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EVENT: Charm Offensive (Day 1, LM, Asphodel)

PostPosted: Tue Nov 17, 2020 11:31 am
by Comstar
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.

Re: EVENT: Charm Offensive (Day 1, LM, Asphodel)

PostPosted: Tue Nov 17, 2020 5:23 pm
by Dr. Reinhardt
Charm Offensive K: Succession War History - edge 2r TN 25: 8d10o10k6 55
+4 Diplomacy

Charm Offensive Craft Cooking TN 20 edge: 4d10o10k3 25
+2 Diplomacy

Dr. Reinhart made sure to prepare several traditional Illium recipes he remembered from an old cook book he had looked through during some research for his doctoral work. Actually making it correctly took a little more finesse but he was able to get it just like he thought they might like it.

Re: EVENT: Charm Offensive (Day 1, LM, Asphodel)

PostPosted: Tue Nov 17, 2020 5:52 pm
by James Hall
Major Yuri Creed seemed to think that sending James was a good idea. The irony of being chosen for a diplomatic mission was not lost on James. But considering Yuri said he could bring Mata, James had a feeling it wasn't him that Yuri wanted people to see.

So, after a tough negotiation with his daughter, he borrowed her pistol (not that he knew how to to use it any more than her), and she wore her baton. They, then joined the expedition.

At some point, the representatives asked James his opinion. He made his case poorly, but managed to show the economic benefits nonetheless.

Nego/Awa Wdge for +1k1: 3d10 13

Com/Int Edge for skill: 5d10o10k4 43

Will post fluff on next work break.

Re: EVENT: Charm Offensive (Day 1, LM, Asphodel)

PostPosted: Tue Nov 17, 2020 6:35 pm
by Dorgan Bruun
Bruun didn't say anything about sending James and Mata. Smirk even more than usual, sure, but not say anything.

Of course, Bruun wasn't going to act like a nice guy. He was the not-so-subtle reminder of what the ten-meter-tall occupants of the dropship were about, and he made that fairly clear to the locals. The "bad cop" to James, Mata and the Doctor's "good cops." Colette's... effervescent cop was something else entirely.

"Looky here, brother. I've blown up a lot of people, and a lot of places, that were a lot scarier than y'all. But nobody wants to do that in front of Miss Colette and the kid, right? It'd be a real shame. Tears for weeks. For them. 'Cause you all... well, you understand what I'm saying."

-----------
OOC:
Rolls - Outgun approach
Tactics/Int: passed. 2 diplomacy points.
Intimidation/Will: passed. 2 diplomacy points.

Re: EVENT: Charm Offensive (Day 1, LM, Asphodel)

PostPosted: Tue Nov 17, 2020 6:50 pm
by Colette Rupelle
The petite chef knows what can stir people's heart, something warm and tender with the aroma of recently baked bread, fresh churned butter, omelets and sausage. Colette prepared a meal for diplomacy hopefully the sheriff and company weren't allergic to eggs. The girl delivered her goods with a smile on her face. "Good morning Monsieur... We come in peace and joyful sharing. Please accept my humble food." She continued to smile.


//D1LM Food Diplomacy, Lore cook TN 15 Learned: 4d10o10k3 29
D1 LM Food Diplomacy Craft Cooking 1CR 1 extra pointEdge TN 25: 8d10o10k5+3 39
5 diplomacy points

Re: EVENT: Charm Offensive (Day 1, LM, Asphodel)

PostPosted: Tue Nov 17, 2020 6:59 pm
by Comstar
The mixture of a good breakfast, the presence of a child and the promise of a crew ready to buy and sell, and the implicit reality that there was no way the Sheriff could actually stop them...

In the end, the people of Human Edge accepted the reality on the ground, and welcomed the company to visit the town, provided they didn't cause any trouble.

RESULT: Great Success - 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.


In the course of the conversation it is revealed that the Gate stopped being travelled ever since the other off-worlders arrived and took over the old mining equipment in the south - they were also better armed than the Sheriff, and somewhere deep in the southern end of the pass had erected some sort of checkpoint to stop anyone traveling from the north.

Also, when the topic of the control tower came up, it was revealed that nobody has used the control tower in generations, it, along with the starport, was abandoned. The fact that it was working at all came as a total surprise.

Ghost Signal lead unlocked - Haunted Tower.