Markus Minchu (7th Systems) by bradknowles

Species
Pantoran
Career
Consular
Specializations
Consular: Arbiter (DoH), Jedi: Padawan (RotS), Consular: Niman (F&D CRB)
System
Force and Destiny

7
Threshold 16
Current 0
Threshold 15
Current 0
Ranged 2
Melee 2

Placeholder Image

Characteristics

4
2
2
2
5
4

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 0
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 2
Coordination (Ag) X 0
Deception (Cun) 0
Discipline (Will) X 3
Leadership (Pr) X 2
Mechanics (Int) X 1
Medicine (Int) 0
Negotiation (Pr) X 4
Perception (Cun) X 4
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) X 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 2
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Will) X 3
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 1
Knowledge: Lore (Int) X 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Lightsaber
Range
Engaged
Skill
Lightsaber
+1 Advantage, +1 Success, Breach 1, Sunder, Vicious 2, Defensive 2, Superior
Damage
10
Critical
1
Blade Breaker
Range
Engaged
Skill
Melee
Defensive 2, Pierce 1, Sunder
Damage
+2
Critical
4
Training Lightsaber
Range
Engaged
Skill
Lightsaber
Stun Damage
Damage
6
Critical
-

0
895
365
16/21

Weapons & Armor

Training Lightsaber
* Encumbrance: 1
* Hard Points: 5
* Rarity: 6
* Price: 400
* Damage: 6
* Range: Engaged
* Qualities: Stun Damage

Blade Breaker
* Encumbrance: 1
* Hard Points: 1
* Rarity: 5
* Price: 250
* Type: Melee
* Damage: 3
* Range: Engaged
* Critical: 4
* Skill: Melee
* Qualities: Defensive 2, Pierce 1, Sunder

Single Enhanced 7th Systems Army Custom Lightsaber
* Encumbrance: 1
* Hard Points: 6
* Rarity: 10 (R)
* Price: 2,500+700+250+1000+500+200
* Damage: 10
* Range:Engaged
* Critical: 1
* Qualities: Breach 1, Sunder, Vicious 2, Defensive 2
* Attachments:
** Crossguard Hilt, +1 Defensive, user can spend 2 Advantage or one Triumph to disarm opponent
** Customizable: +1HP
** Personalized Design: Crafter adds automatic Success when using this weapon, any other user adds automated Threat when using this weapon
** Ilum Crystal (Changes Base Damage to 6 Mod, Changes Base Critical Rating to 2 Mod, 1 Grant Quality (Breach 1) Mod, Quality (Sunder) Mod, 2 Quality (Vicious 1) Mods, 1 Damage +4 Mod, 1 Decreases Critical by 1 Mod)
** Magnetic Weapon Tether (Wielder may recover engaged weapon as incidental.)
** Curved Hilt (Adds automatic [Advantage] to successful Lightsaber combat checks when engaged with a single opponent., 1 Quality (Defensive 1) Mod)
** Overcharged Power Cell (Wielder can spend [Advantage] from combat checks to increase damage by 1. GM can spend [Threat][Threat] to decrease damage by 1.)

Single Basic 7th Systems Army Regular Lightsaber Hilt
* Was originally part of a 2500cr lightsaber, which has been replaced. All attachments moved over to the new lightsaber hilt.

Armored Concealing Robes
* Rarity: 2
* Price: 0 (part of Jedi Kit)
* Soak: 2
* Defense: 2
* Features: Add ⬛️ to checks to notice or recognize an individual wearing concealing robes.
* Attachment: Armor Insert, making the robes the equivalent of Armored Clothing, +1 Soak mod applied, +1 Defense mod applied

Cargo Clothing
* Rarity: 0
* Price: 30
* Features: 1 Carry 3 Item(s) up to Encumbrance 1 Mod

Jedi Commander Armor (RotS:p57)
* Encumbrance: 5
* Hard Points: 3+1
* Rarity: 8 (R)
* Price: 5,000 (paid 2,500 as starter kit)
* Categories: Full Body, Hard, Hard Full Body, Heavy, Resistant, Sealable
* Soak: 2
* Melee Def: 1
* Ranged Def: 1
* Extra HP from Reverse Engineered when adding Portable Plasma Shield
* Squad Tactical Systems (2000 cr, 1 Enc, Rarity 5)

Personal Gear

Jedi Kit (1000 cr)

Breath Mask
* Encumbrance: 1
* Rarity: 1
* Price: 25
* Type:Survival

Scanner Goggles (x 2)
* Rarity: 3
* Price: 150
* Type: Detection/Surveillance Devices
* Features: User may see normally in dark conditions

Comlink (Long Range)
* Encumbrance: 2
* Rarity: 1
* Price: 200
* Type:Communications

Mk III Modular Backpack
* Rarity: 1
* Price: 165
* Features: 1 Increase Encumbrance Threshold by 2 Mod
* Attachments: Mk. III Modular Backpack Accessory Pouch (1 Increase Encumbrance Threshold by 6 Mod)

"Survivalist" Mess Kit
* Rarity: 3
* Price: 10
* Type:Survival

Jedi Utility Belt (Three day supply of food capsules, emergency medpack, Jedi multi-tool, Jedi lightsaber maintenance kit, slim glow rod, comlink, and an Aquata breather. Increase encumbrance threshold by one.)

Merr-Sonn "Rider" Ascension Pistol
* Encumbrance: 1
* Rarity: 4
* Price: 275
* Type: Tools/Electronics
* Features: Average (◆◆) Ranged Light check to fire grappling hook up to medium range. Action to reel in cord.

Stimpacks (10)
* Rarity: 1
* Price: 25
* Type: Medical
* Features: Heals 5 wounds.

Emergency Medpack
* Encumbrance: 1
* Rarity: 1
* Price: 100
* Type:Medical

Infrabinoculars (Long Range)
* Encumbrance: 1
* Rarity: 5
* Price: 500
* Type: Detection/Surveillance Devices
* Features:
* Can see through up to two meters of wall. Dense or shielded materials impose at least ⬛️ to Perception checks (GM's discretion).
* User may see in low light or extreme bright light conditions.
* Magnifies targets up to 10 kilometers away.
* User may remove ⬛️ imposed due to long range or low light.

DH77 Headcom
* Rarity: 3 (R)
* Price: 400
* Type: Communications
* Features: Transmits up to medium range on planetary scale. Add ⬛️⬛️⬛️ to any attempt to intercept and unscramble its signal.

Holo Messenger
* Rarity: 4
* Price: 250
* Type: Communications
* Categories:Holoprojector

Load-Bearing Gear
* Rarity: 3
* Price: 100
* Features: 1 Increase Encumbrance Threshold by 3 Mod

Exo Glove (G&G:37)
* Rarity: 4
* Price: 2000 base
* Encumbrance: 2
* Damage: +2
* Critical: 4
* HP: 1
* Skill: Brawn
* Range: Engaged
* Special: Knockdown, Grappling hook to medium range, Ranged Light 2p difficulty

Climbing Gear (x 2)
* Cost: 50cr (ea)
* Enc. 1
* Rarity: 2

Jedi Holocron “Moone’s Musings”, including information on how to create a holocron of your own, information on how to train for the power known as Warrde’s Foresight, and many other things.

Assets & Resources

Portable Survival Shelter
* Encumbrance: 2
* Rarity: 4
* Price: 200
* Type:Survival

“Breaker” Hydrospanner
* Encumbrance: 3
* Rarity: 2
* Cost: 250cr
* Qualities: +1 Advantage to all Mechanics checks

Fusion Lantern
* Cost: 150 cr
* Encumbrance: 2
* Rarity: 2

Armor Insert (G&G:p104)
* Cost: 450 cr
* Rarity: 3
* HP Required: 0
* Attached to the Concealing Robes, making it the equivalent of Armored Clothing, all mods applied

Hilt Masking Kit (Fusion Lantern), Rarity 2, cost 150 credits

Holographic Image disguiser rarity 6, 1100 credits

Fusion Shunt:
Price: 2,000
Encumbrance: -
HP: 1
Rarity: 6
Notes:
Index: Rise of the Separatists:63

Pocket Attaché, rarity 6, 800 credits
4 x Recon remotes, rarity 3, 250 credits each

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Tundra Dweller (Passive) 1 EV: P22 Natural: When making skill checks, Pantorans may remove [setback] imposed due to cold environmental conditions (0 xp)
Sense Emotions (Passive) 1 DoH: p23 Arbiter: Add [Boost] to all Charm, Coercion, and Deception checks unless the target is immune to Force powers (5 xp)
Grit (Passive) 1 DoH: P23 Arbiter: Gain +1 Strain Threshold (5 xp)
Parry (Active) 5 DoH: p23 Arbiter: If wielding a Lightsaber or Melee weapon when hit by a melee attack, spend 3 strain to reduce damage by 2 + ranks in Parry (15 xp + 5 xp from Padawan + 5xp from Niman + 15xp from Niman + 20xp from Niman)
Savvy Negotiator (Passive) 2 DoH: p23 Arbiter: Remove [Setback] per rank of Savvy Negotiator from all Negotiation and Streetwise checks (20 xp & 5xp)
Toughened (Passive) 1 DoH: p23 Arbiter: Gain +2 Wound Threshold (10 xp)
Improved Savvy Negotiator (Active) 1 DoH: p23 Arbiter: Make a Hard (ppp) Negotiation check to convince one bystander per rank of Savvy Negotiator to see one of an opponent's points as maliciously unreasonable (25 xp)
Force Rating +1 (Passive) 1 DoH: p23 Arbiter: Gain +1 Force Rating (25 xp)
Dedication (Passive) 1 DoH: p23 Arbiter: Gain +1 = Will 3 > 4 (25 xp)
Quickdraw 1 RotS: p27 Padawan: Once per round, draw or holster weapon or accessible item as an incidental (5 xp)
Well Rounded 1 RotS: p27 Padawan: Choose any 2 skills. They permanently become career skills (10 xp)
Sense Danger 1 RotS: p27 Padawan: Once per game, remove [setback][setback] from any 1 check (10 xp)
Force Rating +1 1 RotS: p27 Padawan: Increase Force Rating by one (15 xp)
Reflect 5 RotS: p27 Padawan: When hit by a ranged attack, spend 3 strain to reduce damage by 2 + ranks in Reflect (+1 rank from Arbiter +3 ranks from Niman)
Adaptable 1 RotS: p27 Padawan: When resolving a check in which they have no skill, the character may spend one Destiny point to remove one Despair or Threat equal to their ranks in Cool (20 xp)
Dedication 1 RotS: p27 Padawan: Increase Willpower by +1: 4>5 (25xp)
Nobody’s Fool 1 F&D CRB: 70 May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool (5xp)
Niman Technique 1 F&D CRB: 70 When making a Lightsaber skill check, the character may use Willpower instead of Brawn (10xp)
Draw Closer 1 F&D CRB: 70 Perform Draw Closer action; make a Lightsaber (Willpow­er) combat check against one Silhouette 1 target within medium range, adding [Force Die] no greater than Force rating to check. Spend ◑ to move target one range band closer or to add [Success] to check
Congenial 1 DoH: p23 As an Incidental, suffer Strain up to ranks in Congenial to downgrade Charm or Negotiation checks, or upgrade difficulty when targeted by the same, by an equal number (10xp)
Center of Being 1 F&D CRB: 70 Perform a Center of Being maneuver. Until the start of the next turn, attacks against the character increase their Crit Rating by 1 per rank of Center of Being. (20xp)
Improved Center of Being 1 F&D CRB: 70 Suffer 1 Strain to use a Center of Being maneuver as an incidental. (25 xp)
Force Rating 1 F&D CRB: 70 Force Rating +1 (25 xp)
Sum Djem 1 F&D CRB: 70 May spend Triumph or two Advantage with a successful Lightsaber attack to disarm an opponent.

Force Powers

Force Rating
4
Power
Foresee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.

The Force user may spend ◑ to gain vague hints of events to come, up to a day in his own, personal future.
Upgrade Effect
Control (10 xp) When making a skill check to determine Initiative, the user may roll a Foresee power check as part of the pool. He may spend ◑ to gain [Success] on the check.
Power
Seek
Description
The Force allows the will of the Force to lead the way to something lost or forgotten.

The user may spend ◑◑ to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance.

The user may spend ◑ and succeed at an Average (2 purple) Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.
Upgrade Effect
Power
Sense
Description
The Force user can sense the Force interacting with the world around them.

The Force user may spend ◑ to sense all living things within Short range (including Sentient and non-Sentient beings)

The Force user may spend ◑ to sense the current emotional state of one living target with whom they are engaged.
Upgrade Effect
Control (10 xp) Spend ◑. The Force user senses the current thoughts of one living being with which he is engaged.
Magnitude (5 xp) Spend ◑ to increase number of targets affected by power equal to Magnitude upgrades purchased
Range (5 xp) Spend ◑ to increase power’s range by range bands equal to Range upgrades purchased
Control (10 xp) Commit [Force Die/Dice]. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Strength (10 xp) When using Sense’s ongoing effects, upgrade the pool twice instead of once.
Control (10 xp) Ongoing effect: Commit [Force Die/Dice], once per round, when making a combat check, he upgrades the ability of that check once (may not be activated multiple times).
Duration (10 xp) Sense’s ongoing effects can be triggered one additional time per round.
Power
Enhance
Description
The Force user can perform athletic feats beyond the original scope of their natural abilities.

When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend ◑ to gain [Success] or [Advantage] (user’s choice) on the check
Upgrade Effect
Control (5 XP) Enhance may be used with the Resilience skill
Control (5 xp) Enhance may be used with the Coordination skill
Range (10 xp) When performing Force Leap, the user can jump vertically in addition to jumping horizontally.
Control (10 xp) Take a Force Leap action: Make an Enhance power check. The user may spend ◑ to jump horizontally to any location within short range.
Control (10 XP) The user can perform Force Leap as a Maneuver instead of an Action
Control (10 XP) Ongoing effect: Commit [Force Die]. The force user increases his Agility characteristic by 1 (limit of 6)
Control (5 XP) Enhance may be used with the Piloting - Planetary skill
Control (5 XP) Enhance may be used with the Piloting - Space skill
Control (5 XP) Enhance may be used with the Brawl skill
Control (10 XP) Ongoing effect: Commit [Force Die]. The force user increases his Brawn characteristic by 1 (limit of 6)
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.

When guiding and shaping thoughts, only ◑ generated from [DS] may be used to generate negative emotions such as rage, fear, and hatred. Only ◑ generated from [LS] may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from ◑ generated from either [LS] or [DS].

The character may spend ◑ to stress the mind of one living target he is engaged with, inflicting 1 strain.
Upgrade Effect
Range (5 xp) Spend ◑ to increase power's range by a number of range bands equal to Range up­grades purchased
Control (15 xp) When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence power check as part of his dice pool He may spend ◑ to gain [Success]or [Advantage] (user’s choice) on the check.
Power
Move
Description
The Force user can move small objects via the power of the Force.

The user may spend ◑ to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Upgrade Effect
Magnitude (5xp) Spend ◑ to increase the num­ber of targets affected by an amount equal to the number of Magnitude upgrades purchased.
Magnitude (10xp) Spend ◑ to increase the num­ber of targets affected by an amount equal to the number of Magnitude upgrades purchased.
Strength (15xp) Spend ◑ to increase sil­houette able to be target­ed equal to strength upgrades purchased.
Strength (10xp) Spend ◑ to increase sil­houette able to be target­ed equal to strength upgrades purchased.
Control (5xp) The Force user can pull ob­jects out of secure mount­ings or out of an oppo­nent's grasp.
Magnitude (5xp) Spend ◑ to increase the num­ber of targets affected by an amount equal to the number of Magnitude upgrades purchased.
Range (5xp) Spend ◑ to increase power's range by a number of range bands equal to range up­grades purchased.
Strength (10xp) Spend ◑ to increase sil­houette able to be target­ed equal to strength upgrades purchased.
Range (5xp) Spend ◑ to increase power's range by a number of range bands equal to range up­ grades purchased.
Control (15xp) The character can perform fine manipulation of items, allowing him to do whatever he would normally with his hands via this power at this power’s range.
Control (10xp) The Force user can hurl objects to damage targets, by making a Disci­pline check combined with a Move power check, dealing damage equal to 10 times silhouette (Silhoutte 0 is 5 points of damage).
Power
Farsight
Description
Basic Power: The Force user expands normal visual senses through a connection to the Force.

The user may spend ◑ to ignore the effects of darkness or blindness and see normally at up to medium range for the remainder of the round (or one minute). This allows the user to view everything most sentients would normally be able to see on a well-lit day.
Upgrade Effect
Master (20 XP) Spend ◑◑. The user can now see as though from a spot within Close (planetary scale) range of the user’s body.
Control (5 xp) Spend ◑ to make out fine details on a single object within medium range.
Control (10 xp) When making a Vigilance or Perception check, make a Farsight power check as part of the pool, and spend ◑ to gain [Success] or [Advantage] on the check.

Background

This is the version for 7th Systems Army.

Before coming to the Jedi Temple, Markus was in an orphanage. He doesn’t remember life before the orphanage. He doesn’t remember that his parents were moderately wealthy merchants, with customers and partners on many far-flung worlds. He doesn’t remember traveling with them soon after he was born. He doesn’t remember the fire that burned down the house of one customer on a desert planet that killed all occupants but one.

The firefighters dug him out, his bassinet found in a small alcove where a piece of the ceiling had fallen in and was the only place in the house that had been untouched by flame or smoke.

Markus does remember early days in the orphanage. Dreams and nightmares and daymares about things that were to come, and he would warn the others and they would laugh at him. And then the things would come to pass and they would be terrified of him. And they took out their fears on him in response.

He soon learned not to tell anyone about the things that he knew would be happening, but to instead prepare for them in advance as best he could, so that he could be ready when they did happen. Be standing with mop and bucket already in hand at the right place at the right time, when the mess happened, so that it could be cleaned up faster and with less screaming from the headmaster. Be under the table with splints and bandages in hand, at the right place at the right time when the ground quake happened, and the ceiling collapsed.

This didn’t stop the terrors being inflicted upon him by everyone else in the orphanage, when they saw him preparing for something they didn’t know what it would be, but they knew it had to be terrible.

On the day an unexpected visitor arrived, Markus had already packed his few belongings early that morning.

His Master having other business to attend to, the young Padawan walked up the stairs. But before he could knock on the door, it flew open, and an unseen hand thrust out a pad, and he heard a gruff voice bark out “Sign here, and he’s yours!”

The surprised Padawan was taken aback, but he did as was expected, and the door quickly slammed shut. He heard a loud “Good riddance!” exclaimed from behind the portal. He felt a tug at his robes, and looked down to see a young blue-faced boy looking up at him.

“Hello, Padawan Obi. My name is Markus. How can I help you?”

Then Markus looked at the speeder parked a few steps away.

“Can we go see your master now?”

Motivation

Motivation: Allies: Consulars know that achieving a lasting peace can only happen when lines of communication between various factions are open to diplomacy. Growing and strengthening friendly, diplomatic connections between groups is a way to ensure they keep talking to each other and only engage in violence as a last resort. This might mean bringing a small community closer together, overseeing diplomatic negotiations between warring planets, of bringing new anti-Separatist movements into the Republic fold.

Duty: Support: Individually, the lone members of the Jedi Order don't stand a chance against the combined might of the enemies of the Republic. Only by working together can they hope to achieve a victory. The PC is devoted to helping fellow Jedi fulfill their Duties by providing whatever assistance they need. Although he might not get the same amount of reward or recognition as the people he is helping, the PC has many more opportunities than his fellows to fulfill his duty to the Jedi Order.

Contribution Rank: 3
Total Duty Score: 330

Morality

Morality Strength: Compassion (The character cares about the tribulations others face, and wants to help those he comes across. His compassion may lead to self-sacrifice in order to aid those who need it.)

Morality Weakness: Hatred (The galaxy can be a cruel and heartless place, and compassion can quickly turn to hatred of the individuals or situations that cause others to suffer. When a character’s mind roils with simmering hatred, that hatred may be all too slow to fade.)

Morality Score: 53

Description

Gender: Male
Age: 18
Height: 1.8m
Build: Average
Hair: Purple
Eyes: Gold

Looks younger than he is. Notably for a Pantoran, he has no facial tattoos. He always tries to be helpful, sometimes to a fault. He always tries to be prepared, also sometimes to a fault. He's basically a Boy Scout (not yet Eagle Scout), with blue skin. In Jedi Commander Armor. With a fancy crossguard lightsaber that includes a curved hilt.

Markus has recently received a surprise promotion to the rank of Knight. Apparently, his after action reports were forwarded by Master Moone to the Jedi Council, and they determined that he had passed all of his Jedi Trials during various missions.

Was also recently given command of the Legion now known as Minchu’s Marauders, with CC-0666 “Jinx” as the Clone Commander. Currently preparing for the next major system that 7SA will be sent into, after we leave Malastare.

Other Notes

/// XP ///

Species:
Pantoran: 110 XP to start
WT: 10 + Brawn
ST: 11 + Willpower
Tundra Dweller

Brawn: 2 => 3 for 30 xp
Willpower: 1 => 2 for 20 xp, 2 => 3 for 30 xp
Presence: 3 => 4 for 40 xp
= 120 xp total at character creation
+ 150 XP for Knight Level Play
9500 Credits for Knight Level Play
Duty: -10 for +2500 Credits

// Skills //
Pantorans may begin the game with one rank of Cool (0 xp)
Career Skills (Consular): 1 each Cool, Discipline, Negotiation (0 xp); Not selected Education, Leadership, Lore
Career Skills (Arbiter): 1 each Lightsaber, Perception (0 xp); Not selected Negotiation, Xenology
Negotiation: 1 => 2 (10 xp)
Lightsaber: 1 => 2 (10 xp)
Mechanics: 0 => 1 (10 xp)

// Talents //
Arbiter:
Sense Emotions (5 xp)
Grit (5 xp)
Toughened (10 xp)
Parry (15 xp)
Savvy Negotiator (20 xp)

// Force Powers //
Foresee Basic Power (5 xp w/ Mentor Discount)
+ Control: Initiative Upgrade (10 xp)

Seek Basic Power (5 xp w/ Mentor Discount)
+ Control: Skills Upgrade (10 xp)

Sense Basic Power (5 xp w/ Mentor Discount)
+ Control: Sense Thoughts Upgrade (10 xp)
+ Control: Upgrade Difficulty (10 xp)

// Gear //
Jedi Kit (1000 cr for Concealing Robes, Jedi Utility Belt)
7th Systems Army single basic lightsaber (2500 cr)
Jedi Commander Armor (2500 cr)
Training Lightsaber (400 cr)
Ilum Crystal for Lightsaber, all seven mods applied for 700 cr.
Magnetic Weapon Tether, 250 cr
Curved Hilt, 1000 cr
Overcharged Power Cell, 500 cr
Blade Breaker, 250 cr
Cargo Clothing, 30 cr
Portable Survival Shelter, 200 cr
Breath Mask, 25 cr
Scanner Goggles, 150 cr
Comlink Long Range, 200 cr
Mk III Modular Backpack + Pouches, 165 cr
Survivalist Mess Kit, 10 cr
Merr-Sonn "Rider" Ascension Pistol, 275 cr
Stimpacks (10), 25 cr each * 10 = 250 cr
Emergency Medpack, 100 cr
Infrabinoculars (Long Range), 500 cr
DH77 Headcom, 400 cr
Holomessenger, 250 cr
Load-Bearing Gear, 100 cr

/// XP and Credits and Duty Gained ///
Mission Void Lite Down: +1000 cr, +15 Duty, +25 xp, +24 hrs downtime, +2 Morality.
Spend 25 xp for Dedication -- Willpower 3>4.
Spend 250cr for “Breaker” Hydrospanner
Crafted new Custom Lightsaber Hilt, spending 3 hrs and 200 credits, 9 total Advantage spent on Crossguard Hilt (3 Adv), Customizable (3 Adv), and Personalized Design (3 Adv).

// Mission: Local Yocals ///
Purchase Fusion Lantern (150 cr)
Purchase Armor Insert (450 cr)
Results: Arrange for foodstuffs and transport from both the Felucian and Weequay camps, and set up an ongoing positive relationship between them. Left behind the Tranlang Holo V Audio/Visual Translator for the Felucians and Weequay to communicate with each other, as well as communications devices, and the Portable Electronic Perimeter Fence to help secure the pigs from getting out.
Rewards Base: 15xp, 15 duty, 24 hours downtime
+5xp for meeting Duty, +5xp for meeting Motivation, +1000cr
Increased Morality by 2
Spend 25xp on Improved Savvy Negotiator
Attach Amor Insert to Concealing Robes, creating Armored Concealing Robes that are the equivalent of Armored Clothing (Soak 1, Defense 1). No mods yet applied.

/// Applying Mods to Armor Insert ///
With HLPR Droid assistance, rolled yggggggppp to apply the +1 Soak mod, resulted in 3s & 4 Adv. Pass 4 Adv as boost to next roll
With HLPR Droid assistance, rolled yggggggppppbbbb to apply the +1 Def mod, resulted in 4s, 5adv.
Both mods applied, Armored Concealing Robes now Soak 2, Defense 2.

/// Mission: Consequences ///
+20 xp base, Duty +5 xp & +5 Duty, Motivation +5 xp, Duty +10 base, +5 extra Duty,+1000 cr, 24 hrs downtime
Spend 25 xp for FR+1
Spend 5 xp for Savvy Negotiator

/// Buying Extra Gear for Mission: Vortals Smugglers ///
extra scanner goggles (150)
a wilderness survival kit (350)
ten applications of fire paste (30)
water purifier (50)
thermal cloak (200)
ten lengths of synth rope (50)
ten ration packs (50)
PED-21 Personal Distress Beacon (50)
Pretormin Plastent (500)

/// Mission: Vortals Smugglers ///
Conflict: 3
Morality: 1d10-3 = +1
Base Rewards: 20XP, 10 Duty, 1000 cr, 24 hr downtime. +5 XP for meeting Motivation, +5 Duty for meeting Duty requirements
Spend 25 XP on increasing Perception by two ranks (10xp+15xp)

/// Mission: Consolidation Calamity ///
Conflict: 0
Morality: +7
Base Rewards: 15xp/10duty/1000/24hrs
Earned Rewards: 20xp/15duty/1000/24hrs

/// Mission: Vortals Mountaineering ///
Conflict: 2
Morality: +1
Base Rewards: 15xp/10 duty/1000/24hrs
Earned Rewards: 20xp/15 duty/1000cr/24hrs

/// Spending XP ///
10 XP for Sense Duration (can activate Control twice per round)
10 XP for Sense Strength (two upgrades per activation)
10 XP for second Control (upgrade my own ability)
5 XP for Range (now out to Medium range)
5 XP for Magnitude (now two people per force pip)

/// Mission: Vortals Mountaineering 2 ///
Base Rewards: 25xp, 10 duty, 1000cr+CRx100, 24hrs
Earned Rewards: 30xp/15duty/1000cr/24hr Downtime

/// Mission: Vortals Mountain Clearing ///
Base 20xp, 10 duty, 1000cr + 100cr x CR, 24 hours
Earned 20/15/1100/24

/// Spending Credits ///
Gambler negotiated for an Exo Glove for Markus, at 10% cost reduction (1800 credits)

/// Spending 45 XP ///
20 XP = New Specialization: Jedi:Padawan (RotS: 27)
New Career Skills: Coordination, Knowledge (Education), Mechanics, Vigilance
5 XP = Quickdraw (Jedi:Padawan)
10 XP = Well Rounded (Jedi:Padawan)
New Career Skills: Stealth, Astrogation
10 XP = Sense Danger (Jedi:Padawan)

/// Mission: Turtle Shell ///
Earned 25xp/10duty/1100cr/24hr Downtime

/// CR 1 Reward ///
Portable Plasma Shield (CotR: 63)
Value: 2,500 Cr
Encumbrance: -
HP: 2
Rarity: 4
Mods: all applied, total of 400 credits spent

/// Spending XP ///
Padawan: Force Rating +1 (15 xp)
Reflect: 10 xp
Parry +1: 5 xp

/// Mission: Time To Go ///
Base: 25xp/15 duty/1100 credits/24 hrs
Earned: 25xp/20 duty/1100 credits/24 hrs

/// Spending XP ///
25 xp to increase Discipline by two ranks

/// Operation: Double Down ///
Morality: +1
Rewards: 35xp 20duty 1100cr 24h

/// Spending XP ///
20 xp for Adaptable talent (Padawan)
15 xp for Vigilance +2

/// Mission: Not As It Seems ///
Base: 15xp/1000cr+100cr x CR level/10 Duty/24 hours
Earned: 20 xp/1100cr/15 Duty/24 hours

/// Spending XP ///
Force Power Enhance (base power, Enhance may be used with the Athletics skill)
Force Power Control (force leap horizontally to short range)
Force Power Control (Enhance may be used with the Coordination skill)

/// Mission: Senator Ted Ahn ///
Base: 20xp/10d/1100cr/24hr
Earned: 25xp/15d/1100cr/24hr+0 morality boost (100+5=100)

/// Spending XP ///
Influence base power, plus range and control upgrades = 25 xp

/// Spending Money ///
1500 credits for one case of Whyren’s Reserve (for yacht party)

/// Crafting Protection Amulets ///
Roll #1 = 2s 3 adv 2w
3 adv = clever construction, 2 amulets for the cost of one
2w = hidden purpose (2 setback to detect)
1 hr, 300 credits

Roll #2 = 3s 1t 1w
1 threat cumbersome (Encumbrance = 1)
1w = hidden purpose (1 setback to detect)
1 hr, 300 credits

Roll #3 = 2s 1a 1T 1d
1d = cumbersome
1T = blueprint
1a = hidden purpose
1 hr, 300 credits

Roll #4 = 4s 1a 1d
1d = cumbersome
1a = hidden purpose
1hr, 300 credits

Total: 4 hrs, 1200 credits

/// Mission: Hover Convoy ///
Base: 20xp/10 duty/24 hours / 1000cr + 100cr times your CR rating.
Earned: 25xp/15Duty/1100cr/24hrs

/// Amulet Crafting ///
600 credits, 6 hrs, 6 amulets
All have 2 ranks hidden purpose, 2 are Cumbersome and have Encumbrance 1

/// Downtime Hours for XP Trade ///
Trading 288 hours of 326 current for 30 XP, leaving 38 remaining

/// Mission: Betrayal ///
Base: 25xp/10 duty/24 hours/1000+100*CR
Earned: 30xp/15 duty/24 hours/1100cr

/// Mission: Thunder & Rumble ///
Base: 20xp/10 duty/1000cr + 100 x cr/24 hr
Earned: 25xp/15duty/1200cr/24hr

/// Spending XP ///
New Specialty: Consular/Niman (30xp)

/// Buying to Leave Behind in Sraso ///
Microdata P-2 Pocket Attache (800 credits, 6 rarity, 1 enc)
Comm Scrambler (1000 credits, 0 Enc, 5 rarity)
4x Arakyd Industries Recon Remote (250 credits, Encumbrance: 1, Rarity: 3)

/// Mission: Water Hole ///
Base: 20xp/10duty/1000+(CR*100)credits/24hrs
Earned: 25xp/15duty/1200 credits/24hrs

/// Spent XP ///
5xp = Nobody’s Fool (Niman)
10xp = Niman Technique (Niman)
10xp = 2x Magnitude upgrades for Move power

/// Alchemical Crafting ///
Total of nine attempts to construct Healing Accelerant amulets
Spent 5400 credits total
Spent 32 hours total
Destroyed 5 evil amulets
Kept 2 great amulets (2*invigorating, 1*hidden purpose, 1*Cumbersome)
Kept 1 good amulet (1*invigorating, 1*hidden purpose, 1*Cumbersome)
Kept 2 okay amulets (1*Cumbersome)
Got four recipes for constructing Healing Accelerant amulets

/// Mission: Dug In ///
Base: MIssion: Dug In: 20xp/10 duty/1000cr + 100cr x cr rating/24 hours downtime
Earned: Mission: Dug In: 25xp/10 duty/1200cr/24 hours downtime

/// Mission: McGarrett on the Loose ///
Base: 15xp/10duty/1000cr + 100xCR/24 hours
Earned: McGarrett on the Loose: 20xp/15duty/1200cr/24 hours

/// Mission: Operation Droid Hunt: Frag 'em All ///
Base: 20xp/15 duty/1200 Cr/24hrs
Earned: 25xp/20 duty/1200 Cr/24hrs

/// Mission: Happy Little Trees ///
Base: 20 xp/10 duty/1000 cr/ 24 hours
Earned 25 xp/15 duty/1200 cr/ 24 hours

/// Crafting Results ///
Crafter: John Dee (Will)
Item: Simple tool for Discipline
Dice results:
3 adv lightweight 3
3 adv safety features (Automatic advantage to skill)
2 adv lessons learned
4 advantage inspiring solutions
4 adv PMP
3 adv insightful planning 7 adv
6 adv compact 3
2 triumph supreme craftsmanship (Automatic upgrade to skill)
Time required: one hour
Credits required: zero

Crafter: John Dee (Will)
Item: Simple tool for Negotiation
Dice results:
3 adv lightweight
3 adv safety features (automatic advantage for skill)
3 inspiring solutions for 11 adv
4 pmp
4 inspiring solutions
4 adv lessons learned
1 hour zero credits
Time required: one hour
Credits required: zero

/// Spending XP ///
5 XP — Enhance: Control — The Enhance power can be used with the Piloting - Planetary Skill
5 XP — Enhance: Control — The Enhance power can be used with the Piloting - Space Skill
10 XP — Enhance: Control — Ongoing effect, commit [Force Die]. The force user increases their Agility by 1 (maximum of 6)
10 XP — Enhance: Control — The force user may Force Leap as a Maneuver instead of an Action
20 XP — Farsight: Mastery — Spend ◑◑. The user can now see as though from a spot within Close (planetary scale) range of the user’s body.

/// Mission: Drilling for Droids ///
30 xp, 15 duty, 1000+200 for CR, 24hrs

Total current hours: 196

/// Converting hours downtime to XP ///
192 hours = 20 XP

Total current hours now: 4

///Mission: Praevalidum Defensiones: Part 3: ///
Base: 25xp/10duty/1000+100xCR/24hrs/Morality
Earned: 30 xp/15 duty/1300 cr/24 hrs/Morality: -5

/// Negotiation for General Nolu: Obtain Chiewab Iraps Cerebral Stabilizer ///
Item has base rarity 7, base price 2200 credits.
Markus is rolling 4y, with one upgrade and one boost due to Negotiation tool. Also using Influence Control Upgrade to add 4w to the roll.
Rolled to find item, got net 6 success, 3 LS, 1 DS.
Rolled to purchase from 7SA Quartermaster (with one permanent boost due to previous expenditure of Triumph in earlier negotiations), got net 4 success, 3 advantage, 1 triumph, 1 LS
Spend 4 success to get 20% discount: 1760cr total
Spend 1 Triumph to gain additional permanent boost against 7SA Quartermaster

/// Negotiation for Bunker: Obtain BPEA-IA Cascader ///
Item has base rarity 8, base price 1800 credits.
Markus is rolling 4y, with one upgrade and one boost due to Negotiation tool. Also using Influence Control Upgrade to add 4w to the roll.
Rolled to find item, got net zero success, 5 LS, 1DS. Spend 5 LS to get 5 net success
Rolled to purchase from 7SA Quartermaster, got net 1 success, 5 advantage, 4LS, 1 DS
Spend 4LS to get 4 net success, and thus 20% discount: 1440 cr net total cost

/// CR Rewards ///
Flickerphase Blade
Superior Armor Attachment

/// Mission: For Whom the Bell Tolls Part 2: Electric Boogaloo ///
Base Rewards: 35xp/15/1000/24hrs
Earned Rewards: 40 xp/20 Duty/1300 cr/24hrs

/// Flickerphase Mods ///
2 mods successful (1 Item Quality [Inaccurate -1) Mod, 1 Damage +1Mod), 200 credits spent.

/// Mission: Ravaged by Darkness ///
Base Rewards: 30xp/15/1000/24hrs
Earned Rewards: 35xp/15/1300/24hrs
Earned Medal: Republic Insignia: Rise of the Separatists, page 59. Add [Boost] to impress or persuade other characters based on their previous service. At the GM's discretion, character with an exceptional numberof insignia might receive an additional [Boost] on such checks. Brought back Muur Talisman that was cut in half and destroyed by the darkside vergence.

Return to Top