(D6 MA) The Parting Gift

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:
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.
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.
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.
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.
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.