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EVENT D10: The Last Hope of the Republic
Posted: Tue Feb 12, 2019 1:41 pm
by Hatoful GM
Imperial forces have finally decided to take a firmer hand in suppressing the population. Squads of troopers are deployed to secure the streets by any means necessary. Any civilians they encounter will be killed.
Law enforcement is disorganized, and is no match for them. Tens of thousands of lives are at stake. The people must be gotten to a safe area, and Sith troopers must be held off long enough that pursuit is unfeasible.
Participants: Up to 5. Event will close once it has 5, or once 24 hours have passed.
EVENT: Skill, Tier 2 combat. A tier 2 combat is intended for those who have combat as a secondary or split focus. Those who have it as a primary focus, but with limited defensive capabilities, soak, or wounds also may be more comfortable here.
Re: EVENT D10: The Last Hope of the Republic
Posted: Tue Feb 12, 2019 11:07 pm
by Zizzy Roosh
While the duellists took on the Sith it would be up to Zizzy and the others to save the civilians from Imperial oppression. Her lightsaber was at the ready, in hand but not ignited. It seemed like the sort of situation that called for smarts rather than sabers. She looked around for civilians, and her fellow Jedi.
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Wounds: 0/12
Strain: 0/14
Melee Defense: 1
Soak: 4
Re: EVENT D10: The Last Hope of the Republic
Posted: Wed Feb 13, 2019 4:29 am
by Zanja
This was the whole point, to look out for regular people. To make sure nobody was abandoned or left to face trouble alone.
Zanja never wanted to be a soldier, and truthfully she wasn't too interested in being a hero either. But this wasn't about being a hero, it was just about getting a lot of people out of harm's way, and somebody needed to do it. She tugged her hood back a little to clear her peripheral vision and nodded to Zizzy. This is it.
12/12 wounds
13/13 strain
Soak 3
Defense 0
Re: EVENT D10: The Last Hope of the Republic
Posted: Wed Feb 13, 2019 9:15 am
by Esla Tor
Esla was here and at the ready, defend Coruscant. In an earlier time, she might have considered doing anything but stepping in on the front lines. However, she was a different person now and she must carry the responsibilities of a Jedi wholeheartedly. It was time act and stand her ground against those who defiled peace.
12/12 wounds
13/13 strain
Soak 3
Defense 0
Re: EVENT D10: The Last Hope of the Republic
Posted: Wed Feb 13, 2019 9:55 am
by Taime Jorel
Taime jumped towards the defense of civilians, knowing he didn't have the capacity for sheer strength of some of the others, but that his skills could at least be used for defense. At least this fine outfit Silas had made would be good for more than just looking appropriate for his crystal ceremony. Maybe a bit like him. Pretty, but servicable.
12/12 wounds
14/14 strain
Soak 3
Melee defense 2
Ranged defense 0
Re: EVENT D10: The Last Hope of the Republic
Posted: Wed Feb 13, 2019 10:02 am
by Hatoful GM
Step 1: Rally the people
The people are scared. The attack was sudden. People have already died. No one knows what is happening. They need someone to give them direction. To give them hope.
Any one of the Jedi needs to perform a social roll to rally the people; one other can assist. This can be Leadership or Charm at average (♦♦) or any of Coercion, Deception or Negotiation, at hard (♦♦♦). Since the Jedi are the hope of the Republic, and the people regard them as such, they receive two boost dice to Charm, Leadership, or Negotiation.
If this roll is successful, every roll in Step 2 receives a boost die. If it fails, every roll receives a setback die.
Re: EVENT D10: The Last Hope of the Republic
Posted: Wed Feb 13, 2019 10:30 am
by Taime Jorel
Taime turned to his fellow Jedi, taking strength from them being here. "We have to get them moving in a single direction, I think. If they stay milling around, it'll take forever. I'm going to call them this way."
D10, civilian event, 2 boost from using charm, 1 boost from Silas's clothes, one boost as racial ability, force die as well:
1eP+2eA+2eD+4eB+1eF 4 successes, 3 advantage, 1 Light Side









"People of Coruscant! We need to get you to safety. Come this way!" He says, gesturing to their group. "We are here to help."
Re: EVENT D10: The Last Hope of the Republic
Posted: Wed Feb 13, 2019 10:35 am
by Hatoful GM
(With the extra advantage, the first two rollers may add YET ANOTHER boost to their roll. However, I am flipping destiny on every roll)
The civilians calm. "The Jedi! The Jedi will save us!" Someone called. "Thank goodness!"
The group begins to move.
...
Each PC may select from one of the options below. No option may be selected twice; you will need to coordinate with your fellows to determine who will roll what. Tally the successes or failures in each roll. Triumph on success doubles successes, despair on failure doubles failures, and triumph on failure or despair on success nullifies the result. Every two advantage is a boost for the next roller, while every two threat is a setback for the next roller. Final roller should also report how many advantage/threat are rolled.
Tend to the Wounded: A number of the civilians have been slowed by injury, whether from the initial attack or the aftermath. A medicine roll at average (♦♦) difficulty can be made to get them back on their feet. This roll benefits from an additional boost die, because of trust in the Jedi as healers. The heal power can be used in addition to this, with pips counting as successes.
Find the Path: Knowing the right route to take to get the large number of people through can save lives. A Streetwise or Perception roll at Average (♦♦) difficulty will do this. One boost die because this is so close to where the Jedi have spent so much of their lives, and locals are willing to help out.
Lead the Way: Scouting ahead to make sure the path is safe and free of patrols. Stealth, Coordination, or Athletics at Average (♦♦) difficulty will achieve this. Again, one boost for knowing the terrain better than the Imperials. Seek can be rolled along with this, with pips counting as successes.
Boost Spirits: Keeping the civilians moving requires keeping their spirits high. This can be done with either Leadership or Charm, Average (♦♦) difficulty. Again, two boosts because of the trust the people have in the Jedi.
Set the Pace: Travelling along with the civilians, setting an example for them, and enduring the difficulties of the sudden forced march will help inspire them. Discipline or Resilience at Average (♦♦) difficulty. One boost because Jedi rise to the occasion.
Re: EVENT D10: The Last Hope of the Republic
Posted: Wed Feb 13, 2019 11:37 am
by Zizzy Roosh
Re: EVENT D10: The Last Hope of the Republic
Posted: Wed Feb 13, 2019 12:04 pm
by Taime Jorel
Re: EVENT D10: The Last Hope of the Republic
Posted: Wed Feb 13, 2019 12:49 pm
by Esla Tor
Re: EVENT D10: The Last Hope of the Republic
Posted: Wed Feb 13, 2019 12:59 pm
by Zanja
"Come on, we're going this way," Zanja pointed and led off, charting a route that was strenuous but just short of actually impossible for the less agile among the civilians. It would be hard for the Sith troops to follow while staying secure and clear of blind spots, which hopefully would slow their pursuit, if not stop it entirely.
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D10 vision quest--Lead the Way, Coordination average, GM destiny, boost, 3 boost from Esla, 1 from Taime's earlier success. Player destiny. Enhance.:
1eP+2eA+5eB+1eC+1eD+1eF 3 successes, 8 advantage, 2 Light Side










Uh, whoa, okay. Convert LS to successes, so 5 success, 8 advantage
Everyone else besides me got 6 successes altogether. With mine, that's 11 total.
Re: EVENT D10: The Last Hope of the Republic
Posted: Wed Feb 13, 2019 1:11 pm
by Hatoful GM
With a lot of effort, and a bit of trust in the Force, you are able to get the majority of civilians to safety. But they won't be safe for long. Imperial troops are hot on the trail. If the civilians are to survive, you need to hold back the Imperial tide.
The advance patrol arrives first, suddenly cresting a mound of rubble. "There they are. Blast 'em!" Behind them, you hear the rumble of machinery...
.......................................................................
This fight be in two stages. After the end the first stage, you may roll to recover Strain (Cool or Discipline), and you have one chance at healing wounds (either with a Medicine check or Force healing, or just using a Stimpack) for yourself or another PC (but not both).
You are considered to have any items you would normally carry with you, including weapons and armor. You may start with weapons drawn and Force powers committed (if any).
.......................................................................
Your opponents are 2 groups of 3 and one group of 4 troopers, all at medium distance. They were not expecting to be fighting Jedi, and will take 1 setback to every roll.
Roll Vigilance!
Re: EVENT D10: The Last Hope of the Republic
Posted: Wed Feb 13, 2019 1:25 pm
by Zizzy Roosh
Zizzy's saber was in her hand as the Imperials appeared. She was ready to give her life to protect the civilians.
D10. Last Hope #3. Find the Path. Vigilance for Initiative!:
1eP+2eA+1eB 0 successes, 5 advantage



Because who needs successes, right orokos?
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Wounds: 0/12
Strain: 0/14
Melee Defense: 1
Soak: 4
Re: EVENT D10: The Last Hope of the Republic
Posted: Wed Feb 13, 2019 1:31 pm
by Zanja
"Here they come..." Zanja took one last glance over her shoulder to reassure herself everyone else had made it out of the line of fire, then gritted her teeth and looked around for likely cover.
---
D10 event--Vigilance initiative:
3eA 1 success, 2 advantage


Re: EVENT D10: The Last Hope of the Republic
Posted: Wed Feb 13, 2019 1:53 pm
by Esla Tor
(ghosting Esla)
Esla stood, ready to defend the civilians.
Esla ghost initiative:
3eA 2 successes, 3 advantage


Re: EVENT D10: The Last Hope of the Republic
Posted: Wed Feb 13, 2019 1:58 pm
by Hatoful GM
(ghosting Taime)
Taime, too, was there, and ready to stand against the foes.
Taime ghost initiative:
3eA 2 successes, 1 advantage


Re: EVENT D10: The Last Hope of the Republic
Posted: Wed Feb 13, 2019 2:04 pm
by Hatoful GM
The troopers leveled their carbines at the Jedi. "All troopers! Prepare to engage..." there was a brief pause as the trooper gathered his courage, "-engage the
Jedi!"
......................................................................
LHotR group 1 initiative:
2eP+1eA 3 successes, 2 advantage

LHotR group 2 initiative:
2eP+1eA 2 successes, 3 advantage

LHotR group 3 initiative:
3eP 2 successes, 3 advantage


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Troopers will flip destiny on defense.
NPC
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Re: EVENT D10: The Last Hope of the Republic
Posted: Wed Feb 13, 2019 2:11 pm
by Hatoful GM
Taking careful aim, the troopers opened fire on the group. They focused their fire on Zanja, but they couldn't keep the Zabrak Jedi in their sights. "Keep firing, keep firing!" Their line of fire crossed one of the other groups, forcing them to duck out of the way.
.....................................................................
LHotR group one, shoot wife, aim, medium range, jedi setback:
2eP+1eB+1eS+1eC+1eD 0 successes, 2 advantage, 1 Despair





Boost next ally with advantage, upgrade difficulty for next ally with Despair.
NPC
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Re: EVENT D10: The Last Hope of the Republic
Posted: Wed Feb 13, 2019 3:28 pm
by Zanja
Zanja dove into a roll to avoid the first group's fire without shedding her momentum, then kept moving forward, charging the squad that had just had to dodge out of the way of their comrades' blaster bolts. Her lightsaber snapped to life as a spear of silvery purple fire, hissing as it met Sith armor an instant later. Zanja almost flinched at the sensation--unlike a training saber, there was no recoil at all, the purple blade slicing through plasteel as if it were whipped cream. But she held on to her weapon and bore down.
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D10 event--round 1, SNAP-HISSSS attack Minions #2, GM destiny:
1eP+3eA+1eC+1eD 1 success





Just 7 damage, but with pierce!