[Day 2 - LA] Mercy of the 13th Sister [Main Event]
Posted: Mon Jan 27, 2020 8:21 pm
Mercy of the 13th Sister
Event Type: Main Event
Participants: Unlimited
Timeslots: Late Afternoon
Description: The 13th Sister did not waste, her units were mobilized and before long the siege of the Aznuri Enclave was underway with a full division of Storm Troopers back by elite troopers in service to the Inquisition, dressed in mirror black. This was no crackdown, this was a slaughter and the 13th Sister would have blood and show Bankor the result of supporting the Resistance.
Rules: GM’s caveat this event is inherently unfair, the difficulty is high and the chance for complete success is low, or I believe it is low, but have fun with it. The difficulties are high!
No One Expects the Imperial Inquisition: This is a Fear check as they face down not only a literal army backed by walkers, armored transports, and aerial vehicles they also face the might of a Sith trained Inquisitor steeped in the Dark Side. How can the Light fare against such dark odds! This is a Daunting (4 difficulty dice) Fear check, using Cool, Discipline, or Vigilance, and failure adds a setback die to all rolls in this event.
This roll does not count for points.
Light in the Darkness: The Aznuri are not a weak people but they are few compared to the literal army bearing down on them and anything that can be done to aid the people is needed or they will be slaughtered as no quarter will be given! The player can use any non Combat skill at Hard difficulty (3 Difficulty dice) with a setback due to the intense fighting and chaos! They can also utilize a Force Power and if successful in using it get 1 Light point towards the total but they increase their Suspicion by .5 no matter what Force power is used, this includes using Force powers to enhance skill rolls though in case the skill is rolled as normal. A successful skill check or Power check grants a Light Point.
If a Triumph is rolled add 2 Light points to the total. A Despair removes 1 Light point. Failure on this step upgrades the next roll by 1 (1 Purple die to Red die).
The Aznuri Endure: The player may make a Daunting (4 difficulty dice) check using Resilience, Coordination, or Athletics to evade harm or wade into battle using a Combat skill. Using a Combat skill increases Suspicion by .5 and using a Lightsaber in battle increases that by another .5 to a total of 1.0 increase in Suspicion. Each success rolled on this check reduces the Wounds taken by 1 from a total of 10. Success on this roll adds 1 Light point. A successful skill check grants a Light Point.
So if they rolled 4 successes they sustain 6 wounds, armor does not apply. For this step every 2 advantage reduces wounds by 1 and every 2 threat increases wounds by 1. If a Triumph is rolled add 2 Light points to the total. A Despair removes 1 Light point.
Rewards/Outcome: The rewards for this event are simply saving the Aznuri Enclave see below.
State of the Aznuri Enclave
Event Type: Main Event
Participants: Unlimited
Timeslots: Late Afternoon
Description: The 13th Sister did not waste, her units were mobilized and before long the siege of the Aznuri Enclave was underway with a full division of Storm Troopers back by elite troopers in service to the Inquisition, dressed in mirror black. This was no crackdown, this was a slaughter and the 13th Sister would have blood and show Bankor the result of supporting the Resistance.
Rules: GM’s caveat this event is inherently unfair, the difficulty is high and the chance for complete success is low, or I believe it is low, but have fun with it. The difficulties are high!
No One Expects the Imperial Inquisition: This is a Fear check as they face down not only a literal army backed by walkers, armored transports, and aerial vehicles they also face the might of a Sith trained Inquisitor steeped in the Dark Side. How can the Light fare against such dark odds! This is a Daunting (4 difficulty dice) Fear check, using Cool, Discipline, or Vigilance, and failure adds a setback die to all rolls in this event.
This roll does not count for points.
Light in the Darkness: The Aznuri are not a weak people but they are few compared to the literal army bearing down on them and anything that can be done to aid the people is needed or they will be slaughtered as no quarter will be given! The player can use any non Combat skill at Hard difficulty (3 Difficulty dice) with a setback due to the intense fighting and chaos! They can also utilize a Force Power and if successful in using it get 1 Light point towards the total but they increase their Suspicion by .5 no matter what Force power is used, this includes using Force powers to enhance skill rolls though in case the skill is rolled as normal. A successful skill check or Power check grants a Light Point.
If a Triumph is rolled add 2 Light points to the total. A Despair removes 1 Light point. Failure on this step upgrades the next roll by 1 (1 Purple die to Red die).
The Aznuri Endure: The player may make a Daunting (4 difficulty dice) check using Resilience, Coordination, or Athletics to evade harm or wade into battle using a Combat skill. Using a Combat skill increases Suspicion by .5 and using a Lightsaber in battle increases that by another .5 to a total of 1.0 increase in Suspicion. Each success rolled on this check reduces the Wounds taken by 1 from a total of 10. Success on this roll adds 1 Light point. A successful skill check grants a Light Point.
So if they rolled 4 successes they sustain 6 wounds, armor does not apply. For this step every 2 advantage reduces wounds by 1 and every 2 threat increases wounds by 1. If a Triumph is rolled add 2 Light points to the total. A Despair removes 1 Light point.
Rewards/Outcome: The rewards for this event are simply saving the Aznuri Enclave see below.
State of the Aznuri Enclave
- 45+ Light points: The Aznuri are able to completely rebuff the Empire all who participate are named a trusted friend of the Aznuri and can travel their lands minus the Calm as friends. Very minimal damage to the Enclave.
- 40 to 45 Light points: The Enclave is defended and although the Aznuri suffer losses they are humbled by the outpouring of support and the Aznuri Enclave becomes much more open to the laowai and will vouch for them with their kin in the Sky Tree Sea.
- 25 to 40 Light points: The Aznuri Enclave suffers heavy damage and nearly a third of the Aznuri are killed but no NPCs will die. The Aznuri population does not change their opinion on the laowai.
- 20 to 25 Light points: The Aznuri Enclave is nearly destroyed and more than half the people killed and they grow more insular and distrustful of all laowai furthering isolating the Aznuri on Bankor. Sister Hulia is severely injured and left in a comatose state after the event leaving the people without a strong leader.
- Less than 20 Light Points: The Aznuri Enclave becomes the Aznuri Ruins and is effectively razed to the ground and all Aznuri NPCs perish and the tribes across Bankor begin to retreat to their ancestral homes.