt to have one person do a Deception (Cunning) Check at Daunting Difficulty with Two Dice Upgraded. Gain one Boost Die if you are a Mandalorian or one is assisting you (both stacks.) Success will give you a round of attacks before initiative fully starts and a Triumph will allow one person to not roll Initiative and instead be at the highest count for the rest of the combat. Advantage will be given as Boost to Initiative Rolls at a 2 to 1 ratio. A failure will give them all a Boost on their Initiative Checks and a Despair will give them a free round of attacks before Initiative fully starts. Threat will cause the Deception roller Strain.
Help them Leave
In order to offer assistance, one of you must first succeed at a Charm (Presence) Check at Hard Difficulty with Two Dice Upgraded. Gain one Boost Die if you are a Mandalorian or one is assisting you (both stacks.) Success will allow you to proceed to the rules below. Failure will mean that they do not believe you and combat will begin as listed above. Boost will allow the roller to hand out Boost Dice for a future roll in this event and Threat will deal Strain to them. Unlike the Deception Roll, the group may attempt this twice, but both the roller/assist must be different characters. This second roll will also be increased to Daunting Difficulty.
Assuming you passed, you may do one of the following:
- Assess their wounds. Medicine (Intelligence) Check at Average Difficulty or use of the Heal Power.
- Carry the wounded. Athletics (Brawn) Check at Hard Difficulty.
Rewards/Outcome: If the Republic succeeds in killing all of the fleeing Mandalorians, gain 2 Victory Points. If you help them, then who knows...
Trust Modified: Gain 0.1 Trust if the Mandalorians are killed, lose 0.2 if they are helped.
Power Modified: 0
Duty Earned: Increase Duty by 5 if the Mandalorians are slain.