Trast Mos'ana by Ryldor

Species
Bothan
Career
Sentinel
Specializations
Artisan, Shadow, Analyst, Mechanic, Saboteur, Slicer, Scientist
System
Age of Rebellion

5
Threshold 15
Current 0
Threshold 20
Current 0
Ranged 4
Melee 2

Placeholder Image

Characteristics

2
4
7
5
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 1
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) X 6
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) X 3
Discipline (Will) X 3
Leadership (Pr) 0
Mechanics (Int) X 6
Medicine (Int) X 2
Negotiation (Pr) 0
Perception (Cun) X 2
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) X 0
Resilience (Br) 0
Skulduggery (Cun) X 2
Stealth (Ag) X 1
Streetwise (Cun) X 1
Survival (Cun) 0
Vigilance (Will) 0
Brawl (Br) X 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) X 2
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) X 0
Knowledge: Education (Int) X 2
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) X 0
Knowledge: Warfare (Int) X 2
Knowledge: Xenology (Int) 0

Attacks

Trast's Cool New Pistol
Range
Long
Skill
Ranged: Light
Accurate 3, Pierce 3, Superior, Stun Setting
Damage
11
Critical
3
Custom Shield
Range
Engaged
Skill
Brawl
Defensive 1, Deflection 3, Magnetic Tether with Quick Draw
Damage
1
Critical
5

0
2190
14905
10/16

Weapons & Armor

Custom Energy Pistol with Custom Grip with Accurate 1, Blaster Actuating Module and Electronic Sighting System with Accurate 1, Superior

Customizable Armor with Optical Camo system with Stealth Mod ; Enhanced Optic Suite with Vigilance Mod; Omniscan Intergrated Scanner with Perception mod; Vaccum Sealed; Helmet Comlink

Pioneer Armor.

Custom Trast Armor with Superior and Custom Fit

Quicktrigger Pistol

Mk-1 Armor
Laminate Armor

Personal Gear

Handheld Comlink, Hand Scanner, Datapad, Glow Rod, Mk III Modular Backpack - Storage Unit and Oxygen, Extra Reload, 3 Stimpacks, Syntherope, Supreme Slicer Gear with 1 auto adv, 1 auto success and 1 auto upgrade, Supreme Tool Kit with 1 auto adv and 1 auto upgrade, Utility Belt, Military Belt Pouch, Grav-Chute, Scanner Goggles, Electrobinoculars, Earbud Comlink, Verpine Comlinks, Demolition's Tool Kit, Ascension Pistol, Supreme Medical device with 3 compact, 1 auto adv and 1 auto upgrade, Water Purifier, 5 Field Rations, Load-Bearing Gear, R82 Jump Boots, Skulduggery Tool (Supreme Craftsmanship and 3 Lightweight), Skulduggery Tool (Supreme Craftsmanship, Safety Features and 3 Lightweight), Wampa Pelt, Thermal Cloak; Military Modular Backpack Frame with Storage Unit and Oxygen Unit

Fake Chrono gift from Dullis worth (2K credits)

(Not brought on mission unless specified: 2 Dataspikes, Scramble Key)

Assets & Resources

118 hours
Black casino chip (2K Gruuba credits/200 credits)

Cascader - Upgrade Charm, Leadership and Deception checks. Hologoggles (Discipline)

"Light of Day" YT-1300: Shipboard Mechanics, Medicine and Computers Workshop featuring:
Low-grav workspace (Auto advantage on Medicine and Mechanics roll);
Research Records;
Spare part bin x 3 (reduces rarity by 3);
CAD Laser Cutter/Welder (Specialist tool - Add automatic Success to Mechanics checks when using this item.);
Holographic Microscope (Mechanics) - (Precision Tool - Removes 2 Setback dice from Mechanics checks.);
VX-A Intelligent Toolbox (Reduces time for repairs, crafting, or other Mechanics-related tasks by 50%.);
A.I. Programming Matrix (Specialist tool - Add automatic Success to Computers checks when using this item. With Auto Advantage);
High-Density Isolinear Buffer - (Precision Tool - Removes 2 Setback dice from Computer checks.);
Hyperspatial Ultrasound Scanner (Medicine Specialist tool - Add automatic Success to Medicine checks when using this item. With Supreme Craftsmanship and Safety Features);
Gyro-stabilized Laser Scalpel - (Medicine Precision Tool - Removes 2 Setback dice from Medicine checks.);
Emergency Containment Measures;

Programming Pattern: Repair Directives (1)

One Specialist Chassis droid with Superior Hardware (Intellect x3; Brawn x1): G3-NT (Repair Directives with the Well-Mannered Personality Trait.)

One Monotask droid with Superior Hardware (Intellect): No programming.

False ID's: (POSSIBLY BLOWN) Vek Sas'Ur - Medical technology expert ("PhD" in Medical Engineering from Rigovian Technical University). Backstopped several years (Triumph on creation.) Additional backstopping: Central City University on Uyter as a former visiting professor.

Loyalty card from Lady Fate Casino in name of Eurrsk Yar'luur (Boost on ID). Backstopped in casino database showing his as a one-time high roller who was downgrading after losing too much.

Schematics:
Shield (2 + RR);
Solid Projectile Pistol (2);
Energy Pistol (3 + RR);
Energy Rifle (3);
Heavy Energy Rifle (2);
Combat Armor (3);
Vibro-Weapons (3 + RR);
Segmented Armor (2);
Customizable Armor (2);
Reinforced Clothing (2 + RR)
Specialist Tool (RR)
Droid Specialist Chassis (4)
Grenade (3+RR)

Cybernetics: Cybernetic Skill Implant (Mechanics); Cybernetic Skill Implant (Computers); Cybernetic Brain Implant; Biofeedback Regulator; Cybernetic Agility Legs

Critical Injuries & Conditions

Mk III Modular Backpack, Utility Belt, Military Belt Pouch, Extra Reload, 5 Stimpacks, Supreme Slicer Tool, Supreme Mechanics Tool, Supreme Medicine Tool, Cascader, Ascension Pistol, Lightweight Tool Kit (alt), Load Bearing Gear, R82 Jump Boots, Electrobinoculars, Earbud Comlink

Talents

Name Rank Book & Page Description
Mental Tools The character always counts as having the right tools for the job when performing Mechanics checks.
Technical Aptitude 3 Reduces time needed to complete Computer-related tasks by 25% per rank.
Grit 7 Each rank of Grit increases a character’s strain threshold by 1
Defensive Slicing 3 When attempting to defend a computer system against intrusion (or when an opponent attempts to slice a computer owned or programmed by the character), the character adds • per rank of Defensive Slicing to his opponent's checks.
Mental Fortress The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Intellect or Cunning-related checks until the end of the encounter. He still suffers from the injury itself.
Comprehend Technology Once per session, the character may take the Comprehend Technology action, making an Average (PP ) Knowledge (Education) check to intuitively understand one weapon, armor set, or other piece of personal gear. Success means that for the remainder of the encounter, when the character makes any skill checks to use or repair the item, he may count his ranks in the applicable skill as equal to his current Force rating.
Solid Repairs 4 The character repairs + 1 hull trauma per rank of Solid Repairs whenever he repairs a vehicle or starship.
Convincing Demeanor 1 Remove (Setback) per rank of Convincing Demeanor from any Deception or Skulduggery check.
Dedication 5 2 (Int), 1 (Agi), 1 (Cunn), 1 (Brawn) Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
Codebreaker 3 The character removes (Setback) from any attempt to break codes or decrypt communications equal to his ranks in Codebreaker. In addition, the character decreases the difficulty of Computers or Intellect checks made to break codes or decrypt communications by one. This does not increase with additional ranks of Codebreaker.
Natural Tinkerer Once per game session, the character may reroll any one Mechanics check.
Inventor 3 When constructing new items or modifying existing attachments (see Chapter V: Gear and Equipment), the character may choose to add (Boost) or remove (Setback) from the check per rank of Inventor.
Street Smarts 1 Remove (Setback) per rank of Street Smarts from any Streetwise or Knowledge (Underworld) checks the character attempts.
Dodge 1 When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge.
Sleight of Mind 2 The character adds (Boost) per rank of Sleight of Mind to his Stealth checks unless the being attempting to detect the character is immune to Force powers.
Master Artisan Once per round, the character may voluntarily suffer 2 strain to decrease the difficulty of his next Mechanics check (or his next check to build or mod an item) by one, to a minimum of Easy.
Now You See Me Once per session, the character may take the Now You See Me action, making a Hard Deception check. If successful, a number of NPCs equal to his Cunning within medium range forget any interactions they had with the character during the last thirty minutes. At the GM ’s discretion, multiple Threat or a Despair may give the NPC's in question unpleasant side effects, such as confusion, nightmares, or a persistent and maddening suspicion that they’ve forgotten something important.
Master of Shadows Once per round, the character may voluntarily suffer 2 strain to decrease the difficulty of the next Stealth or Skulduggery check by one, to a minimum of Easy.
Researcher 3 The character removes (Setback) per rank of Researcher from his Knowledge checks. Researching takes 50 % less time (this does not increase with additional ranks of Researcher).
Valuable Facts Once per encounter, the character may take a Valuable Facts action, making an (Average) Knowledge check (the GM and player should determine which Knowledge skill is most applicable in the given situation). If successful, the character may add (Triumph) to any one check made by an allied character during the encounter. The subsequent check should relate in some way to the facts the character learned, or the player should come up with an explanation for why the information the character learned is instrumental in the success of the ally’s check.
Researcher (Improved) When the character makes a successful Knowledge check to gain information, he and his allies gain automatic (Advantage) per rank of Researcher to checks they make to act on that knowledge until the end of his next turn.
Know It All Once per session, the character may, as if he had spent a Destiny Point, perfectly recall one important fact he previously learned. If the character’s controlling player does not remember the specifics of the fact the player wishes to have the character recall, the Game Master should remind him of the relevant facts (provided the character has actually encountered the information)
Gearhead 2 The character removes (Setback) per rank of Gearhead from his Mechanics checks. In addition, the credit cost to add mods to attachments decreases by 50 (this does not increase with additional ranks of Gearhead).
Bad Motivator Once per game session, the character may take a Bad Motivator action to make a (Hard) Mechanics check. If successful, one device (subject to the GM's approval) spontaneously fails due to the character's involvement, or because it was about to fail anyway and the character noticed it (this is the character's decision).
Fine Tuning 4 Whenever a character reduces the amount of strain a starship or vehicle suffers, he reduces one additional strain per rank of Fine Tuning.
Anatomy Lessons After a successful attack with a personal (nonstarship/vehicle) weapon, the character may spend one Destiny Point to add damage equal to his Intellect to one hit of the attack.
Indistinguishable 2 The character's appearance is so common that people have a hard time identifying distinguishing traits. Opposing characters upgrade the difficulty of any checks made to identify him once per rank of Indistinguishable.
Knowledge Specialization 2 Education When the character first acquires this talent, he may choose one Knowledge skill. When making checks with that skill, he may spend Triumph to gain additional Successes equal to his ranks in Knowledge Specialization.
Natural Programmer Once per game session, the character may reroll any one Computer or Astrogation check.
Contraption Once per game session, the character can take a Contraption action. With a successful Hard Mechanics check, the character can fashion a device to solve a current problem using 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.
Redundant Systems Once per game session, the character can take a Redundant Systems action to make a Easy Mechanics check. If successful, the character may harvest components from a functioning device to repair a broken one, without breaking the functioning device. This allows the character to repair a broken device without having required spare parts, raw materials, or repair kits (the initial check does not suffer penalties for lacking repair kits, either). This only works, however, if the functioning device is at least the same size and technological level as the device being repaired (it's impossible to repair a starship with a blaster pistol).
Stroke of Genius Once per game session, the character can choose to make one skill check using Intellect, rather than the characteristic linked to that skill. When he does this, he must explain how, in this particular instance, his intelligence is helping him overcome this challenge.
Resolve 3 When the character suffers strain, he suffers one less strain per rank of Resolve, to a minimum of one. This does not apply to voluntary strain loss.
Second Wind 2 Once per encounter, the character may use a Second Wind incidental to recover an amount of strain equal to his ranks in Second Wind.
Rapid Recovery 2 When the character recovers strain after an encounter has concluded, he recovers one additional strain per rank in Rapid Recovery.
Powerful Blast 1 The character increases the Blast quality damage dealt by explosives, explosive weapons, and grenades he uses by 1 per rank of Powerful Blast.
Skilled Slicer When making a Computers check, the character may spend Triumph to gain some measure of control over the target system. Any further Computers checks within this system can be made as maneuvers.
Master Slicer Once per round, the character may perform a Master Slicer incidental to suffer two strain and decrease the difficulty of the next Computers or other slicing-related check by one, to a minimum of Easy.
Time To Go The character may spend 1 Destiny Point to perform a Move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion. This may be performed out of turn. This incidental occurs after the character determines he would be hit by the blast, but before damage is applied.
Bypass Security 2 Remove Setback equal to the character’s ranks in Bypass Security from Skulduggery or Computers skill checks made to disable a security device or open a locked door.
Tinkerer 1 1 (Custom Pistol) The character makes one piece of equipment more modifiable. He chooses one piece of equipment and increases its number of hard points by one. He can only do this once per piece of equipment, but can modify a number of pieces of equipment equal to his ranks in Tinkerer. If he loses a modified piece of equipment, he may apply Tinkerer to a new one.
Speaks Binary 1 The character grants Boost per rank of Speaks Binary to any tasks he directs a non-player droid to perform.
Utility Belt The character may spend one Destiny Point to perform a Utility Belt incidental to produce a previously undocumented—but essential—small tool from his utility belt, satchel, or pockets, with a rarity no greater than (4). This cannot be a weapon unless the weapon has the Limited Ammo 1 quality.
Respected Scholar 1 The character downgrades the difficulty of checks to interact with institutions of learning by one per rank of Respected Scholar.
Natural Scholar Once per game session, the character may reroll any one Knowledge check.
Intense Focus 1 Before making a skill check, the character may perform the Intense Focus maneuver. The character suffers one strain to upgrade the ability of the skill check once.
Careful Planning Once per game session, the character can choose to introduce a "fact" or additional context directly into the narrative as if he had spent a Destiny Point.
Defensive Slicing (Improved) When attempting to defend a computer system against intrusion, the character upgrades the difficulty of an opponent's dice pool a number of times equal to his rank of Defensive Slicing. This replaces the usual benefits from Defensive Slicing.
Hold Together The character may spend one Destiny Point to make a Hold Together incidental immediately after a vehicle or starship he has repaired this encounter takes damage resulting in hull trauma. The character explains why the apparently serious damage was in fact superficial, and the damage from the attack becomes system strain instead.

Force Powers

Force Rating
3
Power
Manipulate
Description
The Force user shapes machine components on a molecular level, allowing better crafting and repairing of items.

The Force user may spend Force Point to cause one vehicle or ship he is engaged with to recover one system strain. The user may activate this multiple times, increasing the system strain recovered by one each time.
Upgrade Effect
Control: Item Damage Ongoing effect: Commit Force Die. One damaged weapon or item counts as being undamaged.
Control: Increase System Strain Ongoing effect: Commit Force Die. Increase the system strain threshold of 1 vehicle or starship at engaged range by 3 per Force Die committed.
Control: Mechanics When making a Mechanics skill check, the user may roll a Manipulate power check as part of the pool and may spend Force Point to gain Success or Advantage (user's choice) on the check.
Range (1) Spend Force Points to increase the maximum range at which the user can move objects by a number of range bands equal to the number of Range upgrades purchased. The user may activate this multiple times, increasing the range by this number each time.
Control: Heal Droid The user may spend Force Point to heal a number of wounds equal to his Intellect in an engaged droid.
Mastery When performing a Manipulate power check as part of a Mechanics skill check, the user may spend 2 Force Points to gain a Triumph on the check. The user may not activate this multiple times.
Power
Influence
Description
The user spends Force Points to stress the mind of one living target he is engaged with, inflicting one strain.
Upgrade Effect
Control The Force user gains the ability to enhance his arguments and charisma via the Force. When making a Coercion, Charm, Deception, Leadership, or Negotiation check, he may roll an Influence Power check as part of the pool. He may spend Force Point to gain Success or Advantage (user's choice) per point on his check. This counts as a normal Force Power check in every way—it is simply combined with the overall skill check
Range (1) Spend Force Point to increase the power's range by a number of range bands equal to Range upgrades purchased.
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance Power check as part of the pool. He may spend Force Points to gain Advantage or Success (his choice) per point on his check. This counts as a normal Force power check in every way—it is simply combined with the overall skill check.
Upgrade Effect
Control Enhance can be used with the Coordination skill.
Control Enhance can be used with the Resilience skill.
Control Enhance can be used with the Piloting (Space) skill.
Control Enhance can be used with the Piloting (Planetary) skill.
Power
Move
Description
The Force user can move small objects via the power of the Force.

The user may spend Force Points 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
Control: Magnitude The character can perform fine manipulation of items, allowing him to do whatever he could normally do with his hands via this power at this power's range. If this power is used to manipulate something such as a control board, the controls count as an object of silhouette 0.
Control: Pull The Force user can pull objects out of secure mountings or out of an opponent's grasp.
Control: Hurl The Force user can hurl objects to inflict damage. Resulting impacts deal damage to both target and the object being moved. The user makes a Force power check and rolls a ranged attack as part of the pool. The attack's difficulty is equal to the silhouette of the object being thrown instead of the normal difficulty for ranged attacks, and only succeeds if the user can also spend enough Force Points to move the object. Silhouette 0 objects deal 5 damage, while other objects deal damage equal to 10 times their silhouette. The number of targets affected by a single object is up to the GM, but in general a single object should only affect a single target, unless the object is particularly large. If the player wants to use multiple objects to hit multiple targets, he may do so using the rules for hitting multiple targets with the Auto-fire quality. This attack follows all the rules for ranged attacks, including ranged defense and aiming.
Range (2) Spend Force Points to increase the maximum range at which the user can move objects by a number of range bands equal to the number of Range upgrades purchased. The user may activate this multiple times, increasing the range by this number each time.
Magnitude (1) Spend Force Points to increase the number of targets affected by an amount equal to the number of Magnitude upgrades purchased. The user may activate this multiple times, increasing the number of targets by this number each time.
Strength (2) Spend Force Points to increase the maximum silhouette of objects a character can move by number equal to the number of Strength upgrades purchased. The user may activate this multiple times, increasing the silhouette of the objects he can move by this number each time.

Background

Trast Mos'ana was always good with technology, and highly encouraged by his parents Norr and Ursi, his father and mother respectively, gifted slicers themselves. He excelled and was soon aiding his parents in their work, his natural aptitude gaining notice from those around him. All should have been fine except for Trast's fierce independent streak. He quickly began to bristle at the demands of allegiance his clan and his race put upon him. Loyalty he understood, but the view that all Bothans were forever beholden to their clan/species went against everything he inherently believed. Nothing had changed by the time the boy was 16 and his parents were killed in a speeder accident.

There was no time for grieving, as his clan simply dumped him in front of a terminal and put him to work for the Bothan Spynet. Clearly they saw him only as a tool becoming more and more demanding as his skills grew. This bucked up against the lad's independent spirit and caused more friction between him and his superiors. But he was a "loyal" Bothan and a talented slicer, so both sides put up with the situation for years.

That changed about 5 years into Trast's career. A simple hacking job into a minor crime lord's communications showed a large kidnapping operation against a small town on Talus was about to take place with dozen's of (non-Bothan) people about to be sold to a group of Zygerrians as slaves. Trast knew the right thing to do, but his superiors merely shrugged. It wasn't a Bothan problem.

Trast had had enough. Reports of Rebel activity had crossed his terminal many times and he'd come to believe that his talents would be put to better use there than here, but he'd never found the strength to act. Until now. He alerted the town, the Federation of the Double Worlds, and CorSec (He'd later learn that the kidnapping had been thwarted), before departing Bothawui and making his way to the Alliance.

Motivation

**Motivation:** Faith in the Rebellion - The sooner the Galactic Empire is defeated, the better, The character believes absolutely that the Rebel Alliance is in the right and is doing what must be done to free the galaxy from tyranny.

Duties

(1480) **Duty:** Intelligence - The PC knows that every victory hinges on knowing as much about the Alliance’s enemies as possible. He is driven to gather any and all potentially useful data primarily through technological means but often going undercover as well.

Description

Contacts: Wila Shaniii (Female Selonian) - 2nd in charge of a Galactic Wide Courier Service named Ruu Shipping (Op Dark Purpose)

Backdoor into Kuat Drive Yards-Civilain facing (Op Dark Purpose)

Other Notes

15 XP, 20 Duty, 24 Hours and 300 credits from Operation Signal Scrub
30 XP, 35 Duty, 24 Hours and 300 credits from Operation Whisper
20 XP, 15 Duty, 24 Hours and 300 credits from Operation Cutoff
15 XP, 30 Duty, and 300 credits from Operation Special Delivery
New CR reached. YT-1300 and Workshop
25 XP, 20 Duty, 24 Hours and 400 credits from Operation Heads-Up
20 XP, 15 Duty, 24 Hours and 400 credits from Operation Trenchcoat
25 XP, 20 Duty, 24 Hours and 400 credits from Operation Unconventional Behavior
15 XP, 15 Duty, 24 Hours and 400 credits from Operation Scrubbier
15 XP, 20 Duty, 24 Hours and 400 credits from Operation Overstock
30 XP, 25 Duty, 24 Hours and 500 credits from Operation Snatch and Grab.
New CR Reached. Low-grav workspace and Spare Parts Bin
20 XP, 15 Duty, from Operation Kidnapping (GM)
15 Duty from R&D Project Fastball
20 XP, 15 Duty, 24 Hours and 500 credits from Operation Lighthouse
20 XP, 10 Duty, from Operation Power Outage (GM)
15 XP, 10 Duty, from Operation Buried Treasure (GM)
15 XP, 20 Duty, 24 Hours and 600 credits from Operation Bunker Buster
New CR Reached. Spare Parts Bin x2
30 XP, 15 Duty, 24 Hours and 600 credits from Operation Hostile Work Environment
20 XP, 10 Duty, from Operation Raider(GM)
20 XP, 15 Duty, from Operation Heavy Metal (GM)
25 XP, 30 Duty (w/ Mission Report), 24 Hours and 600 credits from Operation To Catch a R4T
25 XP, 15 Duty, from Operation Grand Theft Hyperdrive (GM)
25 XP, 15 Duty, from Operation ISB-napping (GM)
New CR Reached. Cybernetic Brain Implant; Additional Workspace: Computers
15 XP, 5 Duty, from Operation Squire (GM)
25 XP, 10 Duty, 24 Hours and 700 credits from Operation Spud
30 XP, 5 Duty, from Operation Recall(GM)
20 XP, 10 Duty, 24 Hours and 700 credits from Operation Azure Window
15 XP, 15 Duty (w/ Mission Report), 24 Hours and 700 credits from Operation Stolen Goods
20 XP, 20 Duty, 24 Hours and 700 credits from Operation Stacked Deck
20 XP, 15 Duty, from Operation Hotel Suite (GM)
25 XP, 20 Duty, 24 Hours and 800 credits from Operation MSE-6
New CR Reached. Emergency Containment Measures; Additional Workspace: Medicine
20 XP, 15 Duty, 24 Hours and 800 credits from Operation Face Plant
25 XP, 15 Duty, 24 Hours and 800 credits from Operation Hyde and Seek
25 XP, 20 Duty, 24 Hours and 800 credits from Operation Iron Horse
20 XP, 15 Duty, from Operation Fête (GM)
25 XP, 10 Duty, 24 Hours and 800 credits from Operation Dread Not
20 XP, 5 Duty, from Operation Blind Date (GM)
20 XP, 20 Duty (w/ Mission Report), 24 Hours and 900 credits from Operation Deposit
New CR reached. Biofeedback Regulator. Cybernetic legs (Agility).
25 XP, 10 Duty, 24 Hours and 900 credits from Operation Droid Delivery
20 XP, 15 Duty, from Operation Hatchet Job (GM)
25 XP, 20 Duty, 24 Hours and 900 credits from Operation Aggressive Engineering
5 Duty from Narrative Crafting Session
25 XP, 15 Duty, 24 Hours and 900 credits from Operation Iced Tea
20 XP, 15 Duty, from Operation Surprise Party (GM)
15 XP, 35 Duty, 24 Hours and 1000 credits from Operation Idle Hands
New CR reached (715). Research Records Advanced Benefit. 1 CR reward TBD.
25 XP, 20 Duty, 24 Hours and 1000+3500 credits from Operation Spider Bite
20 XP, 25 Duty, 24 Hours and 1000 credits from Operation Pimento
20 XP, 25 Duty, 24 Hours and 1000 credits from Operation Planetoid Psychology
20 XP, 20 Duty, 24 Hours and 1100 credits from Operation Source Hunter
New CR reached (805). 2 CR rewards TBD.
20 XP, 15 Duty, 24 Hours and 1100 credits from Operation Intrigue at Court
20 XP, 15 Duty, 24 Hours and 1100 credits from Operation Sideload
20 XP, 15 Duty, 24 Hours and 1100+800 credits from Operation Fire Sale
25 XP, 15 Duty, 24 Hours and 1100 credits from Operation Trident III
20 XP, 15 Duty, 24 Hours and 1100 credits from Operation Missing Obol
15 XP, 15 Duty, 24 Hours and 1100 credits from Operation RAbbiT Hole
25 XP, 20 Duty, 24 Hours and 1200 credits from Operation Walnut
New CR reached (915). 2 CR rewards TBD.
25 XP, 10 Duty, 24 Hours and 1200 credits from Operation Crate Crawler
20 XP, 10 Duty, 24 Hours and 1200 credits from Operation Out of Bounds
20 XP, 10 Duty, 24 Hours and 1200 credits from Operation Steel Vigilante
20 XP, 10 Duty, 24 Hours and 1200 credits from Operation Calling Card
25 XP, 10 Duty, 24 Hours and 1200 credits from Operation Cardinal
20 XP, 20 Duty, 24 Hours and 1200 credits from Operation Chasing Tin II
240 hours traded for 25 XP
20 XP, 20 Duty, 24 Hours and 1300 credits from Operation Draft Hunter
New CR reached (1005). 2 CR rewards TBD.
10 XP, 20 Duty, 24 Hours and 1300 credits from Operation No Good Deeds
20 XP, 20 Duty, 24 Hours and 1300 credits from Operation Return To Sender
25 XP, 20 Duty, 24 Hours and 1300 credits from Operation Dark Purpose
25 XP, 10 Duty, 24 Hours and 1300+500 credits from Operation A Bold Request
20 XP, 10 Duty, 12 Hours and 300 credits from Operation Commencement (GM)
20 XP, 15 Duty, 24 Hours and 1400 credits from Operation T'Raiding Places
New CR reached (1100). 2 CR rewards TBD.
20 XP, 10 Duty, 24 Hours and 1400 credits from Operation Bastion Runner
20 XP, 15 Duty, 24 Hours and 1400 credits from Operation Commander of Staves
144 hours traded for 15 XP
20 XP, 10 Duty, 12 Hours and 300 credits from Operation Membership (GM)
20 XP, 5 Duty, 24 Hours and 1400 credits from Operation Shift Change
20 XP, 20 Duty, 24 Hours and 1400 credits from Operation Dreadcrumbs
20 XP, 20 Duty, 24 Hours and 1500 credits from Operation State Safety
New CR reached (1200). 2 CR rewards TBD.
20 XP, 15 Duty (w/ Mission Report), 24 Hours and 1500 credits from Operation Bland Joke
15 XP, 15 Duty, 24 Hours and 1500 credits from Operation Antique Shop II
20 XP, 15 Duty, 24 Hours and 1500 credits from Operation Slum Tycoon
20 XP, 15 Duty, 24 Hours and 1500 credits from Operation Blocked Transit
25 XP from Operation Bensi Rising (OTB)
20 XP, 15 Duty, 24 Hours and 1500 credits from Operation Root of the Problem
20 XP, 15 Duty, 12 Hours and 300 credits from Operation Large Withdrawls (GM)
20 XP, 10 Duty, 24 Hours and 1600 credits from Operation Kumo Gold
New CR reached (1300). 2 CR rewards TBD.
96 hours traded for 10 XP
25 XP, 30 Duty, 24 Hours and 1600 credits from Operation Masked Luxury
25 XP, 10 Duty, 24 Hours and 1600 credits from Operation Jenkins Prepping
10 XP, 5 Duty, 24 Hours and 1600 credits from Operation Maximum Phalanx
20 XP, 10 Duty, 12 Hours and 300 credits from Operation Gemstone (GM)
15 XP, 10 Duty, 24 Hours and 1600 credits from Operation Manifest Destiny
20 XP, 15 Duty, 24 Hours and 1600 credits from Operation Gas Class
20 XP, 10 Duty, 24 Hours and 1600 credits from Operation Groundhog
20 XP, 15 Duty, 24 Hours and 1700 credits from Operation Safe Assumption
New CR reached (1400). 2 CR rewards TBD.
144 hours traded for 15 XP
20 XP, 15 Duty, 24 Hours and 1700 credits from Operation Bank or Bust Pt 1
25 XP, 10 Duty, 24 Hours and 1700 credits from Operation Basic Improvements
20 XP, 15 Duty, 24 Hours and 1700 credits from Operation Mysterious Stranger
20 XP, 10 Duty, 12 Hours and 300 credits from Operation Untouchables (GM)
20 XP, 15 Duty, 24 Hours and 1700 credits from Operation Pamphlet
25 XP, 10 Duty, 24 Hours and 1700 credits from Operation Nocturnal Hammer
15 XP, 15 Duty, 12 Hours and 300 credits from Operation Broadcast News (GM)
48 hours traded for 5 XP
15 XP, Duty - No, 24 hours and 500 credits from Operation Mossy Rock
15 XP, Duty - Yes, 24 hours and 500 credits from Operation Card Stock

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