EVENT: Test of Combat Skill (D2, Mid-Afternoon) [MANDATORY]
Posted: Thu Jan 17, 2019 10:34 pm
Test of Combat Skill
"Jedi use their powers to defend and protect."
Day: 2
Time: Mid Afternoon
Location: Training Hall - Tower of First Knowledge, Jedi Temple (Coruscant)
To test how much you've learned, the teachers put you to the test in a sparring match, using Training Lightsabers. But they do allow you to choose how difficult you want the challenge to be...
Choose one of the following Difficulties: Easy, Average, Hard.
GM Note: All Lightsaber rolls use Brawn or the corresponding Characteristic for those who have Talents that let them use a different Characteristic.
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Easy: Protect the younglings!
Two younglings will be assigned to you to protect, and you must defend them from the attacks of Knight Farissa or Knight Corvin until the time has run out.
Step 1: Get Ready!
You may either roll Warfare (Intellect) or Perception (Cunning) against Average difficulty (◆◆) to quickly assess the tactics and fighting style of your opponent. If you possess the Sense Force Power, then you may add a Force die to the roll (using Light Side pips as usual for Success or Advantages).
Success, or a failure with 4 Advantages, will grant you a Boost die on your rolls in Step 2.
3 Threats will give you a Setback on your rolls in Step 2.
A Triumph will grant you a single free upgrade (turning a green to yellow) to a roll in Step 2, while a Despair will upgrade your Difficulty (turning a purple to red).
Step 2: Fight!
Three times, roll your choice of Brawl (Brawn), Melee (Brawn), or Lightsaber against Easy difficulty (◆), but with one Setback because of the erratic movements of the younglings behind you.
Talents that increase your Melee Defense or upgrade attacks against you grants a Boost die to your rolls, as do bonuses for facing a single opponent. Talents that increase the Melee Defense of allies removes the Setback caused by the younglings. Each successful roll means you hold off the attacker successfully, while a failed roll means one of the younglings take a small hit (each youngling can take a total of two hits before they pretend to be knocked out).
For every 2 Advantage generated, you can add a Boost to your next roll, while every 2 Threat generated adds a Setback to next roll.
A Triumph can be used to make a failed roll into a success, or upgrade your next roll.
A Despair will be a direct hit to one of the two younglings (in other words, they get a tap from the training saber and they fall down to pretend they're knocked out).
If both younglings are knocked out, you have failed.
Step 3: You win?
If both of the younglings are still standing, you successfully pass the test. The two younglings will be particularly impressed with you and will have a surprise to give you!
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Average: One on One Duel
Master Jaric or Master Orgus are ready to test your skills and how well they stand up in single combat with a master. Choose your opponent wisely and see how well you last until time runs out...
Step 1: Get Ready!
GM note: both of these matches count as facing a single opponent for the purposes of Talents.
You may roll Vigilance (Willpower) or Cool (Presence) against Average difficulty (◆◆) with one die upgraded (turning one purple to red). If you have the Juyo Berserker Specialization (when facing Master Jaric) or the Soresu Defender (when facing Master Orgus), you do not upgrade the difficulty on this roll.
If successful, you may downgrade the difficulty of your rolls in Step 2 by one.
3 Advantages will give you a Boost die on your rolls in Step 2, while 2 Threats will give a Setback die on your rolls in Step 2.
A Triumph will grant you a single free upgrade (turning a green to yellow) to a roll in Step 2, while a Despair will upgrade your Difficulty (turning a purple to red).
Step 2: Fight!
(Note, both of these matches count as facing a single opponent for the purpose of Talents)
Master Jaric: Three times, roll Lightsaber against Average difficulty (◆◆) with one die upgraded (turning purple to red) and one Setback. After each roll, you take 6 Strain (Soak applies as normal) as you withstand Jaric's relentless attacks.
Each successful roll is a successful hit.
Advantages can either be used to recover Strain (trading 1 Advantage for 1 Strain), or for every 2 Advantage generated you can instead choose to add a Boost to your next roll, while every 2 Threat generated adds a Setback to next roll.
A Triumph can be used to make a failed roll into a success, or upgrade your next roll.
A Despair will downgrade your next roll, and suffer 1 Strain.
Master Orgus: Three times, roll Lightsaber against Average difficulty (◆◆) with two dice upgraded (turning purple to red) and two Setback. After each roll, you take 4 Strain (Soak applies as normal) as you withstand Orgus' well-placed strikes.
Each successful roll is a successful hit.
Advantages can either be used to recover Strain (trading 1 Advantage for 1 Strain), or for every 2 Advantage generated you can instead choose to add a Boost to your next roll, while every 2 Threat generated adds a Setback to next roll.
A Triumph can be used to make a failed roll into a success, or upgrade your next roll.
A Despair will downgrade your next roll, and suffer 1 Strain.
Step 3: You win?
If you are still standing after the third strike, or you succeeded in hitting three times, then you successfully pass the test. Master Orgus and Master Jaric praise your skill, and reward you with becoming their assistant instructor in lightsaber lessons for your fellow students the next day (yay, work)! And a useful item.
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Hard: One Against Two!
For those who truly wish to show off, it isn't enough to face just one of the masters. However, not even the Masters will give the students the unfair fight of facing both Jaric and Orgus at once, so Jaric teams up with Corvin, while Orgus teams up with Farissa. Everyone watches with baited breath...
Step 1: Get Ready!
You may roll Perception (Cunning) or Vigilance (Willpower) against Hard Difficulty (◆◆◆) to avoid being completely outmaneuvered by your opponents. If you possess the Sense Force Power, then you may add a Force die to the roll (using Light Side pips as usual for Success or Advantages).
If successful, you may downgrade the difficulty of your rolls in Step 2 by one.
3 Advantages will give you a Boost die on your rolls in Step 2, while 2 Threats will give a Setback die on your rolls in Step 2.
A Triumph will grant you a single free upgrade (turning a green to yellow) to a roll in Step 2, while a Despair will upgrade your Difficulty (turning a purple to red).
Step 2: Fight!
GM note: both of these matches count as facing multiple opponents for the purposes of Talents.
Jaric & Corvin: The challenge is to endure long enough against the rapid and relentless attacks of these two fighters until time is called.
Three times, roll your choice of either Resilience (Brawn) to soak through as much of the damage as possible, or Lightsaber to parry and deflect the incoming attacks. The difficulty is Hard (◆◆◆) with one upgraded die and two Setback.
After each roll, you suffer 7 Strain (Soak applies as normal), even if successful.
On a failed roll, suffer an additional 2 Strain.
Each Threat generated causes 1 more Strain, while each Advantage generated heals 1 Strain.
A Triumph can be used to make a failed roll into a success, or upgrade your next roll.
A Despair will downgrade your next roll, and suffer 1 Strain.
Orgus & Farissa: The challenge is to penetrate their strong defenses before time is called, and not be brought down by them before that.
Three times, roll Lightsaber to attack Orgus and Farissa. The difficulty is Hard (◆◆◆) with two upgraded dice and one setback.
After each roll, suffer 5 Strain (Soak applies as normal), even if successful.
Each successful roll is a successful hit.
On a failed roll, suffer an additional 2 Strain.
Each Threat generated causes 1 more Strain, while each Advantage generated heals 1 Strain.
A Triumph can be used to make a failed roll into a success, or upgrade your next roll.
A Despair will downgrade your next roll, and suffer 1 Strain.
Step 3: You win?
If you are still standing after time is called when facing Jaric and Corvin, or managed to last at least two hits on Orgus and Farissa, then you pass the test and greatly impress everyone! The teachers commend you for having learned so well, and you'll be asked to instruct your peers sometime in the coming days. Orgus and Jaric also have a personal reward to give to those who manage to pass this test.
"Jedi use their powers to defend and protect."
Day: 2
Time: Mid Afternoon
Location: Training Hall - Tower of First Knowledge, Jedi Temple (Coruscant)
To test how much you've learned, the teachers put you to the test in a sparring match, using Training Lightsabers. But they do allow you to choose how difficult you want the challenge to be...
Choose one of the following Difficulties: Easy, Average, Hard.
GM Note: All Lightsaber rolls use Brawn or the corresponding Characteristic for those who have Talents that let them use a different Characteristic.
--------------------------------------------------
Easy: Protect the younglings!
Two younglings will be assigned to you to protect, and you must defend them from the attacks of Knight Farissa or Knight Corvin until the time has run out.
Step 1: Get Ready!
You may either roll Warfare (Intellect) or Perception (Cunning) against Average difficulty (◆◆) to quickly assess the tactics and fighting style of your opponent. If you possess the Sense Force Power, then you may add a Force die to the roll (using Light Side pips as usual for Success or Advantages).
Success, or a failure with 4 Advantages, will grant you a Boost die on your rolls in Step 2.
3 Threats will give you a Setback on your rolls in Step 2.
A Triumph will grant you a single free upgrade (turning a green to yellow) to a roll in Step 2, while a Despair will upgrade your Difficulty (turning a purple to red).
Step 2: Fight!
Three times, roll your choice of Brawl (Brawn), Melee (Brawn), or Lightsaber against Easy difficulty (◆), but with one Setback because of the erratic movements of the younglings behind you.
Talents that increase your Melee Defense or upgrade attacks against you grants a Boost die to your rolls, as do bonuses for facing a single opponent. Talents that increase the Melee Defense of allies removes the Setback caused by the younglings. Each successful roll means you hold off the attacker successfully, while a failed roll means one of the younglings take a small hit (each youngling can take a total of two hits before they pretend to be knocked out).
For every 2 Advantage generated, you can add a Boost to your next roll, while every 2 Threat generated adds a Setback to next roll.
A Triumph can be used to make a failed roll into a success, or upgrade your next roll.
A Despair will be a direct hit to one of the two younglings (in other words, they get a tap from the training saber and they fall down to pretend they're knocked out).
If both younglings are knocked out, you have failed.
Step 3: You win?
If both of the younglings are still standing, you successfully pass the test. The two younglings will be particularly impressed with you and will have a surprise to give you!
--------------------------------------------------
Average: One on One Duel
Master Jaric or Master Orgus are ready to test your skills and how well they stand up in single combat with a master. Choose your opponent wisely and see how well you last until time runs out...
Step 1: Get Ready!
GM note: both of these matches count as facing a single opponent for the purposes of Talents.
You may roll Vigilance (Willpower) or Cool (Presence) against Average difficulty (◆◆) with one die upgraded (turning one purple to red). If you have the Juyo Berserker Specialization (when facing Master Jaric) or the Soresu Defender (when facing Master Orgus), you do not upgrade the difficulty on this roll.
If successful, you may downgrade the difficulty of your rolls in Step 2 by one.
3 Advantages will give you a Boost die on your rolls in Step 2, while 2 Threats will give a Setback die on your rolls in Step 2.
A Triumph will grant you a single free upgrade (turning a green to yellow) to a roll in Step 2, while a Despair will upgrade your Difficulty (turning a purple to red).
Step 2: Fight!
(Note, both of these matches count as facing a single opponent for the purpose of Talents)
Master Jaric: Three times, roll Lightsaber against Average difficulty (◆◆) with one die upgraded (turning purple to red) and one Setback. After each roll, you take 6 Strain (Soak applies as normal) as you withstand Jaric's relentless attacks.
Each successful roll is a successful hit.
Advantages can either be used to recover Strain (trading 1 Advantage for 1 Strain), or for every 2 Advantage generated you can instead choose to add a Boost to your next roll, while every 2 Threat generated adds a Setback to next roll.
A Triumph can be used to make a failed roll into a success, or upgrade your next roll.
A Despair will downgrade your next roll, and suffer 1 Strain.
Master Orgus: Three times, roll Lightsaber against Average difficulty (◆◆) with two dice upgraded (turning purple to red) and two Setback. After each roll, you take 4 Strain (Soak applies as normal) as you withstand Orgus' well-placed strikes.
Each successful roll is a successful hit.
Advantages can either be used to recover Strain (trading 1 Advantage for 1 Strain), or for every 2 Advantage generated you can instead choose to add a Boost to your next roll, while every 2 Threat generated adds a Setback to next roll.
A Triumph can be used to make a failed roll into a success, or upgrade your next roll.
A Despair will downgrade your next roll, and suffer 1 Strain.
Step 3: You win?
If you are still standing after the third strike, or you succeeded in hitting three times, then you successfully pass the test. Master Orgus and Master Jaric praise your skill, and reward you with becoming their assistant instructor in lightsaber lessons for your fellow students the next day (yay, work)! And a useful item.
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Hard: One Against Two!
For those who truly wish to show off, it isn't enough to face just one of the masters. However, not even the Masters will give the students the unfair fight of facing both Jaric and Orgus at once, so Jaric teams up with Corvin, while Orgus teams up with Farissa. Everyone watches with baited breath...
Step 1: Get Ready!
You may roll Perception (Cunning) or Vigilance (Willpower) against Hard Difficulty (◆◆◆) to avoid being completely outmaneuvered by your opponents. If you possess the Sense Force Power, then you may add a Force die to the roll (using Light Side pips as usual for Success or Advantages).
If successful, you may downgrade the difficulty of your rolls in Step 2 by one.
3 Advantages will give you a Boost die on your rolls in Step 2, while 2 Threats will give a Setback die on your rolls in Step 2.
A Triumph will grant you a single free upgrade (turning a green to yellow) to a roll in Step 2, while a Despair will upgrade your Difficulty (turning a purple to red).
Step 2: Fight!
GM note: both of these matches count as facing multiple opponents for the purposes of Talents.
Jaric & Corvin: The challenge is to endure long enough against the rapid and relentless attacks of these two fighters until time is called.
Three times, roll your choice of either Resilience (Brawn) to soak through as much of the damage as possible, or Lightsaber to parry and deflect the incoming attacks. The difficulty is Hard (◆◆◆) with one upgraded die and two Setback.
After each roll, you suffer 7 Strain (Soak applies as normal), even if successful.
On a failed roll, suffer an additional 2 Strain.
Each Threat generated causes 1 more Strain, while each Advantage generated heals 1 Strain.
A Triumph can be used to make a failed roll into a success, or upgrade your next roll.
A Despair will downgrade your next roll, and suffer 1 Strain.
Orgus & Farissa: The challenge is to penetrate their strong defenses before time is called, and not be brought down by them before that.
Three times, roll Lightsaber to attack Orgus and Farissa. The difficulty is Hard (◆◆◆) with two upgraded dice and one setback.
After each roll, suffer 5 Strain (Soak applies as normal), even if successful.
Each successful roll is a successful hit.
On a failed roll, suffer an additional 2 Strain.
Each Threat generated causes 1 more Strain, while each Advantage generated heals 1 Strain.
A Triumph can be used to make a failed roll into a success, or upgrade your next roll.
A Despair will downgrade your next roll, and suffer 1 Strain.
Step 3: You win?
If you are still standing after time is called when facing Jaric and Corvin, or managed to last at least two hits on Orgus and Farissa, then you pass the test and greatly impress everyone! The teachers commend you for having learned so well, and you'll be asked to instruct your peers sometime in the coming days. Orgus and Jaric also have a personal reward to give to those who manage to pass this test.


































