[Day 2 - LA] Low Level Republic Talks
Posted: Sun Jun 11, 2017 8:30 pm
Low Level Republic Talks
Event Type: Peace Talks Arc
Participants: 3
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 Republic.
Scrutiny: N/A
Description: The Empire has sent Vara Tam, and her team, to oversee these low level negotiations with the Republic. Vara is a bureaucrat and well versed in proper procedure. This meeting is oversee basic terms and lay on the table what each side is prepare to offer or not offer.
The air is tense as both sides try to navigate the many differences and grievances between the Republic and Empire.
Rules: Each player may take one part of the negotiations 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.
Rewards/Outcome: Depending on the skill used in the last roll will affect the bonus for the Peace Talks if Charm is used this will improve Senator Herresh's Charm check, if Deception then it will improve his Deception roll.
If less then 0 points are earned then the Senator will suffer a Setback die to the Charm or Deception.
If 0 or 1 point is gained, there is no change to Charm or Deception.
If 2 points are earned then Charm or Deception is improved with a Boost die.
If 3 points are earned then Charm or Deception is improved with 2 Boost dice.
If 4 or higher points are earned then Charm or Deception receives one Upgrade to the roll.
Event Type: Peace Talks Arc
Participants: 3
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 Republic.
Scrutiny: N/A
Description: The Empire has sent Vara Tam, and her team, to oversee these low level negotiations with the Republic. Vara is a bureaucrat and well versed in proper procedure. This meeting is oversee basic terms and lay on the table what each side is prepare to offer or not offer.
The air is tense as both sides try to navigate the many differences and grievances between the Republic and Empire.
Rules: Each player may take one part of the negotiations 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.
- These are the Terms: The delegate will try and set terms that both can sides can work with. This is a Negotiation check versus Vara’s Cool which is 2 Challenge dice and 1 Difficulty die with a setback due to her suspicion of the Republic.
- See to the Details: The team starts examining the details and the delegate member is tested in knowing the rules and bylaws of diplomacy and precedents. This a Hard Lore Education roll with a Setback due to the tense nature of the meeting.
- Parting Words: The final delegation makes some parting words with Vara and her team to hopefully convince her of the earnestness of the Republic in seeing this through. This is a Charm or Deception check, this is countered by Vara Tam who has Nobody’s Fool this makes the difficulty of the check 3 Challenge Dice and 1 Difficulty die.
Rewards/Outcome: Depending on the skill used in the last roll will affect the bonus for the Peace Talks if Charm is used this will improve Senator Herresh's Charm check, if Deception then it will improve his Deception roll.
If less then 0 points are earned then the Senator will suffer a Setback die to the Charm or Deception.
If 0 or 1 point is gained, there is no change to Charm or Deception.
If 2 points are earned then Charm or Deception is improved with a Boost die.
If 3 points are earned then Charm or Deception is improved with 2 Boost dice.
If 4 or higher points are earned then Charm or Deception receives one Upgrade to the roll.