/// 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.