[Day 10 - MM] Lend a Hand

[Day 10 - MM] Lend a Hand

Postby Dapper Dog » Sun Jul 09, 2017 12:38 pm

Lend a Hand

Event Type: Peace Talks Arc
Participants: Any
Timeslots: Mid Morning to Mid Afternoon

Scrutiny: N/A
Description: The Peace Talks were supposed to wrap up today but the damage from the attacks has put everything on hold. Dango the Hutt has established cordons around the Moon to see rescuing of those with the money to do so and repairing those areas of the Moon that matter to her and the Hutt Cartels.

Rules: First you must decide if you are aiding the Hutts or aiding the People of Nar Shaddaa; once that is chosen you choose one of the ways to aid the people and make a skill check for that time slot. You can attempt this event a maximum of two times, once per time slot. For every 2 advantage you add a boost die to the next roll in the thread, for every 2 Threat you add a setback to the next roll regardless of who the next person is. If a Triumph is rolled the next player gets a free upgrade to their roll and a Despair upgrades the Difficulty of the next player.

A successful roll will grant a credit reward or Goodwill point if working for the Hutts or Restoration point if adding the people. The base difficulty is Hard with an Upgraded die, two difficulty dice and a challenge die for the following skill checks.

Aiding the Hutts

  • Medical Response: The Hutts have setup medical tents for those that can pay for their aid. The player can help out with a Medicine check to help these wealthy unfortunates.
  • Rally the Gangs: The Hutt Security and the Hutt controlled gangs need to maintain order, aid them by providing key leadership. This is a Leadership check to maintain order and beat down looters and do the dirty things that keep order on Nar Shaddaa.
  • Hard Labor: The Hutts have interests in many buildings and need help clearing out the rubble, this is an Mechanics or Athletics check or a Move Force Power check if you can move Silhouette 2 objects.
  • Find the Money: People are trapped in the rubble, the Hutts don’t care about most but some have money and influence and the Hutts need them saved. Survival or Streetwise check to find these people. Seek power check can be used instead.
  • Looters, Not on My Watch: The Hutts maintain order through violence when they need to. Break legs, shoot looters and make sure people understand that stealing from the Hutts is a bad idea. Make a combat skill check; Non-Sith Force users that take this option suffer 2 conflict.

For the People

  • Street Medicine: Do what you can to aid the people with medical supplies and emergency aid. The player can help out with a Medicine check to help these people.
  • Community Watch: The people need help organizing and securing their neighborhoods. This is a Leadership or Charm check to maintain order and keep the people organized in their recovery efforts.
  • Habitats for Sentients: damage is extensive all around Nar Shaddaa help the downtrodden with a Mechanics or Athletics check or a Move Force Power check if you can move Silhouette 2 objects; Sith Force users that take this option suffer 2 conflict..
  • I Lost my Dog: People are trapped in the rubble, the Hutts don’t care about most so it is up to you to help these unfortunates. Survival or Streetwise check to find these people. Seek power check can be used instead.
  • Don’t Loot me Bro: Criminal gangs and miscreants are trying to take advantage of the chaos, show them that no one is undefended as long as someone will fight for them. Make a combat skill check; Sith Force users that take this option suffer 2 conflict.


Rewards/Outcome: Aiding the Hutts will earn the player 300 credits per time slot if they are successful. Nothing if they are not. The player can forego a credit reward to build goodwill for the Empire or Republic with the Hutts, depending on their faction. If Unaligned you can choose which Faction to aid.

Aiding the People grants no tangible immediate reward; instead they earn a Restoration Point for their faction if successful. Again Unaligned can choose which Faction, or none, to support.

Goodwill
  • 0 to 7: No Change, but the Hutt Cartels appreciate the effort.
  • 8 to 12: Gain a Boost die to the Negotiation check with the Hutts.
  • 13 to 17: Gain a Boost Die and a Setback die for the rival Faction with the Hutts.
  • 18+: Gain 2 Boost Die and a Setback die for the Rival Faction with the Hutts.

Restoration
  • 0 to 7: No Change, but the the people appreciate their efforts.
  • 8 to 12: Gain a Boost die to the Peace Talks check with the opposing Faction, the people support their efforts and give leverage to your faction.
  • 13 to 17: Gain a Boost Die to the Peace Talks check and a Setback die for the rival Faction as the people of Nar Shaddaa and the galaxy can see the role they have played at restoring order in a time of troubles.
  • 18+: Gain 2 Boost Die and a Setback die for the Rival Faction during the Peace Talks, the people rally to their cause across the galaxy.
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Re: [Day 10 - MM] Lend a Hand

Postby Col. Hala Moraal » Sun Jul 09, 2017 2:17 pm

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Re: [Day 10 - MM] Lend a Hand

Postby Jo'ren Rath » Sun Jul 09, 2017 2:18 pm

Jo'ren followed up on Hala's work by running around the area rooting out looters. Unfortunately there were so many that he couldn't keep up and much of his good work went unrewarded. Still, by charging them off it would help whoever tried to assist these people next.

D10. MM. Helping Hand. Upgrade from Hala. Helping the People. Don't loot me bro. Lightsaber. Sense to upgrade own rolls. Scrutiny penalty. Ignored one setback.: 5eP+1eB+2eC+1eD 2 failures, 5 advantage
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No successes.
Next roller gets 2 boosts.
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Re: [Day 10 - MM] Lend a Hand

Postby Baesal Zyn » Sun Jul 09, 2017 2:26 pm

What was happening?! She leaves Nar Shaddaa for a couple hour and everything is on fire! She would have a hard time explaining that to HYDRA.

She let out a sight and began using her expertise to clear the destructrion and assure safe repairs for civilian housing while R5 follows her direction using her truck's the massive servo arm

Land a hand (habitats) MM: ignore setback,assist from Loader arm, boosts from Jo'ren: 2eA+2eP+1eD+2eC+3eB 3 successes
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+1 to restoration for the republic
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Re: [Day 10 - MM] Lend a Hand

Postby Remmington Thalalas » Mon Jul 10, 2017 2:59 am

Remmington tries to help drive away looters as best as he can but has similar problems to Jo'ren. The looters use hit and run tactics and he can ill afford to go chasing after them.


Aiding the people. Don't Loot Me Bro. Lightsaber. +1 Advantage. Scrutiny = 0 success, 2 threat
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+ Setback to next person
+2 Conflict
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Re: [Day 10 - MM] Lend a Hand

Postby Alysele Cortess » Mon Jul 10, 2017 8:34 am

Alysele rallied the survivors, making sure that everyone's morale wasn't too low, and they still had strength to fight back against the looters.

OOC:
D10 MM Lend a Hand, 1 upgrade and 1 setback from Scrutiny, 1 setback from Remmintgon, Force Inlfuence: 2eA+2eP+1eF+2eC+1eD+2eS 3 successes, 2 threat, 1 Dark Side
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+1 Restoration point to Republic
+1 setback to next victim
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Re: [Day 10 - MM] Lend a Hand

Postby Fee Bua » Tue Jul 11, 2017 5:36 am

Fee attempts to help out with the creation of habitats for those that lost their homes, but there is too much chaos. Though the Mon Cal does clear some rubble and finds some stuff that will help out.

D10 MM, Mechanics, 1 Setback Scrutiny, 1 Setback Event, Manipulation: 1eP+3eA+2eF+1eC+2eD+2eS 2 failures, 1 threat, 1 Triumph, 2 Dark Side
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1 skill upgrade for the next person
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