[Day 7 - Mid Afternoon] Too Many Minds

Event Type: Campaign Objective, Mission
Power Cost: 0
Participants: 3
Timeslots: Mid Afternoon
Description: Major Rysik was leading a squad of soldiers on a recon of the region when there speeder was caught by fierce winds and brought down. The Republic sent a rescue mission once contact was lost, the team is spearheading that response.
Rules: Major Rysik has fortified her position and is claiming that the Immortal Darkness is coming to swallow them whole! This will require negotiation and a much needed medical response before this descends into chaos.
Due to inclement weather all checks have a setback die, as per the daily conditions on the ground. Medicine checks have a total of two setback, weather and poor field conditions. Major Rysik is resistant to aid and will need to be talked down. Or the players can just attack their own people, this is an immediate event fail and trust will be reduced by 1.0 as word spreads about the Republic in disarray.
Fear Make an Average Fear check upon entering the scene, each player must do this. This is a Discipline or Cool check.
Now the players will have to work together to talk Major Rysik down, they each can choose one option before they can move to the Recovery phase:
Tactical Assessment: This is a Hard Warfare or Perception check, to get a sense of the situation the survivors are in after the crash. A Successful roll here will grant a boost die to the Airlift option in the Recovery phase.
Hard Choices: This is a Hard Leadership check to remind Major Rysik of her duties as a Republic officer and her duty to her men, success here will grant a boost die to the Medical Aid option in the Recovery phase. One player must make this choice.
Stay Calm: This is a Hard Cool or Discipline check to remain calm in this situation and not add to the tension. This will add a boost die to the Debrief option in the Recovery phase if successful.
Science be Praised: This is a Hard Lore or Xenology check to get an idea of the environment and how it might be affecting the Major and her soldiers. This will add a Boost die to the Investigation option in the Recovery phase if successful.
If 2 successful rolls are netted here then they can move to Recovery phase, Triumph is worth 2 successes or just 1 if the roll fails. Despair means the character has contracted the fever. Advantage and Threat can be spent as followed, every 2 can grant a boost or setback die to the next roll; Advantage for boost and Threat for setback.
In the Recovery Phase each player will make a Medicine check at Average and then can try one additional option:
What Happened (Investigation): This is a Perception or Survival check at Hard to ascertain what happened, and get an idea of what caused the crash.
Physical Recovery (Investigation): This is a Hard Athletics or Mechanics check to recover equipment that will aid in piecing together the events leading up to the crash.
Dark Secrets (Debreif): This is a Lore check at Hard to get an idea of what has afflicted the Major and her soldiers, what malady has affected their minds.
Field Psych (Debrief): This is a Charm check at Hard to put the soldiers at ease so they can give better reports on what happened.
Emergency Flight (Airlift): This is a Piloting Planetary check at Daunting due to the rain, one of the soldiers is very injured but seems to have resisted whatever has affected the rest. Getting them back to the base immediately will net two successful rolls if the check is successful, Triumph effect is doubled.
If the players can net 5 successful rolls in the Recovery phase they have a very firm idea of what happened here and the event is successful. If they fail to get 5 but net 3 then they have a loose story and gain half the rewards, besides Duty which is given at the full rate.
Less than 3 successful rolls and they have no idea, complete failure.
Rewards/Outcome: If successful gain 5 Victory Points and a reduction in the difficulty to contract the Fever if full success is gained.
Trust Modified: N/A
Power Modified: 6
Duty Gained: 10
Power Cost: 0
Participants: 3
Timeslots: Mid Afternoon
Description: Major Rysik was leading a squad of soldiers on a recon of the region when there speeder was caught by fierce winds and brought down. The Republic sent a rescue mission once contact was lost, the team is spearheading that response.
Rules: Major Rysik has fortified her position and is claiming that the Immortal Darkness is coming to swallow them whole! This will require negotiation and a much needed medical response before this descends into chaos.
Due to inclement weather all checks have a setback die, as per the daily conditions on the ground. Medicine checks have a total of two setback, weather and poor field conditions. Major Rysik is resistant to aid and will need to be talked down. Or the players can just attack their own people, this is an immediate event fail and trust will be reduced by 1.0 as word spreads about the Republic in disarray.
Fear Make an Average Fear check upon entering the scene, each player must do this. This is a Discipline or Cool check.
Now the players will have to work together to talk Major Rysik down, they each can choose one option before they can move to the Recovery phase:
Tactical Assessment: This is a Hard Warfare or Perception check, to get a sense of the situation the survivors are in after the crash. A Successful roll here will grant a boost die to the Airlift option in the Recovery phase.
Hard Choices: This is a Hard Leadership check to remind Major Rysik of her duties as a Republic officer and her duty to her men, success here will grant a boost die to the Medical Aid option in the Recovery phase. One player must make this choice.
Stay Calm: This is a Hard Cool or Discipline check to remain calm in this situation and not add to the tension. This will add a boost die to the Debrief option in the Recovery phase if successful.
Science be Praised: This is a Hard Lore or Xenology check to get an idea of the environment and how it might be affecting the Major and her soldiers. This will add a Boost die to the Investigation option in the Recovery phase if successful.
If 2 successful rolls are netted here then they can move to Recovery phase, Triumph is worth 2 successes or just 1 if the roll fails. Despair means the character has contracted the fever. Advantage and Threat can be spent as followed, every 2 can grant a boost or setback die to the next roll; Advantage for boost and Threat for setback.
In the Recovery Phase each player will make a Medicine check at Average and then can try one additional option:
What Happened (Investigation): This is a Perception or Survival check at Hard to ascertain what happened, and get an idea of what caused the crash.
Physical Recovery (Investigation): This is a Hard Athletics or Mechanics check to recover equipment that will aid in piecing together the events leading up to the crash.
Dark Secrets (Debreif): This is a Lore check at Hard to get an idea of what has afflicted the Major and her soldiers, what malady has affected their minds.
Field Psych (Debrief): This is a Charm check at Hard to put the soldiers at ease so they can give better reports on what happened.
Emergency Flight (Airlift): This is a Piloting Planetary check at Daunting due to the rain, one of the soldiers is very injured but seems to have resisted whatever has affected the rest. Getting them back to the base immediately will net two successful rolls if the check is successful, Triumph effect is doubled.
If the players can net 5 successful rolls in the Recovery phase they have a very firm idea of what happened here and the event is successful. If they fail to get 5 but net 3 then they have a loose story and gain half the rewards, besides Duty which is given at the full rate.
Less than 3 successful rolls and they have no idea, complete failure.
Rewards/Outcome: If successful gain 5 Victory Points and a reduction in the difficulty to contract the Fever if full success is gained.
Trust Modified: N/A
Power Modified: 6
Duty Gained: 10