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Tierfon Mission: Downtime
This collection of activities is
intended to be used at times when the PCs have time between missions,
whether it be at Tierfon Base, or at similar Rebel Alliance outposts.
They can be run in the same manner as modular encounters, as featured
in the supplement Strongholds of Resistance. Alternately, they
could be used as a stand-alone session for PCs who've been newly
recruited to the Rebel Alliance, giving them a taste of a soldier's
life and thus earning some XP with which to start developing the
appropriate abilities.
Target
Practice
One of the more common activities
for Rebels in training is target shooting, both with pistols and
rifles—as befits the different situations in which they might need
to operate.
- This involves five shots using either Ranged (Light) or (Heavy) or Gunnery skill checks.
- The range can start out at short, with one difficulty die, and then escalate to medium and long.
- The character with the highest number of successes after five shots is the winner; advantage can be used to break any ties.
- Target drones could be used to provide moving targets.
The
Obstacle Course
This activity combines general
physical fitness—that is, running—with a series of barriers that
help development different skills.
- The running part requires Athletics checks, with the difficulty determined by the length of time.
- A climbing wall also requires an Athletics check, with the difficulty adjusted based on the height, slope and number of handholds.
- Various parts of a ropes course, such as crossing a narrow beam, crawling under a net, or the like, require a Coordination check.
Hand-to-Hand
Combat
Another important aspect of
training is unarmed and melee combat. This can be run as a typical
combat between characters, with the following considerations.
- The characters fight with padded staves, which means that they do damage to each others' strain thresholds rather than wound thresholds—unless, of course, some chooses not to do so.
- They are also issued padded armor, which provides some protection from the attacks and thus makes the training bouts run longer than might otherwise be the case.
- At any time, one of the competitors can call off the bout after recognizing a superior opponent.
Medical
Emergencies
While not part of the ordinary
training process, it's likely that characters skilled in Medicine
will be called upon to help in various situations.
- When a transport returns carrying wounded Rebels, refer to the Critical Injury table (from page 231 of the Core Rulebook) to determine the problems with which the medic must deal.
- After the initial first aid, characters can make Medicine checks to provide medical care for ongoing recovery, as detailed on pages 232-3 of the Core Rulebook.
- The medic could also be called on to deal with the outbreak of a disease in the base, requiring the collection of appropriate medicines and the treatment of those affected by it.
Wilderness
Training
Given the potential for Rebels to
find themselves stranded on alien worlds with hostile environments,
they must know how to find shelter, water and food.
- Characters should make Survival checks in order to provide for their basic needs.
- Success means that they can pass a relatively comfortable night in the wilderness, and maybe even accrue boost dice for future business; failure, on the other hand, inflicts setback dice on ensuing endeavors.
- There's always the chance the a native creature could come prowling, forcing the PCs to scare it away, placate it, do battle, or handle the situation in some other manner.
- Finally, in the event that bad weather occurs during one of these exercises, the PCs might even need to make Resilience checks to deal with exposure, or could be called upon to rescue other Rebels who've been caught unprepared in such conditions.
Stalking
and Guard Duty
This activity also takes the PCs
outside the base; in this case, some of them are positioned in a
particular location, while the others are tasked with sneaking up on
that position, as detailed below.
- The approaching characters start out in the extreme range band from their fellows, and advance one band—to long, medium, short, and then engaged—with each successful Stealth check opposed by the stationary characters' Perception efforts.
- There could be some kind of target for the stalkers, in the style of capture-the-flag; the character who can close to engaged range can claim it.
- In that case, the defending characters could be armed with weapons set on stun, in order to address those who are not stealthy enough.
Technical
Difficulties
There is plenty for
mechanically-minded characters to to in a Rebel base, including the
following.
- It would be necessary to wipe the memory of a captured droid so that it can be used by the Alliance; in this case, success means that it has not remaining memories and serves faithfully, while failure means that it retains some old programming and could act against the Rebellion.
- Just as with critical injuries, technicians could be called upon to repair critical damage to ships, vehicles and other equipment; refer to the table on page 258 of the Core Rulebook for details.
- Characters could also be tasked with picking or locks or pockets, requiring Skullduggery checks opposed to the targets Perception efforts.
Vehicular
Patrols
The Rebel base routinely runs
patrols of the surrounding territory, either speeder bikes or
airspeeders on the ground, or starfighters in space. To that end, the
PCs involved in these tasks should make Piloting (plantary) or
(space) checks as needed.
- These patrols normally follow pre-established routes, which means that characters need only make piloting checks in order to run the usual courses.
- Here again, native beasts could complicate these activities by attacking the vehicles that pass through their territory.
- In the event that a vehicle suffers damage, PCs trained in Mechanics could be called upon to make repairs during battle.
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