The Wrruushi Clan Plan
Performances - Mechanics and More
Base pay for a tour show is 2,000 credits. In addition, PCs will get 250 credits per ‘prep point’ and 600 credits per ‘active point’ from their last two shows combined, representing their fame and renown. Negotiation can increase this number by 5% per made against the venue owner/booker. In addition, training/adding more performers can give a bonus if the performance group’s total (for PCs and NPCs) skills go over a 10, at a rate of 1,000 credits per point over 10. Appropriate skills are Charm for acts like singers or musicians or comedians, Cool for acts such as magicians or puppeteers, and Coordination for acts like dancers or jugglers.
Prep Points: Prep points are gained when the crew sets up the show, typically using a mechanics check. Two ‘points’ are gained from each difficulty upgrade given to the check (PCs choose the number of upgrades). Checks start at easy for 0 points. Additional points granted for each net success and subtracted for each net failure. Remember these are upgrades, which means any check other than a simple 0 point check will have at least one . Example: Mechanics with is 4 points for upgrades.
Active Points: Only PCs may attempt to generate active points during a performance. NPC charm. This is the appropriate check (see above) made against the crowd, with difficulty determined by the venue and circumstances. Net success adds points.
What Can Happen During Shows?
Always keep it interesting! These should not be roll-and-done encounters, there should be more meat to them. Here’s a sample of show-related goings-on to throw in, typically one per show:
Major Events – Not Finished Speccing Out
- Police Raid
- Rival Group and/or Terrorist Attack
- Natural Disaster
- Dead Crowd – Maybe they weren’t the act that was supposed to be on tonight, maybe the booking agent for the venue liked them much better than the locals. Either way, the active checks will be very difficult
- Given the Wrong Stage Time – Add to the prep checks as the PCs arrive late and must scramble to set up
- Truck/tour bus sabotaged/robed before/during performance – Equipment might be missing, damaged, or both. Likely culprits are a rival group or local hooligans/gangs
- The opening act outperforms the PC performers, or is generally better liked by the crowd, who want his/her autograph worse than the PC’s after the show
Preparations that cause / do the following:
Performance Prep Threat/Despair Table
Ouch!: Something drops, pops, lights on fire, or otherwise causes three strain during prep, but does not impact the show negatively
Temporary Malfunction: Something isn’t calibrated right. The first performer to make a check suffers on that check
Oh, Shit!: You don’t realize it until it goes wrong, but something goes badly wrong on stage during the performance. A light falls, something explodes, etc. In any case, the performer on stage suffers 1 wound or 2 strain.
Security Loophole: Someone didn’t put up a barrier correctly or left some other gap. A rival gang member or drunken heckler can more easily slip into a trouble area during the show
Major Malfunction: Upgrade performance check during the show for one performer
Electrical Failure: The electrics overload the venue, and everything shuts off as the main act takes the stage and begins. Someone must get to the electrics and make a mechanics check to get the power back on. Failure means it takes an extra round of work. Subtract an active success from the performance for every round that the power is out.
/ That’s Gonna Cost Us…: Some equipment is permanently damaged. Add to all prep and active checks until the equipment is repaired.
/ Hope This Doesn’t Hit the Holonet..: Something goes catastrophically wrong during the show. A performer of GM’s choice must succeed a coordination check or suffer a critical injury and be unable to continue their performance.
PC Performers doing active checks suffer the following effects on /. Always do more ‘social’ checks before the ‘physical’ ones if both are involved.
Active Performance Threat/Despair Table
Boo!: One or two scattered boos echo loudly from the audience. They aren’t generally audible, but the performer is stressed by it and takes 2 strain
Off Balance: The performer gets so into their performance that they forget about the coordinated parts of it. They suffer on their coordination check if they are doing one
Oof!: A quick slip during the act causes the performer to hurt themselves for 1 wound or 2 strain. They are able to recover gracefully if they succeeded at the check, otherwise they fall embarrassingly flat.
Drunken Heckler: A drunk member of the audience boos loudly. If he is not dealt with inside of two rounds, the subtract an active success from the show. Use the Street Tough profile from EotE CRB if needed.
Caustic Misstep: If there are pyrotechnics of some kind in the show, the performer forgets about a cue for one of them and gets hit by it directly for 2 wounds. Also upgrade any coordination checks left to be made.
That Asshole: A rival group member or someone from the PCs past that hates them glares at the performer, making a threatening gesture. Performer suffers 3 strain.
/ Rush the Stage!: One or more people rush the stage. Hecklers, trouble makers, or huge fans. If Security Loophole was triggered during prep, they are on stage immediately, otherwise security has two rounds before they are on stage. If they make it, subtract an active success for every round they are on stage, unless the PCs on stage can find a very creative way to deal with the situation.
/ Kriffing Scumbag!: Either someone quite drunk, someone from the performer’s past, or both takes a shot at them from the audience. The weapon could be anything from a thrown bottle to a blaster pistol shot depending on context. They attack the performer from the audience until dealt with. If security passes a perception check they see the threat one round before they start attacking and have an opportunity to prevent it.