Energy Crysis - TheNeikos/legends_of_manroki GitHub Wiki
The Energy Crisis
Type: Adventure Front
Dangers:
- "Cell Energy Failover"
- The energy cells powering the pods of life are running out
- It has shut down and requires that its power be restored before its failure cascades further.
- Custom Move:
- When you try to restore power to the grid, roll+INT: *On a 10+ you restore power successfully. * On a 7-9 you manage to turn it on, but it is unstable. * On a miss, you hear a loud bang and the smell of acrid smoke fills the room.
- When you enter a room filled with security robots for the first time, roll+WIS: * On a 10+
the room accepts you as an authorized person. * On a 7-9 you are accepted
but one privilege is revoked, pick one:
- You cannot speak
- You cannot walk or run standing
- You cannot fight * On a 6-, the room sees you as unthrustworthy and will deny you access.
Grim Portents:
- The energy cells starting running out
- The pods of life stop working
- The pods of life start breaking down
- The nature around it starts dying
- The pod of life deteriorates further, it will never be the same
- The pod of life is destroyed
Impending Doom: The current way of life of the Volans is disrupted, and the village will have to travel to another pod of life, outside of its live-giving reaches
Stakes: - Will the party re-active the pod to save the village? - How will the party respond to learning the truth about the pods? - Will they be able to convince the village to stay (if they re-activate the pod) or leave (if they don't/destroy it)