Test of Respect (D5, Mid-Morning)
Posted: Sun Jan 27, 2019 3:13 pm
Test of Respect
"Jedi respect all life, in any form."
Day: 5
Time: Mid-Morning
Location: Outskirts of Dewbright
The students are given the task of negotiating between the Killiks and the citizens of Dewbright. The citizens of Dewbright are afraid of these strange creatures, and many see them as dangerous - especially since some citizens of the city have already gone missing since the arrival of the Killiks, and the insectoids are a natural scapegoat. Some of the locals clamor for chasing the Killiks off the planet, by violent means if nescessary. The Killiks on the other hand don't understand the reprehension of those not of the Nest, but if everyone were part of the Nest, then it would be harmony for them all...
This is a mandatory event. Every player will need to make the roll as described in Step One, and then choose one of the options for Step Two.
Step One: Understanding the Unfamiliar
Kiliks are certainly alien, but they are not totally unknown. Players must make Knowledge: Xenology at average (◆◆), or Knowledge: Core Worlds (◆◆) with one setback for a better understanding of Kiliks. Passing this roll will grant a boost die to the rest of the rolls in the event. Failure will give one setback to any rolls besides combat skills. In addition, every two advantage adds a boost to your roll in step two, while every two disadvantage adds one setback.
SPECIAL: Information gathered on D4 gives everyone a boost die to the roll in Step One.
Step Two: We Bring You Love!
In order to bring about peace, or at least security, between the Kiliks and the colonists, there are a number of possibilities.
Each player may make one roll. All rolls are made at average difficulty (◆◆) unless otherwise noted. Every two advantage grants a boost die to the next player's Step Two roll, while every two disadvantage grants a setback die. Successful rolls give one Bug Point, plus an additional Bug Point for every Triumph, and minus one Bug Point for every despair.
*The colonists are unsettled by the strange aliens, and a number of them want to resort to violence to drive them off. Leadership (Presence) can be used. Charm (Presence) or Coercion (Will) can also be used, but suffer one setback die.
*Both colonists and Kiliks want some improvements to the area; for the Colonists, this means more buildings and infrastructure, for the Kiliks, this means more trails and cave space. The more improvements there are, the fewer potential sources of friction exist. Either Mechanics (intellect) or Survival (Cunning) can be used, both with one setback for unfamiliar terrain.
*Finally, they can try communicating directly with the Kiliks. To do this, first you must succeed at a hard Discipline (Will) check with two setback dice. If the character has the Influence power, Force dice may be added to this as well. If this is passed, they may roll Charm (Presence) or Negotiation (Presence). Success on this roll grants two points instead of one.
Alternatively...
Players may choose to drive the kiliks back violently. Any combat skill can be used, as long as the character has access to the appropriate weapon. As with the other Step Two options, this roll is at average difficulty (◆◆) unless otherwise note. successful rolls give one Bug Point, plus an additional Bug Point for every Triumph, and minus one Bug Point for every despair.
Anyone who selects this option will gain 2 conflict.
Aftermath
If the players earned at least 6 Bug Points, peace is achieved. Colonists stick to their areas, and Kiliks stick to theirs.
If the players earned at least 9 Bug Points, significant improvements are made to the available space for the colonists. Excess supplies will be made available to the characters on D6. This will give them a boost die to spend on any roll for D6 or D7.
"Jedi respect all life, in any form."
Day: 5
Time: Mid-Morning
Location: Outskirts of Dewbright
The students are given the task of negotiating between the Killiks and the citizens of Dewbright. The citizens of Dewbright are afraid of these strange creatures, and many see them as dangerous - especially since some citizens of the city have already gone missing since the arrival of the Killiks, and the insectoids are a natural scapegoat. Some of the locals clamor for chasing the Killiks off the planet, by violent means if nescessary. The Killiks on the other hand don't understand the reprehension of those not of the Nest, but if everyone were part of the Nest, then it would be harmony for them all...
This is a mandatory event. Every player will need to make the roll as described in Step One, and then choose one of the options for Step Two.
Step One: Understanding the Unfamiliar
Kiliks are certainly alien, but they are not totally unknown. Players must make Knowledge: Xenology at average (◆◆), or Knowledge: Core Worlds (◆◆) with one setback for a better understanding of Kiliks. Passing this roll will grant a boost die to the rest of the rolls in the event. Failure will give one setback to any rolls besides combat skills. In addition, every two advantage adds a boost to your roll in step two, while every two disadvantage adds one setback.
SPECIAL: Information gathered on D4 gives everyone a boost die to the roll in Step One.
Step Two: We Bring You Love!
In order to bring about peace, or at least security, between the Kiliks and the colonists, there are a number of possibilities.
Each player may make one roll. All rolls are made at average difficulty (◆◆) unless otherwise noted. Every two advantage grants a boost die to the next player's Step Two roll, while every two disadvantage grants a setback die. Successful rolls give one Bug Point, plus an additional Bug Point for every Triumph, and minus one Bug Point for every despair.
*The colonists are unsettled by the strange aliens, and a number of them want to resort to violence to drive them off. Leadership (Presence) can be used. Charm (Presence) or Coercion (Will) can also be used, but suffer one setback die.
*Both colonists and Kiliks want some improvements to the area; for the Colonists, this means more buildings and infrastructure, for the Kiliks, this means more trails and cave space. The more improvements there are, the fewer potential sources of friction exist. Either Mechanics (intellect) or Survival (Cunning) can be used, both with one setback for unfamiliar terrain.
*Finally, they can try communicating directly with the Kiliks. To do this, first you must succeed at a hard Discipline (Will) check with two setback dice. If the character has the Influence power, Force dice may be added to this as well. If this is passed, they may roll Charm (Presence) or Negotiation (Presence). Success on this roll grants two points instead of one.
Alternatively...
Players may choose to drive the kiliks back violently. Any combat skill can be used, as long as the character has access to the appropriate weapon. As with the other Step Two options, this roll is at average difficulty (◆◆) unless otherwise note. successful rolls give one Bug Point, plus an additional Bug Point for every Triumph, and minus one Bug Point for every despair.
Anyone who selects this option will gain 2 conflict.
Aftermath
If the players earned at least 6 Bug Points, peace is achieved. Colonists stick to their areas, and Kiliks stick to theirs.
If the players earned at least 9 Bug Points, significant improvements are made to the available space for the colonists. Excess supplies will be made available to the characters on D6. This will give them a boost die to spend on any roll for D6 or D7.





























