A long time ago in a galaxy far, far away....It is a dark time in the galaxy. The JEDI ORDER has been destroyed and knowledge of the FORCE is all but lost. Only a handful of people sensitive to the Force remain, scattered across the stars, ignorant of their destiny.
Humble scholar Hethan Romund has preserved a fragment of the heritage of the Jedi. Traveling the galaxy, Romund stumbled across a number of people still strong in the Force and offered them what wisdom she could. Now, Romund has been captured by MALEFAX, a servant of the dark side of the Force. Compelled by Malefax to lead him to a lost temple rich in ancient knowledge, Romund has sent a signal to several of the Force-sensitive allies she has made over the course of her career.
Drawn together to rescue their mentor, these Force-sensitives now climb the snow-clad slopes of MOUNT TELLEC on the Outer Rim planet Spintir...
The journey from the small capital of Spintir has been tough, this side of the mountains are exposed to fierce wind that constantly tears at your as you walk across the unsteady grown. Each of you has taken TWO STRAIN from the journey so far.
You stand at the bottom of a steep stone rise clad in snow and ice. It's not especially tall, but you will need to brave the elements and exert yourself to reach the top. The path continues upward in a tight switchback exposed to the howling winds. To your left, several tall evergreen trees brush against the cliff face, where smaller trees cling to cracks in the rock. A mort direct route would be to scramble straight up the rocks and ice to the valley above. In any event, you have to go up if you're going to rescue Romund. What do you do?
Welcome to Star Wars: F&D and the first encounter. The path in front of you is in worse condition and more dangerous weather then even what you have previously come across in your journey. If you want to save Romund you're going to have to make a skill check.
There are 7 different types of dice in F&D, Ability Die, Proficiency Die, Difficulty Die, Challenge Die, Boost Die, Setback Die, and Force Die. For now we just need to worry abou THe DIfficulty Die, Ability Die, and Profficiency Die.
The Ability Die and Profficeincy Die are how good you are at performing an action, on your character sheet they are they green and yellow symbols. (Profficiency Dice are better then Ability Dice). The Difficulty Die is how hard what you are doing is. On some of it's face's are Failure symbols, which cancel out success symbols. If you have 0 success symbols after the roll then you have failed to do your action. There are also Advantage and Threat symbols, these cancel eachothe rout as well, but crucially are independent of success/failure. So if you roll 2 Success symbols and a Threat symbol it means you succeed, but something bad happens. To roll you have two options, you can use Geth here, or you can use
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PSN: AbEntropy
With that, he trudges along behind the others, making good progress.
Geth roll 4eA+1eD
Geth, roll 2eA+1eD
Having reached the top of the steep climb, you pause a moment to take in the view. You are now quite high up the slopes of the mountain, and spread out before you is a tapestry of icy peaks, snow-clad forests, and rolling hills. Above you still is the forbidding summit of Mount Tellec, reachable only by passing through a densely wooded valley. You figure it's at least another hour of hard going before you reach the temple where Malefax, hopefully, is holding your mentor, Romund. But before you can resume your hike, a flickering, ghostly figure appears before you! He appears to be an older Cerean male wearing simple robes, but comprised entirely of silvery-blue light. "Hello," says the figure, "I am the Gatekeeper. Welcome to my valley. You handled the climb well; you may be useful. But first, I must know: what is your purpose here?"
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
So in your case, if you want Sarenda to just try walking up the path, that is resilience and you would roll 3 ability dice, you can do this by asking Geth to roll 3eA+1eD. You don't have to do this though, you could decide that since Sarenda is mechanically savvy she'll try to rig together some makeshift climbing gear to help her out, then you could roll 2 ability dice and 1 proficiency die for your Mechanics skill by asking Geth to roll 2eA+1eP+1eD
If you have more successes then failures you succeed at the task.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
"The hunter's are from the village, the drunks and layabouts, twisted by Malefax's power. They know this land well, I do not think you will be able to avoid them completely. They are unused to real combat though. I do not think they will pose much of a threat to you, but I ask that you spare their lives if it comes to it. They are not truly bad people, just twisted by the circumstances. The mercenaries are offworlder's of some sort, I don't know what race. They are armed with blasters and seem like they know how to use them."
The Gatekeeper vanishes after he finishes speaking. You press through the snowy trees and across a bridge until you come to the ruin he mentioned, hiding yourselves seconds before the first of the fur-clad hunters enters the ruin. He holds an old style slugthrower rifle, and his face is daubed with blood. Soon, the entire group 5 of five hunters is in the center of the ruin, and it is time to strike...
For your turn you make make a single maneuver such as moving from medium to short range or short to engaged (close combat) range, aiming your weapon. You can make a second maneuver by taking 2 strain.
You also can make a single action, either attacking with a weapon or using a skill. If you want to attack one of the hunters with a ranged attack roll your dice pool and add 2 difficulty dice from medium range and 1 difficulty dice if you are in short range. If you use your maneuver to aim before you shoot you can add a boost die. If you want to attack in melee roll your dice pool and add 2 difficulty dice.
Geth roll 3eA+2eD for melee attack
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Pon's blow strikes true as well, cutting the hunter and cauterizing the wound, it wont be fatal but the man will have a scar to remember this moment by for the rest of his life. The hunter sinks to the ground unconconcious.
[/spoiler]You got a critical hit, but you KOe the hunter regardless so you have 4 advantage. You can recover 2 strain for 2 of the advantage, and have 2 left over to try to set something up for your next attack, your choice. @El Skid [/spoiler]
@JusticeforPluto and @PACherrn waiting for your actions.
Action: Fire at said hunter.
Geth, roll 3eA+1eP+1eB+2eD