A vast region of the northern half of the continent with trees approaching a kilometer in height with high plateaus creating islands in the sea of green forests.

[Day 9 - Early Night] Feel the Hurn

Postby Dapper Dog » Wed Jun 27, 2018 8:43 pm

Event Type: Side Mission, Combat
Power Cost: 10
Participants: 3
Timeslots: Early Night

Description: Captain Hurn, seeing the heat rising has decided to finish her work and then exit the system. She is disposing the last of her stolen goods. She has had enough of the Clever Man and is trying to divest herself of that relationship and pull out.

Rules: The heroes are responding to a Resistance emergency beacon, when they arrive they will have one of three choices to make. Several dead resistance fighters strewn the scene and their transport is now in flames. They can confront Captain Hurn and her team, she will offer them hush money equaling six thousand credits a piece. They can refuse this and try to talk her down and turn herself in, or they can attack. Players should decide on the course they take as a group, majority wins.

Take the Money: The players can accept the money they can try to make one Negotiate for more with a Daunting Negotiation check (2 Red Dice and 2 Purple Dice) with three setback dice due to the sum, her wariness, and the fact that they are well armed. Again this will be 6,000 credits per player in the thread. Hurn and crew escapes.

Noble Appeal: Each player can try to make an appeal to her as a Republic Officer to do the right thing. Before any rolls are made, type out what your character does or says and the GM will assign any boost or setback based on what is said. The check will then be a Charm, Leadership, or Coercion check at Daunting (2 Red and 2 Purple) with two setback due to her own convictions and her people being well armed. The rolls will be made in the order of the appeals, two advantage grant a boost die, and two threat will grant a setback die to the next roller. The Players need to generate 8 total successes for her to turn herself in. Despair reduce the total by two successes and Triumph grant two additional successes.

To Arms: Players can jump straight to combat, or if the appeal fails they will engage in combat. Both sides start at Medium range, Hurn has Adversary 2, and a Security Officer with Adversary 1, and two squads of three security personnel each.

Rewards/Outcome: If Hurn escapes, either by winning combat or taking the bribe, Trust is reduced. If combat is avoided and Hurn is apprehended gain 5 Power. If the deal is taken then Hurn will use part of her ill-gotten goods to support the Republic, gain 10 Victory Points, she is till a patriot.

Trust Modified: Reduced by 1.0 if Hurn escapes.
Power Modified: If combat is avoided, Gain 12 power.
Duty Gained: 10
Head GM | Darth Chocolate of the Sith | Duelist
Dapper Dog
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Re: [Day 9 - Early Night] Feel the Hurn

Postby Dapper Dog » Sat Jun 30, 2018 3:47 am

Hurn escaped.

OOC: Trust reduced by 1.0
Head GM | Darth Chocolate of the Sith | Duelist
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Posts: 3107
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