[Day 10 - LM] Lend a Hand

[Day 10 - LM] Lend a Hand

Postby Dapper Dog » Sun Jul 09, 2017 12:37 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 - LM] Lend a Hand

Postby Yslane Tssilla » Sun Jul 09, 2017 2:09 pm

Yslane arrived on the scene, the presence of looters taking advantage of the citizens brought back anger buried since the vision so many days ago. Unfortunately her efforts to drive off the looters did nothing.

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Lightsabering for D10 Event: 2eP+2eA+2eC+1eD+1eS 0 successes, 2 threat
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+1 Setback to whoever comes next.....sorry
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Re: [Day 10 - LM] Lend a Hand

Postby Baesal Zyn » Sun Jul 09, 2017 3:00 pm

While R5 was still clearing rubble with the mechanical arm, Baesal decided to search for survivors. She stood still for a moment as she opened her senses to the Force.

While there was omnipresent fear and despair, hope had not yet gone out.

I Lost my Dog, Seek. LM: 2eF 2 Light Side, 1 Dark Side
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+1 restoration point for the republic
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Re: [Day 10 - LM] Lend a Hand

Postby Cole Ormont » Sun Jul 09, 2017 3:33 pm

Guilt permeated his being. He wasn't accomplishing much, but at least it didn't seem like he was making things worse, either.


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[D10 LM] Street Medicine (Medicine): 2eP+2eA+1eB+2eC+1eD+1eS 0 successes, 1 advantage
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Re: [Day 10 - LM] Lend a Hand

Postby T'Zann » Sun Jul 09, 2017 6:23 pm

T'Zann was no stranger to hard work or helping people following disasters, though usually natural rather than ones caused by the actions of people. She was happy to be doing something with directly visible results, helping people put together shelter and make safe places.

Unfortunately, the area was more damaged than it appeared and the whole place collapsed also as soon as work was begun.

D10, LM, Helping people with habitats: 2eP+1eA+2eC+1eD+1eS 3 failures, 1 threat
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Re: [Day 10 - LM] Lend a Hand

Postby Zanebry Varliss » Sun Jul 09, 2017 6:39 pm

Z wasn't having much luck in his attempts to help people... Honestly he was probably just greeting in the way. Still he had to try, so that's what he did.

Lend a Hand Pro Republic For the People! Street wise LM setback from scurtiny: 3eA+1eP+2eD+1eC+1eS 2 failures, 2 threat
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+1 setback from lack of sleep to MA Roll: 1eS 1 failure
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nothing

+1 setback for the next guy.
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Re: [Day 10 - LM] Lend a Hand

Postby Vec Gunnar » Sun Jul 09, 2017 7:58 pm

Vec was not in the mood for this, his head was still pounding from all the drinks yesterday and he didn't get a proper night's sleep with the barracks having blown up. Naturally, he did what any trooper should do in this situation, take it out on someone else. His squad, almost composed of half the numbers they started with in the beginning, and he patrolled the streets of the city. It was rather fearsome display to the already shaken up populace of the city, Imperial troopers cracking down on the people who they thought were miscreants.

"Hey! What are you doing there?!" He growled when he saw two gands attempting to make off with a standee of Jin Vaya and he fired off two shots, both flying over their heads.

The gands dropped what they were carrying and quickly ran off to the nearest alleyway, fearing for their lives.

"Damn, missed," he grumbled to himself and continued on his patrol. Whether he meant to hit the gands or the standee, none will know...

Day 10, LM - Lend a Hand, Don't Loot Me Bro: +1 Setback: 3eP+1eA+2eC+1eD+2eS 2 successes, 2 advantage
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+1 Restoration Point for the Empire!
+1 Boost for the next one up!
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Re: [Day 10 - LM] Lend a Hand

Postby Remmington Thalalas » Mon Jul 10, 2017 3:07 am

Remmington decides to look for survivors next. He touches the Force to feel for the presence of survivors. He then goes on to rescue people.


Aiding the people. I Lost my Dog. Seek. 1eF = 2 Light Side
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Re: [Day 10 - LM] Lend a Hand

Postby Aphr Ahaya » Mon Jul 10, 2017 8:15 am

Aphr tries to defend the people from the looters, but isn't able to stop all of them.

Need to try harder

D10 LM Event - Aiding the People - Don’t Loot me Bro! Lightsaber - boost from accuracy, setback because meanies: 2eA+1eB+1eS+2eD+1eC 1 failure, 2 threat
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Setback for next person - sorry!
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Re: [Day 10 - LM] Lend a Hand

Postby Galen Sol » Mon Jul 10, 2017 10:18 am

While Aphr held off looters, Galen helped pull survivors out of the rubble.

Day 10, LM, Lend a Hand 1, Survival: 1eA+2eP+2eD+1eC+1eS 1 success
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Helping commoners for nothing.
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Re: [Day 10 - LM] Lend a Hand

Postby Arali Zian » Mon Jul 10, 2017 8:44 pm

Earlier in the morning, Arali got a data package over comms. A collection of stories. Lighthearted, kid-friendly fare. Yae's bakery had come out of the troubles unscathed, and in the wake of the disaster, she's mobilizing the district 47 book of the week club to lend a hand. Just gathering the people, particularly families, in safe places, and keep them calm with her biggest tanks of caf and tea. One of them is even a stash of one of Arali's personal blends she'd gifted to the president.

The twi'lek joins her friends, reading to the kids, and manages to soothe their share of tension.

((Charm: 2eP+2eA+2eC+1eD+1eS 2 successes, 3 threat, 1 Triumph
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+1 for team Republic.
An upgrade and a setback for the next player.))
Last edited by Arali Zian on Wed Jul 12, 2017 12:44 am, edited 1 time in total.
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Re: [Day 10 - LM] Lend a Hand

Postby Arsele Girard » Tue Jul 11, 2017 2:15 am

Arsele may have only lived here a few years, she may be moving away, and she may be tired... but Nar Shaddaa is still her home darnit!

She tries her best to help, but accomplishes little beyond making thing easier for more competent workers.

D10, LM, Community Watch (upgrade, setback): 3eP+2eD+1eC+1eS 1 failure, 2 advantage
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(+1 bonus die for next roller)
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Re: [Day 10 - LM] Lend a Hand

Postby Fee Bua » Tue Jul 11, 2017 5:39 am

Fee is able to finally get some real work done and makes it much easier for people to move around and get to others to help them.

D10 LM, Mechanics, 1 Setback Scrutiny, 1 Boost Event, Manipulation: 1eP+3eA+1eB+2eF+1eC+2eD+1eS 4 advantage, 4 Light Side
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2 successes, 6 advantage
3 boost dice for the next person
1 Restoration point for the people, purely for the good of the people
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