[Day 3 - MN] Aspirants Challenge - Mastery of the Dark Side
Posted: Thu Jun 13, 2019 1:11 am
Servant Nine stared at the Aspirants and said, “I am Servant Nine, look at me. You will be tested and we shall see how strong the Force is within you. You will be stripped of clothing and armor and keep only the most basic garments for… modesty.”
“You may keep your lightsaber.”
She then stared forward for nearly twenty seconds and then added, “You will not have time to rest between steps, but only seek greater challenges if you are worthy of greater challenges. I am Servant Nine.”
OOC: This is a private affair for the Aspirants, the Emperor and his entourage, this includes the Witness.
Mastery of the Dark Side
Step 1
The first step is to manipulate and control dark side energies, the player must make a Cool or Discipline check versus Fear (Average), failure means they suffer a setback on all rolls in this event. Every two Threat adds another setback die and a Despair upgrades the difficulty of the first check; while every two Advantage add a boost die to all rolls and a Triumph upgrades the first check.
Next the player must make a Force + Discipline, Force + Lore, or Force + Cool check at Hard and must generate a total of six successes and 6 Dark Side Force Pips; Triumph count as two successes. Despair removes a success. Every two threat means the player suffers a strain. Every two Advantage means the player can try and recover a strain or add a boost die to the next roll.
The player can keep going until they gain the 6 successes and 6 Dark Side pips, each additional roll means the player suffers 2 strain from the dark side energies flowing through their body. They make another Force + Discipline, Lore, or Cool check to generate successes and Force Pips.
Step 2
The second and third steps are optional. The player will have to survive a near vacuum environment using only the Force to sustain themselves. The player will have to make four rolls utilizing Resilience, Cool, Discipline, and a Force check in any order they choose.
Each skill check is a Daunting skill check and the player suffers 5 wounds; each success reduces that amount by 1 while a Triumph reduces that amount by 2. If failed increase the wounds taken by 1 per Failure; Despair generates a Critical Injury. Every 2 advantage generates a boost die to the next roll while every two threat generates a setback die to the next roll.
On the Force check each dark side pip can be used as a success or advantage.
The player must survive all four rolls to gain a point, i.e. be conscious.
Step 3
The final optional step the Aspirant is brought before the Void’s Eye, a deep black orb of dark side energy. The player makes a single Force check as they touch the orb and must generate five pips or the Orb finds them wanting and they immediately suffer 20 wounds and a Critical Injury with a +70 bonus, for every pip they are short increase that bonus by +10. If the player survives this encounter, then they pass.