Participants: Open to all.
Timeslot: Day 5, MA (Same as Combat)
Irizka has done something truly miraculous before the eyes of all, and surfaced an ancient Mandalorian vessel from the depths of the lake. With a team dispatched alongside the Enigmatic Lord deep into the heart of the vessel the rest of the enclave has been tasked by Mandalore to scour the ship for anything of value. This ancient Mandalorian vessel is prone to have ancient relics, weapons, and other culturally significant finds all at the simple risk of facing ancient dangers to get away with the reclaimed artifacts. Warriors endeavoring into the ships bowels may choose to journey together to reduce their risk of injury but they will not be able to explore as much of the vessel had they chosen to separate.
Passing by the skeletons yet filling suits of beskar, these ancient warriors would be proud to know that their legacy will live on alongside the Rebuilders. With their aid the Rebuilders will find themselves ever closer to the victory over the Empire and their enemies which they most seek.
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[Read Carefully]
- PC's may Pair Up for this event, and eliminate all risk involved in the event. However, they will only be able to assist/share the rolls associated with the event and will thus limit how many "effective rollers" there are. [Both of them counting 1 pass through the event as a single PC, essentially.]
======================================================================================================= - When PC's Pair Up you Downgrade the Roll fully, removing all Challenge Dice and thus replacing them with Difficulty Dice.
======================================================================================================= - Only natural soak applies to the damage applied by this event. For example: Kristal who has Brawn 4, has a natural soak of 4, and thus negates 4 from all damage sources in this event regardless of what armor she is wearing or talents she may possess.
======================================================================================================= - Every team or effective roller has 3 time units to make use of, 1 time unit is spent on each roll made in this event.
======================================================================================================= - PC's may dedicate more time to a singular location, spending an extra time unit on the roll. In doing so they will be Upgrading their own dicepool twice, and Upgrading the difficulty pool once.
- Every uncancelled Success grants 5 Dive Duty.
- Advantages grant your next roll a Boost dice at 2/1, if it is your last roll it can grant any other PC those Boost dice but you may only collect these floating Boosts from One other PC.
- Threat converts to Strain if roll Succeeds, and (extra damage at 2/1 if failed.)
- Despairs cause the PC to suffer a Critical Hit with a Vicious Rating equivalent with the number of Challenges Rolled.
- Triumphs will mean the PC has found one of the rare finds on the Ship, GM will note and deposit these at a later time.
You may only "select" a single location once. Thus only making one roll for any one location.
All rolls are at the following difficulty: [1eC + 2eD + 2eS] Setback is for the ancient structure and systems that must be worked with to achieve results.
Armory:
A Mandalorian vessel has many armories stretched throughout the length of the ship. Gaining access to any of these is bound to boost the firepower of the enclave significantly. However, time has eroded much of the security systems and it would take a crafty scoundrel to get through these ancient locks. Of course.. there are some rather large pieces of weaponry lying around from some ancient battle, could always take the risk and just blow the door away.
Skulduggery - Get past the ancient locks with skilled hands and sharp mind!
Gunnery - Blast your way through those ancient durasteel doors with the might of ancient Mandalorians.
Med-bay:
Unlikely as it is for ancient medical supplies to still be useful, there is always a chance. Even if nothing of perishable use can be recovered many of the ancient machines and other instruments could aid the Rebuilders greatly. Sifting through the chaotic mess these ancient medical centers were left in will be no easy task. Bodies of armored Mandalorians lying dormant for all time in corners and on tables, creating quite the disturbing image to stomach. However, a knowledgeable mind is sure to find something of worth in these ancient halls.
Medicine - You know medicine, and you know what the enclave doesn't have but needs. This is your time to shore up your medical supplies.
Knowledge: Xenobiology - Perhaps there might be something growing in these ancient places you know would have favorable affects on different biologies, at least that's your hope. Surely it'll come up with something useful in this unique environment.
Hanger:
Stealth - Ancient auto-defense turrets of craft that bear little resemblance to current day craft remain active. With stealthy approach one might be able to search the hanger without interference.
Resilience - Not all of the ship was sealed when it was entombed, and much less was drained out. By steeling ones body they can pass through some of the more taxing passageways and corridors.
Barracks:
Perception - When it comes to finding things that might yet still be preserved- a keen set of eyes to spot out the hidey holes of soldiers long forgotten.
Streetwise - Sometimes, it isn't exactly keen eyes but a sharp mind that finds you the loot. After all, ancient soldiers are still just soldiers and they all follow the same tricks in the end.
Galley:
Knowledge: Outer rim - When it comes to ancient galleys you never know what you're gonna find but knowing the vast different cultures at least exposes you to enough different types of food that you might be able to tell what is what.
Survival - You might not know what it is, but you sure do know whether if it's edible, useful, or not.
Storage:
Athletics - Sometimes it's all just about how trained your body is for the physical turmoils of life.
Coordination - Other times, it's about how you can move and control rather than endurance or strength. Slipping between large crates sealed over time so you might access deeper sections to search for the tools of your ancestors.
Training Room:
Melee - Ancient battledroids once served as efficient tools for combat training, and now it is your turn to overcome them and see what they might have inadvertantly guarded all this time.
Ranged (Light or Heavy) - There are, of course, always other ways to get past droids meant for training.
Sensor Room:
Computers - Scanning through the ships systems might bring up valuable information, it's worth a shot even if the systems are truly ancient.
Mechanics - When faced with a durasteel door barely not open enough to squeeze through you learn that sometimes quickly fixing a problem just enough so it's not a problem right now is a better answer than trying to smash through.
[> Reward selections will be posted later. Look forward to them going into D6, but I may post sooner.]

































Mandalorian
Chef
Friendly
Strategist
Rabble-Rouser
Troublemaker
Good Motivator
Knowledgeable
Wanted