[Day 2 - LA] Low Level Imperial Talks
Posted: Sun Jun 11, 2017 8:31 pm
Low Level Imperial 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 Empire.
Scrutiny: N/A
Description: Jedi Ruso Tong leads these talks, he is an Ithorian and very well versed in political negotiation. Ruso is a pleasant and open soul and speaks in a slow but clear manner and is well respected by the Senate.
His delegation consists of himself, his apprentice, and a Republic politician, they are ready to deal with the 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 Coercion is used this will improve Darth Xevious' Charm check, if Deception then it will improve his Deception roll.
If less then 0 points are earned then the Dark Councilor will suffer a Setback die to the Coercion or Deception.
If 0 or 1 point is gained, there is no change to Coercion or Deception.
If 2 points are earned then Coercion or Deception is improved with a Boost die.
If 3 points are earned then Coercion or Deception is improved with 2 Boost dice.
If 4 or higher points are earned then Coercion 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 Empire.
Scrutiny: N/A
Description: Jedi Ruso Tong leads these talks, he is an Ithorian and very well versed in political negotiation. Ruso is a pleasant and open soul and speaks in a slow but clear manner and is well respected by the Senate.
His delegation consists of himself, his apprentice, and a Republic politician, they are ready to deal with the 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 Ruso’s Cool which is 1 Challenge dice and 3 Difficulty die with a setback due to his serene and calm nature.
- Dealing with Aliens: The team needs to be prepared to deal with the wretched aliens of the Republic, time to exploit their weaknesses for the best deal possible. This a Hard Lore Xenology roll with a Setback due to the tense nature of the meeting.
- Parting Words: The final delegate makes some parting words with Ruso and his team to impress upon the Republic of the dominance of the Empire. This is a Coercion or Deception check, this is countered by Jedi Ruso Tong's Discipline, his understanding of the Force grants him keen insight and serenity this offers three setback dice to the roll equal to his Force Rating, this totals 2 Challenge dice and 2 Difficulty dice and 3 setback dice.
Rewards/Outcome: Depending on the skill used in the last roll will affect the bonus for the Peace Talks if Coercion is used this will improve Darth Xevious' Charm check, if Deception then it will improve his Deception roll.
If less then 0 points are earned then the Dark Councilor will suffer a Setback die to the Coercion or Deception.
If 0 or 1 point is gained, there is no change to Coercion or Deception.
If 2 points are earned then Coercion or Deception is improved with a Boost die.
If 3 points are earned then Coercion or Deception is improved with 2 Boost dice.
If 4 or higher points are earned then Coercion or Deception receives one Upgrade to the roll.