MASQUERADE BALL
Tier 2 Social
A high society gala where masked revelers trade secrets and favors.
Impulses: Dance the night away, eat and be merry, make secret deals, trade valuable information
Difficulty: 14
Potential Adversaries: Operatives (Masked Thief, Master Assassin, Spy), Revelers (Courtesan, Merchant Baron, Royal Advisor)
FEATURES
Costumes Required - Passive: Everyone at the ball is expected to arrive in costume. PCs have advantage on Presence Rolls to convince others they are someone—or something—they’re not.
What do the PCs come dressed as? What do their costumes reveal about their true selves?
“Care to Dance?” - Passive: While dancing, a PC can make an Agility Roll instead of a Presence Roll to influence others.
What’s notable or unique about the dances that are in fashion here? Where did the PCs learn how to perform them?
Mistaken Identity - Action: A very important person confuses a PC with an even more important person. The target can play into the misunderstanding with a Presence Reaction Roll. On a success, the PC can ask the VIP to perform a favor, relay a key piece of information, or make an introduction. On a failure, the PC marks a Stress as their true identity is discovered, and they are threatened with ejection from the party.
Who does the VIP mistake them for? What doors does their mistake open? What dangers does it bring?
Cloak and Dagger - Action: Spend a Fear to have an operative try to steal something valuable or assassinate someone important. A PC can make an Instinct Roll to try to notice them before they achieve their objective. On a success, the PC gains the opportunity to intervene. On a failure with Fear, the PC is erroneously implicated in the crime.
Who does the operative work for? Why did they send them to the masquerade?