D6 - Down With the Sickness (All Day Event)
Posted: Tue Feb 28, 2023 5:55 pm
Participants: All
Since before the Concord Dawn made its dramatic landing, Kandra’s Run had been experiencing occasional incidents of disease. On humans, these symptoms appeared as nausea, dizziness, and vomiting. After a few days, the symptoms would disappear. However, since the appearance of the Concord Dawn, more and more people have been getting sick, including non-humans. This transmission between species has prompted leadership to request that medical experts take a closer look. And just in time, as there are a number of new reports of illness today…
In order to cure the disease, participants will need to track down reports of different infections, gather both information and samples, and develop a cure. Both fieldwork and labwork will need to be performed in different locations, with different rules in each.
Each player makes three rolls in the event, specifying a location for each roll. Locations are complete once a cumulative 7 successes are rolled at them. All rolls are at Average difficulty with one setback(◆◆■).
Advantage may be spent at 2 to 1 to count as Successes at that location, or to Boost the next roll made, regardless of location. Threat turns into Setback on the next roll, regardless of location, at 2 to 1. Triumph either doubles the net Successes for this roll, or adds one Success to any location. Despair removes one Success (minimum 0).
After their initial three rolls, players may choose to roll a 4th and a 5th time in a separate post. However, they suffer two Setbacks on the 4th roll, and three Setbacks on the 5th roll; repeated exposure has caused them to contract the disease! After five rolls, the character is quarantined for the rest of the event. The character will suffer these Setbacks for any rolls for the rest of the day, unless they expend 2 Stimpacks on treating the symptoms (these do not count as Stimpack use for the purpose of reducing wounds healed by Stimpacks).
Once five locations have been completed, message the GMs!
Outbreaks!
The event will begin with a GM generating an Outbreak mark at one location.
After each player has completed their initial three rolls, they should randomize a non-completed location (use Sakkaku to roll a D of whatever size). This location receives an Outbreak mark.
If a location has a single Outbreak mark, any successful roll at that location will receive 1 bonus Success, and the Outbreak mark will be cleared. However, if a location receives two Outbreak marks, it is immediately quarantined; no further rolls may be made at that location. Additionally, 4th and 5th rolls may not be made at a location where there is an Outbreak mark.
Locations:
Concord Dawn Medical Bay
This is where the bulk of research can be done.
Allowed Rolls: Medicine, Xenology
Special: This counts as two locations for purposes of progression
Concord Dawn Common Room
Where the crew hangs out when they’re not on duty, often playing cards, darts, or dejarik.
Allowed Rolls: Cool, Coordination, Warfare
Special: Characters who were originally stationed on the Concord Dawn (not including Jedi) receive a Boost die.
Kandra’s Run Doctor’s Office
Before the Concord Dawn arrived, a fair amount of information about the illness had already been gathered by the locals.
Allowed Rolls: Computers, Education, Negotiation
Special: Any character who rolled in the Concord Dawn Medical Bay receives a Boost die.
Kandra’s Run Bar
The easiest way to find locals willing to talk.
Allowed Rolls: Charm, Resilience, Streetwise
Special: Any character spending 50 credits here will receive a Boost die to each roll at this location.
Lumber Camp
As the town’s main industry, a lot of traffic passes through here
Allowed Rolls: Athletics, Charm, Survival
Special: Characters from Obroa-Skai receive a Boost die.
Kandra’s Run Residential Sector
If people aren’t at the bar or at work, you might be able to find them at home. Plus, you can always learn about someone from what they throw away!
Allowed Rolls: Perception, Skulduggery, Vigilance
Special: Characters with any of the following talents receive a single bonus die: Black Market Contacts, Confidence, Convincing Demeanor, Indistinguishable, Intimidating, Know Somebody, Plausible Deniability, Well Rounded, Wheel and Deal
Since before the Concord Dawn made its dramatic landing, Kandra’s Run had been experiencing occasional incidents of disease. On humans, these symptoms appeared as nausea, dizziness, and vomiting. After a few days, the symptoms would disappear. However, since the appearance of the Concord Dawn, more and more people have been getting sick, including non-humans. This transmission between species has prompted leadership to request that medical experts take a closer look. And just in time, as there are a number of new reports of illness today…
In order to cure the disease, participants will need to track down reports of different infections, gather both information and samples, and develop a cure. Both fieldwork and labwork will need to be performed in different locations, with different rules in each.
Each player makes three rolls in the event, specifying a location for each roll. Locations are complete once a cumulative 7 successes are rolled at them. All rolls are at Average difficulty with one setback(◆◆■).
Advantage may be spent at 2 to 1 to count as Successes at that location, or to Boost the next roll made, regardless of location. Threat turns into Setback on the next roll, regardless of location, at 2 to 1. Triumph either doubles the net Successes for this roll, or adds one Success to any location. Despair removes one Success (minimum 0).
After their initial three rolls, players may choose to roll a 4th and a 5th time in a separate post. However, they suffer two Setbacks on the 4th roll, and three Setbacks on the 5th roll; repeated exposure has caused them to contract the disease! After five rolls, the character is quarantined for the rest of the event. The character will suffer these Setbacks for any rolls for the rest of the day, unless they expend 2 Stimpacks on treating the symptoms (these do not count as Stimpack use for the purpose of reducing wounds healed by Stimpacks).
Once five locations have been completed, message the GMs!
Outbreaks!
The event will begin with a GM generating an Outbreak mark at one location.
After each player has completed their initial three rolls, they should randomize a non-completed location (use Sakkaku to roll a D of whatever size). This location receives an Outbreak mark.
If a location has a single Outbreak mark, any successful roll at that location will receive 1 bonus Success, and the Outbreak mark will be cleared. However, if a location receives two Outbreak marks, it is immediately quarantined; no further rolls may be made at that location. Additionally, 4th and 5th rolls may not be made at a location where there is an Outbreak mark.
Locations:
Concord Dawn Medical Bay
This is where the bulk of research can be done.
Allowed Rolls: Medicine, Xenology
Special: This counts as two locations for purposes of progression
Concord Dawn Common Room
Where the crew hangs out when they’re not on duty, often playing cards, darts, or dejarik.
Allowed Rolls: Cool, Coordination, Warfare
Special: Characters who were originally stationed on the Concord Dawn (not including Jedi) receive a Boost die.
Kandra’s Run Doctor’s Office
Before the Concord Dawn arrived, a fair amount of information about the illness had already been gathered by the locals.
Allowed Rolls: Computers, Education, Negotiation
Special: Any character who rolled in the Concord Dawn Medical Bay receives a Boost die.
Kandra’s Run Bar
The easiest way to find locals willing to talk.
Allowed Rolls: Charm, Resilience, Streetwise
Special: Any character spending 50 credits here will receive a Boost die to each roll at this location.
Lumber Camp
As the town’s main industry, a lot of traffic passes through here
Allowed Rolls: Athletics, Charm, Survival
Special: Characters from Obroa-Skai receive a Boost die.
Kandra’s Run Residential Sector
If people aren’t at the bar or at work, you might be able to find them at home. Plus, you can always learn about someone from what they throw away!
Allowed Rolls: Perception, Skulduggery, Vigilance
Special: Characters with any of the following talents receive a single bonus die: Black Market Contacts, Confidence, Convincing Demeanor, Indistinguishable, Intimidating, Know Somebody, Plausible Deniability, Well Rounded, Wheel and Deal