Participants: 10. Characters who signed up for the job "Another Big Break" take precedence in taking up slots. If you are not participating, I encourage posting in here that you are not.
Timeslots: Early Evening
Scrutiny: -0.1 for each Republic/Empire participant.
Description: Aris N'ventas may be dead but his connections and powerbase are not. Rather than investigate his death, you may choose to take advantage of the chaos his passing has caused and either try to seize control and resume operations or take his money and run. Each character will do so individually and the overall integrity of the operation will be dependent on how many people choose to keep it whole or not.
Rules: As explained above, you have two main approaches, each with 5 sub-options. Each sub-option (e.g. "Stop Looters") can only be selected two times total by the all the participants. Note also that each participant can only choose one option for the event. There is simply not enough time to do more.
Assume that each Advantage/Threat deals with Strain unless stated otherwise. Triumph will either make you succeed even if you ended up with more failures OR allow an ally who chose the same category (power or money) to reroll their check.
Consolidate Power: The player characters are not the only ones at the scene. Damage has already been caused to Aris' former operation but it can still be saved with enough effort.
- The following two options require Cool (Presence) or Discipline (Willpower) at Average Difficulty. This represents not allowing the ensuing chaos to distract you during your work. Success grants a Boost Die and Failure grants a Setback Die.
- Mechanics (Intellect) at Hard Difficulty. This represents repairing the damage caused by looters.
- Computers (Intellect) at Hard Difficulty. This represents maintaining databases.
The following two options require Underworld (Intellect) or Streetwise (Cunning) at Average Difficulty. This represents knowing whom you are working with. Success grants a Boost Die and Failure grants a Setback Die. - Negotiation (Presence) at Hard Difficulty. This represents taking in the Gain 1 Boost Die if you have prior connections to any criminal organization. Gain 1 Setback Die if you are a member of the Republic or Sith Empire.
- Coercion (Willpower) or Leadership (Presence) at Hard Difficulty. This represents rallying those who were formally under Aris' employ. Gain 1 Boost Die if you have claimed a bounty before this event.
The following option involves combat. This has a chance of harming you. Roll Resilience (Brawn) at Average Difficulty. Baseline Damage is 5 Wounds before soak. Each Success/Failure reduces/increases the damage by 1. A Triumph means you take no damage. - Any Combat Skill except Gunnery at Hard Difficulty. This represents fighting off looters and returning their stolen goods.
Extract Credits: As noted above, the player characters are not the only ones partaking in looting. The prize is less lucrative than it would be otherwise but you can still salvage some money.
- Coercion (Willpower) at Hard Difficulty. This represents forcing other looters to give you their stuff. Gain 1 Boost Die if you have claimed a bounty before this event.
The following option require Cool (Presence) or Discipline (Willpower) at Average Difficulty. This represents not allowing the ensuing chaos to distract you during your work. Success grants a Boost Die and Failure grants a Setback Die. - Computers (Intellect) at Hard Difficulty. This represents slicing into bank accounts and siphoning them.
The following two options require Perception (Cunning) at Average Difficulty. This represents finding valuables to loot. Success grants a Boost Die and Failure grants a Setback Die. - Skulduggery (Cunning) at Hard Difficulty. This represents picking locks on safes and other niceties.
- Athletics (Brawn) at Hard Difficulty. This represents tearing apart the place and finding goods.
The following option involves combat. This has a chance of harming you. Roll Resilience (Brawn) at Average Difficulty. Baseline Damage is 5 Wounds before soak. Each Success/Failure reduces/increases the damage by 1. A Triumph means you take no damage. - Any Combat Skill except Gunnery at Hard Difficulty. This represents fighting fellow looters and taking their goods.
Rewards/Outcome: Based on the choices above, you will either receive a share of the powerbase or credits. The powerbase will be rated on a scale of 0-10. It starts at 0 and 1 Point gets added for each person who succeeded at keeping the powerbase together. The extent that this scale matters is to be seen.
For money, the payout rate is 1000 credits baseline at 1 Success. Each additional success grants 200 more credits. Each Advantage/Threat adds/subtracts 100 Credits, though the minimum amount is 0 Credits (meaning you will not pay out of your own pocket if you fail with a bunch of threat). A Triumph grants, in addition to the success, 500 extra credits.