Rebel Raiders! (Day 4 Night)

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Narrator
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Joined: Sat Sep 15, 2018 10:36 pm

Rebel Raiders! (Day 4 Night)

Post by Narrator » Mon Oct 15, 2018 10:40 pm

Rebels are sneaking into town to raid the warehouse containing supplies for the Bon Festival!

Perhaps you spring into action to defend the town.

Challenge:
You need to be near the warehouse in order to help.

You may join this event if you satisfy one of:
- Lion clan member. You were posted as a guard.
- Ally: Matsu Shigenobu. You were talking with Shigenobu, who was on guard.
- You were forewarned of this attack by discovering clues in the day 2 Unrest event.
- You saw some suspicious looking characters sneaking around and decide to get involved. Roll PER/Investigation (Notice) TN20. Wary advantage applies. If you fail this roll, you cannot join this event (but you may try a different event).
- Another player already in the current thread has Tactician or Leadership, and invites you to join.

In your first post, please state whether your character is wearing armor or not. Any non-Lion Clan character wearing armor loses honor for a Minor Breach of Etiquette. If you do not state whether your character is wearing armor, it will be assumed that you are wearing armor if you are a Lion or Crab, otherwise you are assumed to be unarmored.

Focus:
A skirmish breaks out between you and the raiders! You may do one of:
- Charge! AGI/Athletics TN15. You gain 1 FR if you have Leadership.
- Outflank! PER/Battle (Skirmish) TN15. You gain 1 FR if you have Tactician.
- Ambush! AGI/Stealth (Ambush) TN15. This does not incur an honor loss.
- Find a defensible position. REF/Defense TN15. You gain 1 FR if you have Tactician.
Armor penalties apply if you are wearing armor.

Strike:
You may do one of:
- Make a single attack roll against TN20, using the weapon of your choice with either Attack or Full Attack stance, and any appropriate techniques. If you hit, roll appropriate damage.
- Cast an appropriate damaging spell. If you succeed, roll appropriate damage.
You gain 1 FR for each other player who passed a focus attempt different than yours. If you did not pass your focus attempt, you must call 1 raise for no effect. You may call raises on attack rolls for +1k0 damage as per normal. Armor penalties apply if you are wearing armor.

After your strike roll, regardless of whether you succeed or fail, you take 5k2 damage (or 6k3 if you used Full Attack stance). Each player rolls damage against their own character. Armor may be used to reduce this damage. You may use 1 Void Point to reduce this damage by 10, if you did not use a Void Point on your Strike roll. The rebels do not use Armor or Void to reduce damage.

Only one "round" of combat occurs. If your party's total damage inflicted exceeds the total damage received, your party wins the skirmish, driving the rebels off. Otherwise, your group is driven off and the rebels steal some of the supplies. All players in a single instance of the event either win together or lose together; however, different instances of this event may have different outcomes.

Rewards:
If you win the skirmish, each participating player earns 1xp, 0.1 glory, and 1 rank in a skill they used during either Focus or Strike phase. Otherwise, each participating player earns 1xp.
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