[Day 8 - EM] The Jedi Trials
Posted: Sat Feb 15, 2020 11:53 pm
Jedi Trials
Event Type: Jedi Trial
Participants: Petrus, Xanna, Qareme, Verse, and Fathynyu
Timeslots: Early Morning
Description: There are five tests, Test of Skill, Test of Courage, Test of Spirit, Test of Flesh, and Test of Insight; each test is done in order and the padawan is expected to face them alone. Jedi Master Surro administers the tests in the Temple.
Destiny Use: Using 1 Destiny for each player in the final check of Trial of Skill and 1 for each player in the final check of Trial of the Spirit. Total of 10.
Rules: The Jedi must achieve a total of 6 Trial points to complete the trials and must complete the all of the Trials no matter their score or outcome. 2 Advantage can be used to grant a boost die to their next roll, and every 2 Threat will be used to grant a setback to their next roll; in addition 4 Advantage can be used to gain a Trial point, success or Fail while 4 Threat will generate 4 strain instead. a Triumph will grant an additional Trial point success or fail, while a Despair will grant 2 Conflict and 2 more strain as the young Jedi gives into their Fear and Anger.
If a Force Die is committed, it is committed for the entire Test,i.e. if Enhance is used then it is committed for the entire portion of the Test of Skill. This means that that if they have Force Rating of 1 and even if they have Move they would need to do the harder version of the levitation test because they don't have a Force die to use Move.
Trial of Skill: The Jedi must demonstrate their Skill first with a display of Coordination or Athletics at Average with a setback due to distractions from roving droids shooting stun blasts at them. Next they need to levitate blocks around them, those without Move need to make a Hard Discipline check while those with Move need only Make a Move check with Discipline at Easy. Finally they face floating stun droids and must make a Hard Lightsaber check with a setback due to the number of them, they have Adversary 2, so the difficulty is 1 purple and 2 red dice in addition to the Setback. If the roll is failed suffer 5 strain this can be reduced by Reflect if the Jedi has it but not soak. A Trial point can be earned for each successful skill check.
Trial of Courage: All Jedi taking the current test have proven their courage, each gains 1 Trial Point for having endured and shown their Courage in battle or in facing the Dark Side.
Trial of Flesh: Each padawan is subjected to a painful ordeal, they must endure this Pain with a Discipline check at Average or a Resilience check at Hard, failure on the roll leaves a permanent scar and they suffer 4 wounds not possible to soak. This Test grants 1 Trial Point just for completing it, in addition to success or Fail.
Trial of the Spirit: The padawan must face the darkness within themselves, they begin the test with a Vigilance check at Average with a setback as they face their dark nature. This is followed with a Cool check at Average with a setback to battle their dark nature and try and overcome it. Finally they must make a Discipline check at Hard to come to peace with their nature and realize it is who they are, for good or ill. A Trial point can be earned for each successful skill check.
Trial of Insight: If the padawan has Seek or Sense they gain a free upgrade to the checks made during this trial. To begin they are presented a riddle or situation and must see the truth of things this done with a Perception or Vigilance check at Hard with a setback due to Jedi trickery. Next they must discern the truth through an Education or Lore check at Hard to solve the mystery placed before them. Gain a Trial point for each successful skill check in this Trial.
Rewards/Outcome: If 6 or more Trial Points are gained the player has earned the right to be considered a Jedi Knight by their fellow Jedi, they are no longer padawan and more will be expected of them. They gain the talent below.
Knight Tested, Master Approved: Once per session, Flip a Destiny, may add any non-committed Force dice to any one one roll, using Force pips as Advantage or Success. This talent is considered an Incidental action.
Event Type: Jedi Trial
Participants: Petrus, Xanna, Qareme, Verse, and Fathynyu
Timeslots: Early Morning
Description: There are five tests, Test of Skill, Test of Courage, Test of Spirit, Test of Flesh, and Test of Insight; each test is done in order and the padawan is expected to face them alone. Jedi Master Surro administers the tests in the Temple.
Destiny Use: Using 1 Destiny for each player in the final check of Trial of Skill and 1 for each player in the final check of Trial of the Spirit. Total of 10.
Rules: The Jedi must achieve a total of 6 Trial points to complete the trials and must complete the all of the Trials no matter their score or outcome. 2 Advantage can be used to grant a boost die to their next roll, and every 2 Threat will be used to grant a setback to their next roll; in addition 4 Advantage can be used to gain a Trial point, success or Fail while 4 Threat will generate 4 strain instead. a Triumph will grant an additional Trial point success or fail, while a Despair will grant 2 Conflict and 2 more strain as the young Jedi gives into their Fear and Anger.
If a Force Die is committed, it is committed for the entire Test,i.e. if Enhance is used then it is committed for the entire portion of the Test of Skill. This means that that if they have Force Rating of 1 and even if they have Move they would need to do the harder version of the levitation test because they don't have a Force die to use Move.
Trial of Skill: The Jedi must demonstrate their Skill first with a display of Coordination or Athletics at Average with a setback due to distractions from roving droids shooting stun blasts at them. Next they need to levitate blocks around them, those without Move need to make a Hard Discipline check while those with Move need only Make a Move check with Discipline at Easy. Finally they face floating stun droids and must make a Hard Lightsaber check with a setback due to the number of them, they have Adversary 2, so the difficulty is 1 purple and 2 red dice in addition to the Setback. If the roll is failed suffer 5 strain this can be reduced by Reflect if the Jedi has it but not soak. A Trial point can be earned for each successful skill check.
Trial of Courage: All Jedi taking the current test have proven their courage, each gains 1 Trial Point for having endured and shown their Courage in battle or in facing the Dark Side.
Trial of Flesh: Each padawan is subjected to a painful ordeal, they must endure this Pain with a Discipline check at Average or a Resilience check at Hard, failure on the roll leaves a permanent scar and they suffer 4 wounds not possible to soak. This Test grants 1 Trial Point just for completing it, in addition to success or Fail.
Trial of the Spirit: The padawan must face the darkness within themselves, they begin the test with a Vigilance check at Average with a setback as they face their dark nature. This is followed with a Cool check at Average with a setback to battle their dark nature and try and overcome it. Finally they must make a Discipline check at Hard to come to peace with their nature and realize it is who they are, for good or ill. A Trial point can be earned for each successful skill check.
Trial of Insight: If the padawan has Seek or Sense they gain a free upgrade to the checks made during this trial. To begin they are presented a riddle or situation and must see the truth of things this done with a Perception or Vigilance check at Hard with a setback due to Jedi trickery. Next they must discern the truth through an Education or Lore check at Hard to solve the mystery placed before them. Gain a Trial point for each successful skill check in this Trial.
Rewards/Outcome: If 6 or more Trial Points are gained the player has earned the right to be considered a Jedi Knight by their fellow Jedi, they are no longer padawan and more will be expected of them. They gain the talent below.
Knight Tested, Master Approved: Once per session, Flip a Destiny, may add any non-committed Force dice to any one one roll, using Force pips as Advantage or Success. This talent is considered an Incidental action.