Orbital Drop
Environment overview
Orbital launched decoys and drop-pods with directional thrusters fire the PCs directly into a combat zone.
Potential adversaries
Features
Passives
passive-
Nerves
The first time this environment takes the spotlight, every PC who has not completed their last orbital drop with a success, or has never dropped, marks a Stress.
Questions- Everyone gets the shakes before their first drop, who is able to shake it off?
- How many drops have they completed?
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Hot Drop
In a hot drop each PC will launch and steer their pod to evade enemy shots and land near the combat zone. Each PC makes a Finesse reaction roll:
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On a Success: You evade all attacks and land in the combat zone. You gain a Hope and you may use a d20 for your hope die on the next action roll in this scene.
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On a Failure Your pod veers off course and takes damage in the drop. Mark an HP and land Far from the target spot. You are Restrained until you spend a hope.
Questions- Why did they need to perform such a dangerous drop?
- Who is trying to shoot them down?
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Stealth Drop
In a stealth drop each PC will launch and steer their pod to conceal their approach and deploy away from any combat zones or detection webs. Reduce the difficulty by 4, and then that PC makes a Finesse reaction roll.
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On a Success: You evade detection and land away from any adversaries at the landing zone. You gain a Hope.
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On a Failure Your pod is detected and adversaries are alerted to your drop. Mark a Stress.
Questions- How does the party conceal their orbital landing?
- What is their target?
- When do they strike?
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Actions
actionReactions
reaction-
Planetside
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If all of the PCs succeeded on their drop, you lose 2 Fear and the first action roll a PC makes has advantage.
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If all PCs failed their launch, you gain 2 Fear and the spotlight immediately shifts to a planetside adversary.
Questions- If the drop succeeds, how do they capitalize on their drop?
- If the drop goes wrong, who has been separated from the group?
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About this environment
Orbital Drop
Tier 2 Traversal
Orbital launched decoys and drop-pods with directional thrusters fire the PCs directly into a combat zone.
Impulses: Surprise the Enemy, Demand Courage
Difficulty: 14
Potential Adversaries: Xylar Beetle, Xylar Armored Drone, Xylar Swarm Host, Nexul Recruit Soldier, Nexul Battle Droid
Features
- Everyone gets the shakes before their first drop, who is able to shake it off?
- How many drops have they completed?
On a Success: You evade all attacks and land in the combat zone. You gain a Hope and you may use a d20 for your hope die on the next action roll in this scene.
On a Failure Your pod veers off course and takes damage in the drop. Mark an HP and land Far from the target spot. You are Restrained until you spend a hope.
- Why did they need to perform such a dangerous drop?
- Who is trying to shoot them down?
On a Success: You evade detection and land away from any adversaries at the landing zone. You gain a Hope.
On a Failure Your pod is detected and adversaries are alerted to your drop. Mark a Stress.
- How does the party conceal their orbital landing?
- What is their target?
- When do they strike?
If all of the PCs succeeded on their drop, you lose 2 Fear and the first action roll a PC makes has advantage.
If all PCs failed their launch, you gain 2 Fear and the spotlight immediately shifts to a planetside adversary.
- If the drop succeeds, how do they capitalize on their drop?
- If the drop goes wrong, who has been separated from the group?
Orbital Drop
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Orbital Drop Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.