Halfred Understar by Keyes

Species
Drall
Career
Soldier
Specializations
Medic, Instructor, Vanguard, Courier, Ambassador, Doctor, Beast Rider
System
Age of Rebellion

7
Threshold 26
Current 0
Threshold 23
Current 17
Ranged 4
Melee 3

Placeholder Image

Characteristics

4
1
7
4
2
5

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 3 Conditioned 4, Physical training 2, Short cut 2, Swift, Natural Athlete
Charm (Pr) X 2 Kill with Kindness 2
Coercion (Will) 0
Computers (Int) X 2
Cool (Pr) 0 Rapid Reaction 2
Coordination (Ag) 0 Conditioned 4, Short cut 2, Swift, Natural Athlete
Deception (Cun) X 1
Discipline (Will) X 2 Natural Instructor
Leadership (Pr) 3 Natural Instructor, Kill with Kindness 2
Mechanics (Int) X 2
Medicine (Int) X 5 Surgeon 5, Bacta Specialist 2, Master Doctor, Natural Doctor,
Negotiation (Pr) X 0
Perception (Cun) X 0
Piloting: Planetary (Ag) X 1 Short cut 2
Piloting: Space (Ag) X 0 Short cut 2
Resilience (Br) X 3 Physical training 2
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) X 1
Survival (Cun) X 2 Forager, Swift
Vigilance (Will) X 2 Rapid Reaction 2
Brawl (Br) X 2 Anatomy Lessons
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) X 2 Anatomy Lessons
Ranged: Light (Ag) X 0
Ranged: Heavy (Ag) X 0
Knowledge: Core Worlds (Int) X 1
Knowledge: Education (Int) X 2
Knowledge: Lore (Int) X 0
Knowledge: Outer Rim (Int) X 1
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) X 3
Knowledge: Xenology (Int) X 2

Attacks

Bulwark Tower Shield
Range
Engaged
Skill
Melee
Defensive 3, Deflection 3, Magnetic Weapon Tether (Quick Draw)
Damage
+0
Critical
5

175
2495
37690
10/15

Weapons & Armor

- Field Medic Uniform - Enc: 0 (2)
Defense R 1/M 0, Soak 3, HP 0
-Bulwark Tower Shield - Enc: 1, HP 4
[Magnetic Weapon Tether - 1HP]
May recover weapon to readied position as long as character is Engaged with weapon.
- Load bearing Gear(Vest) - Enc:0
Adds +3 to Enc Capacity
-Surveyors Bag - Enc:0
Adds +2 to Enc Capacity
- Utility belt - Enc:0
Adds +1 Enc Capacity
- Military Belt Pouch - Enc:0
Retrieve two Enc 0 items as Incidental
(2 stimpacs unless stated otherwise)

Healing Wounds and Strain in the field: CAPC ECM-598 Medical Backpack, Surgeon (5). !roll [pppppaab???]

Healing Critical Injuries in the field: CAPC ECM-598 Medical Backpack. !roll [pppppaab(Diff reduced by 1)]

Supreme Stim Application(Action): Medpac (Boost) !roll [pppaaaabddd]

Improved Field Commander(Action): Symbol of command (Boost) !roll [pppabdd]

Supreme Inspiring Rhetoric(Maneuver): Symbol of command (Boost) !roll [pppabdd]

The Bigger they are(Action): K.Warfare !roll [pppaaaaddd]

Seize the initiative(Maneuver): Physical training (2 boosts), Conditioned (Remove 4 setbacks) !roll [pppabbddd]

Personal Gear

Standard Gear:
- Comlink (handheld) - Enc:0
- Breath Mask - Enc:1
-Scanner Goggles - Enc:0
See normally in dark conditions.
-Symbol of Command (Medal) - Enc: 1
Adds a Boost to all Social Checks made to interact with others brought up in the PC's Military Culture.
-Flare x1
light for 1 min or light something on fire
-Ornate Cake-day fork
-Honk's spaghetti recipe

Medical Equipment:
-Stimpack x5 - Enc:0
Maneuver to inject target, heal 10-6 wounds, Max 5/day.
-Nullicane x2 - Enc:0
Apply with Easy (Diff 1) Medicine check. Choose 1 Easy, Average or Hard Crit. Target ignores the effects of the Critical until the end of the encounter.
- CAPC ECM-59B Medpac - Enc:2
Adds blue to Medicine checks
Decreases difficulty to heal Critical Wounds by 1, to a minimum of 1
-Antishock Blanket – Enc:2 (250c)
Reduces the difficulty to heal critical wounds by 1, to a minimum of 1
- Cerebral Stabilizer - Enc:3
Must be applied withing one round of Crit "Bleeding out" and "The End is Nigh", or same round if target has died. Average (Diff 2) Med Check to stabilize or revive target. Doesn't remove crit, just its effects.

Cybernetics:
-Cybernetic Brain Implant

Assets & Resources

Aboard the Unconventional Beauty
Laboratory:
-Medical Workshop
-Mechanics Workshop
-Low Gravity Workshop
Add 1 Advantage to Medicine and Mechanics checks made in the workshop
-Mechanics Specialist tools (Safety features)
Adds one Success and Advantage
-Bioscan
Remove two setbacks from medical checks
-Plasma Protein Replicator
Adds one success to medicine checks to heal Critical injuries
-Physicians Kit
Adds one boost to Med checks
Adds one adv to Med checks to heal wounds/strain
-MultiGoo gun
Automatic Adv on Mechanics checks to repair droids
-Welding Rod
Adds one automatic Success to mechanics checks to repair droids.

Droids:
Medical Droid [Rival]
B1 A1 I2 C1 W1 P0
Soak 3, WT 10, Def 0/0
Skills: Discipline 1, Medicine 3, Perception 2
Talents: None
Abilities: Droid (Does not need to breath, eat or drink and can survive in vacuum and underwater; immune to poisons and toxins)
Equipment: Built in diagnostic and surgical tools (counts and a medpac as well as stimpack that can be used once per scene)

(6) Medtech Mini-Med Droid (Minion)
B1 A1 I1 C1 W1 P0
Soak 2, WT 1, Def 0/0
Skills: None
Talents: None
Abilities: Surgeons Aid (When a minion group of one or more Mini-Meds performs the assist maneuver to help a character with a Medicine Check, that character counts as having +1 rank in the Surgeon talent per Mini-Med in the group.)
Silhouette 0.
Equipment: None

Quarters:
-Padded Armor
- Military Backpack - Enc:0
Adds +6 Enc Capacity, Cumbersome 2
- Medpac - Enc:2
Adds Blue to Med Checks
grants 1 Stimpac per scene
-Drall Flashstick - Enc:2, HP 2
D+2, C-, Disorient 3, Stun Damage,
- Mk. 1 Trooper Armor - Enc: 1 When worn
Defense R 1/M 0, Soak 2, HP 0

Critical Injuries & Conditions

An accident while setting a landmine has left Halfred with a large patch of gnarled hairless skin. It stretches from his right hand all the way up his arm and the right side of his face.

Talents

Name Rank Book & Page Description
Stimpack Specialization 5 Medic (3), Instructor (2) Stimpacks heal 1 additional wound per rank of Stimpack Specialization. Max (5) Stimpacks per day does not change.
Surgeon 5 Medic (2), Doctor (3) When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon
Grit 8 Medic (2), Instructor (2), Courier (1), Ambassador (1), Doctor (1), Beast Rider (1) Gain +1 strain threshold.
Forager Medic Remove up to 2 Set-Back from skill checks to find food, water, or shelter. Survival checks to forage take half the time.
Bacta Specialist 3 Medic (1), Doctor (2) Patients recover 1 additional wound per rank of Bacta Specialist when they recover wounds from bacta tanks or long term care.
Stim Application Medic Take the Stim Application action; make an Average (Diff 2) Medicine check. If successful, 1 engaged ally increases 1 characteristic by 1 for the encounter and suffers 4 strain.
Improved Stim Application Medic When performing a Stim Application action, may increase the difficulty to Hard (Diff 3), and target only suffers 1 strain.
It's Not That Bad Medic Once per session when an ally would suffer a Critical Injury, may take an It’s Not That Bad action; make a Hard (Diff 3) Medicine check to stop the ally from gaining the Critical Injury.
Master Doctor 1 Medic Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1.
Dedication (Int) 1 Medic Gain +1 to a single characteristic. This cannot bring a characteristic above 6. (Intellect)
Toughened 7 Medic (1), Instructor (2), Vanguard (4) Gain +2 wound threshold.
Well Rounded (Comp, Mech) Medic Choose any 2 skills. They permanently become career skills (Computers and Mechanics)
Natural Doctor Medic Once per session, may reroll any 1 Medicine check.
Body Guard 4 Instructor (2), Vanguard (2) Once per round, perform a maneuver to guard an engaged ally. Suffer strain up to ranks to upgrade difficulty of attacks against them by that number until the start of next turn
Conditioned 4 Instructor (2), Vanguard (2) Remove Set-Back per rank of Conditioned from Athletics and Coordination checks. Reduce damage and strain suffered from falling by 1 per rank of Conditioned.
Improved Body Guard Instructor Once per session, when an ally protected by the Body Guard maneuver suffers a hit, suffer the hit instead.
Field Commander Instructor Take the Field Commander action; make an Average (Diff 2) Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.
Improved Field Commander Instructor Field Commander action affects allies equal to double Presence, and may spend Triumph to allow allies to suffer 1 strain to perform 1 action instead.
Dedication (Pre) 2 Instructor, Vanguard Gain +1 to a single characteristic. This cannot bring a characteristic above 6. (Preception)
Physical Training 2 Instructor (2) Add 1 Boost per rank of Physical Training to Athletics and Resilience checks.
Natural Instructor Instructor Once per session, may re-roll one Discipline or Leadership check.
Supreme Stim Application Medic When performing the Stim Application action, spend Triumph to increase an additional Characteristic by 1.
Dodge 3 Medic (1), Ambassador (2) When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number
Anatomy Lessons Medic After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.
The Bigger They Are ... Medic Soldier Signature Ability. See "Force Powers"
Moving target 2 Vanguard (2) If the Character has already acted this round, increase ranged defense by 1 per rank.
Rapid Reaction 2 Vanguard (2) Suffer a number of strain to add an equal number of Successes to initiative checks. Strain cannot exceed ranks.
Suppressing Fire 2 Vanguard (2) Character and allies in short range may spend one Advantage on failed combat checks once per round to inflict 1 strain per rank on the target.
Seize the Initiative Vanguard Once per session as a maneuver, may make a Hard (DDD) Athletics check. On Success, other PCs may take their turns immediately.
Supreme Bodyguard Vanguard Body Guard maneuver may protect a number of engaged characters up to ranks in Resilience
Dynamic Fire Vanguard When making a ranged attack while engaged with an opponent, may suffer 2 strain to reduce the range modifier by 1.
Unmatched Courage Vanguard Soldier Signature Ability. See "Force Powers"
Indistinguishable 2 Courier (2) Upgrade difficulty of checks to identify character once per rank of Indistinguishable
Well Travelled Courier Knowledge Core Worlds and Knowledge Outer Rim become career skills
Shortcut 2 Courier (2) During a chase, add 1 Boost per rank in Shortcut to any checks made to catch or escape an opponent.
Pilot Training Courier Piloting Planetary and Piloting Space become career skills
Swift Courier Do not suffer usual penalties for moving through difficult terrain
Second Wind 2 Courier (2) Once per encounter, may use Second Wind incidental to recover strain equal to ranks in Second Wind
Freerunning Courier Suffer 1 strain when making a Move maneuver to move to any location within short range
Improved Indistinguishable Courier The character may extend the effects of indistinguishable to a number of allies within short range equal to ranks in Deception
Lose Them Courier When being followed or chased, the character may perform the Lose Them Action and make a Hard (Diff 3) Stealth check. If successful, add 2 Setbacks to checks to follow him for the remainder of the encounter and may spent 1 Triumph to indicate his pursuers have lost him completely
Dedication (Cun) 2 Courier, Ambassador Gain +1 to a single characteristic. This cannot bring a characteristic above 6. (Cunning)
Natural Athlete Courier Once per session, may re-roll any Athletics or Coordination check
Kill with Kindness 2 Ambassador (2) Remove Setback per rank of Kill with Kindness from Charm and Leadership checks
Inspiring Rhetoric Ambassador Take the Inspiring Rhetoric action; make an Average (Diff 2) Leadership check Each Success causes 1 ally in close range to recover 1 strain. Spend Advantage to cause 1 affected ally to recover 1 additional strain.
Improved Inspiring Rhetoric Ambassador Each ally affected by Inspiring Rhetoric gains Boost on all skill checks for a number of rounds equal to ranks in Leadership.
Supreme Inspiring Rhetoric Ambassador Suffer 1 strain to perform Inspiring Rhetoric as a maneuver, instead of an action.
Resolve 2 Doctor (2) When a character involuntarily suffers strain, he suffers 1 less strain per rank of resolve, to a minimum of 1
Pressure Points Doctor When making a Brawl check against an opponent, instead of dealing damage, may deal equivalent strain plus additional strain equal to ranks in Medicine (This does NOT ignore soak)
Dedication (Int) 1 Doctor Gain +1 to a single characteristic. This cannot bring a characteristic above 6. (Intellect)
Confidence 2 Ambassador (2) May decrease difficulty of discipline checks to avoid fear by 1 per rank of confidence
Beast Wrangler 1 Beast Rider (1) add Boost per rank of Beast Wrangler to checks to tame or wrangle creatures
Expert Handler 2 Beast Rider (2) Remove Setback per rank of Expert Handler from Survival checks made to ride beasts.
Lets Ride Beast Rider Once per round, may mount or dismount a vehicle or beast, or enter a cockpit or weapon station on a vehicle, as an incidental.
Natural outdoorsman Beast Rider Once per session, may reroll any 1 Resilience or Survival check
Intense Presence Ambassador Spend 1 Destiny Point to recover strain equal to Presence rating.
Sixth Sense Ambassador Gain +1 Ranged Defense
Outdoorsman 1 Beast Rider (1)

Force Powers

Force Rating
Power
The Bigger They Are...
Description
Once per game session as an action, the character may spend 2 Destiny Points, nominate one vehicle, starship, or living creature of silhouette 2 or smaller that he can see and make a Hard (ddd) K.Warfare check. If he succeeds, for the next 3 rounds, he and each other friendly character within medium range of him ignore the target’s armor (or soak) when inflicting damage on the target with non-vehicle/starship weapons.
Upgrade Effect
Duration The Bigger They Are... lasts for 2 additional rounds
Destiny The Bigger They Are... costs 1 Destiny Point instead of 2
Increase Sillhouette (2) Increase the silhouette of targets that can be affected by The Bigger They Are... by 1.
Ongoing Salvo If the target is destroyed (or dies) while The Bigger They Are... is active, the character may spend 1 Destiny Point to select a new target for The Bigger They Are....
Reduce Difficulty Reduce the difficulty of the skill check to activate The Bigger They Are... to Averag (dd)
Power
Unmatched Courage
Description
Once per game session, as an out of turn
incidental, the character may spend 2 destiny Points to ignore the effects of all Critical Injuries for 2 rounds. When this effect ends, he suffers the effects of these Critical Injuries as normal
Upgrade Effect
Duration (2) Unmatched Courage lasts for 2 additional rounds
Survivor (2) While Unmatched Courage is active, add to checks to remove Critical Injuries
Increase Effect While Unmatched Courage is active, whenever the character would suffer strain, he may suffer that many wounds instead
See It Through While Unmatched Courage is active, the character does not become incapacitated when his wounds exceed his wound threshold

Background

Born on Drall in the Corellian Sector, Halfred speaks; Drallish, Galactic Basic, Durese (Durosian) and rough Mandiba (Selonian), which is difficult to speak by outsiders and almost impossible to speak well. He also understands Olys Corellisi (Old Corellian) when he hears it but doesn't necessarily know what is being said.

Now, when not on a mission, Halfred spends his time aboard the "Unconventional Beauty" either tending to patients or training new Medical staff for the Lantillies Sector Force.

Motivation

**Motivation: Ambition-Expertise(Leadership)**
The character wants to excel in his chosen work or area of expertise and constantly practices to achieve perfection.

Medic Talent Tree
· 5: ■ ■ ■ ■ Forager / Stimpack Specialization / Grit / Surgeon
10: ■ ■ ■ ■ Toughened / Surgeon / Stimpack Specialization / Bacta Specialist
15: ■ ■ ■ ■ Well Rounded / Grit / Stim Application / Master Doctor
20: ■ ■ ■ ■ Dodge / Natural Doctor / Imp. Stim Application / Stimpack Spec.
25: ■ ■ ■ ■ Anatomy Lessons / Ded(Int) / Not That Bad / Sup. Stim Application

Instructor Talent Tree
· 5: ■ ■ ■ ■ Conditioned / Physical training / Body Guard / Grit
10: ■ □ ■ ■ Toughened / Conditioned / Stimpack Specialization
15: ■ □ ■ ■ Physical Training / Body Guard/ Improved Body Guard
20: ■ ■ ■ ■ Field Commander/ Grit/ Stimpack Specialization / Toughened
25: ■ ■ □ ■ Imp. Field Commander / Natural Instructor / Ded(Pre)

Vanguard Talent Tree
· 5: ■ ■ ■ ■ Bodyguard / Conditioned / Toughened / Rapid Reaction
10: ■ ■ □ ■ Toughened / Moving Target / Suppressing Fire
15: ■ ■ ■ ■ Conditioned / Bodyguard / Toughened / Rapid Reaction
20: ■ ■ ■ ■ Improved Body Guard / Suppressing Fire / Toughened / Moving Target
25: ■ ■ □ ■ Dedication / Supreme Bodyguard / Seize the Initiative

Courier Talent Tree
· 5: ■ ■ ■ ■ Indistinguishable / Shortcut / Well traveled / Pilot Training
10: □ ■ ■ ■ Swift / Second Wind / Grit
15: □ ■ ■ ■ Indistinguishable / Freerunning / Shortcut
20: □ □ ■ ■ Improved Indistinguishable / Second Wind
25: □ ■ ■ ■ Dedication / Lose Them / Natural Athlete

Ambassador Talent Tree
· 5: □ ■ □ ■ Kill with Kindness / Confidence
10: □ ■ □ ■ Grit / Dodge
15: ■ ■ □ ■ Kill with Kindness / Inspiring Rhetoric / Confidence
20: ■ ■ □ ■ Improved Inspiring Rhetoric / Intense Presence / Dodge
25: ■ □ ■ ■ Supreme Inspiring Rhetoric / Dedication(Cun) / Sixth Sense

Doctor Talent Tree
· 5: ■ ■ ■ ■ Surgeon / Bacta Specialist / Grit / Resolve
10: ■ □ ■ ■ Medic / Surgeon / Resolve
15: ■ □ ■ ■ Surgeon / Bacta Specialist / Pressure Points
20: ■ ■ □ ■ Medic / Medic / Medic
25: ■ ■ ■ □ Medic / Medic / Dedication

Beast Rider Talent Tree
· 5: □ □ ■ ■ Outdoorsman / Beast Wrangler
10: □ □ □ ■ Expert Handler
15: □ □ ■ ■ Grit / Lets Ride
20: ■ ■ ■ ■ Imp. Spur / Spur / Natural Outdoorsman / Expert Handler
25: □ ■ ■ □ Dedication / Grit

The Bigger They Are ... Signature Ability Tree
10: ■ □ ■ ■ Increase Silhouette / Duration / Change Skill
15: ■ ■ ■ ■ Ongoing Salvo / Destiny / Decrease Difficulty / Increase Silhouette

Unmatched Courage Signature Ability Tree
10: ■ ■ ■ ■ Increased Effect / Duration / Survivor / Duration
15: ■ □ ■ □ See it through / Survivor

Duties

**Duty: Personnel**
More than machines, credits, or information, the people of the Alliance are the most important and vital assets there are, and the Player Character knows this. He is devoted to seeing to their safety, well-being, and capacity for success. No one should ever be left behind: the most successful missions might not achieve every goal, but they are successful nonetheless when no one dies

Division: Special Forces
Regiment: 2nd Pathfinders
Rank: *****Colonel*****
Contribution Rating: 1485
CR Rewards
CR1: Mini-Med Droid
CR1: Basic Shipboard Workshop (Medicine)
CR2: Consular-Class Assault Cruiser, "Unconventional Beauty"
CR2: Advanced workshop benefit, Additional workspace (Mechanics)
CR3: Cybernetic Brain Implant
CR3: Low-Gravity Workshop
CR4: Mini-Med Droid
CR4: Bioscan (in the lab)
CR5: Plasma Protein Replicator
CR5: Bantha-II Cargo Skiff
CR6: Medical Droid
CR6: Basic Medical Workshop on Falk base for Beasts
CR7: Lost
CR7: Lost
CR8: Lost
CR8: Lost
CR9: Lost
CR9: Lost
CR10: Lost
CR10: Lost
CR11: Lost
CR11: Lost
CR12: Lost
CR12: Lost
CR13: Lost
CR13: Lost
CR14: Lost
CR14: Lost

Description

Gender: Male
Age: 23
Height: 4ft 2in or 1.3Meters
Build: Short and solidly built
Hair: Light brown
Eyes: Almond shaped, entirely black
Notable Features: When exposed, a large patch of gnarled hairless skin can be seen. It stretches from his right hand all the way up his arm and the right side of his face. (Point blank anti-vehicle mine accident in Operation Stolen Shield)
Halfred also bears a Cybernetic Brain Implant.

Other: In addition to Ability or Characteristics, Drall also add 1 Blue to assisted Skill Checks.

Other Notes

*Character Creation: 115xp (90xp Race, 10xp Instead of Recruit, 15xp Exchanged Duty)
Operation Training Day: 20xp, 20 Duty (10 Base, 5 Duty, 5 Report)
Operation Hound Dog: 35xp, 15 Duty (10 Base, 5 Duty)
Operation Stolen Shield: 20xp, 20 Duty (10 Base, 5 Duty, 5 Report)
Operation Ghostship: 30xp, 25 Duty (10 Base, 5 Duty, 5 Report, 5 GM"well done report")
*R&D Bulwark Tower Shield: 5 Duty (5 "Recognition")
GM-Operation How the Imps stole Life-Day: 15xp, 10 Duty (Base XP and Duty for GMing)
Operation Long Distance Relationships: 30xp, 20 Duty (10 Base, 5 Duty, 5 Report)
*Became Sergeant
*Lost 200cr to Shooter and Renn, betting that Jessie would beat Orion in a match.
GM-Operation See no Evil: 20xp, 10 Duty (Base XP and Duty for GMing)
GM-Operation Heavy Rain: 15xp, 5 Duty (Base XP and Duty for GMing)
GM-Operation See no Evil: 25xp, 15 Duty (Base XP and Duty for GMing)
GM-Operation Speak no Evil (Recon): 15xp, 10 Duty (Base XP and Duty for GMing)
GM-Operation Speak no Evil (Assault): 20xp, 10 Duty (Base XP and Duty for GMing)
GM-Operation With friends like these...: 15xp, 15 Duty (Base XP and Duty for GMing)
*Gained the Instructor Specialization
Operation Power Outage: 25xp , 25 Duty (10 Base, 5 Duty, 5 Report, 5 GM "Well done report")
*Became 2nd Lieutenant
*Cashed in CR1, Cr1, Cr2 and CR2 rewards
Operation Fundraiser: 25xp, 15 Duty (10 Base, 5 Duty)
GM-Operation Wet Walker: 15xp, 10 Duty (Base XP and Duty for GMing)
GM-Operation Beachcombing: 20xp, 10 Duty (Base XP and Duty for GMing)
GM-Operation Black Spot: 10xp, 5 Duty (Base XP and Duty for GMing)
Operation Freedoms Beginning: 20xp, 25 Duty (10 Base, 5 Duty, 5 Positive Spin[Omin], 5 Report)
GM-Geloshk's Invitation: 25xp, 10 Duty (Base XP and Duty for GMing)
*Spent 48hrs to earn 10 Duty (Narrativley trained medical staff)
*Became Lieutenant
*Cashed in One Cr 3 Reward
GM-Operation Pyramid Scheme: 20xp, 15 Duty (Base XP and Duty for GMing)
Operation Doctors Orders: 20xp, 20 Duty (10 Base, 5 Duty, 5 Report)
Operation Raiders: 25xp, 15 Duty (10 Base, 5 Duty)
GM-Operation Armageddon: 15xp, 10 Duty (Base XP and Duty for GMing)
GM-Operation Boom: 15xp, 10 Duty (Base XP and Duty for GMing)
GM-Operation To catch a R4T: 25xp, 20 Duty (Base XP and Duty for GMing)
*Cashed in One Cr 3 Reward
Operation Moonraker: 25xp (20 Base, %75, 5 Motivation), 30 Duty (10 Base, %75, 5 Duty, 10 Positive Spin[Omin], 5 Report)
*Became Captain
GM-Operation Early Bird: 15xp (20 Base, %75), 5 Duty (10 Base, %50)
Operation Recal: 30xp (30 Base, %75, 5 Motivation), 10 Duty (10 Base, %50, 5 Duty)
GM-Operation Data Cap: 15xp, 10 Duty (Base XP and Duty for GMing)
GM-Operation Stacked Deck: 20xp, 15 Duty (Base XP and Duty for GMing)
GM-Operation Mass Exodus(Boarding): 20xp, 15 Duty (Base XP and Duty for GMing)
GM-Operation Two Mynocks: 20xp, 10 Duty (Base XP and Duty for GMing)
Operation New Born: 20xp (20 Base), 10 Duty (10 Base)
GM-Operation Muddy Boots: 20xp, 15 Duty (Base XP and Duty for GMing)
GM-Gruuba Games: 20xp, 10 Duty (Base XP and Duty for GMing)
GM-Hyde and Seek: 20xp, 10 Duty (Base XP and Duty for GMing)
GM-Family Reunion: 15xp, 10 Duty (Base XP and Duty for GMing)
Gm-Pathfinder: 10xp, 10Duty (Base XP and Duty for GMing)
Gm-Blitzkrieg: 20xp, 10Duty (Base XP and Duty for GMing)
Gm-Dread Not: 20xp, 10Duty (Base XP and Duty for GMing)
Gm-Droid Delivery: 20xp, 10Duty (Base XP and Duty for GMing)
*Promoted to Lieutenant Commander*
Operation Deployment: 20xp (15 Base, 5 Motivation), 25 Duty (15 Base, 5 Duty, 5 Report)
Gm-Droid Sandbar: 20xp, 10Duty (Base XP and Duty for GMing)
*48hrs for 5xp*
Operation Pepper Jack: 25xp (20 Base, 5 Motivation), 15 Duty (15 Base)
Gm-Fatal Scout(Tacos Fault): 20xp, 10Duty (Base XP and Duty for GMing)
Gm-Juniper Boots: 20xp, 10Duty (Base XP and Duty for GMing)
Gm-Mirror Mirror: 15xp, 10Duty (Base XP and Duty for GMing)
Operation Pimento: 20xp (15 Base, 5 Motivation), 20 Duty (15 Base, 5 Report)
Gm-Pain Train: 20xp, 10Duty (Base XP and Duty for GMing)
Gm-Sacramento Nights: 20xp, 15Duty (Base XP and Duty for GMing)
Gm-Broken Wings: 20xp, 10Duty (Base XP and Duty for GMing)
*48hrs for 5 XP*
Operation Night School: 25xp (20 Base, 5 Motivation), 15 Duty (15 Base)
Gm-Malachite Lance: 20xp, 15Duty (Base XP and Duty for GMing)
Operation: Stab in the dark: 25xp (20 Base, 5 Motivation), 25 Duty (15 Base, 5 Duty, 5 Positive Spin)
Gm-Gruuba Feud: 10xp, 10Duty (Base XP and Duty for GMing)
Operation: Charger: 25xp (20 Base, 5 Motivation), 20 Duty (15 Base, 5 Duty)
Gm-Forever Wander: 20xp, 15Duty (Base XP and Duty for GMing)
Operation: Fire Sale: 20xp (15 Base, 5 Motivation), 20 Duty (15 Base, 5 Duty)
Gm-Balefire Throne: 20xp, 15Duty, 12hrs, 300cr (Base rewards for GMing)
Gm-Miasmata Sicken: 20xp, 5Duty, 12hrs, 300cr (Base rewards for GMing)
Gm-Project Cookie Cutter: 15xp, 10Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- Operation RAbbiT Hole: 15xp, 10Duty, 12hrs, 300cr (Base rewards for GMing)
Operation: Silver Scalple: 25xp (20 Base, 5 Motivation), 25 Duty (15 Base, 5 Duty, 5 Positive Spin)
*240hrs for 25xp*
Operation: ISD: 20xp (20 Base), 20 Duty (10 Base, 5 Duty, 5 Positive Spin) 1200 extra credits
Gm- Operation Gavil: 20xp, 10Duty, 12hrs, 300cr (Base rewards for GMing)
Operation: Huttball Glory 1: 25xp (20 Base, 5 Motivation), 25 Duty (15 Base, 5 Duty, 5 Positive Spin) 3500 extra credits
Operation: Mountain Climber: 20xp (20 Base), 30 Duty (10 Base, 5 Duty, 15 Positive Spin)
Gm- Operation Walnut: 20xp, 15Duty, 12hrs, 300cr (Base rewards for GMing)
Operation: Training Wheels: 20xp (20 Base), 20 Duty (15 Base, Duty 5)
Operation: Antiquity: 20xp (20 Base), 15 Duty (10 Base, Duty 5)
Gm- Operation Sandbox: 20xp, 10Duty, 12hrs, 300cr (Base rewards for GMing)
Operation: Bastion Striker: 20xp (20 Base), 20 Duty (15 Base, Duty 5)
Operation: Durasteel Heart: 20xp (20 Base), 15 Duty (10 Base, Duty 5)
Operation: Braha When: 20xp (15 Base, 5 Motivation), 20 Duty (15 Base, Duty 5)
Operation: Durasteel Artifact: 20xp (20 Base), 20 Duty (15 Base, Duty 5)
Gm- Operation Endangered Species: 20xp, 5Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- Operation Ice Age: 20xp, 10Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- Operation Mordun: 20xp, No Duty, Hours or Credits (Base rewards for GMing)
Operation: Shadow Doctors: 20xp (20 Base), 10 Duty (10 Base)
Operation: Helmet Hunter: 25xp (20 Base, Motivation 5), 20 Duty (15 Base, Duty 5)
Gm- Operation Tarivo Games: 20xp, 10Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- Operation Antique Shop I: 20xp, 15Duty, 12hrs, 300cr (Base rewards for GMing)
*24hrs for 5Duty
Gm- Corn Husk: 20xp, 15Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- Banana Boat: 20xp, 15Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- Violet Corax: 20xp, 5Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- Root of the Problem: 20xp, 15Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- Kumo Gold: 20xp, 10Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- Emerald Nezumi: 20xp, 15Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- Uy-Turn: 15xp, 10Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- Jade Gurhal: 20xp, 10Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- Thermoplae: 20xp, 15Duty, 12hrs, 300cr (Base rewards for GMing)
Operation: Weeding: 25xp (20 Base, Motivation 5), 35 Duty (15 Base, Duty 5, Positive Spin 3[Snru])
Gm- Maximum Phalanx: 20xp, 5Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- Diaspora Sunset: 20xp, 10Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- Broken Fang: 20xp, 10Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- Mothball: 15xp, 10Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- Crimson Corsari IV: 20xp, 10Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- Open for Business: 20xp, 15Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- Thin Line: 15xp, 15Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- Victory Road: 10xp, 15Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- Basic Improvements: 20xp, 10Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- Mysterious Stranger: 20xp, 10Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- (Sanctuary) Diurnal Axe: 20xp, 10Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- (Sanctuary) Crepuscular Spear: 20xp, 10Duty, 12hrs, 300cr (Base rewards for GMing)
Gm- Heterochromia Gold: 10xp, 12hrs, 250cr (Base rewards for GMing)
Gm- Cursed Words: 10xp, 12hrs, 250cr (Base rewards for GMing)
Gm- Wendigo: 10xp, 12hrs, 250cr (Base rewards for GMing)
Gm- Welcome Home: 10xp, 12hrs, 250cr (Base rewards for GMing)
Gm- Mossy Rock: 10xp, 12hrs, 250cr (Base rewards for GMing)
Gm- Snowshoe: 10xp, 12hrs, 250cr (Base rewards for GMing)
Gm- Snowsuit: 10xp, 12hrs, 250cr (Base rewards for GMing)
Operation: Black Granite 20xp (15 Base, 5 Motivation), 24hrs, 2500cr
Task Force Liberator: 12rounds (70xp)

Hours: 370
Deaths revived: 1
Link to "Unconventional Beauty" http://swsheets.com/v/sgqsswplr-unconventional-
Link to "Two Dimentional" https://swsheets.com/v/oatid8bf5-two-dimensional
Link to "Atlas" https://swsheets.com/c/khxqcjqmy-atlas

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