Important Note Please Read
I am going to leave thread 03 open so you guys can post and role play as much as you would like prior to the end of quarter. That post count will determine your experience points and your EP. However I also want to set the scene for those wishing to move on, who are less interested in RP with the refugees as opposed to advancing the timeline.
03 Heading Out & Meeting New People
03 Heading Out & Meeting New People
While looking around the vehicles damage is very severe, but you believe that it can be repaired. However every minute left exposed after the loud noises and sounds of screaming mortals filled the air is a moment of risk and danger.
The players will have to think how to best protect the refugees while the repairs are being done and decide how to allocate their resources.
L.C. Looking at your team you will need to assign to people who will work on the repairs and who will fight to protect the refugees. There are two primary objectives; Repair the Vehicle, and Protect the Refugees. Both scenes will end after the vehicle is repaired.
Repairing the vehicle
Repairing the vehicle will be handled like a dramatic task at -4 requiring 5 total successes with no time limit. However each round is 1d6 hours of work and will be accompanied by a Protect The Refugees task detailed below as the nature of the repairs and loud noises will attract enemies.
As a Bonus I do not like the normal Binary nature of dramatic tasks. Instead I will rule that in addition to the normal Success if a raise is rolled the player accumulates 2 Successes for the round.
A Club coming up will not only inflict an additional -2 to the dramatic task but also the associated Combat triggered by it.
As a Bonus I do not like the normal Binary nature of dramatic tasks. Instead I will rule that in addition to the normal Success if a raise is rolled the player accumulates 2 Successes for the round.
A Club coming up will not only inflict an additional -2 to the dramatic task but also the associated Combat triggered by it.
Protect the Refugees
Protecting the Refugees will be handed as a hybrid of Dramatic task and Mass Battle as follow. Each round I will draw a card, if the card is a face card an encounter will come up with a modifier of -2. If the card is a club then the encounter will be performed at an additional -2 for a -4 total!
Defending the refugees will have the following results each time.
Each turn your character will use either 2d6 Power Points or 3d6 uses of Ammunition and roll for Quick Combat:
Quick Battle House Rule
Defending the refugees will have the following results each time.
- 0-3 Successes - The refugees are all slaughtered, the players are forced to flee the area and retreat back to the cave. Eight of the survivors were simply killed outright and all of the remainder are injured such that they may die from infection or injuries. (Make Aftermath rolls)
- 4 Successes - Mediocre job, you could have done better. This time your team did not perform as a team and the losses from the battle reflect that. Not only did you suffer your individual injuries but four of the refugees were lost and 2d6 are injured such that they may not make it. (Make Aftermath rolls)
- 5 Successes - Good job, as a team you coordinated well enough to save most of the refugees, but were unable to wrangle them into line enough to keep them out of the way of the battle. Two of the refugees were lost in the battle and 1d6 are injured such that they may not make it. (Make Aftermath rolls)
- 6 Successes - Great job, while it was hard you managed to save almost all of the refugees, unfortunately 1d3 of the refugees were injured such that they may not make it. (Make Aftermath rolls)
- 7 Successes - Amazing, your team performed amazingly as a whole and are able to defend all of the refugees. In addition the performance was so well that the story will be told and retold for months.
Each turn your character will use either 2d6 Power Points or 3d6 uses of Ammunition and roll for Quick Combat:
- Critical Failure (-1): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 1d3+1 wounds. In addition he accidentally inhibits another players efforts reducing the number of successes for the group by 1. (The Hero may spend a benny as usual to make a Soak roll if desired.)
- Failure (+0): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 1d3 wounds (The Hero may spend a benny as usual to make a Soak roll if desired.)
- Success (+1): The hero fights well and adds +1 to success to his team’s efforts. He adds 1 success to his side’s battle. Though the dangers of the battle caused him to suffer 1 wound. (The Hero may spend a benny as usual to make a Soak roll if desired.)
- Raise (+2): The hero wreaks havoc, slaying enemy leaders and destroying important assets. He adds 2 successes to his side’s battle. Escaping the dangers of battle he finds himself uninjured.
- Two or More Raises (+3): The warrior covers himself in glory! Scores of foes fall before him and his success inspires his allies to fight like demons. His efforts add +3 to his side’s successes and he emerges from the fight unscathed. In addition he reduce another player's Critical Failure result to a normal failure if he narrates how he interfered.
Quick Battle House Rule