(D2 MA Event) Heirlooms Aplenty
Posted: Sat Aug 31, 2019 8:31 am
Event Type: Influence
Participants: 3
Timeslots: MA
Description:
Kairi has discovered a shop that is selling Mandalorian heirlooms, such as beskar’gam. This is an affront to the clans and their traditions, let alone the fiery woman herself. It is her plan to browbeat the merchants into giving up their presumably ill-gotten goods.
Her sister, Orella, advocates for a different approach. She believes that people are unaware of the offense. It is her hope that, through persuasion, they will relinquish the heirlooms and perhaps even alert others that looting a Mandalorian is sacrilegious.
Plus, there is the matter of reputation. Brutes, pushovers. Perhaps it is better for Clan Laerrin to be respected for the warriors that they are.
Ultimately, the clan's initiates opted to follow Orella's idea. If they're lucky, the people will understand. But perhaps things will go horribly wrong...
Rules:
This is a cooperative event, though each participant will roll everything on their own. Each stage will automatically inflict 2 Strain. Advantage may be spent to either recover Strain or gain a boost on YOUR next roll at the standard 2-to-1 Ratio. Threat will give Setback at 2-to-1 as well, with excess being converted to more inflicted Strain. On the last stage, all Threat must be converted to Strain.
Extra Information: This is an optional stage (the only optional one) that will add to points. Skipping it misses out on the chance but also skips any Strain taken.
Roll Knowledge: Education, Outer Rim, or Warfare at Average Difficulty. On basic success, gain an Influence Point. With 3 successes, gain 2 Influence Points. With 6 successes, gain 3 Influence Points. A Triumph will double Influence Points earned or cause a failure to be a success.
Winning Friends: Roll Leadership at Average Difficulty or Charm at Hard Difficulty. On basic success, gain an Influence Point. With 3 successes, gain 2 Influence Points. With 6 successes, gain 3 Influence Points. A Triumph will double Influence Points earned or cause a failure to be a success.
STOP. Wait for all participants to finish. If the threshold of 9 Influence Points is not reached, then the group will need to Negotiate based on how far off the mark they were. Expect to pay credits to convince the merchants to let go of the goods if not fully influenced.
Of course, maybe their price will be too high...
Participants: 3
Timeslots: MA
Description:
Kairi has discovered a shop that is selling Mandalorian heirlooms, such as beskar’gam. This is an affront to the clans and their traditions, let alone the fiery woman herself. It is her plan to browbeat the merchants into giving up their presumably ill-gotten goods.
Her sister, Orella, advocates for a different approach. She believes that people are unaware of the offense. It is her hope that, through persuasion, they will relinquish the heirlooms and perhaps even alert others that looting a Mandalorian is sacrilegious.
Plus, there is the matter of reputation. Brutes, pushovers. Perhaps it is better for Clan Laerrin to be respected for the warriors that they are.
Ultimately, the clan's initiates opted to follow Orella's idea. If they're lucky, the people will understand. But perhaps things will go horribly wrong...
Rules:
This is a cooperative event, though each participant will roll everything on their own. Each stage will automatically inflict 2 Strain. Advantage may be spent to either recover Strain or gain a boost on YOUR next roll at the standard 2-to-1 Ratio. Threat will give Setback at 2-to-1 as well, with excess being converted to more inflicted Strain. On the last stage, all Threat must be converted to Strain.
Extra Information: This is an optional stage (the only optional one) that will add to points. Skipping it misses out on the chance but also skips any Strain taken.
Roll Knowledge: Education, Outer Rim, or Warfare at Average Difficulty. On basic success, gain an Influence Point. With 3 successes, gain 2 Influence Points. With 6 successes, gain 3 Influence Points. A Triumph will double Influence Points earned or cause a failure to be a success.
Winning Friends: Roll Leadership at Average Difficulty or Charm at Hard Difficulty. On basic success, gain an Influence Point. With 3 successes, gain 2 Influence Points. With 6 successes, gain 3 Influence Points. A Triumph will double Influence Points earned or cause a failure to be a success.
STOP. Wait for all participants to finish. If the threshold of 9 Influence Points is not reached, then the group will need to Negotiate based on how far off the mark they were. Expect to pay credits to convince the merchants to let go of the goods if not fully influenced.
Of course, maybe their price will be too high...























