EVENT: Stir Crazy (Day T-2, Evening, Mess)
Posted: Tue Nov 10, 2020 4:06 pm
Situation: The restless energy has at last reached fever pitch in the cramped ship, and a group of crewmates are teasing the chef in hopes of getting something special for dinner. The chef, unamused, has threatened to give them their soup at high velocity from the ladle. As playful banter escalates, it seems a full fledged food fight might be about to erupt - all in good fun, but still an awful mess to clean up.
Participants: Any number of Characters
Rules:
Each character will have to choose if they are going to attempt to keep the peace or join in the mayhem. If they choose to keep the peace, they should proceed to step A1, and if they join in, step B1.
A1: Everyone calm down! - The situation may be playful, but it's still a cramped space with a lot of pent-up energy. Anyone attempting to get the crew and mercenaries to calm down will need to make either a Negotiations/Awareness check at TN 20, or an Interrogation/Perception check at TN 15. If the latter option is chosen, the peace is kept but the character cannot attempt to obtain better food for dinner.
A2: So... about that cake. - If the character successfully keeps the peace, they may then attempt to obtain something special for dinner with their obviously superior negotiating skills. A Negotiations/Awareness Check at TN 25 is necessary to convince the chef to dole out something properly celebratory for dessert.
Alternatively -
B1: A sufficiently motivated rabble-rouser may, if they wish, roll Perform(Oratory or Singing)/Awareness or Perform(Juggling)/Dexterity against a TN of 20. If they succeed, they encourage the mayhem and cancel out one successful attempt to keep the peace from the final tally.
Results:
At the end of the event, the number of successful attempts to keep the peace will be compared to the number of players who joined in. If those keeping the peace outnumber those joining in, peace has been kept, otherwise the food fight breaks out, though adept negotiators might still have managed to escape the mess with their dessert.
Any character who successfully keeps the peace and convinces the chef to make something especially nice will gain an advantage for the remainder of the game.
- Fortunate Beginnings (Edge, 0pts): This character may lose this Advantage at any time to re-roll a single non-combat check. This advantage only applies during the Illium campaign.
Any character who keeps the peace but does not obtain additional dessert will only have the satisfaction of their superior professionalism to keep them company.
Any character who joins in, but peace is kept, gains .1 Infamy and a dressing down from their superiors.
Any character who joins in, and peace isn't kept, gains .5 Infamy and the following advantage:
- Connection (Social, 2pts): Calico Crewman, 1/1, You have made a friend among the Calico crew. They might be willing to help you out if you need a small favor.
Special: Characters may post their behavior in this thread and then leave to have another thread in this timeslot.
Participants: Any number of Characters
Rules:
Each character will have to choose if they are going to attempt to keep the peace or join in the mayhem. If they choose to keep the peace, they should proceed to step A1, and if they join in, step B1.
A1: Everyone calm down! - The situation may be playful, but it's still a cramped space with a lot of pent-up energy. Anyone attempting to get the crew and mercenaries to calm down will need to make either a Negotiations/Awareness check at TN 20, or an Interrogation/Perception check at TN 15. If the latter option is chosen, the peace is kept but the character cannot attempt to obtain better food for dinner.
A2: So... about that cake. - If the character successfully keeps the peace, they may then attempt to obtain something special for dinner with their obviously superior negotiating skills. A Negotiations/Awareness Check at TN 25 is necessary to convince the chef to dole out something properly celebratory for dessert.
Alternatively -
B1: A sufficiently motivated rabble-rouser may, if they wish, roll Perform(Oratory or Singing)/Awareness or Perform(Juggling)/Dexterity against a TN of 20. If they succeed, they encourage the mayhem and cancel out one successful attempt to keep the peace from the final tally.
Results:
At the end of the event, the number of successful attempts to keep the peace will be compared to the number of players who joined in. If those keeping the peace outnumber those joining in, peace has been kept, otherwise the food fight breaks out, though adept negotiators might still have managed to escape the mess with their dessert.
Any character who successfully keeps the peace and convinces the chef to make something especially nice will gain an advantage for the remainder of the game.
- Fortunate Beginnings (Edge, 0pts): This character may lose this Advantage at any time to re-roll a single non-combat check. This advantage only applies during the Illium campaign.
Any character who keeps the peace but does not obtain additional dessert will only have the satisfaction of their superior professionalism to keep them company.
Any character who joins in, but peace is kept, gains .1 Infamy and a dressing down from their superiors.
Any character who joins in, and peace isn't kept, gains .5 Infamy and the following advantage:
- Connection (Social, 2pts): Calico Crewman, 1/1, You have made a friend among the Calico crew. They might be willing to help you out if you need a small favor.
Special: Characters may post their behavior in this thread and then leave to have another thread in this timeslot.