(D3 MA Event) The Kaggath
Posted: Wed Jun 14, 2017 10:19 pm
Event Type: Bonus
Participants: All Imperial (Optional)
Timeslots: MA
Scrutiny: See results.
Description: A Kaggath has erupted across the Galaxy between Darth Malgus and Darth Laishen! With Lord Haydriss in charge of Nar Shaddaa forces, she has decided to elect the aid of members of the Imperial Delegation. The battle will take place in the lowest levels of Nar Shaddaa, as far away from Hutt eyes as possible. Both sides have expressly forbidden fighting before or after the designated time and arena.
Rumor has it that Darth Laishen's commander, Lord Nemerosch, has the advantage. However, it is not the way of the Sith to back down from a fight.
Rules: The Kaggath begins at -20 Points. The start of the battle is a losing one; she called for your help for a reason. For each full increment of 10, you will take a Bonus/Setback Die on every roll. Meaning at the beginning you will be rolling with 2 Setback Dice.
Generally, every 2 Advantage/Threat will grant a Bonus/Setback Die to your next roll. Leftover values of 1 will heal/deal Strain. You cannot choose to make all the Advantage/Threat affect Strain. Triumph either gives you an automatic success if you failed or grants 2 Boost Dice on the next roll. Each bullet point will let you know if there are separate rules.
You may choose any of the following four options an unlimited amount of times as long as this mass combat is in session. You may switch between them as you wish. The intention is risk and resource management. I will move the event on to the next stage once all participants vote yes in the given poll. If you are not stepping in, please declare your intent in the poll. You can take a break between rolls to allow the battle to shift more in your favor. In fact, I encourage it.
Into the Fray:
Take the Shot:
Use the Force
Lead the troops:
Any time a player flips a Destiny, I will be flipping a Destiny on your next Resilience (Brawn) Check. For example, if you flip a destiny on both Lightsaber and Resilience Check, you will be receiving 2 Challenge Dice in return. This means that the Imperial Pool will not shift due to this event. With that in mind and the fact that this is somewhat combat, I will allow this to not count toward the general 2 Destiny limit.
At any time, assuming you are still conscious, you may use your stimpacks to heal yourself, which counts towards your daily limit. You may also choose to call upon Lord Haydriss to heal you. This will heal you to full and restore 1 Critical Injury and not affect your stimpack daily limit. However, this will cause -10 Points due to the distraction it has caused to your main commander. Note that the removal of a Critical Injury counts against the usual limit, meaning that part can only be done once.
Rewards/Outcome:
For every increment of 10 Points, Scrutiny will be reduced by 0.1. For example, if nobody participated in the event (it started at -20 Points), Scrutiny would be reduced by -0.2.
The three participants with the highest number of successes will have a chance to fight against the enemy commander in pitched combat. This is entirely optional; you can forfeit it to the next in line. For each positive increment of 10, he will have used 1 Stimpack and taken 1 Strain. Successfully slaying him gives 20 Points and the slayers will earn the opportunity to learn the Talent below from Lord Haydriss:
Lost to Emotion: There are times when the Dark Side emanates from your body, chilling the air about you. Most often this is a state of uncontrollable rage. When you are in this volatile state of negative emotion (GM discretion), you automatically gain 1 Dark Side pip for any Force Check and gain 3 Morality (always shifting you closer to the Dark Side).
If you are not a Force User then another award will be arranged.
Participants: All Imperial (Optional)
Timeslots: MA
Scrutiny: See results.
Description: A Kaggath has erupted across the Galaxy between Darth Malgus and Darth Laishen! With Lord Haydriss in charge of Nar Shaddaa forces, she has decided to elect the aid of members of the Imperial Delegation. The battle will take place in the lowest levels of Nar Shaddaa, as far away from Hutt eyes as possible. Both sides have expressly forbidden fighting before or after the designated time and arena.
Rumor has it that Darth Laishen's commander, Lord Nemerosch, has the advantage. However, it is not the way of the Sith to back down from a fight.
Rules: The Kaggath begins at -20 Points. The start of the battle is a losing one; she called for your help for a reason. For each full increment of 10, you will take a Bonus/Setback Die on every roll. Meaning at the beginning you will be rolling with 2 Setback Dice.
Generally, every 2 Advantage/Threat will grant a Bonus/Setback Die to your next roll. Leftover values of 1 will heal/deal Strain. You cannot choose to make all the Advantage/Threat affect Strain. Triumph either gives you an automatic success if you failed or grants 2 Boost Dice on the next roll. Each bullet point will let you know if there are separate rules.
You may choose any of the following four options an unlimited amount of times as long as this mass combat is in session. You may switch between them as you wish. The intention is risk and resource management. I will move the event on to the next stage once all participants vote yes in the given poll. If you are not stepping in, please declare your intent in the poll. You can take a break between rolls to allow the battle to shift more in your favor. In fact, I encourage it.
Into the Fray:
- Make a Brawl (Brawn), Melee (Brawn), or Lightsaber Check at Hard Difficulty. Each Success adds Points while failing this roll subtracts a Point.
- Make a Resilience (Brawn) or Coordination (Agility) Check at Average Difficulty. The baseline damage is 6 Wounds with Breach 1 due to lightsabers. You may add Melee Defense to this roll as Bonus Dice. Each Success/Threat deducts/adds wounds. A Despair results in a Critical Injury. Note that you can use Parry to reduce this damage, costing the usual strain.
Take the Shot:
- Make a Ranged: Light (Agility), Ranged: Heavy (Agility), or Gunnery (Agility) Check at Hard Difficulty. Each Success adds Points while failing this roll subtracts a Point. Also, note that each Threat also subtracts Points; this represents friendly fire.
- Make a Resilience (Brawn) or Coordination (Agility) Check at Average Difficulty. The baseline damage is 7 Wounds before Soak. You may add Ranged Defense to this roll as Bonus Dice. Each Success/Threat deducts/adds wounds. A Despair results in a Critical Injury. Note that you can use Reflect to reduce this damage, costing the usual strain.
Use the Force
- Make a Discipline (Willpower) Check at Hard Difficulty. Each Success adds Points while failing this roll subtracts a Point. You must generate at least one Dark Side pip to succeed. In the case that you rolled successes and only Light Side, you instead count as having failed. Inverse Light Side/Dark Side if you are a Light Side Sith. You can flip a Destiny to use the misaligned pips, gaining Strain/Conflict as usual.
- Make a Resilience (Brawn) or Coordination (Agility) Check at Average Difficulty. The baseline damage is 7 Wounds before Soak. You may add Ranged Defense to this roll as Bonus Dice. Each Success/Threat deducts/adds wounds. A Despair results in a Critical Injury. Note that you can use Reflect to reduce this damage, costing the usual strain.
Lead the troops:
- Make a Leadership (Presence), Coercion (Willpower), Perception (Cunning), or Warfare (Intellect) Check at Hard Difficulty. Divide the number of Success by 2 and round up before adding the result to Points. For example, 3 Successes will add 2 points. As usual, failing this roll subtracts a Point.
- Make a Resilience (Brawn) or Coordination (Agility) Check at Average Difficulty. The baseline damage is 5 Wounds before Soak. You may add Ranged Defense to this roll as Bonus Dice. Each Success/Threat deducts/adds wounds. A Despair results in a Critical Injury. Note that you can use Reflect to reduce this damage, costing the usual strain.
Any time a player flips a Destiny, I will be flipping a Destiny on your next Resilience (Brawn) Check. For example, if you flip a destiny on both Lightsaber and Resilience Check, you will be receiving 2 Challenge Dice in return. This means that the Imperial Pool will not shift due to this event. With that in mind and the fact that this is somewhat combat, I will allow this to not count toward the general 2 Destiny limit.
At any time, assuming you are still conscious, you may use your stimpacks to heal yourself, which counts towards your daily limit. You may also choose to call upon Lord Haydriss to heal you. This will heal you to full and restore 1 Critical Injury and not affect your stimpack daily limit. However, this will cause -10 Points due to the distraction it has caused to your main commander. Note that the removal of a Critical Injury counts against the usual limit, meaning that part can only be done once.
Rewards/Outcome:
- -51 or below: The Kaggath is a slaughter! Darth Malgus' forces are utterly demolished and Lord Haydriss lies dead in the arena.
- -50 to -31: Those aligned with Lord Haydriss are routed! The reputations of the help is in tatters!
- -30 to -11: Darth Malgus' allies suffer a close defeat and are forced to withdraw.
- -10 to 10: The battle is indecisive! Both forces are forced to stop fighting due to exhaustion.
- 11 to 30: Lord Haydriss' forces are barely able to secure victory. She awards the participants each 200 Credits for their help.
- 31 to 50: The battle is clearly in the hands of those aligned to Darth Malgus. His apprentice awards everyone 600 Credits.
- 51 or above: Total victory is achieved. The boon is a total of 1000 Credits in addition of all the glory earned.
For every increment of 10 Points, Scrutiny will be reduced by 0.1. For example, if nobody participated in the event (it started at -20 Points), Scrutiny would be reduced by -0.2.
The three participants with the highest number of successes will have a chance to fight against the enemy commander in pitched combat. This is entirely optional; you can forfeit it to the next in line. For each positive increment of 10, he will have used 1 Stimpack and taken 1 Strain. Successfully slaying him gives 20 Points and the slayers will earn the opportunity to learn the Talent below from Lord Haydriss:
Lost to Emotion: There are times when the Dark Side emanates from your body, chilling the air about you. Most often this is a state of uncontrollable rage. When you are in this volatile state of negative emotion (GM discretion), you automatically gain 1 Dark Side pip for any Force Check and gain 3 Morality (always shifting you closer to the Dark Side).
If you are not a Force User then another award will be arranged.