
There was a lot to do in the first few hours of landing. It absolutely required a joint effort. The immediate area needed to be physically scouted, a safe and secure perimeter had to be established, things needed to be unloaded (and carefully!), and so on. Everyone would chip in in their own way. All of this would help establish the Angel's presence and operational capacity. Delays could hit morale or reduce effectiveness. Things also needed to be organised properly. There was no point having ammo brought out and a reloading bay set up if nobody could find that ammunition when it mattered. On the other hand, the senior leaders of the Angels watching over things meant it was a good opportunity to get noticed. The right action at the right time with the right person watching could be beneficial to one's future prospects. Then again, that didn't always mean fully supporting the group effort. What will your contribution be?
This event is open to all player characters. Underlings may assist with rolls where it makes sense (they couldn't assist with a piloting roll, but could for investigation) or make a roll independently, at your discretion. This event runs for three timeslots: LM, EA and LA. You only need to dedicate one timeslot of the three to take part. Please do specify which in your post. You can spend more timeslots to help, but the effect is limited.
Successful rolls and raises will earn Set Up points. Failed rolls and failed raises will earn negative Set Up points. The possible actions, and the required rolls for these, are below. Each Player Character may undertake one or two actions from those listed. The same action cannot be repeated twice by the same character (or their underlings). There is no limit to how much any one action is done. There are, after all, hundreds of other personnel doing their part. Do note you may spend one or two additional timeslots on this event, but these will only earn one additional Set Up point each and they will prevent you from making threads in the timeslots used. E.g. You could make a LM event entry and do your two rolls, but you could also spend EA and LA for an additional 2 Set Up points.
Do note a failed roll will earn negative Set Up Points equal to how many would be earned if successful. The same is true for declared failed raises. E.g. Failing an Administration roll with one raise, TN 29 and worth 7 points, would result in -7 Set Up points.
Overall Set Up points will go to a shared pool. This will be converted to Strength on a 20:0.1 ratio. Any leftover will be lost. As a reminder, Strength starts the game at 2.5. This will be done at the end of the event.
However, players may prefer to get noticed. All your personally earned Set Up points are totalled and you may pick one bonus from below that you have the points for. In this case, you still contribute half (rounded down) your Set Up points to the shared pool. E.g. Kurita Bob somehow earns 15 Set Up points. He would like Accolade and Positive karma, but he can only pick one. He instead decides he would like a promotion. Only 7 of his Set Up points go toward the final shared pool.
Possible Rolls:5 points: Positive karma. You got noticed at the right time and that'll be helpful later on.
A single free raise you can use at any time outside combat and that can be added to a successful roll after the fact (it cannot be added to an unsuccessful roll to reduce the TN).
7 points: Praise. A senior member of the Angels praises your helpfulness.
A single reroll you can use at any time outside combat OR 0.1 fame.
10 points: Accolade. A senior member of the Angels shares some helpful skills and tricks with you after noticing your efforts.
Gain a free skill at rank 1 from among those used for this event.
12 points: Promotion. You really helped the operation, big time. Clearly you deserve a promotion.
Gain 0.5 Rank immediately.
• Medtech (Field medic) [Intelligence] TN 29: Worth 7 points and 3 points per raise. Setting up a small field hospital and treating injuries as they occur.
• Strategy (logistics) [Intelligence] TN 25: Worth 5 points and 2 points per raise. Devising and agreeing clear strategic plans.
• Administration (HQ or Logistics) [Intelligence] TN 24: Worth 5 points and 2 points per raise. Keeping everything organised and logical.
• Computers [Intelligence] TN 20: Worth 2 points and 2 points per raise. Getting systems online and working.
• Navigation [Intelligence] TN 19: Worth 2 points and 2 points per raise. Mapping the immediate area in detail.
Free raise if you have an Ostscout in your lance. Free raise if you have a Holo Map.
• Knowledge: Any relevant [Intelligence] TN 15: Worth 1 point and 1 point per raise. Utilising knowledge to benefit the Angels' deployment. This can include Knowledge: Mercenaries.
• Tactics [Perception] TN 19: Worth 2 points and 2 points per raise. Ensuring the perimeter is set up for maximum effectiveness.
• Investigation [Perception] TN 15: Worth 1 point and 1 point per raise. Investigating the immediate area.
Free raise if you have a Video Imager.
• Piloting: Any [Reflexes] TN 20: Worth 2 points and 2 points per raise. Patrolling the immediate area or helping to move things.
• Negotiation [Awareness] TN 24: Worth 4 points and 3 points per raise. Settling any disagreements and keeping people on track.
• Communications [Awareness] TN 14: Worth 1 point and 1 point per raise. Relaying orders and reporting back information.
Free raise if you have a Field Relay (you own or are borrowing from another player character). Free raise if you have Improved Communications as a mech quirk.
• Athletics [Strength] TN 14: Worth 1 point and 1 point per raise. The grunt work of lifting boxes onto vehicles and such.