Character Name

Juliet "Julie" Hopkins by EinherjarLucian

Species
Human
Career
Soldier
Specializations
Vanguard, Recruit, Gadgeteer, Sapper
System
Age of Rebellion

7
Threshold 25
Current 0
Threshold 13
Current 0
Ranged 3
Melee 2

Placeholder Image

Characteristics

4
4
5
3
2
2

Skills

Skill Career? Rank Roll
Astrogation (Int) 0
Athletics (Br) X 3
Charm (Pr) 0
Coercion (Will) X 0
Computers (Int) 0
Cool (Pr) X 1
Coordination (Ag) 1
Deception (Cun) 0
Discipline (Will) X 1
Leadership (Pr) 0
Mechanics (Int) X 3
Medicine (Int) X 1
Negotiation (Pr) 0
Perception (Cun) 0
Piloting: Planetary (Ag) X 1
Piloting: Space (Ag) 0
Resilience (Br) X 1
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) X 1
Vigilance (Will) X 1
Brawl (Br) X 0
Gunnery (Ag) X 0
Melee (Br) X 0
Ranged: Light (Ag) X 1
Ranged: Heavy (Ag) X 3
Knowledge: Core Worlds (Int) X 1
Knowledge: Education (Int) X 1
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) X 1
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) X 1
Knowledge: Xenology (Int) 0

Attacks

Wampabreath Jr (Custom Energy Rifle)
Range
Long
Skill
Ranged: Heavy
Pierce 3, Accurate 3, Superior, Auto-fire
Damage
16
Critical
3
Wampabreath Jr (Grenade Launcher - Frag)
Range
Medium
Skill
Ranged: Heavy
Blast 8, Pierce 4
Damage
9
Critical
2
Pew Pew (Blaster Pistol)
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
6
Critical
3

0
815
4220
9

Weapons & Armor

Combat Armor (Soak 4, RDef 3, MDef 2, HP 5), Armor Master, Improved Armor Master, Utility Arm, Strength Enhancing System

**"Wampabreath Jr." Custom Energy Rifle - Blaster Profile** *(Agility 4, Ranged [Heavy] 3, Damage 13[+3], Crit 3, Long Range, Ranged: Heavy, Enc 5, Pierce 3, Accurate 3, Superior, Auto-fire)* **Electronic Sighting System** Aim as an incidental once per round at short range. **Deadly Accuracy (Ranged [Heavy])** Add damage equal to skill to one hit. **Suppressing Fire 1** Julie and each ally within short range may spend :Advantage: on their failed combat checks to inflict one strain on the target per rank. Each character can only activate this effect once per round. !roll [pppabbb][a]

**"Wampabreath Jr." Custom Energy Rifle - Grenade Profile** - *(Agility 4, Ranged [Heavy] 3, Damage 9, Crit 2, Medium Range, Enc 5, Pierce 4, Accurate 3, Blast 9, Superior, Limited Ammo 6)* **Electronic Sighting System** Aim as an incidental once per round at short range. **Deadly Accuracy (Ranged [Heavy])** Add damage equal to skill to one hit. **Powerful Blast** Increase damage of Blast by 1. **Master Demolitionist** Spend :Advantage: or :Triumph: to affect targets in short range instead of Engaged. i !roll [pppabbb][a]

**"Pew Pew" Blaster Pistol** - Damage 6, Crit 3, Medium, Ranged [Light], Stun Setting - !roll [paaa]

**"Slicey" & "Stabby" Vibroknife Tools - Damage +1 (4), Crit 2, Engaged, Melee, Pierce 2, Vicious 1, 2HP, Enc 1 each** !roll [aaaa]

Personal Gear

Loadout [ 13 / 18]
Military Pack (Enc Thr. +6, Cumbersome 2)
Load Bearing Gear (Enc Thr. +3)
Utility Belt (Enc Thr. +1)
Military Belt Pouch (Incidental: 2x stimpack)
Wampabreath Jr [5]
5 stimpacks [0]
Hunting Goggles [1]
Hand Scanner [1]
5m Flex-5 Detonite [1]
3 cans Foamcast [0]
Datapad [1]
Slicey/Stabby [2]
Grav Chute [1]
Ascension Pistol [1]
3-MAL Secure Comms [0]
Recon Remote [0]

Req: 5 stims, urban compass, local guide, 2x quickflash gel, 5x flex-5 detonite, 3-MAL secure comms, hunting goggles, rebreather, security sweeper

GT-RDN Construction Droid
- Soak 4, WT 13
- Br 3, Ag 2, Int 2, Cn 1, Wi 2, Pr 1
- Computers 2 [pp]
- Mechanics 3 [ppa]
- Perception 1 [p]
- Natural Tinkerer (Once per session,
- reroll any one Mechanics check)
- Built-in construction tools,
- I-C4a Droid Interface Programming Suite
- Fusion Cutter
- Base (Dmg 5, Crit 3, Engaged, Melee,
- Breach 1, Burn 3, Sunder, Vicious 3)

2x stock powered melee weapons to sell

----------------------------------------------------
Cover Identity: Maria Balthasar
Independent Demolitionist Contractor
Big Bang Demolitions
Fully Backstopped, Deep Cover, Business

Assets & Resources

Custom Combat Armor
| Base (Soak 3, Def 1, HP 5)
| Sealable, Special Emb [Resilience]
| Jury Rigged (RDef +1)
| Tinkerer (+1HP)
| Armor Master (Soak)
| Integrated Comms [0]
| Strength Enhancing System [2]
| Increase Brawn by 1
|| 2 Skill (Athletics) Mod
|| 2 Talent (Brace) Mod
| Utility Arm [2]
| Add [b] to Mechanics checks
|| Add [b] to Mechanics checks
|| Spend 1 strain to gain one
|| additional free maneuver.
| Vacuum Sealed [1]

"Wampabreath Jr" Custom Blaster Rifle
| Base (Dmg 9, Crit 3, HP 6, Long Range,
| Ranged [Heavy], Enc 5, Pierce 2,
| Auto-fire, Accurate 1, Superior [Integral]),
| Cumbersome 2
| Deadly Accuracy (Ranged [Heavy] 3)
| Electronic Sighting System [1]
| - Aim as an incidental 1/rnd at Short
| - Decrease difficulty to locate shooter in
| low light conditions by 1.
|| 1 Accurate 1 mod
| Augmented Spin Barrel [2]
| - Increase damage by 1
| - +1 setback to repair item
|| 2 Damage +1 mod
|| 1 Pierce 1 mod
|| 1 Accurate 1 mod
|Under-barrel grenade launcher [2]
| Cumbersome +2 mod, Enc +2 mod
| Fire grenades to medium range
|| 6 Limited Ammo +1 mods

"Wampabreath" DX-H Heavy Blaster Rifle
| Base (Dmg 10, Crit 3, Long Range,
| Ranged [Heavy], Enc 7, Pierce 2,
| Cumbersome 3)

"Mr. Fixit" & "Slicey"
- Simple Mechanics Tool, Enc 1
| Base (Counts as right tool for mechanics
| checks, Enc 4)
| Lightweight 3
| Safety Features (+ adv)
| Supreme Craftsmanship (Upgrade once)
| Inbuilt Weapon (Vibroknife)
|| Base (Damage +1, Crit 2, Engaged,
|| Melee, Pierce 2, Vicious 1, 2HP)

"Mr. Buildit" & "Stabby"
- Simple Survival Tool, Enc 1
| Base (Counts as right tool for survival
| checks, Enc 4)
| Lightweight 3
| Safety Features (+ adv)
| Supreme Craftsmanship (Upgrade once)
| Inbuilt Weapon (Vibroknife)
|| Base (Damage +1, Crit 2, Engaged,
|| Melee, Pierce 2, Vicious 1, 2HP)

Specialist Mechanics Tool
| Add :suc: :adv: to mechanics checks
| Lightweight 7, Safety Features

Breaker Heavy Hydrospanner
| Add :adv: to mechanics checks.

Journeyman Custom Tools
| Add :BoosBla: to mechanics checks.

Hologoggles with University Extension
| Treat Education as a career skill

Critical Injuries & Conditions

Requisitions: 3 stimpacks, scanner goggles, hand scanner, ascension pistol, medkit, 3 cans Foamcast, 5m Flex-5 Detonite Tape, Datapad, Grav Chute, Recon Remote, Surveillance Scanner, Mine Detector

=== Shipboard Workshop ===
Enc Capacity: 18/20
Advanced Features: 2/4
Mechanics: [+b][aaas]
| Low-Gravity Workspace: Add :Advantage:
| Research Records:
| - Spend :Advantage: :Advantage: to gain
| a permanent :BoosBla: on future checks
| of the same type.
| Emergency Containment Measures
|| Downgrade checks once.
|Reclamation Equipment
|| Recover half the material price of failed crafting checks.
| Simple Mechanics Tool [1]
|| Supreme Quality (Upgrade)
|| Safety Features (Add :Advantage:)
| Specialist Mechanics Tool [1]
|| Add :Success:
|| Safety Features (Add :Advantage:)
| Breaker Heavy Hydrospanner [3]
|| Add :Advantage:
| VX-A Intelligent Toolbox [3]
|| Reduces time for crafting by 1/2
| Recycling Station [10]
|| Add :BoosBla: :BoosBla: to Mechanics
|| checks to salvage or scavenge parts
|| Scavenging and salvaging takes 1/2 time
|| Recover additional 1/2 of material cost
|| of failed crafting checks.

=== Schematics & Records ===
|Bladed Weapon: 1/0 [d]
|Energy Rifle: 3/1 [b]
|Grenade: 3/0 [-]
|Customizable Armor: 2/1 [b]
|Combat Armor: 2/1 [bd]
|Powered Melee Weapon: 4/1 [b]
=== Parts ===
| Energy Rifle: 225cr

Talents

Name Book & Page Description
Toughened 6 Gain +2 wound threshold per rank. (+8)
Body Guard 1 **Body Guard (Maneuver)** Once per round, perform the Body Guard maneuver to guard an engaged character. Suffer strain no greater than ranks, then until the beginning of the next turn upgrade the difficulty of combat checks targeting the protected character by that number.
Body Guard (Improved) **Improved Body Guard** Once per session, when an ally protected by Body Guard suffers a hit, suffer the hit instead.
Conditioned 1 Remove [s] per rank from Athletics and Coordination checks. Reduce damage and strain from falling by 1 per rank.
Dedication (Agility 1, Intellect 2) Increase Agility and Intellect by 1.
Construction Specialist 1 Removes [s] per rank from checks made to construct bases, defense works, positions, fortifications, tunnels, bunkers, and similar combat engineering projects.
Jury Rigged (Armor) Choose 1 weapon, armor, or item and give it a permanent improvement while it remains in use.
Known Schematic Once per session, may perform the Known Schematic maneuver. Make a Hard Education check. Success grants familiarity with a building or capital ship's design. She now knows the location of critical components or facilities within the structure or vehicle, as well as her own location. She can also plan unconventional routes around obstacles. Additional success, advantage, or triumph results can reveal other useful information at the GM's discretion.
Armor Master When wearing armor, increase total soak value by 1
Armor Master (Improved) When wearing armor with a soak value of 2 or higher, increase defense by 1.
Contraption Once per session, take a Contraption action and make a Hard Mechanics check to fashion a device to solve a current problem using just the tools and parts on hand. This device must be approved by the GM and functions for the duration of the current encounter only. Those tools are destroyed in the process. Triumph may be spent to allow the tools to be recovered to be reused later.
Tinkerer Add 1 additional hard point to a number of items equal to ranks in Tinkerer.
Durable 1 May reduce a critical injury suffered by 10 per rank to a minimum of 1.
Deadly Accuracy (Ranged - Heavy) Add damage equal in ranks in that skill to one hit of a successful attack made using that skill using a non-starship/vehicle weapon.
Improvised Defenses Julie may attempt an Average [dd] Survival check to fashion small defenses using scavenged materials. If the check is successful, the structure can provide cover for up to 4 characters for the rest of the encounter. The character may spend :adv::adv: or :tri: from the check to increase the ranged defense the structure provides to 2.
Brace 2 **Brace (Maneuver)** Perform the Brace maneuver to remove :black: :black: per rank of Brace from next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, heavy gravity, or other disruptive physical obstacles that would make a skill check more difficult.
Improvised Detonation Once per session, Julie may make a Hard Mechanics check to perform the Improvised Detonation action and build an explosive device out of available materials. The device can be detonated via any logical means (timed delay, pressure activated, or even a fuse) and when it explodes deals damage equal to the character's ranks in Intellect plus ranks in Mechanics plus :Success: on the initial check, and possesses the Blast quality at an equal value. The character can spend :tri: to increase the damage by an additional 2. :des: causes the device to detonate immediately in the owner's face. If the check would have been otherwise successful, the premature detonation does damage based on the successful check (and has an equivalent blast quality). If the check would have failed, the premature detonation only does damage equal to ranks in Mechanics plus ranks in Intellect.
Improvised Position Julie may make a Hard Mechanics check and spend 12 hours constructing a secure position that can contain the group and its vehicles. The sum of its vehicles' silhouettes must be 4 or less. The position provides cover and can have additional narrative benefits at the GM's discretion. The character may spend :adv: :adv: or :tri: from the check to increase the ranged defense the position provides to 2.
Master Demolitionist When resolving an attack from a personal (non-starship/vehicle) explosive or ordnance weapon, Julie may spend :adv: or :tri: to have the weapon's Blast quality affect all characters within short range (rather than engaged). If the weapon normally affects all characters within short range, then the range of effect is increased to medium instead.
Grit 2 Increase Strain Threshold by 1 per rank.
Powerful Blast 1 Increase Blast damage dealt by explosives, explosive weapons, and grenades by 1 per rank.
Suppressing Fire 1 Julie and each ally within short range may spend :Advantage: on their failed combat checks to inflict one strain on the target per rank. Each character can only activate this effect once per round.
Outdoorsman 1 Remove :Setback: per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.
Second Wind 1 Once per encounter, Julie may use the Second Wind incidental to heal strain equal to ranks.
Moving Target 1 If Julie has already acted this round, increase ranged defense by 1 per rank.
Seize the Initiative Once per session, Julie may leap foward to create a daring distraction on the battlefield; perform the Sieze the Initiative maneuver. Make a Hard ([ddd]) Athletics check. If she succeeds, any nubmer of other PCs who have yet not acted this round may immediately take their turns as if there were that many PC slots at this point in the initiative order. Each PC who acts this way counts as having acted for this round (and thus cannot act again this round). Initiative order returns to its previous order at the beginning of the next round.
Vehicle Combat Training Piloting (Planetary) and Gunnery are now career skills.
Well-Traveled Outer Rim and Core Worlds become career skills.
Spare Clip **Spare Clip** Julie cannot run out of ammo on a :Despair:. Items with the Limited Ammo quality run out of ammo as normal.
Rapid Reaction 1 Suffer a number of strain to add an equal number of :Success: to initiative checks.

Background

Juliet lost her family early on when the Empire took over Andvar. Lost on the streets, merely a child, she protected a group of children from bandits long enough to catch the attention of a wandering Sister of the Orthodoxy. She was taken in as an orphan, and trained among the sisterhood.

Juliet is fiercely loyal to the Orthodoxy. When she found out that Holy Mother Miriam had left to join the alliance to gain support for Andvar's freedom, she volunteered to follow after her.

Unfortunately, Julie is a bit erratic and prone to make rash decisions. She's a bit of an adrenaline junkie, never fully getting over the rush of protecting her friends so long ago. Still, her perseverance and dedication to her friends, despite her recklessness, has earned her the coveted title of "Paladin" within the Orthodoxy--a warrior who can be counted on to give her all to protect her comrades.

Motivation

**Adrenaline Junkie** - Excitement, adventure: the character loves every bit of it. She doesn't fight for money, revenge, or a thirst for blood. She fights because she can't get enough of the incredible thrill of risking her life and coming out on top.

=== *Morning Star* Workshop ===
Enc Capacity: 18/20, Advanced Features: 4/4

**Upgrades:** *Low-Gravity Workspace:* Add :Advantage: to Mechanics checks; *Research Records:* Spend :Advantage: :Advantage: to gain a permanent :BoosBla: on future checks of the same type; *Emergency Containment Measures:* Downgrade the difficulty of the workshop's focus skill once. *Reclamation Equipment:* Automatically reclaim half of the material price of a failed crafting check.

**Tools:** *Simple Mechanics Tool [1]* Supreme Quality (Upgrade), Safety Features (Add :Advantage:); *Specialist Mechanics Tool [1]* Add :Success:, Safety Features (Add :Advantage: duplicate effect not applied to check); *Breaker Heavy Hydrospanner [3]* Add :Advantage: to Mechanics checks; *VX-A Intelligent Toolbox [3]* Reduces time for crafting by 1/2; *Recycling Station [10]* Add :BoosBla: :BoosBla: to Mechanics checks to salvage or scavenge parts, Scavenging and salvaging takes 1/2 time, Recover additional 1/2 of material cost of failed crafting checks (cumulative with applicable workshop upgrade).

**Schematics & Records:** Bladed Weapon: 1/0 [d], Powered Melee Weapon: 4/1 [b], Energy Rifle: 3/1 [b], Grenade: 3/0 [-], Customizable Armor: 2/1 [b], Combat Armor: 2/1 [bd]

**Julie:** *Int 5, Mechanics 3, Utility Arm* [pppaabb], *Computers 0* [aaaaa]
**Assist from GT-RDN:** *Mechanics 3* [b], *Computers 2* [++]

**Workshop Mechanics Crafting Assist:** [+-][aaas] (upgrade ability once, downgrade difficulty once, + 3 :Advantage:, + 1 :Success:)

**Item Difficulty:** *Item* []

**Mechanics Crafting Check:** !roll [ppppabbb][aaas]

Duties

** Combat Victory (530)** - The PC wants to prove that the Rebellion's armed forces can defeat the Empire in head-to-head battles, and frequently pushes to launch devastating raids, ambushes, and strikes. This PC believes the only path to victory is through combat, and that the rebels are more than a match for the Empire any time, on any battlefield, under any condition.

Description

Tall and lithe, Julie's slight frame hides the fact that she's a significant powerhouse. Tough and agile, she tends to have a cheeky grin and crazy gleam to her eyes. She dyes her hair the color of the week.

**Mechanics Check** Supreme Mechanics Tool, Safety Features. Utility Arm. !roll [ppppabb][a]

**Survival Check** Supreme Survival Tool, Safety Features. !roll [ppa][a]

**Resilience Check** *(Brawn 3, Resilience 1, Strength Enhancing System Attachment, Armor Embellishment.)* !roll [paaa][a]

**Athletics Check** *(Brawn 3, Strength Enhancing System Attachment, 2 Athletics Skill Mods.)* !roll [pppa]

**Coordination Check** *(Agility 4, Coordination 1)** !roll [paaa]

**Julie crafting X (Mechanics [d]) for Y** *(Int 5, Mechanics 3. Supreme simple mechanics tool with safety features. Specialist mechanics tool. VX-A Toolkit. Utility Arm with upgrades. Breaker heavy hydrospanner. Workshop with Low Grav workspace, Research records: spend :Advantage: :Advantage: to gain a permanent :BoosBla: on future checks of the same type. Unskilled assistance from Y.)* !roll [ppppabbb][aaas]

**Known Schematic - Hard Education** Once per session, may perform the Known Schematic maneuver. Make a Hard Education check. Success grants familiarity with a building or capital ship's design. She now knows the location of critical components or facilities within the structure or vehicle, as well as her own location. She can also plan unconventional routes around obstacles. Additional success, advantage, or triumph results can reveal other useful information at the GM's discretion. !roll [paaaaddd]

**Contraption (Hard Mechanics)** Once per session, take a Contraption action and make a Hard Mechanics check to fashion a device to solve a current problem using just the tools and parts on hand. This device must be approved by the GM and functions for the duration of the current encounter only. Those tools are destroyed in the process. Triumph may be spent to allow the tools to be recovered to be reused later. *Int 5, Mechanics 3, Supreme Mechanics Tool with Safety Features, Utility Arm* !roll [ppppabbddd][a]

**Improvised Defenses (Average Survival)** Julie may attempt an Average [dd] Survival check to fashion small defenses using scavenged materials. If the check is successful, the structure can provide cover for up to 4 characters for the rest of the encounter. The character may spend :adv::adv: or :tri: from the check to increase the ranged defense the structure provides to 2. Supreme Survival tool, Safety Features. !roll [ppadd][a]

**Improvised Detonation (Hard Mechanics)** Once per session, Julie may make a Hard Mechanics check to perform the Improvised Detonation action and build an explosive device out of available materials. The device can be detonated via any logical means (timed delay, pressure activated, or even a fuse) and when it explodes deals damage equal to the character's ranks in Intellect plus ranks in Mechanics plus :Success: on the initial check, and possesses the Blast quality at an equal value. The character can spend :tri: to increase the damage by an additional 2. :des: causes the device to detonate immediately in the owner's face. If the check would have been otherwise successful, the premature detonation does damage based on the successful check (and has an equivalent blast quality). If the check would have failed, the premature detonation only does damage equal to ranks in Mechanics plus ranks in Intellect. *Int 5, Mechanics 3, Supreme Mechanics Tool with Safety Features, Utility Arm* !roll [ppppabbddd][a]

**Improvised Position (Hard Mechanics)** Julie may make a Hard Mechanics check and spend 12 hours constructing a secure position that can contain the group and its vehicles. The sum of its vehicles' silhouettes must be 4 or less. The position provides cover and can have additional narrative benefits at the GM's discretion. The character may spend :adv: :adv: or :tri: from the check to increase the ranged defense the position provides to 2. *Int 5, Mechanics 3, Supreme Mechanics Tool with Safety Features, Utility Arm, Pioneer Squad Tool Kit, Droid Assist, VX-A Tools* !roll [ppppabbbbbddd][a]

**Seize the Initiative (Hard Athletics)** Once per session, Julie may leap foward to create a daring distraction on the battlefield; perform the Sieze the Initiative maneuver. Make a Hard ([ddd]) Athletics check. If she succeeds, any nubmer of other PCs who have yet not acted this round may immediately take their turns as if there were that many PC slots at this point in the initiative order. Each PC who acts this way counts as having acted for this round (and thus cannot act again this round). Initiative order returns to its previous order at the beginning of the next round. *(Brawn 3, Strength Enhancing System Attachment, 2 Athletics Skill Mods.)* !roll [pppaddd]

Other Notes

==== Current
XP: 790, Duty: 530, Credits: 4220, Downtime 29h

==== Creation
Character Creation - Human Soldier (Vanguard) - 333322 - 20 Duty Spent (+10xp, +2500cr) Starting 120xp - Free Recruit spec, +10xp SFL training earned - 130xp, 3000cr
Legacy Character (From Akaru, KIA, 315xp earned, 250 duty) - +240xp, +190 duty - Total 380xp, 190 duty. CR1.

==== Mission Log
Operation Duplicity: +25xp (base 20 + 5 motivation), +15 duty (base 5 + 5 duty + 5 mission report -5 lost item), +500cr (base 500), +24h. Promoted to CR2.
Operation Dread Not: +25xp (base 20 + 5), +10 duty (base 10), +500cr, +24h. CR2, 46h.
Operation Hatchet Job: +25xp (base 20 +5), +20 duty (base 15 +5), +500cr, +24h. CR2, 70h.
Operation Aerial Deployment: +25xp (20xp base, +5xp motivation), +15 duty (15 base), +500cr, +24h. CR2, 94h.
Operation Temple (Of Doom): +25xp (20xp base, +5xp motivation), +20 duty (15 base, +5 duty), +1000cr (500 base, +500 loot), +24h downtime. CR2, 270 duty, 70h.
Operation Worth: +25xp (20xp base, +5xp motivation), +20 duty (15 base, +5 duty), +600cr, +24h, CR3
Operation Pain Train: +25xp (+20xp base, +5xp motivation), +15 duty (+10 base, +5 duty triggered), +600cr, +24h. CR3, 39h.
Operation Broken Wings: +20xp, +10 Duty, +600cr, +24h. 57h Total
Operation Gruuba Feud: +15xp (+10xp base, +5xp motivation), +10 duty (+10 base), 600cr, +24h, CR3. 26h total.
Operation Crusades: +25xp (+20xp base, +5xp motivation), +25 Duty (+15 base, +5 duty triggered, +5 AAR), Promoted to CR4, +700cr, +24h. 50h total.
Operation Taco Truck: +20xp (+15xp base, +5xp motivation), +20 duty (+15 base, +5 duty triggered), +700cr, +24hr. 62h total.
Operation Forever Wander: +25xp (+20xp base, +5xp motivation), +25 Duty (+15 base, +5 duty triggered, +5 AAR), +700cr, +24h. 86h total.
Operation Fire Sale: +15xp (+15xp base), +25 duty (+15 duty, +5 duty triggered, +5 AAR), +700cr, +800cr looted, +24h.
Operation Gizer Shuffle II: +20xp (+15xp base, +5xp motivation), +15 duty (+10 base, +5 AAR), +700cr, +24h.
Operation Trident I: +25xp (+20xp base, +5xp motivation), +10 duty (+10 base), +800cr, +24h. Promoted to CR5.
Operation Stress Test: +25xp (+20xp base, +5xp motivation), +25 duty (+15 base, +5 duty triggered, +5 positive spin), +800cr, +24h.

=== GM'd Missions
Operation Troubled Stars: +20xp, +15 Duty
Operation Star Performance: +20xp, +15 Duty. Promoted to CR3

=== CR Awards
CR1 Awards - (a) Augmented Spin Barrel attachment, (b) GT-Series Construction Droid
CR2 Awards - (a) Starship Workshop, (b) Low-Gravity Workshop Upgrade
CR3 Awards - (a) Strength Enhancing System Attachment, (b) Cassion-class Combat Engineering Troop Carrier
CR4 Awards: (a) Research Records Advanced Workshop Benefit (b) Hologoggles (Education)
CR5 Awards: (a) Emergency Containment Measures Advanced Workshop Benefit, (b) Reclamation Equipment Advanced Workshop Benefit

=== Crafting/Modding
Crafting w/ Trast - 2 hours, 100cr (+500cr for 2x vibroknife), Supreme Mechanics Tool, Supreme Survival Tool, both with Supreme Craftsmanship, Safety Features, Lightweight 3, Inbuilt Weapon
Modding w/ Trast - 250cr, Augmented Spin Barrel (2 Damage mod, 1 Accurate Mod, 1 Pierce Mod), Enhanced Sighting System (1 Accurate mod)
Trast Custom Combat Armor: 1875cr, 10h. Soak 3, DEF 2, 6 HP, Sealable, Embellished Resilience
Crafting - Specialist Mechanics tool (Lightweight 7, Safety Features): -6h, -600cr. One generic specialist mechanics tool left over.
Crafting - Grenades for Maggie: -7h. Acquired 3 Grenade schematics. 2h .
Crafting - Energy Rifle: -6h, -1350cr parts, 2 regular energy rifles, 1 energy rifle with integral superior attachment, Pierce 2, Auto-fire, Accurate 1. 38h total
Crafting - Combat Armor for Maggie: -42h. 47h total.
Modding - Under-barrel grenade launcher for herself: 3x Limited Ammo +1 ([ddd], [dddd], [ddddd]) 300cr
Modding - Under-barrel grenade launcher by Trast: 2x Limited Ammo +1 ([cdddd], [ccddd]) 100cr
Crafting - Powered Melee Weapons for SCIENCE: -800cr, -38h.
Crafting - Powered Melee Weapons for Maggie: -26h.
Crafting - Precision Mechanics Instrument (I hate crafting slot machine): -16h, -1050cr

=== Buying/Selling
Shopping - Julie & Maggie: Purchase VX-A Toolkit, -14h, -1625cr.
Modding - Trast & Maniac & Julie: Attach mods to Utility Arm, Strength Enhancing System. -300cr
Crafting for Raynor: Melee - Bladed Weapon. Acquired one schematic. -17h.
Shopping: Bought Breaker Heavy Hydrospanner from Honk. Rarity 3, -250cr.
Purchase with Omin: 1800cr of Energy Rifle parts. -1530cr, -6h. 44h total.
Shopping - Group Sale - Rarity 4 blaster rifles: -17h, +2430cr. 69h total.

=== Downtime (Other)
Hours for XP: +5xp for 48h. CR2, 46h.
Hours for XP: +5xp for 48h. CR3, 15h.
Hours for XP: +5xp for 48h. CR3, 9h total.

=== Unsorted

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