[Day 4 - EE] Space Diplomacy

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[Day 4 - EE] Space Diplomacy

Postby Dapper Dog » Sun Jun 18, 2017 10:34 pm

Space Diplomacy

Event Type: Peace Talks Arc
Participants: 6 (3 Republic, 3 Empire)
Timeslots: LA
Destiny Points Spent: GM will use 1 Destiny point per participant to upgrade the Difficulty by 1. This totals 3 Destiny for the Empire and 3 Destiny for the Republic.

Scrutiny: N/A
Description: The Hutts have creating a staging zone in orbit above Nar Shaddaa, a chance for the Republic and the Empire to impress the Hutts and improve negotiations with the lords of Nal Hutta.

This will be done with a series of training exercises for the benefits of the Hutts.

Rules: Each player, per faction, may take one part of the simulations below, there may be choices to make on the approach. 2 Advantage may be used to add a boost die to another ally in this thread, this can be used multiple times. 2 Threat gives the next ally a setback die, this can be used multiple times. Success in a stage grants 1 Diplomacy point and a scoring Triumph grants an additional 2. A Despair will cost the team 2 Diplomacy points.

This is per side, Empire assists Empire and Republic assists Republic.

  1. We are the Greatest Power: The delegate will try and show the doctrine and skill of their Faction to the Hutts and outline just why they should side with them, if such comes to pass. This is a Leadership check versus Hard difficulty.
  2. Fancy Flying: The next portion is up to the given faction's pilot. They have to complete a course in orbit to show their skill and show off for the Hutts. You can choose a Normal course or the Challenge course. The Normal Course is an Average Piloting Space check, while the Challenge course is a Hard Piloting Space check. The ship they are piloting grants 1 boost die to the check. Completing the Challenge Course grants 1 extra point on top of the normal score, this has to be a successful roll.
  3. Don't get Cocky Kid: Along with the pilot is a gunner and they have targets to shoot, they must make a Gunnery check at Average difficulty, if the Pilot chose the Challenge course they gain a setback die due to the more aggressive course.

Rewards/Outcome: Each side is here to impress and this will grant a bonus to the end game Negotiations with the Hutts.

If less then 0 points are earned then the Head Delegate will suffer a Setback die to the Negotiation check.

If 0 or 1 point is gained, there is no change to the Negotiation check.

If 2 points are earned then the Negotiation check is improved with a Boost die.

If 3 points are earned then the Negotiation check is improved with 2 Boost dice.

If 4 or higher points are earned then the Negotiation check receives one Upgrade to the roll.
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Re: [Day 4 - EE] Space Diplomacy

Postby Dapper Dog » Sun Jun 18, 2017 10:40 pm

OOC: Remember that there is a Destiny point used for each roll to upgrade the difficulty.
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Re: [Day 4 - EE] Space Diplomacy

Postby Col. Hala Moraal » Mon Jun 19, 2017 12:41 am

Hala remained on the ground, presenting her case from the antechamber where the Hutts or their representatives had gathered to watch the display.

"Excellencies, first I will begin with the traditional combat doctrine of the Imperial Navy, Harrower-class dreadnoughts and escort vessels would engage the enemy fleet while their complements of Mark VI Supremacy-class interceptors would screen the capital ships against enemy fighters. For special purposes, other craft might be deployed such as the nimble Mark III Reconnaissance-class fighter which will be piloted today by Lord Zeno Deathwright and his co-pilot, Sgt. Gunnar. Sith fighter aces are not uncommon, particularly on important or critical missions, and most combat divisions will carry one or two of these masters of the void."

She then continued, running through the course diagram and explaining how their most common starfighter configurations would tackle the course and it's targets while leaving her comms open so that Zeno and his gunner could hear the run one more time before it was finally their turn to do it live.

Space diplomacy leadership. destiny flip, counter-flip from DD, diplomatic authorization, hutt psych profile (+3 advantage): 3eP+2eB+1eC+2eD 5 successes, 3 advantage
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(( next step gets +1 boost die ))
Last edited by Col. Hala Moraal on Mon Jun 19, 2017 6:43 pm, edited 1 time in total.
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Re: [Day 4 - EE] Space Diplomacy

Postby Zeno Deathwright » Mon Jun 19, 2017 12:57 am

Zeno made his maneuvers through the more difficult course. He recognizes it's difficulty as he talks his way through it, but is able to maneuver the ship through the simulator in such a way that the gunner's shots are better lined up, even with the more difficult angles they'll be firing from. Overall it was a decently impressive show of skill from a man born into an elite pilot family. He did the Deathwrights proud today.

D4 EE, Space Diplomacy, Pilot, 1 boost from advantage, 1 challenge from dark destiny: 1eP+3eA+1eF+1eB+1eC+2eD 1 failure, 3 advantage, 1 Dark Side
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D4 EE, Space Diplomacy, Pilot, missed ship boost: 1eB 1 success
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1 Dark Point becomes success

Success and 3 advantage on challenging course, +1 boost to gunner from advantage, +1 setback for challenging course

+2 event points
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Re: [Day 4 - EE] Space Diplomacy

Postby Niall Organa » Mon Jun 19, 2017 2:08 am

Niall smiled, taking his place at the podium. "You excellencies. Thank you for coming."

He brought up a series of graphics on the board, showing Republic ships flying in tight formations. "The strength of the Republic military is the same as that of the Republic itself. Cooperation. Our starfighter squadrons train in tandem with the capital ship crews they support. They learn to know every inch of the ships that they protect. The gunners on the capital ship know exactly what to protect from the starfighters. Everyone has each others' backs. When everyone works together, everyone works better. Reaction times are higher, and suitability is higher."

The image shifted, showing a number of joint task force maneuvers being undertaken. Niall explained them dutifully, although ship combat was not his strongest suit. Things seemed to be going acceptably well. Until...

"Any questions?" Niall smiled at the crowd, unconsciously mirroring exactly the pose that had made it into the holonews just that morning. "It's Captain Alderaan!" Someone called from the crowd. Cheers sprung up, as well as camera flashes. Niall continued to smile and pose, mutely accepting of this strange new fame.

----------------------------

Space Diplomacy Leadership, spending destiny, DD spending destiny: 3eP+1eA+1eC+2eD 1 success, 1 advantage, 1 Triumph
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Success, Triumph, 3 Diplomacy points.
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Re: [Day 4 - EE] Space Diplomacy

Postby Fredtrey Belestor » Mon Jun 19, 2017 6:22 pm

Fredtrey was honored to fly for the Republic in representing the efficacy of the Republic's training in the simulated run.

He chose to take the difficult run, because his analysis of the course was that he should be able to pull it off easily.

However, despite his best efforts, some obstacles managed to surprise him, making him lose time and make his flying look awkward. However, he expertly helped the gunner line up the shots. He was still ashamed of his flying.


D4 EE, space diplomacy, republic pilot check: 3eP+2eA+1eC+2eD 2 failures, 4 advantage
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+2 boost to gunner from advantage, +1 setback for challenging course
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Re: [Day 4 - EE] Space Diplomacy

Postby Vec Gunnar » Mon Jun 19, 2017 6:33 pm

Vec hadn't been too involved with the diplomacy side of this summit's purpose but it seemed that his skills were requested when they needed a gunner for this particular exercise to appease the Hutts. His skills were on the field, either on the front lines or in a bunker. He didn't deal too much with actual ordnance and artillery. However, the artillery crews made it look easy on their end, just point and shoot? Nevermind the sergeant's mention of danger close. Should be easy.

He found himself riding along with Zeno and kept his eye on the pieces of debris they scattered in space as targets. It was hard when he was getting crossed eyed. Why were there so many buttons behind this damned gun? Multiple screens? Settings for power distribution? Range compensators? Motor sensitivity? This wasn't a gun, it was a computer! It seemed his familiarity with weaponry didn't really play too much of a role here, unfortunately. The turret whirled in a circular motion and didn't quite stop for the duration of the exercise, which made it impossible to even draw a bead on the targets....

Day 4 - Space Diplomacy, Don't get Cocky Kid: 3eA+1eB+1eS+1eD+1eC 3 failures, 1 advantage
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Re: [Day 4 - EE] Space Diplomacy

Postby HX-S4 » Tue Jun 20, 2017 11:38 pm

The droid would operate the tool arm into the gunport of the vessel, feeling the rumble as the ship experienced some hard times. An angr whirling came from the droid, as it began firing in short bursts, each time a target entered range. It was a bit easier by the fact that the ship almost wanted to ram them in the first place. HX would take each interval between shooting to berate its compatriot, as only a true servant of the republic could.

"You seem to be veering off course."

"Please do not fly into the debris, that is counter to the mission."

"Fleshsa- Most respectable pilot. Your adrenal levels are clearly quite high. Perhaps, you could be interested in something calm... down."




Space Diplomacy: 5eA+2eB+2eD+1eC 2 successes, 1 advantage
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+1 Diplomacy~
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Re: [Day 4 - EE] Space Diplomacy

Postby Fredtrey Belestor » Thu Jun 22, 2017 6:25 pm

Fredtrey weas thinking back on the event, maybe his failure to impress in the simulation course was due to the obnoxious and concentration breaking nature of the droid's interventions. As soon as he did his first error, the droid started berating him. Is concentration then suffered.
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Re: [Day 4 - EE] Space Diplomacy

Postby Dapper Dog » Thu Jun 22, 2017 6:28 pm

Republic earned 4 points: If 4 or higher points are earned then the Negotiation check receives one Upgrade to the roll.

Empire earned 3 points: If 3 points are earned then the Negotiation check is improved with 2 Boost dice.
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