EVENT: Charm Offensive (Day 1, LM, Asphodel)
Posted: Tue Nov 17, 2020 11:31 am
Situation: The Calico has come in for an emergency landing and the Sheriff has been convinced, barely, that it is not a raiding force. That being said, the locals are extremely standoffish and seem unwilling to trust the offworlders. Seeing the situation, Lucretzia Winters has offered Colette Rupelle, and any willing crew, the chance to try and win over the locals. After a brief discussion, it was agreed that the small band could go meet with local leaders and make their case, and so was launched an all out charm offensive.
Participants: Colette Rupelle, 3 characters.
Rules: Each character can choose a single approach to take - each approach has a pair of rolls to make. Each success generates 2 diplomacy point, +1 per successful raise. Each failure generates +2 insult points, regardless of raises called. At the end of the event, Diplomacy and Insult points will be tallied, and whichever is higher will win - triggering the result listed below.
Approaches -
The best way to a man's heart... - Opting for the most straightforward approach imaginable, the choice of food as a bribe is as old as human civilization itself. Bringing a collection of delicious treats to the meeting must surely ease tensions, and the fat and happy are easier to convince than the hungry and upset. Taking this approach will require a knowledge(history or cooking)/intelligence check at TN 15 to determine an appropriate dish for the occasion, followed by a craft(cooking)/Awareness check at TN 20 to pull off the chosen recipe.
Crocodile Tears - Those with no shame can always resort to acting pathetic and hard done by - perhaps pity is a universal constant? This approach involves playing up your misfortune and implying you are in need of human kindness as unfortunate travelers stranded on their world. Arguing this case requires a Communication/Awareness check at at TN of 15, followed by an Etiquette/Willpower check at TN 20, to know when to stop and avoid laying it on too thick.
Logical explanation - Whether they like it or not, Illium is back on the map - after all, people now know the planet is here, and has potential treasures to be found. It would make sense for the locals to co-operate, so that they can get the best deal possible, right? If they're forced to deal with off-worlders, they might as well work with ones that would be somewhat grateful and might share some of the spoils. This approach requires a Negotiation/Awareness check at TN 15 to make the case, followed by a Commerce/Intelligence check at TN 20 to give hard and fast economic realities in a language the business owners understand.
We absolutely outgun you - This approach is summed up thus. Speak softly, and carry a large autocannon. Failing any rolls in this approach will yield 4 Insult points, rather than 2. It is true that the Fortunate Ones vastly outgun the local Sheriff and his Posse, and that if they wanted to force the issue, they likely could. This is represented by a Tactics/Intelligence check at TN 5 to accurately sum up the situation, followed by an Interrogation/Willpower check at TN 20 to stare down the local Sheriff and his men.
Results:
Diplomacy Win:
1-3 points: The Locals are convinced you are, at least, not actively hostile, and grant a grudging access to the shops in town, but show no interest in serving the company with anything remotely resembling 'friendliness'.
4-6 points: The Locals are convinced you are friendly - possibly even a source of good business and a sign of good things to come. The company are welcome to visit and explore Human Edge, with full access to shops, bars, and restaurants.
7+ points: The Locals are convinced you are friendly, and what's more, convinced your work might help their little town in the long run. The company are welcome to visit and explore Human Edge, with full access to shops, bars, and restaurants, and also receive a lead on the Ghost Signal along with information about The Gate.
Insult Win:
2-4 points: The locals are disgusted by these offworlders, and ban access to Human Edge, but take no other aggressive action, provided they aren't further disturbed.
6+ points: The locals are convinced that Calico and her crew are a menace, and are barred access within miles of the city limits, on pain of death - there can be no further attempts at peace now.
Participants: Colette Rupelle, 3 characters.
Rules: Each character can choose a single approach to take - each approach has a pair of rolls to make. Each success generates 2 diplomacy point, +1 per successful raise. Each failure generates +2 insult points, regardless of raises called. At the end of the event, Diplomacy and Insult points will be tallied, and whichever is higher will win - triggering the result listed below.
Approaches -
The best way to a man's heart... - Opting for the most straightforward approach imaginable, the choice of food as a bribe is as old as human civilization itself. Bringing a collection of delicious treats to the meeting must surely ease tensions, and the fat and happy are easier to convince than the hungry and upset. Taking this approach will require a knowledge(history or cooking)/intelligence check at TN 15 to determine an appropriate dish for the occasion, followed by a craft(cooking)/Awareness check at TN 20 to pull off the chosen recipe.
Crocodile Tears - Those with no shame can always resort to acting pathetic and hard done by - perhaps pity is a universal constant? This approach involves playing up your misfortune and implying you are in need of human kindness as unfortunate travelers stranded on their world. Arguing this case requires a Communication/Awareness check at at TN of 15, followed by an Etiquette/Willpower check at TN 20, to know when to stop and avoid laying it on too thick.
Logical explanation - Whether they like it or not, Illium is back on the map - after all, people now know the planet is here, and has potential treasures to be found. It would make sense for the locals to co-operate, so that they can get the best deal possible, right? If they're forced to deal with off-worlders, they might as well work with ones that would be somewhat grateful and might share some of the spoils. This approach requires a Negotiation/Awareness check at TN 15 to make the case, followed by a Commerce/Intelligence check at TN 20 to give hard and fast economic realities in a language the business owners understand.
We absolutely outgun you - This approach is summed up thus. Speak softly, and carry a large autocannon. Failing any rolls in this approach will yield 4 Insult points, rather than 2. It is true that the Fortunate Ones vastly outgun the local Sheriff and his Posse, and that if they wanted to force the issue, they likely could. This is represented by a Tactics/Intelligence check at TN 5 to accurately sum up the situation, followed by an Interrogation/Willpower check at TN 20 to stare down the local Sheriff and his men.
Results:
Diplomacy Win:
1-3 points: The Locals are convinced you are, at least, not actively hostile, and grant a grudging access to the shops in town, but show no interest in serving the company with anything remotely resembling 'friendliness'.
4-6 points: The Locals are convinced you are friendly - possibly even a source of good business and a sign of good things to come. The company are welcome to visit and explore Human Edge, with full access to shops, bars, and restaurants.
7+ points: The Locals are convinced you are friendly, and what's more, convinced your work might help their little town in the long run. The company are welcome to visit and explore Human Edge, with full access to shops, bars, and restaurants, and also receive a lead on the Ghost Signal along with information about The Gate.
Insult Win:
2-4 points: The locals are disgusted by these offworlders, and ban access to Human Edge, but take no other aggressive action, provided they aren't further disturbed.
6+ points: The locals are convinced that Calico and her crew are a menace, and are barred access within miles of the city limits, on pain of death - there can be no further attempts at peace now.