Peace Talks Rules

Rules of the Game

Peace Talks Rules

Postby Dapper Dog » Tue Jun 06, 2017 10:59 am

Peace talk events will aid the delegate heads in their negotiations, the players will be involved in the low level discussions that set the stage for the major talks between Darth Xevious and Senator Herresh; the players will be able to boost and reduce their rolls for the peace talk resolutions at the end but there will be some randomness in this since it will be a series of rolls.

Each event may add a boost die, or a setback, or upgrade the roll or the difficulty the event will have the basic reward. Think of this as your characters finding information or flaws in the other side’s argument that gives your delegate head more leverage in the talks. Below you will find the base stats for each Head Delegate and this is the baseline for them.

There will also be two polls in the respective Imperial and Republic chats to determine the goals of the talks, these will go up later but not before mid game. There will be three rolls at the end one Opposed Check between the Head Delegates and then each head Delegate will make a roll versus the Hutts a Negotiation check, the purpose of the Negotiation will be determined by a Poll in the respective private chats.

We will roll 1d100, 1 to 50 the Darth Xevious rolls and Senator Herresh opposes, if 51 to 100 then Senator Herresh rolls and Darth Xevious opposes. This will happen on Day 11 as part of the resolution of the Talks.

The Hutt Cartels have a Difficulty of Daunting with three Upgraded Dice and 2 Setback dice. That is 3 red dice, 2 purple dice, and 2 black dice for the difficulty. Some events the side will have to choose if they want an advantage versus their rival or the Hutts.

Stats are below.

Darth Xevious

Force Rating: 3; Cunning 4, Willpower 5, Presence 3; Charm 2, Coercion 4, Discipline 4, Deception 3, Negotiation 2; Dark Lord's Sway may add his Force rating to Deception and Coercion skill checks.

Senator Herresh Seir'oto

Cunning 3, Willpower 4, Presence 5; Charm 4, Coercion 2, Discipline 3, Deception 1, Negotiation 3; Pure Soul gains 2 boost dice to Charm checks and Nobody's Fool increases the difficulty by 2 for Deception, Charm, and Negotiation checks done against him.
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