D8 - Under the Cover of Mando
Posted: Thu Jan 12, 2023 1:29 am
Under the Cover of Mando
Neo-Crusaders, they tend to wear helmets, it’s a Mandalorian thing. And while that does mean that head trauma is way down, Republic infiltration could be way up, if you’re bold enough. Local resistance has passed on the details of a high level crusader strategy meeting happening in a few days. It’s too heavily guarded to attack, but the information discussed there could save lives. You’ve volunteered (or been voluntold) to socially infiltrate the meeting, gather the information and get away without being detected.
This social event is limited to 4 players.
This event is divided into three phases. The Legend, The Meet and The Escape. Participants will craft their fake identity, blend in with Mandalorians and then attempt a clean getaway. Participants must roll in every phase in order.
Success will be measured by the information points generated in phase 2 and that you escape with in phase 3.
Advantage and Disadvantage are turned into boost and setback for that character’s next roll at a rate of 2 to 1.
Phase 1, The Legend
You’re going to need a cover identity, and ideally it should be a good one. Your Legend is the Mandalorian you will be for the meet. To craft your legend, characters should roll deception, skullduggery or computers at average difficulty with one upgrade and one setback . ⬟ ◆ ■
Success means you have a working legend, failure means you have a shoddy legend. A triumph means you’ve managed to pass as a high ranking Neo-Crusader of some kind, upgrade your dice pool twice in The Meet step. Despair means an old flame/rival/someone who recognises you is present at the strategy meeting! Upgrade the difficulty of your dice pool twice in the Meet step, but add an extra boost dice to your dice pool in The Escape step ■ , you want to get out of there.
GM note: Any character who posts up an image and short background of the character they are impersonating will gain one extra boost dice ■ they can apply to any one subsequent roll.
Phase 2, The Meet
Your Legend is live, now it’s time to use it. The meeting is taking place on the top floor of a luxury hotel, The Svelte Nerfherder. Attendees must enter through the lobby, have their IDs scanned and then make convincing small talk for 15 minutes until the high ranking participants arrive. Then everyone proceeds to the penthouse for discussions.
Characters who succeeded on their roll in phase 1 may roll their choice of an average charm, leadership, deception or coercion check with one difficulty upgrade and one setback ⬟ ◆ ■.
Characters who failed their roll in phase 1 make security suspicious. They may roll their choice of deception, skullduggery or stealth at hard difficulty with one difficulty upgrade and a setback ⬟ ◆◆ ■
Success means you blend in perfectly, failure means you only hear a few scattered words. Success and every subsequent two successes earns an information point. A triumph earns an information point and a despair upgrades the difficulty of that character’s escape roll twice.
Phase 3, The Escape
The atmosphere in the room grows tense, the Crusaders have just got word infiltrators might be present. You wouldn’t know anything about that, would you? Naturally your particular choice of exit will depend on your own skills, but it’s time to leave before the security sweeps start.
Characters have two choices in this phase. The Dramatic Escape, or the Coruscanti Goodbye
Those choosing the Dramatic Escape may roll their choice of athletics, coordination, or any combat skill at hard with one setback to effect a daring flight! ◆◆◆ ■
Those choosing the Coruscanti Goodbye may roll their choice of deception, skullduggery or stealth at hard difficulty with one setback to vanish as if they were never there ◆◆◆ ■.
Success on your roll means you get away clean. Failure means your extraction is much hairier and you lose half (rounding up) of the information points your character has earned throughout the event.
Every two triumphs rolled in total between all players in this phase will earn one extra information point as you find something crucial on the way out.
If the players earn 3 or fewer information points the mission is a bust. 4-7 information points is a success, nicely done! 8 or more information points is a stunning success, the next rival fight will be made easier thanks to the crucial information you uncovered.
Neo-Crusaders, they tend to wear helmets, it’s a Mandalorian thing. And while that does mean that head trauma is way down, Republic infiltration could be way up, if you’re bold enough. Local resistance has passed on the details of a high level crusader strategy meeting happening in a few days. It’s too heavily guarded to attack, but the information discussed there could save lives. You’ve volunteered (or been voluntold) to socially infiltrate the meeting, gather the information and get away without being detected.
This social event is limited to 4 players.
This event is divided into three phases. The Legend, The Meet and The Escape. Participants will craft their fake identity, blend in with Mandalorians and then attempt a clean getaway. Participants must roll in every phase in order.
Success will be measured by the information points generated in phase 2 and that you escape with in phase 3.
Advantage and Disadvantage are turned into boost and setback for that character’s next roll at a rate of 2 to 1.
Phase 1, The Legend
You’re going to need a cover identity, and ideally it should be a good one. Your Legend is the Mandalorian you will be for the meet. To craft your legend, characters should roll deception, skullduggery or computers at average difficulty with one upgrade and one setback . ⬟ ◆ ■
Success means you have a working legend, failure means you have a shoddy legend. A triumph means you’ve managed to pass as a high ranking Neo-Crusader of some kind, upgrade your dice pool twice in The Meet step. Despair means an old flame/rival/someone who recognises you is present at the strategy meeting! Upgrade the difficulty of your dice pool twice in the Meet step, but add an extra boost dice to your dice pool in The Escape step ■ , you want to get out of there.
GM note: Any character who posts up an image and short background of the character they are impersonating will gain one extra boost dice ■ they can apply to any one subsequent roll.
Phase 2, The Meet
Your Legend is live, now it’s time to use it. The meeting is taking place on the top floor of a luxury hotel, The Svelte Nerfherder. Attendees must enter through the lobby, have their IDs scanned and then make convincing small talk for 15 minutes until the high ranking participants arrive. Then everyone proceeds to the penthouse for discussions.
Characters who succeeded on their roll in phase 1 may roll their choice of an average charm, leadership, deception or coercion check with one difficulty upgrade and one setback ⬟ ◆ ■.
Characters who failed their roll in phase 1 make security suspicious. They may roll their choice of deception, skullduggery or stealth at hard difficulty with one difficulty upgrade and a setback ⬟ ◆◆ ■
Success means you blend in perfectly, failure means you only hear a few scattered words. Success and every subsequent two successes earns an information point. A triumph earns an information point and a despair upgrades the difficulty of that character’s escape roll twice.
Phase 3, The Escape
The atmosphere in the room grows tense, the Crusaders have just got word infiltrators might be present. You wouldn’t know anything about that, would you? Naturally your particular choice of exit will depend on your own skills, but it’s time to leave before the security sweeps start.
Characters have two choices in this phase. The Dramatic Escape, or the Coruscanti Goodbye
Those choosing the Dramatic Escape may roll their choice of athletics, coordination, or any combat skill at hard with one setback to effect a daring flight! ◆◆◆ ■
Those choosing the Coruscanti Goodbye may roll their choice of deception, skullduggery or stealth at hard difficulty with one setback to vanish as if they were never there ◆◆◆ ■.
Success on your roll means you get away clean. Failure means your extraction is much hairier and you lose half (rounding up) of the information points your character has earned throughout the event.
Every two triumphs rolled in total between all players in this phase will earn one extra information point as you find something crucial on the way out.
If the players earn 3 or fewer information points the mission is a bust. 4-7 information points is a success, nicely done! 8 or more information points is a stunning success, the next rival fight will be made easier thanks to the crucial information you uncovered.