Event Type: Peace Talks Arc
Participants: 3 per faction, Empire and Republic for 6 total. Unaligned players can be recruited to a faction for these talks and earn 500 credits for their efforts. They need to be approved by the Faction before rolling in this event.
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 Republic. If there are Unaligned players then the points will be deducted from their pool.
Scrutiny: N/A
Description: The Hutt Cartels have invited the Empire and Republic delegations to the Grand Palace of the Hutts to discuss a few key items that are affecting the Hutts. Nothing major but they feel given all the effort they have given towards the peace talks and hope they can find some common ground on a few important matters.
It should be easy.
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.
Keep in mind there are choices to be made. First the team should decide which matter they wish to tackle and both sides can tackle the issue if they so choose.
Political Prisoners: The Hutt Cartels recognize that some of their people are being held in prisons of the respective faction. They would like to broker the release of select individuals in the name of friendship. Going this route will grant the Faction a boost die if successful in Negotiation rolls with the Hutts but a setback die on the Peace Talks roll at the end for their faction, regardless of success or failure. .
We can Make this Issue go Away: The Hutt Cartels get all kinds of seedy information and they are willing to make some of these problems go away on account of the great relationship they hope to form with your faction. Going this route if successful will grant your rival Faction a setback die in the Peace Talks, if successful, but also a setback die with Negotiating with the Hutts as you owe them regardless of success or failure.
Who Controls the Spice: The Hutt want to open trade routes with your faction, for undisclosed trade that will make both sides wealthy. Going this route if successful grants a boost die with the Hutts for Negotiating if successful, but also grants a boost die to the rival faction’s Peace Talks roll as they can claim a moral high ground for dealing with seedy business of the Hutts regardless of success or failure.
- Talk to Me: The delegate will open talks with the Hutt delegate and try to find a suitable bargaining position through mutual cooperation. This is a Hard Charm or Deception check as the delegate engages in the talks.
- Devil in the Details: The team starts examining the details and the delegate member is tested in knowing the rules and bylaws of Hutt diplomacy and precedents. This a Hard Knowledge Outer Rim or Education check with a Setback due to the crafty nature of the Hutts
- Favors Given: The final delegate attempts to seal the deal this is a Hard Negotiation check with two dice upgraded to Challenge dice and a setback die. The devious Hutts know how to wheel and deal.
There is a second option, the delegation can accept a personal bribe for 6000 credits and the choice is considered successful but there is no Reward for the Faction. Taking this open will also add a setback die to your Faction’s Peace Talk roll.
Rewards/Outcome: If the Bribe is not taken, then the total the successes and check below.
If less then 0 points are earned then the Delegate Head will suffer a Setback die to the Peace Talks check, this is in addition to the choice made at the beginning.
If 0 or 1 point is gained, there is no change to Peace Talks check.
If 2 points are earned then the Peace Talks check is improved with a Boost die.
If 3 points are earned then the Peace Talks check is improved with 2 Boost dice.
If 4 or higher points are earned then the Peace Talks check receives one Upgrade to the roll.