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.
- 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.
- 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.
- 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.