by Dapper Dog on Fri Jun 07, 2019 3:17 am
First Rule of Massassi Club
Event Type: Bex Company, Side Event
Influence Cost: None
Participants: Unlimited
Timeslots: Early Night
Description: The Cantina is particularly rowdy tonight, Imperial soldiers and Massassi warriors have filled the building with aggression, intoxication, and recklessness. Ensign Pierce is doing his best to keep the peace, but something is going to give… will it be violence and savagery or the discipline and professionalism of the Imperial Armed Forces?
Just remember the first rule of Massassi Fight Club.
Rules: Players have one of three choices to make they can, they can do nothing and just keep to themselves, they can try and keep things calm with Ensign Pierce, or they can spur the Massassi to get violent.
Choices
Option 1 – Just here for Drinks: Make an average Cool check, if successful then the player has avoided getting entangled in the events at hand. If they fail the check, they suffer 2 strain from dealing with the stress of both sides trying to drag them into the argument.
Option 2 – Disciplined Soldiers: The Massassi are no better than beasts and need a strong example of Imperial Discipline and professionalism, make a Leadership or Discipline check at Average. Failure on the check means the player suffers 3 strain from getting drug into a violent confrontation.
Option 3 – Crush your Enemies: The Massassi like to fight, might as well join in on the fun and blow off some steam. The player makes a Resilience or Brawl check at Average, failing the check means the player fails to show how tough they are to the Massassi and gets a meaty fist or boot for their troubles and suffers 4 strain, but the Massassi share their blood wine with the weakling.
Every two players that Succeed with Option 1 grant a Peace point. Every player that succeeds with Option 2 also grants a Peace point. If a player chooses Option 3 they add a Fight point. At the end of the event the totals will dictate how the night ends up either loud and peacefully or loud and violent.
If a Despair is rolled grant a point to the opposite side, even if successful. If a Triumph is rolled double the points added to their side. Every two advantage add a boost die to the next roll and every two threat add a setback die to the next roll.
Rewards/Outcome: Rewards will be revealed at the conclusion of the event.
Head GM | Darth Chocolate of the Sith | Duelist