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Darius099
Dec 18, 2005

Ogion went on a halfmile or so, and said at last, 'To hear, one must be silent'.



Character Sheet

Commodore Talent Tree / Mechanic Talent Tree / Tactician Talent Tree

Character Dossier

Character Background

Group Ships



2 Month Downtime period

---

Equipment Requisitions

• 2x Stimpack 25c
• Restraining Bolt 35c
• 2x Emergency Repair Patch 25c
• Security S-5 Heavy Blaster Pistol 1250c
• Data Goggles 250c
• Cargo Scanner 300c
• Journeyman Tools Inc Custom Tool Kit 700c
• 2x Chiles-Zraii Foreman-Series Owner’s Workshop Manual 100c
• Datapad 70c

CREDITS AVAILABLE: 2,950c
TOTAL COST: 2,905c
REMAINING: 45c

---

Gunnis is going to spend the two months he has working on a variety of projects for the units base and the Sunrise. He'll reorganize the tools and get the hangar in order for the work ahead, making sure that the administration at the base is going well and that any technician and engineering staff are working efficiently on the Z-95's stationed there. He will be making sure he has opportunity to interact with each member of his unit at least once (save Zep, who he sees before he leaves).

Tasks Gunnis accomplished during the 2 months of downtime:
  • Gunnis spends a few days with the assistance of his loader arm, and his new customized toolkit (mounted on his repulsor clamp), working on the Sunrise. He carefully removes the old quad laser cannon and its mounting, taking around three days for the full procedure from start to finish.
  • Gunnis breaks open the shipping crates and sorts out the parts, laying them out on tarps in the hangar. He coordinates the loader arm and a few technicians from the support staff to get the new gun assembled properly and set up in a new housing. He then hauls it up on an overhead crane with the assistance of the loader arm and then mounts the new Medium Ion Cannon on the Sunrise.
  • Gunnis disassembles the housing for the quad laser cannon, finding that it was set into the mount incorrectly, he removes and reseats it properly. Testing the targeting and responsiveness of the gun, he finds it is now working correctly. He decides it would make an excellent addition to the base defenses, and decides to talk with Gank about angles of fire and tactical options.
  • Assembling a small team of technicians and a squad of troopers from the base defense, Gunnis goes into the city to visit the downed bulk transport cruiser. He spends time sealing and securing entrances to it, and then sets up a better designed alarm system and links it to the base, marking the cruiser for salvage and possible refit in the future.
  • Firing the shuttle up, Gunnis moves it out of the corner to get better access to it. He pulls all the logs from it he can and starts to take a look at the internal systems of every major and minor component. Over the period of two days, he learns that the shuttle was an engineering model, designed for repair and salvage operations, but had most of its pertinent systems locked by the manufacturer because they were not paid for. With some experienced tinkering, Gunnis manages to reroute these systems, including a shield generator.
  • Gunnis logs into the holonet and checks the dead drop he has set up on Coruscant. Finding a new message, he learns that the Chief Engineer is looking to meet on Corellia.
  • Making some calls to some industry people, Gunnis manages to find a presumably quite dusty old datapad copy of the Chiles-Zraii Foreman-Series Owner’s Workshop Manual for the ancient landspeeder that he salvaged in the ruins of the city. He places an order for it, and tries to do a basic breakdown of the engine before it arrives, but decides since he isn't making much progress to instead work on the body. He removes all the covers and buffs out any aging or damage, then once it's down to bare metal, he gives it several fresh layers of paint and protective coating, and oils everything that needs it.

Other things Gunnis did:
  • Gunnis seeks out Hrakk and asks him to help do a survey of what kind of local wildlife there is on the planet. Specifically in the ruins, and in the mountains.
  • Gunnis trades a few hours of computer programming work for the necessary vweilu nuts and whiskey, and bakes his best attempt at rhyscate. He goes to visit Dem in the medical ward she is in, to talk to her and make sure she's feeling okay, and give her the rhyscate.
  • He calls Gank on long range comms in the city, then takes the shuttle out to talk to him about base security and where it would be best to mount the quad laser cannon. After talking about approaches and looking at angles and simulations on Gunnis' datapad, they agree the best place is near the hangar entrance for now.
  • After finishing work on the landspeeder, Gunnis seeks out Alis and talks with her about base security and slicing. They discuss security protocols and she assures Gunnis that the actual data security is good, but stressed opsec when off base. She also stressed to Gunnis that she is not yet any kind of expert on physical security, so she can't speak as to how secure the base is in that regard. They talked about the bombing onboard the Jewel, and while he stayed quiet for the moment, the anger Alis showed worried Gunnis a bit.
  • Gunnis spends some time walking the base and speaking with everyone there, trying to remember as many names as he can and get a sense of the day to day operation and requirements of the base. He notes down any major problems or things that seem to be lacking or problems to be addressed.

Darius099 fucked around with this message at Oct 22, 2017 around 01:02

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Serperoth
Feb 21, 2013


Funny thing about trauma: You don't notice it until you no longer need it. Adrenaline keeps you going, until you can't.
It wasn't until they made it to the shuttle that Dem realized that she couldn't lift her left arm more than a few degrees at the shoulder. Sure, she'd been hit, but she'd been hit before, big deal. Then again, the burning sensation below her elbow seemed like a bigger deal. In fact, it seemed to be getting bigger, deal-wise, the calmer she got after the excitement.

By the time she made it to the Early Bird, it took a supporting shoulder to get her to walk, the pain making her see stars. At least the fact that the caregiver was a person, rather than a medical droid (which tended to be more offputting than relaxing) was some comfort. The meds were more comforting, one would have to admit, even softening the blow of how bad the damage to her arm was. To the point where she'd need a new one, in fact. At least the Alliance would pay for it.

It was the kind of process that always sounded simpler than it actually was. Most of the first day, after the immediate diagnosis-cum-amputation, was spent in bed rest, in order to wean off the medication. Good opportunity to get herself debriefed on how things ended up with the Jewel, and to get herself acquainted with the situation that was to happen. And then, more time under the knife. Rinse and repeat, this time to let the interface heal, and to prepare her system for the attachment. This time, her head was clearer, giving her the chance to plan for the immediate future a bit: Keeth was in captivity, for one, and her own feelings about the Sunrise as a team were all but certainly coalescing. The team was one, and she was one of it, she was sure of that.

Part three of recovery was the easiest one. Let the new arm settle in, get used to the basic movement a bit, get a good start on the recuperation. And, since she'd be healing anyway, she might as well go full hog and get some ink on what part of her arm remained. The talk with the artist turned her train of thought into a pretty satisfactory design, taking shape on the remaining part of her upper arm. Rest was still recommended, however, but at least she could use the time between therapy to catch up with the world, read on how the entire situation with the Jewel ended up, and further her own knowledge in general, and gnaw on some deliciousness from back home. She didn't even have to share with the droid, although she did make an offer or three, ever the polite young woman.

Serperoth fucked around with this message at Oct 27, 2017 around 21:00

Drone
Aug 22, 2003

How can you have a yellow alert in Spacedock?


Apologies for my sorta AWOL-ness since I got back from my trip to Spain. poo poo's been hectic and I was the only one in the office left to deal with poo poo while everyone else went on holiday

Today's mission will be probably be verbally hashing out any loose ends from the downtime, going over the mission options, and then starting the new mission. For those of you who wake up early/are still awake and want to go over the mission options now, here they are... otherwise we'll just talk about them during gametime. I've included my notes regarding the metaplot in italics where appropriate, since I mentioned that the missions you take/don't take will have an impact on the overall galaxy:



Mission Option 1 - Blockade Running on Murkhana
Repeat option: continuing civil war on-planet. Expiration Priority: Medium, Strategic Priority: Medium
  • The civil war on Murkhana is raging on. The anti-Imperial forces, led by a coalition of old Separatist-era conglomerates, have been able to hold their own against the Imperial garrison and pro-Empire factions. The anti-Imperial forces are relying on old Clone Wars-vintage equipment and battledroids, and their ability to produce droids seems to be barely sufficient to maintain the status quo.
  • An Imperial Navy expeditionary squadron has been dispatched to Murkhana and is currently blockading the planet, and providing space superiority.
  • The Sunrise is to penetrate the blockade together with a few other small Alliance transports, and deliver much-needed weaponry and ammunition to the anti-Imperial faction. Once transport has been complete, the team is to lend its expertise as needed to assist in the conflict.
  • ~*Number of hidden bonus objectives: 1*~

Mission Option 2 - Asset procurement in the Corellian System
New option with after-effects from actions taken on Jewel of Coruscant. Expiration Priority: Critical, Strategic Priority: Medium
  • Contacts on Corellia have informed the Alliance of a groundswell of underground support for the Rebellion since the destruction of Alderaan. The Diktat, together with its partners in the Empire, have been cracking down hard on these underground elements, at the expense of overlooking areas that they previously deemed to be secure.
  • An informant (a construction foreman at the Corellian Engineering Corporation) has leaked that security around the CEC shipyards has become lax due to the crackdown. As a result, one of the shipyard's soon-to-be-completed vessels, a CR90 Corvette, is ripe for the taking. It would make an excellent anchor for a possible defensive fleet around Temple Base, or as a replacement for the aging and overworked Early Bird.
  • The team is to steal the CR90 for the Alliance and return it to Temple Base for recommissioning. Likewise, any other loot and plunder would be welcome.
  • ~*Number of hidden bonus objectives: 2*~

Mission Option 3 - Destroy Imperial listening post on Ossus
New option due to successful capture of Grand Moff Verpalion. Expiration Priority: Low, Strategic Priority: High
  • Interrogation of Grand Moff Verpalion has provided Alliance Intelligence with information regarding a secret Imperial long-range listening post on the planet Ossus. A brand-new and state-of-the-art signals base on this world allows the Empire to have detailed information on hyperspace movement along the Perlemian Trade Route, penetrating the Tion Sector as deep as Lianna.
  • The group is to penetrate this listening post and destroy it. It is assumed the base is too large to take over directly without a larger commitment of troops, which the Alliance cannot currently afford to send.
  • ~*Number of hidden bonus objectives: 2*~

Drone fucked around with this message at Oct 22, 2017 around 08:21

tokenbrownguy
Apr 1, 2010



code:
Session 1 XP Gain                     [+10]
Coercion 2 (Skill)                   [-10]
Session 2 XP Gain                     [+10]
Session 3 XP Gain                     [+10]
Session 4 XP Gain                     [+15]
Session 5 XP Gain                     [+15]
Agitator Specialization               [-30]
Deception 1 (Skill)                    [-5]
Cool 1 (Skill)                        [-10]
Streetwise 1 (Skill)                  [-5]
Session 6 XP Gain                     [+15]
Streetwise 2 (Skill)                   [-10]
Knowledge (Underground)(Skill)        [-5]
Session 7 XP Gain                     [+15]
Melee 3 (Skill)                          [-15]
Frenzied Attack (Talent)              [-5]
Session 7 XP Gain                     [+15]
Session 8 XP Gain                     [+15]
Intimidating (Talent) Rank 1            [-5]
Intimidating (Talent) Rank 2            [-10]
Session 9 XP Gain                     [+15]
Toughened (Talent) Rank 1                  [-10]
Session 10 XP Gain                     [+20]
Lethal Blows Rank 1                  [-15]
Negotiation 1 (Skill)                   [-5]
Session 11 XP Gain                  [+15]
Charm 1 (Skill)                         [-10]
Session 12 XP Gain                [+15]
Resilience (Talent)                  [-15]
Session 13 XP Gain                [+15]
Feral Strength (Talent) Rank 1      [-20]
Session 14 XP Gain                [+20]
Natural Brawler                     [-20]
0 XP Remaining
Duty (Sabotage) 0
Duty (Base) 5
Obligation (O'Teti) 0
Credits 1000

tokenbrownguy fucked around with this message at Oct 22, 2017 around 15:34

Azhais
Feb 5, 2007


Cybernetic Crumb

code:
Session 1 XP               [+10]
Perception 1               [ -5]
Grit (Heavy)               [ -5]
Session 2 XP               [+10]
Session 3 XP               [+10]
Session 4 XP               [+15]
Trailblazer Spec           [-20]
Toughened (TB)             [ -5]
Outdoorsman (TB)           [ -5]
Stealth 1                  [ -5]
Session 5 XP               [+15]
Stalker Talent (TB)        [ -5]
Disorient Talent (TB)      [-10]
Session 6 XP               [+15]
Grit (TB)                  [-15]
Session 7 XP               [+15]
Session 8 XP               [+15]
Dodge Talent (TB)          [-20]
Session 9 XP               [+15]
Dedication (Cunning)       [-25]
Session 10 XP              [+20]
Prime Positions (Talent)   [-10]
Survival 1                 [ -5]
Resilience 1               [ -5]
Session 11 XP              [+15]
Dodge Talent (Rank 2)      [-15]
Session 12 XP              [+15]
Session 13 XP              [+15]
Blind Spot Talent (Rank 1) [-15]
Skulduggery 1              [-10]
Session 14 XP              [+20]
Survival 2                 [-10]
Perception 2               [-10]
Brawl 1                    [ -5]
Session 15 XP              [+15]
Gunnery 2                  [-10]
Current XP                 [005]

Killbot
Jun 19, 2003

You know, you kids really ought to stop getting involved with this stuff.

Alis Varuna
Master Sergeant

Contribution Rank: 3
Duty (Counter Intelligence): 0
Morality: 57


Alis knows that the survival of the Alliance depends upon its ability to hide from the Empire and avoid complete destruction at the hands of its overwhelming military superiority. To this end, she wants to hunt down and eliminate enemy agents and threats, feed false information to Imperial intelligence networks, and cover the movements of all Alliance assets from observation and reporting.

XP expenditure:

code:
Session 1 XP Gain                         [+10]
Skulduggery 1 (Skill)                     [ -5]
Codebreaker (Slicer)                      [ -5]
Session 2 XP Gain                         [+10]
Toughened (Emergent)                      [-10]
Session 3 XP Gain                         [+10]
Indistinguishable (Emergent)              [ -5]
Session 4 XP Gain                         [+15]
Defensive Slicing (Slicer)                [-10]
Sleight of Mind (Emergent)                [-10]
Session 5 XP Gain                         [+15]
Grit (Emergent)                           [-15]
Session 6 XP Gain                         [+15]
Computers 3 (Skill)                       [-15]
Session 7 XP Gain                         [+15]
Session 8 XP Gain                         [+15]
Touch of Fate (Emergent)                  [-20]
Session 9 XP Gain                         [+15]
Force Rating (Emergent)                   [-25]
Session 10 XP Gain                        [+20]
Insight (Emergent)                        [ -5]
Discipline 1 (Skill)                      [ -5]
Cool 1 (Skill)                            [ -5]
Sense (Basic Power, mentor discount)      [ -5]
Session 11 XP Gain                        [+15]
Influence (Basic Power. mentor discount)  [ -5]
Influence (Control: Emotion/Belief)       [-10]
Session 12 XP Gain                        [+15]
Foresee (Basic Power, mentor discount)    [ -5]
Foresee (Strength upgrade)                [ -5]
Session 13 XP Gain                        [+15]
Balance (Emergent)                        [-20]
Session 14 XP Gain			  [+20]
Move (Basic Power)			  [-10]
Session 15 XP Gain			  [+15]
Dedication (Agility 3, Emergent)          [-25]

FuriousAngle
May 14, 2006

See your face upon the clean water. How dirty! Come! Wash your face!

Sergeant Zep Rowsdower/Tycho Peart

code:
Previous Banked XP:			[20]
Session 15 Gain:			[+15xp]
Specialty- Niman Disciple:		[-30xp]
Skill Rank 1- Discipline:		[-5xp]
Banked XP: 				[0]

Current Contribution Rank:		[3]


Duties:					[0] (Space Superiority)
					[0] (Rebel Base)

Morality Gain:				[9]
Current Morality:			[76]
Zep is slowly letting his consular training come to the foreground. He is extremely happy to have obtained a starfighter, though. It wouldn't be his first choice, but beggars can't be choosers.

Darius099
Dec 18, 2005

Ogion went on a halfmile or so, and said at last, 'To hear, one must be silent'.



Contribution Rank: 3
Duty (Resource Acquisition): 0
Duty (Space Superiority): 0
Duty (Rebel Base): 0

Gunnis believes that the Rebellion will never succeed without capital ships, fleet technologies, and the equipment and personnel necessary to make them work. He thinks that he can identify and arrange for the theft of assets that the Rebellion can claim for use. He also believes with more experience he can design and arrange for construction of ships that will aid the cause.

Total XP: 350
Available XP: 5

XP Log

code:
Session 1 XP Gain                          [+10]
Perception 1 (Skill)                       [-5]
Rapid Reaction Talent (Commodore)          [-5]
Session 2 XP Gain                          [+10]
Command Talent (Commodore)                 [-5]
Session 3 XP Gain                          [+10]
Discipline 1 (Skill)                       [-5]
Leadership 2 (Skill)                       [-10]
Session 4 XP Gain                          [+15]
Known Schematic Talent (Commodore)         [-10]
Session 5 XP Gain                          [+15]
Session 6 XP Gain		           [+15]
Commander - Tactician Specialization       [-30]
Commanding Presence Talent (Tactician)     [-5]
Confidence Talent (Tactician)              [-10]
Ranged [Heavy] 1 (Skill)                   [-5]
Session 7 XP Gain                          [+15]
Toughened Talent (Tactician)               [-15]
Session 8 XP Gain                          [+15]
Session 9 XP Gain                          [+15]
Commanding Presence Talent (Tactician)     [-20]
Session 10 XP Gain                         [+15]
Mission 2 XP Bonus                         [+5]
Field Commander Talent (Tactician)         [-20]
Session 11 XP Gain                         [+15]
Improved Field Commander Talent (Tactician)[-25]
Session 12 XP Gain                         [+15]
Body Guard Talent (Tactician)              [-15]
Session 13 XP Gain                         [+15]
Body Guard Talent (Tactician)              [-15]
Session 14 XP Gain                         [+20]
Negotiation 1 (Skill)                      [-10]
Session 15 XP Gain                         [+15]
Side Step Talent (Tactician)               [-20]
Character Sheet

Commodore Talent Tree / Mechanic Talent Tree / Tactician Talent Tree

Character Dossier

Character Background

Group Ships

---

Drone
Aug 22, 2003

How can you have a yellow alert in Spacedock?


Session 15 Recap

Yesterday:
  • We recapped what everyone was doing between missions. tl;dr, Gank was checking out the city and (in the coming days OOC) will be retroactively crafting some cool armor probably. Hrakk took his CR reward (a fat pile of cash) and went back to Trandosha for awhile and made it rain on his family, and after returning to Temple Base, started illicitly selling to Rebel soldiers. Zep went out into Wild Space and found himself, coming back a changed man. Alis worked on the base's security, and spent time down in Temple Base's eponymous temple. She's also a Lobot now. Dem came out of it with a sweet new robot arm. Gunnis spent most of the break covered in grease-stained overalls.
  • Three mission options were provided to the team by Captain Komo, who once again reiterated her faith in the team's ability to act autonomously in the interests of the Alliance.
  • The team chose the mission to Corellia (stealing a CR90 Corvette from the CEC shipyards), and took with them a full crew complement of NPC grunts for the Sunrise. After coming out of hyperspace, the Sunrise was apparently trespassing in a space corridor that was strictly off-limits to all but the Empire, and was ambushed by a pair of CORSEC patrol starfighters.
  • Gunnis was able to determine that the starfighters were likely outside of comms range of their base (unless there was a carrier somewhere just outside of the Sunrise's sensor range, and the group put their new ion cannon to use. Both fighters were neutralized thanks to a combination of Gank's gunnery (though it took him a bit to get used to the unwieldy ion cannon controls) and Alis's electronic warfare. The Sunrise took a few scratches in the encounter, but the team netted two Corellian Engineering Corporation HLAF-500 Starfighters, and two CORSEC pilot prisoners.
  • During the battle, Hrakk was able to impress some of the marines stationed on the Sunrise, who now have a much greater respect for him and his methods than they might otherwise have had.

+15xp all around as usual. It's good to be back!

Drone fucked around with this message at Oct 23, 2017 around 08:33

tokenbrownguy
Apr 1, 2010



code:
Session 1 XP Gain                     [+10]
Coercion 2 (Skill)                   [-10]
Session 2 XP Gain                     [+10]
Session 3 XP Gain                     [+10]
Session 4 XP Gain                     [+15]
Session 5 XP Gain                     [+15]
Agitator Specialization               [-30]
Deception 1 (Skill)                    [-5]
Cool 1 (Skill)                        [-10]
Streetwise 1 (Skill)                  [-5]
Session 6 XP Gain                     [+15]
Streetwise 2 (Skill)                   [-10]
Knowledge (Underground)(Skill)        [-5]
Session 7 XP Gain                     [+15]
Melee 3 (Skill)                          [-15]
Frenzied Attack (Talent)              [-5]
Session 7 XP Gain                     [+15]
Session 8 XP Gain                     [+15]
Intimidating (Talent) Rank 1            [-5]
Intimidating (Talent) Rank 2            [-10]
Session 9 XP Gain                     [+15]
Toughened (Talent) Rank 1                  [-10]
Session 10 XP Gain                     [+20]
Lethal Blows Rank 1                  [-15]
Negotiation 1 (Skill)                   [-5]
Session 11 XP Gain                  [+15]
Charm 1 (Skill)                         [-10]
Session 12 XP Gain                [+15]
Resilience (Talent)                  [-15]
Session 13 XP Gain                [+15]
Feral Strength (Talent) Rank 1      [-20]
Session 14 XP Gain                [+20]
Natural Brawler                     [-20]
Session 15 XP Gain                [+15]
Session 16 XP Gain                [+15]
Defensive Stance                    [-25]
5 XP Remaining
Duty (Sabotage) 0
Duty (Base) 5
Obligation (O'Teti) 0
Credits 1000

Darius099
Dec 18, 2005

Ogion went on a halfmile or so, and said at last, 'To hear, one must be silent'.



Contribution Rank: 3
Duty (Resource Acquisition): 0
Duty (Space Superiority): 0
Duty (Rebel Base): 0

Gunnis believes that the Rebellion will never succeed without capital ships, fleet technologies, and the equipment and personnel necessary to make them work. He thinks that he can identify and arrange for the theft of assets that the Rebellion can claim for use. He also believes with more experience he can design and arrange for construction of ships that will aid the cause.

Total XP: 365
Available XP: 20

XP Log

code:
Session 1 XP Gain                          [+10]
Perception 1 (Skill)                       [-5]
Rapid Reaction Talent (Commodore)          [-5]
Session 2 XP Gain                          [+10]
Command Talent (Commodore)                 [-5]
Session 3 XP Gain                          [+10]
Discipline 1 (Skill)                       [-5]
Leadership 2 (Skill)                       [-10]
Session 4 XP Gain                          [+15]
Known Schematic Talent (Commodore)         [-10]
Session 5 XP Gain                          [+15]
Session 6 XP Gain		           [+15]
Commander - Tactician Specialization       [-30]
Commanding Presence Talent (Tactician)     [-5]
Confidence Talent (Tactician)              [-10]
Ranged [Heavy] 1 (Skill)                   [-5]
Session 7 XP Gain                          [+15]
Toughened Talent (Tactician)               [-15]
Session 8 XP Gain                          [+15]
Session 9 XP Gain                          [+15]
Commanding Presence Talent (Tactician)     [-20]
Session 10 XP Gain                         [+15]
Mission 2 XP Bonus                         [+5]
Field Commander Talent (Tactician)         [-20]
Session 11 XP Gain                         [+15]
Improved Field Commander Talent (Tactician)[-25]
Session 12 XP Gain                         [+15]
Body Guard Talent (Tactician)              [-15]
Session 13 XP Gain                         [+15]
Body Guard Talent (Tactician)              [-15]
Session 14 XP Gain                         [+20]
Negotiation 1 (Skill)                      [-10]
Session 15 XP Gain                         [+15]
Side Step Talent (Tactician)               [-20]
Session 16 XP Gain                         [+15]
Character Sheet

Commodore Talent Tree / Mechanic Talent Tree / Tactician Talent Tree

Character Dossier

Character Background

Group Ships

---

Azhais
Feb 5, 2007


Cybernetic Crumb

code:
Session 1 XP               [+10]
Perception 1               [ -5]
Grit (Heavy)               [ -5]
Session 2 XP               [+10]
Session 3 XP               [+10]
Session 4 XP               [+15]
Trailblazer Spec           [-20]
Toughened (TB)             [ -5]
Outdoorsman (TB)           [ -5]
Stealth 1                  [ -5]
Session 5 XP               [+15]
Stalker Talent (TB)        [ -5]
Disorient Talent (TB)      [-10]
Session 6 XP               [+15]
Grit (TB)                  [-15]
Session 7 XP               [+15]
Session 8 XP               [+15]
Dodge Talent (TB)          [-20]
Session 9 XP               [+15]
Dedication (Cunning)       [-25]
Session 10 XP              [+20]
Prime Positions (Talent)   [-10]
Survival 1                 [ -5]
Resilience 1               [ -5]
Session 11 XP              [+15]
Dodge Talent (Rank 2)      [-15]
Session 12 XP              [+15]
Session 13 XP              [+15]
Blind Spot Talent (Rank 1) [-15]
Skulduggery 1              [-10]
Session 14 XP              [+20]
Survival 2                 [-10]
Perception 2               [-10]
Brawl 1                    [ -5]
Session 15 XP              [+15]
Gunnery 2                  [-10]
Session 16 XP              [+15]
Ranged (Heavy) 3           [-15]
Session 17 XP              [+15]
Current XP                 [020]

Azhais fucked around with this message at Nov 19, 2017 around 16:18

FuriousAngle
May 14, 2006

See your face upon the clean water. How dirty! Come! Wash your face!




code:
Previous Banked XP:			[0]
Session 16 Gain:			[+15xp]
Skill Rank 2- Discipline:		[-10xp]
Banked XP: 				[5]

Current Contribution Rank:		[3]

Current Morality:			[76]
Zep is putting the idea of suggesting the recruiting of his old drinking buddy Rek Yar. The man is a skilled dock worker and could really help the rebellion in the storage and maintenance department. On top of that, he's not a bad mechanic and stands by his principles in the face of adversity.

At the moment, the pilot is mostly worried about Hrakk. Given the fact that Corellia is a hotbed of political turmoil and Hrakk's previous firebrand ideals he worries it might be a perfect storm waiting to happen. If Hrakk DID get caught up in some sort of protest the trandoshan at least has some sort of plan for how it will help the mission.

FuriousAngle fucked around with this message at Oct 31, 2017 around 12:59

Darius099
Dec 18, 2005

Ogion went on a halfmile or so, and said at last, 'To hear, one must be silent'.



Contribution Rank: 3
Duty (Resource Acquisition): 0
Duty (Space Superiority): 0
Duty (Rebel Base): 0

Gunnis believes that the Rebellion will never succeed without capital ships, fleet technologies, and the equipment and personnel necessary to make them work. He thinks that he can identify and arrange for the theft of assets that the Rebellion can claim for use. He also believes with more experience he can design and arrange for construction of ships that will aid the cause.

Total XP: 365
Available XP: -5

XP Log

code:
Session 1 XP Gain                          [+10]
Perception 1 (Skill)                       [-5]
Rapid Reaction Talent (Commodore)          [-5]
Session 2 XP Gain                          [+10]
Command Talent (Commodore)                 [-5]
Session 3 XP Gain                          [+10]
Discipline 1 (Skill)                       [-5]
Leadership 2 (Skill)                       [-10]
Session 4 XP Gain                          [+15]
Known Schematic Talent (Commodore)         [-10]
Session 5 XP Gain                          [+15]
Session 6 XP Gain		           [+15]
Commander - Tactician Specialization       [-30]
Commanding Presence Talent (Tactician)     [-5]
Confidence Talent (Tactician)              [-10]
Ranged [Heavy] 1 (Skill)                   [-5]
Session 7 XP Gain                          [+15]
Toughened Talent (Tactician)               [-15]
Session 8 XP Gain                          [+15]
Session 9 XP Gain                          [+15]
Commanding Presence Talent (Tactician)     [-20]
Session 10 XP Gain                         [+15]
Mission 2 XP Bonus                         [+5]
Field Commander Talent (Tactician)         [-20]
Session 11 XP Gain                         [+15]
Improved Field Commander Talent (Tactician)[-25]
Session 12 XP Gain                         [+15]
Body Guard Talent (Tactician)              [-15]
Session 13 XP Gain                         [+15]
Body Guard Talent (Tactician)              [-15]
Session 14 XP Gain                         [+15]
Mission 3 XP Bonus                         [+5]
Negotiation 1 (Skill)                      [-10]
Session 15 XP Gain                         [+15]
Side Step Talent (Tactician)               [-20]
Session 16 XP Gain                         [+15]
Session 17 XP Gain                         [+15]
Dedicated Talent (Tactician)               [-25]
Character Sheet

Commodore Talent Tree / Mechanic Talent Tree / Tactician Talent Tree

Character Dossier

Character Background

Group Ships

---

NOTE: Darius099 the player was apparently a gigantic failure at Math and was off in his XP spend/gain. I've done a full audit of my character creation and also my gain/spend over the course of my characters life and produced an audit document visible here. My XP above is updated to reflect that I'm (sadly) in debt until next session.

Darius099 fucked around with this message at Nov 12, 2017 around 20:50

Drone
Aug 22, 2003

How can you have a yellow alert in Spacedock?


Session 16 Recap Two Weeks Late

Brief description of events because my memory is getting somewhat hazy:
  • The party landed on Corellia and learned that there was a massive amount of traffic backed up at the Coronet starport due to a dockworker's strike.
  • Investigating, Gank and Hrakk immediately encounter a large protest in the main plaza outside the starport. The protest signs seem to indicate dissatisfaction with the starport management and the Diktat, but there are also a few more blatantly anti-Imperial signs among them. Hrakk mixes into the protest and joins their ranks.
  • Gank surveys the terminal to the CEC space elevator that leads to the shipyards. He finds that the elevator is currently not in operation due to the civil unrest in the city, and is being lightly guarded by CEC security personnel. Other CEC workers who are simply trying to get to work are being turned away by the guards.
  • Alis investigates the local network for any kind of information about the strike, but is ultimately only really able to get the publicly-available information. The strike seemed to have started due to a labor dispute over unpaid overtime owed to the dockworkers, but rapidly degenerated into a general strike across several labor unions after CorSec (the famous system police force) cracked down hard.
  • Zep meets up with an old drinking buddy in a union bar and independently confirms that story. He also gleans some information about two of the apparent big players in the uprising: Li Lemorror, a Selonian matron and leader of the entertainer's union who has assumed overall leadership of the general strike; and Raz Pi, a brilliant Drall tech-billionaire from the city's Blue Sector who has a well-known reputation for also having his fingers in the underworld, and who has been apparently supplying the more violent elements of the uprising with weapons and supplies.
  • Gunnis takes a hovertrain trip outside Coronet to the resort city of Doaba Guerfel, nestled in the mountains northeast of the city. This is where Bilby, the former chief engineer of the Jewel of Coruscant, seemed to indicate that he would be holing up and waiting for contact. After finding him in the upscale Doaba Guerfel cantina, he successfully convinces Bilby and two of his associates to come along with the Sunrise crew. Bilby withholds any direct assistance or outright joining the Rebellion until he sees how Gunnis and his crew operate. If they seem to act morally, he'll enlist; if they reveal themselves as simple terrorist, he'll take his ball and go home.
  • Simultaneosly, Hrakk has embedded with the protesters outside the starport, and is intent on escalating the situation for his gain. He mixes it up with some thugs (who are ostensibly working for Raz Pi) and starts a riot, and his face is plastered on the local Holonet for all to see ("angry knife-wielding Trandoshan starts riot"). Luckily (or unluckily), none of the crew see the broadcast.
  • After reconvening on the Sunrise, the crew go over their intel and realize that Hrakk is missing...

+15xp as usual.

Session 17 Recap

+15xp, rundown of events forthcoming

Drone fucked around with this message at Nov 13, 2017 around 07:23

Killbot
Jun 19, 2003

You know, you kids really ought to stop getting involved with this stuff.

Alis Varuna
Master Sergeant

Contribution Rank: 3
Duty (Counter Intelligence): 0
Morality: 58


Alis knows that the survival of the Alliance depends upon its ability to hide from the Empire and avoid complete destruction at the hands of its overwhelming military superiority. To this end, she wants to hunt down and eliminate enemy agents and threats, feed false information to Imperial intelligence networks, and cover the movements of all Alliance assets from observation and reporting.

XP expenditure:

code:
Session 1 XP Gain                         [+10]
Skulduggery 1 (Skill)                     [ -5]
Codebreaker (Slicer)                      [ -5]
Session 2 XP Gain                         [+10]
Toughened (Emergent)                      [-10]
Session 3 XP Gain                         [+10]
Indistinguishable (Emergent)              [ -5]
Session 4 XP Gain                         [+15]
Defensive Slicing (Slicer)                [-10]
Sleight of Mind (Emergent)                [-10]
Session 5 XP Gain                         [+15]
Grit (Emergent)                           [-15]
Session 6 XP Gain                         [+15]
Computers 3 (Skill)                       [-15]
Session 7 XP Gain                         [+15]
Session 8 XP Gain                         [+15]
Touch of Fate (Emergent)                  [-20]
Session 9 XP Gain                         [+15]
Force Rating (Emergent)                   [-25]
Session 10 XP Gain                        [+20]
Insight (Emergent)                        [ -5]
Discipline 1 (Skill)                      [ -5]
Cool 1 (Skill)                            [ -5]
Sense (Basic Power, mentor discount)      [ -5]
Session 11 XP Gain                        [+15]
Influence (Basic Power. mentor discount)  [ -5]
Influence (Control: Emotion/Belief)       [-10]
Session 12 XP Gain                        [+15]
Foresee (Basic Power, mentor discount)    [ -5]
Foresee (Strength upgrade)                [ -5]
Session 13 XP Gain                        [+15]
Balance (Emergent)                        [-20]
Session 14 XP Gain			  [+20]
Move (Basic Power)			  [-10]
Session 15 XP Gain			  [+15]
Dedication (Agility 3, Emergent)          [-25]
Session 16 XP Gain                        [+15]
Session 17 XP Gain                        [+15]
Shien Expert                              [-30]

FuriousAngle
May 14, 2006

See your face upon the clean water. How dirty! Come! Wash your face!




code:
Total XP: 370xp (250 earned)
Previous Banked XP:			[5]
Session 17 Gain:			[+15xp]
Talent: Nobody's Fool			[-5xp]
Talent: Niman Technique			[-10xp]
Banked XP: 				[5]

Current Contribution Rank:		[3]

Current Morality:			[76]
Feelin' Fine.

FuriousAngle fucked around with this message at Nov 12, 2017 around 21:35

Darius099
Dec 18, 2005

Ogion went on a halfmile or so, and said at last, 'To hear, one must be silent'.

Sunrise Base

What follows is a breakdown of Sunrise Base. At this time, many of the rooms are unfinished, unfurnished, or similarly unused.



Floor #1 (Ground Level Hangar, Storage, Freight Elevator Access to 2F Factory)

  • A: Primary Hangar, open to the west for ingress/egress.
  • B: Equipment storage room.
  • C: Maintenance droid closet.
  • D: Armory & Equipment storage area.
  • E: Access Tunnel for heavy freight turbolift.
  • F: Heavy freight turbolift.
  • G: Maintenance droid closet.
  • H: Hangar comm station interlink.
  • I: Primary turbolift.
  • J: Freight turbolift.
  • K: Primary stairwell.
  • L: Lower level access (restricted)



Floor #2 (2nd Floor Factory, Medical Center)

  • A: Main hall.
  • B: Primary turbolift.
  • C: Freight turbolift.
  • D: Primary stairwell.
  • E: Assembly hall with maintenance droid closet.
  • F: Office room
  • G: Small office room
  • H: Empty room with maintenance droid closet.
  • I: Small empty room.
  • J: Medical center main corridor.
  • K: Primary operating theater with observation area, recovery bacta tanks, and maintenance droid closets.
  • L: Treatment room.
  • M: Triage.
  • N: Recovery room.
  • O: Pharmacy.
  • P: Empty room.
  • Q: Empty room.
  • R: Empty room.
  • S: Empty room.
  • T: Empty room.
  • U: Empty room.
  • V: Empty room.
  • W: Heavy freight turbolift.
  • X: Empty manufacturing room.
  • Y: Empty manufacturing room.
  • Z: Office room.



Floor #3 (3rd Floor Reactor, Computer Center, Mess)

  • A: Primary turbolift.
  • B: Freight turbolift.
  • C: Primary stairwell.
  • D: Main hall.
  • E: Reactor control center.
  • F: Reactor assembly & core.
  • G: Primary computer/server control room.
  • H: Office room.
  • I: Server room.
  • J: Mess hall.
  • K: Kitchen.
  • L: Freezer/cooler.
  • M: Empty room.
  • N: Empty rooms & corridor.



Floor #4 (4th Floor Officer & Enlisted Quarters)

  • A: Large shower/refresher room.
  • B: Corridor and enlisted bunkrooms.
  • C: Main hall.
  • D: Primary turbolift.
  • E: Freight turbolift.
  • F: Primary stairwell.
  • G: Small officers quarters (living area, bedroom, refresher, closet/linen closet).
  • H: Small officers quarters (living area, bedroom, refresher, closet/linen closet).
  • I: Small officers quarters (living area, bedroom, refresher, closet/linen closet).
  • J: Small officers quarters (living area, bedroom, refresher, closet/linen closet).
  • K: Small officers quarters (living area, bedroom, refresher, closet/linen closet).
  • L: Small officers quarters (living area, bedroom, refresher, closet/linen closet).
  • M: Small officers quarters (living area, bedroom, refresher, closet/linen closet).
  • N: Small officers quarters (living area, bedroom, refresher, closet/linen closet).
  • O: Small officers quarters (living area, bedroom, refresher, closet/linen closet).



Floor #5 (5th Floor Command & Control)

  • A: Observation deck (transparisteel windowed)
  • B: Sunken command deck.
  • C: Sunken command deck.
  • D: Base fire control.
  • E: Ground troop C&C (command and control).
  • F: Air defense C&C (command and control).
  • G: Primary communications interlink & comm/holocomms center.
  • H: Encryption & decryption comms control room.
  • I: Base security command station.
  • J: Private holoterminal/briefing/comms room.
  • K: Empty room.
  • L: Empty room.
  • M: Empty room.
  • N: Empty room.
  • O: Base administration office.
  • P: Base commanders office.
  • Q: Shields control.
  • R: Droid maintenance closet.
  • S: Primary turbolift.
  • T: Freight turbolift.
  • U: Primary stairwell.
  • V: Main hall.

Darius099 fucked around with this message at Nov 13, 2017 around 21:54

Drone
Aug 22, 2003

How can you have a yellow alert in Spacedock?


God that's awesome.

Your Floor #2 link is a repost of Floor #1 though D:

Darius099
Dec 18, 2005

Ogion went on a halfmile or so, and said at last, 'To hear, one must be silent'.

Drone posted:

God that's awesome.

Your Floor #2 link is a repost of Floor #1 though D:

Ayyyyy, I fixed it.

Darius099
Dec 18, 2005

Ogion went on a halfmile or so, and said at last, 'To hear, one must be silent'.



Contribution Rank: 4
Duty (Resource Acquisition): 0
Duty (Space Superiority): 0
Duty (Rebel Base): 0

Gunnis believes that the Rebellion will never succeed without capital ships, fleet technologies, and the equipment and personnel necessary to make them work. He thinks that he can identify and arrange for the theft of assets that the Rebellion can claim for use. He also believes with more experience he can design and arrange for construction of ships that will aid the cause.

Total XP: 395
Available XP: 10

XP Log

code:
Session 1 XP Gain                          [+10]
Perception 1 (Skill)                       [-5]
Rapid Reaction Talent (Commodore)          [-5]
Session 2 XP Gain                          [+10]
Command Talent (Commodore)                 [-5]
Session 3 XP Gain                          [+10]
Discipline 1 (Skill)                       [-5]
Leadership 2 (Skill)                       [-10]
Session 4 XP Gain                          [+15]
Known Schematic Talent (Commodore)         [-10]
Session 5 XP Gain                          [+15]
Session 6 XP Gain		           [+15]
Commander - Tactician Specialization       [-30]
Commanding Presence Talent (Tactician)     [-5]
Confidence Talent (Tactician)              [-10]
Ranged [Heavy] 1 (Skill)                   [-5]
Session 7 XP Gain                          [+15]
Toughened Talent (Tactician)               [-15]
Session 8 XP Gain                          [+15]
Session 9 XP Gain                          [+15]
Commanding Presence Talent (Tactician)     [-20]
Session 10 XP Gain                         [+15]
Mission 2 XP Bonus                         [+5]
Field Commander Talent (Tactician)         [-20]
Session 11 XP Gain                         [+15]
Improved Field Commander Talent (Tactician)[-25]
Session 12 XP Gain                         [+15]
Body Guard Talent (Tactician)              [-15]
Session 13 XP Gain                         [+15]
Body Guard Talent (Tactician)              [-15]
Session 14 XP Gain                         [+15]
Mission 3 XP Bonus                         [+5]
Negotiation 1 (Skill)                      [-10]
Session 15 XP Gain                         [+15]
Side Step Talent (Tactician)               [-20]
Session 16 XP Gain                         [+15]
Session 17 XP Gain                         [+15]
Dedicated Talent (Tactician)               [-25]
Session 18 XP Gain                         [+15]
Mission 4 XP Bonus                         [+10]
Mission 4 XP Bonus (SQ)                    [+5]
Leadership 3 (Skill)                       [-15]
Character Sheet

Commodore Talent Tree / Mechanic Talent Tree / Tactician Talent Tree

Character Dossier

Character Background

Group Ships

---

Darius099 fucked around with this message at Nov 19, 2017 around 19:42

Drone
Aug 22, 2003

How can you have a yellow alert in Spacedock?


Session 18 Recap
  • After being confronted with competing priorities (breaking Hrakk out of jail and stealing the CR90 from the shipyards), the team's timeline changed slightly.
  • Alis and Dem visited the prison island, bearing with them the gift of a delicious cake for one of their loved ones, who was ostensibly placed behind bars. Buried within this culinary masterpiece was, undetected, one of the plastic holdout blaster pistols inherited from the Lianna mission waaay back when. Alis and Dem were able to meet Hrakk in the prison's visitors' center, where they delivered the goods, and learned that a high-ranking Imperial defector named Crix Madine was also imprisoned. Hrakk mentioned that his prison break was already in planning, and that all he would need was for the prison's lights to be cut at the opportune time.
  • The party reconvened (sans Hrakk) before heading for the CEC space elevator. Gunnis ordered the group's NPCs to split up: two were to take the new sublight shuttle and wait outside the prison for a quick extraction of Hrakk and Crix, once the time is right; the rest were to take the Sunrise on a daring strafing run of the prison, using the ship's new ion cannon to take down the prison's power.
  • Dem and Zep convinced the manager of the space elevator terminal to let them go on up, using a combination of guile/the Force. A random CEC slackoff employee was very grateful for his glowing performance review.
  • While the group were riding the elevator up to the skies, the Sunrise was performing her strafing run on the prison. Hrakk, previously in a poker game with the warden of the prison (the warden was cheating anyway), immediately leaped into action as the lights went out. He and Crix Madine were able to effect their escape, but due to the shuttle being battered with anti-aircraft fire, they both lost their handhold on the shuttle and plunged into the sea outside Coronet City...
  • Meanwhile, the rest of the group stormed the CR90, dispatching the meagre shipyard security, and started spinning up the engines. Making their daring escape through the colossal shipyard, the ship was nearly free, until an Imperial Raider-class corvette loomed ahead of them and opened fire. Returning fire from the CR90's turbolaser batteries, the team scored a direct hit, knocking out the Imperial corvette's attitude control. As the CR90 jumped to hyperspace, the last thing they saw was the husk of the enemy corvette drifting quickly toward the CEC shipyard complex...

Housekeeping

+15xp for end of session
+10xp for end of mission
+5xp for jailbreaking Crix Madine

+1 CR rank (now at CR4)
No increase in fluff rank yet

+1 week's pay (CR x 100 credits)

Start thinking about CR rewards! The precedent so far has been CR rewards with a very approximate credit value around 3000ish, but feel free to run stuff by me if you're unsure and/or just want narrative rewards.

Drone fucked around with this message at Nov 26, 2017 around 14:56

Azhais
Feb 5, 2007


Cybernetic Crumb

code:
Session 1 XP               [+10]
Perception 1               [ -5]
Grit (Heavy)               [ -5]
Session 2 XP               [+10]
Session 3 XP               [+10]
Session 4 XP               [+15]
Trailblazer Spec           [-20]
Toughened (TB)             [ -5]
Outdoorsman (TB)           [ -5]
Stealth 1                  [ -5]
Session 5 XP               [+15]
Stalker Talent (TB)        [ -5]
Disorient Talent (TB)      [-10]
Session 6 XP               [+15]
Grit (TB)                  [-15]
Session 7 XP               [+15]
Session 8 XP               [+15]
Dodge Talent (TB)          [-20]
Session 9 XP               [+15]
Dedication (Cunning)       [-25]
Session 10 XP              [+20]
Prime Positions (Talent)   [-10]
Survival 1                 [ -5]
Resilience 1               [ -5]
Session 11 XP              [+15]
Dodge Talent (Rank 2)      [-15]
Session 12 XP              [+15]
Session 13 XP              [+15]
Blind Spot Talent (Rank 1) [-15]
Skulduggery 1              [-10]
Session 14 XP              [+20]
Survival 2                 [-10]
Perception 2               [-10]
Brawl 1                    [ -5]
Session 15 XP              [+15]
Gunnery 2                  [-10]
Session 16 XP              [+15]
Ranged (Heavy) 3           [-15]
Session 17 XP              [+15]
Session 18 XP              [+30]
Outlaw Tech (Spec)         [-40]
Stealth 2                  [-10]
Current XP                 [000]
CR4 reward: Cyberscanner Arm (left)

e: Fixed math

Azhais fucked around with this message at Nov 26, 2017 around 18:38

Killbot
Jun 19, 2003

You know, you kids really ought to stop getting involved with this stuff.

After the events of the mission, Alis is in a bit of a weird mental place. This is the second time she's foreseen through the Force and has been unable to do anything about it. And the visions themselves always leave her feeling cold...

Alis Varuna
Master Sergeant

Contribution Rank: 4 (CR reward: Superior Weapon Attachment)
Duty (Counter Intelligence): 0
Morality: 66


Alis knows that the survival of the Alliance depends upon its ability to hide from the Empire and avoid complete destruction at the hands of its overwhelming military superiority. To this end, she wants to hunt down and eliminate enemy agents and threats, feed false information to Imperial intelligence networks, and cover the movements of all Alliance assets from observation and reporting.

XP expenditure:

code:
Session 1 XP Gain                         [+10]
Skulduggery 1 (Skill)                     [ -5]
Codebreaker (Slicer)                      [ -5]
Session 2 XP Gain                         [+10]
Toughened (Emergent)                      [-10]
Session 3 XP Gain                         [+10]
Indistinguishable (Emergent)              [ -5]
Session 4 XP Gain                         [+15]
Defensive Slicing (Slicer)                [-10]
Sleight of Mind (Emergent)                [-10]
Session 5 XP Gain                         [+15]
Grit (Emergent)                           [-15]
Session 6 XP Gain                         [+15]
Computers 3 (Skill)                       [-15]
Session 7 XP Gain                         [+15]
Session 8 XP Gain                         [+15]
Touch of Fate (Emergent)                  [-20]
Session 9 XP Gain                         [+15]
Force Rating (Emergent)                   [-25]
Session 10 XP Gain                        [+20]
Insight (Emergent)                        [ -5]
Discipline 1 (Skill)                      [ -5]
Cool 1 (Skill)                            [ -5]
Sense (Basic Power, mentor discount)      [ -5]
Session 11 XP Gain                        [+15]
Influence (Basic Power. mentor discount)  [ -5]
Influence (Control: Emotion/Belief)       [-10]
Session 12 XP Gain                        [+15]
Foresee (Basic Power, mentor discount)    [ -5]
Foresee (Strength upgrade)                [ -5]
Session 13 XP Gain                        [+15]
Balance (Emergent)                        [-20]
Session 14 XP Gain			  [+20]
Move (Basic Power)			  [-10]
Session 15 XP Gain			  [+15]
Dedication (Agility 3, Emergent)          [-25]
Session 16 XP Gain                        [+15]
Session 17 XP Gain                        [+15]
Shien Expert                              [-30]
Session 18 XP Gain                        [+30]
Lightsaber 1 (Skill)                      [ -5]
Grit (Slicer)                             [ -5]
Conditioned (Shien Expert)                [ -5]
Reflect (Shien Expert)                    [ -5]
Parry (Shien Expert)                      [-10]

Killbot fucked around with this message at Nov 25, 2017 around 14:26

FuriousAngle
May 14, 2006

See your face upon the clean water. How dirty! Come! Wash your face!



Zep Rowsdower, 400xp Pilot/Consular Basic

Zep Rowsdower, 400xp Pilot/Consular Full

code:
Total XP: 400xp (280 earned)
Previous Banked XP:			[5]
Session 18 Gain:			[+15xp]
Mission Bonus:				[+10xp]
Sub-Mission Bonus:			[+5xp]

Talent: Sense Emotions			[-15xp]
Skill: Ranged Light			[-10xp]
Force Power: Move-Basic			[-10xp]
Banked XP: 				[0]

Contribution Rank:			[+1]
Current Contribution Rank:		[4]
CR Boon:				Rarity 7 [Banked]
Boon Backlog:				Rarity 6, Rarity 7

Morality Bonus:				[+9]
Current Morality:			[85]

Credit Gain:				[+300]
Total Credits:				75 Imperial Credits
					855 Republic Credits
Zep is feeling particularly stressed. The CR90 heist went off without a hitch, and he'd been very successful using his ability to Force Influence people to avoid conflict. But usually whenever he had a run of good luck it was followed by something particularly bad. And then there was the amount of dark side interference with his foresight.

There's only so much more he can anticipate without running into one of the Empire's Jedi-hunters. He just hopes Alis and he are up to the task of dispatching whoever the Emperor sends at them.

He's also deliberately staying out of Alis' way as far as Force training. He's under the impression anything she wouldn't listen to any morality advice that comes from a Jedi.

FuriousAngle fucked around with this message at Dec 3, 2017 around 19:19

Darius099
Dec 18, 2005

Ogion went on a halfmile or so, and said at last, 'To hear, one must be silent'.



---

NOVEMBER 24TH 0 ABY
A.R.R. COMMUNIQUE
SPECIAL OPERATION DAWNSTAR
1ST SUNRISE SPECIAL OPERATIONS CORPS commenced operations in CORELLIA/CORONET CITY. One member of 1ST SUNRISE SOC detained during operations, later escaped and rendezvoused with 1ST SUNRISE SOC after operations completion. Contact made with JEWEL and brought onboard for debriefing. Access gained to space elevator and CEC shipyards before nonlethal removal of CEC employees and DAWNSTAR successfully acquired. Elements of GALACTIC EMPIRE navy encountered and damaged during escape. PATHFINDER asset was secured.

CORELLIA SYSTEM
The Corellia system has, under Diktat control, been openly supportive of the Empire. Multiple elements seem to be open to Alliance activities and could be considered sympathizers. Security is still fairly light and amenable to clandestine operations.

LOGISTICS
Four days of standard shipboard rations expended, six days standard fuel expended. Blaster hot-swap reload packs still fully stocked.

GENERAL
During the period, the 1st Sunrise SOC and assigned elements participated in Operation DAWNSTAR.

MISSION
Locate and secure the CEC CR90 Corvette (DAWNSTAR) under construction in the CEC Orbital Shipyards over Corellia. There is a very small (est: 72 hour) window during which security will be compromised by outside actions.

EXECUTION
1st Sunrise SOC will land on Coronet City and collect intel. Recon in force to CEC space elevator, assess clandestine possibilities, and assess & evaluate onsite for further planning.

CALL SIGNS
PATHFINDER, SUNRISE, DAWNSTAR, JEWEL

1ST SUNRISE SOC COMMANDERS & PRINCIPLE STAFF
UNIT CO ENS Gunnis Bishop
RNK NCO M SGT Alis Varuna

---

0845 HOURS NOV 20TH 0 ABY
In 1ST SUNRISE SPECIAL OPERATIONS CORPS starting on 20th November 0 ABY Special Operation DAWNSTAR commenced with arrival of the SUNRISE in the CORELLIA SYSTEM.

0855 HOURS NOV 20TH 0 ABY
The SUNRISE was interdicted by two CORSEC affiliated HLAF-500. After determining that the pair of ships were out of long range communication with CORELLIA, SUNRISE engaged, disabled, and captured these fighters to requisition them, suffering minimal damage in return.

1100 HOURS NOV 20TH 0 ABY
Landing in CORONET CITY, ENSIGN BISHOP made contact with JEWEL, who joined the mission as an observer. SERGEANTS HRAKK and GANK made contact with local protest elements related to the unions striking against CEC.

1300 HOURS NOV 20TH 0 ABY
During the course of this, SERGEANT HRAKK was arrested by local security forces and imprisoned in the local CORONET CITY MUNICIPAL PRISON. At the same time, MASTER SERGEANT VARUNA assisted in securing operational details and schematics of the CEC space elevator used to reach orbital construction yards.

1700 HOURS NOV 20TH 0 ABY
ENSIGN BISHOP and JEWEL arrive back at SUNRISE and reconvene for operational briefing and planning. Absence of SERGEANT HRAKK noted and investigated.

0900 HOURS NOV 21ST 0 ABY
Upon being tipped off to the location of SERGEANT HRAKK, ENSIGN BISHOP pushed forward the operational timetable and ordered a variety of elements into motion.

1300 HOURS NOV 21ST 0 ABY
MASTER SERGEANT VARUNA and SERGEANT IONA delivered concealed weaponry to SERGEANT HRAKK past the municipal prison security. At this time, unknown to operational command, SERGEANT HRAKK had made contact with PATHFINDER and was planning to exfiltrate them as part of mission extraction.

1400 HOURS NOV 21ST 0 ABY
ENSIGN BISHOP ordered PRIVATES CELLIRI and GLOBAR to wait on the island with the prison with the engineering shuttle to facilitate SERGEANT HRAKK's escape.

1830 HOURS NOV 21ST 0 ABY
ENSIGN BISHOP ordered TECHNICAL FLIGHT OFFICER SONGO to commence a strafing run using ion batteries on the SUNRISE to disable the power stations on the island.

1845 HOURS NOV 21ST 0 ABY
The primary team commenced a clandestine assault on the space elevator, arriving unchallenged and temporarily sabotaging the ground based controls.

1930 HOURS NOV 21ST 0 ABY
Upon arriving to the orbital facilities, they were briefly engaged by CEC SECURITY FORCES of understrength squad in size, but subdued these forces using stun setting without any casualties or injuries.

1940 HOURS NOV 21ST 0 ABY
SERGEANT HRAKK and PATHFINDER were able to rendezvous with PRIVATES CELLIRI and GLOBAR, but were bracketed by ground based antiair fire and suffered its to the open hatch. PRIVATE CELLIRI received injuries from shrapnel in the sustained fire. Both SERGEANT HRAKK and PATHFINDER were thrown from the shuttle in the dark, and unable to divine their location, and under heavy fire, the shuttle team retreated to the rendezvous point.

1945 HOURS NOV 21ST 0 ABY
Boarding DAWNSTAR, ENSIGN BISHOP was able to cold start the engines, SERGEANT ROWSDOWSER working from the bridge, managed to get DAWNSTAR to speed and moving out of the shipyard. At the same time, an unknown class of corvette with GALACTIC EMPIRE designations left hyperspace and ordered the DAWNSTAR to stand down for boarding. ENSIGN BISHOP, while making the calculations for the jump to hyperspeed, ordered anyone who could to man the guns to attempt to buy time.

1948 HOURS NOV 21ST 0 ABY
SERGEANT GANK and ROWSDOWSER opened fire, scoring a hit on the propulsion systems of the enemy corvette, which deviated in uncontrolled flight towards the CEC shipyard.

1949 HOURS NOV 21ST 0 ABY
DAWNSTAR made the jump to lightspeed, rendezvousing in SACORRIA with the SUNRISE. ENSIGN BISHOP transmitted a message to LEMORRORR suggesting the incident be used to help break the strike and push for better conditions, and to stir anti-Imperial sentiment.

0400 HOURS NOV 23RD 0 ABY
SERGEANT HRAKK and PATHFINDER stowed away and secured passage to rendezvous several days later, arriving with only superficial injuries.

Darius099 fucked around with this message at Nov 26, 2017 around 08:46

tokenbrownguy
Apr 1, 2010



code:
Session 1 XP Gain                     [+10]
Coercion 2 (Skill)                   [-10]
Session 2 XP Gain                     [+10]
Session 3 XP Gain                     [+10]
Session 4 XP Gain                     [+15]
Session 5 XP Gain                     [+15]
Agitator Specialization               [-30]
Deception 1 (Skill)                    [-5]
Cool 1 (Skill)                        [-10]
Streetwise 1 (Skill)                  [-5]
Session 6 XP Gain                     [+15]
Streetwise 2 (Skill)                   [-10]
Knowledge (Underground)(Skill)        [-5]
Session 7 XP Gain                     [+15]
Melee 3 (Skill)                          [-15]
Frenzied Attack (Talent)              [-5]
Session 7 XP Gain                     [+15]
Session 8 XP Gain                     [+15]
Intimidating (Talent) Rank 1            [-5]
Intimidating (Talent) Rank 2            [-10]
Session 9 XP Gain                     [+15]
Toughened (Talent) Rank 1                  [-10]
Session 10 XP Gain                     [+20]
Lethal Blows Rank 1                  [-15]
Negotiation 1 (Skill)                   [-5]
Session 11 XP Gain                  [+15]
Charm 1 (Skill)                         [-10]
Session 12 XP Gain                [+15]
Resilience (Talent)                  [-15]
Session 13 XP Gain                [+15]
Feral Strength (Talent) Rank 1      [-20]
Session 14 XP Gain                [+20]
Natural Brawler                     [-20]
Session 15 XP Gain                [+15]
Session 16 XP Gain                [+15]
Defensive Stance                    [-25]
Session 17 XP Gain                [+15]
Session 18 XP Gain                [+30]
Dedication: Brawn (Talent)      [-25]
25 XP Remaining:
Duty (Sabotage) 0
Duty (Base) 5
Obligation (O'Teti) 0
Credits 1000

Darius099
Dec 18, 2005

Ogion went on a halfmile or so, and said at last, 'To hear, one must be silent'.



Contribution Rank: 4
Duty (Resource Acquisition): 0
Duty (Space Superiority): 0
Duty (Rebel Base): 0

Gunnis believes that the Rebellion will never succeed without capital ships, fleet technologies, and the equipment and personnel necessary to make them work. He thinks that he can identify and arrange for the theft of assets that the Rebellion can claim for use. He also believes with more experience he can design and arrange for construction of ships that will aid the cause.

Total XP: 410
Available XP: 0

XP Log

code:
Session 1 XP Gain                          [+10]
Perception 1 (Skill)                       [-5]
Rapid Reaction Talent (Commodore)          [-5]
Session 2 XP Gain                          [+10]
Command Talent (Commodore)                 [-5]
Session 3 XP Gain                          [+10]
Discipline 1 (Skill)                       [-5]
Leadership 2 (Skill)                       [-10]
Session 4 XP Gain                          [+15]
Known Schematic Talent (Commodore)         [-10]
Session 5 XP Gain                          [+15]
Session 6 XP Gain		           [+15]
Commander - Tactician Specialization       [-30]
Commanding Presence Talent (Tactician)     [-5]
Confidence Talent (Tactician)              [-10]
Ranged [Heavy] 1 (Skill)                   [-5]
Session 7 XP Gain                          [+15]
Toughened Talent (Tactician)               [-15]
Session 8 XP Gain                          [+15]
Session 9 XP Gain                          [+15]
Commanding Presence Talent (Tactician)     [-20]
Session 10 XP Gain                         [+15]
Mission 2 XP Bonus                         [+5]
Field Commander Talent (Tactician)         [-20]
Session 11 XP Gain                         [+15]
Improved Field Commander Talent (Tactician)[-25]
Session 12 XP Gain                         [+15]
Body Guard Talent (Tactician)              [-15]
Session 13 XP Gain                         [+15]
Body Guard Talent (Tactician)              [-15]
Session 14 XP Gain                         [+15]
Mission 3 XP Bonus                         [+5]
Negotiation 1 (Skill)                      [-10]
Session 15 XP Gain                         [+15]
Side Step Talent (Tactician)               [-20]
Session 16 XP Gain                         [+15]
Session 17 XP Gain                         [+15]
Dedicated Talent (Tactician)               [-25]
Session 18 XP Gain                         [+15]
Mission 4 XP Bonus                         [+10]
Mission 4 XP Bonus (SQ)                    [+5]
Leadership 3 (Skill)                       [-15]
Session 19 XP Gain                         [+15]
Mechanics 3 (Skill)                        [-15]
Warfare 2 (Skill)                          [-10]
Character Sheet

Gunnis' Droids

Commodore Talent Tree / Mechanic Talent Tree / Tactician Talent Tree

Character Dossier

Character Background

Group Ships

---

Another mission, another handful of days where the lives of his rapidly expanding team and their resources are counting on him. Gunnis believes in the Rebellion, and he believes in his team. He knows they seem to follow his lead, but how many decisions away from ruin is he at any moment?

Dwelling on it isn't going to do any good. Maybe his ideas will bear starblossoms and maybe they'll just get him into trouble, but there's always another plan waiting to be made.

Besides, his mother was watching, and as kind hearted as she was as a daughter of Alderaan, she always did love fireworks...

Darius099 fucked around with this message at Nov 26, 2017 around 20:52

Killbot
Jun 19, 2003

You know, you kids really ought to stop getting involved with this stuff.

So much for covert operations. Meeting this "chief" will just be another step towards the fulfillment of the vision I saw through the Force. It's always something that sets us on an irreversible path towards casualty. Dem's arm, Hrakk's imprisonment, and this time, Zep's fate and my own. Am I truly powerless to be unable to prevent danger, to even shape my own destiny?

Is that what the Force is telling me? Am I too weak?

Must I... become more powerful?



Alis Varuna
Master Sergeant

Contribution Rank: 4
Duty (Counter Intelligence): 0
Morality: 66
Current Conflict: 1


Alis knows that the survival of the Alliance depends upon its ability to hide from the Empire and avoid complete destruction at the hands of its overwhelming military superiority. To this end, she wants to hunt down and eliminate enemy agents and threats, feed false information to Imperial intelligence networks, and cover the movements of all Alliance assets from observation and reporting.

XP expenditure:

code:
Session 1 XP Gain                         [+10]
Skulduggery 1 (Skill)                     [ -5]
Codebreaker (Slicer)                      [ -5]
Session 2 XP Gain                         [+10]
Toughened (Emergent)                      [-10]
Session 3 XP Gain                         [+10]
Indistinguishable (Emergent)              [ -5]
Session 4 XP Gain                         [+15]
Defensive Slicing (Slicer)                [-10]
Sleight of Mind (Emergent)                [-10]
Session 5 XP Gain                         [+15]
Grit (Emergent)                           [-15]
Session 6 XP Gain                         [+15]
Computers 3 (Skill)                       [-15]
Session 7 XP Gain                         [+15]
Session 8 XP Gain                         [+15]
Touch of Fate (Emergent)                  [-20]
Session 9 XP Gain                         [+15]
Force Rating (Emergent)                   [-25]
Session 10 XP Gain                        [+20]
Insight (Emergent)                        [ -5]
Discipline 1 (Skill)                      [ -5]
Cool 1 (Skill)                            [ -5]
Sense (Basic Power, mentor discount)      [ -5]
Session 11 XP Gain                        [+15]
Influence (Basic Power. mentor discount)  [ -5]
Influence (Control: Emotion/Belief)       [-10]
Session 12 XP Gain                        [+15]
Foresee (Basic Power, mentor discount)    [ -5]
Foresee (Strength upgrade)                [ -5]
Session 13 XP Gain                        [+15]
Balance (Emergent)                        [-20]
Session 14 XP Gain			  [+20]
Move (Basic Power)			  [-10]
Session 15 XP Gain			  [+15]
Dedication (Agility 3, Emergent)          [-25]
Session 16 XP Gain                        [+15]
Session 17 XP Gain                        [+15]
Shien Expert                              [-30]
Session 18 XP Gain                        [+30]
Lightsaber 1 (Skill)                      [ -5]
Grit (Slicer)                             [ -5]
Conditioned (Shien Expert)                [ -5]
Reflect (Shien Expert)                    [ -5]
Parry (Shien Expert)                      [-10]
Session 19 XP Gain                        [+15]
Lightsaber 2 (Skill)                      [-10]
Lore 1 (Skill)                            [ -5]

Killbot fucked around with this message at Nov 27, 2017 around 03:41

FuriousAngle
May 14, 2006

See your face upon the clean water. How dirty! Come! Wash your face!



Zep Rowsdower, 400xp Pilot/Consular Basic

Zep Rowsdower, 400xp Pilot/Consular Full

code:
Total XP: 415xp (295 earned)
Previous Banked XP:			[0]
Session 19 Gain:			[+15xp]

Talent: Parry 1				[-5xp]
Talent: Defensive Training 1		[-10xp]
Banked XP: 				[0xp]

Current Contribution Rank:		[4]
Boon Backlog:				Rarity 6, Rarity 7

Current Morality:			[85]

Total Credits:				75 Imperial Credits
					855 Republic Credits
Something is coming. Zep can see and feel it. He reaches back far into his past, reconnecting with the defensive properties he learned at the Jedi Temple on Coruscant. He hadn't been a bad student at Niman style, but he hasn't used it in decades so he might as well be a novice. Defense. Yeah, that's the way to go.

Alis has been training with her light saber, but if they're going up against a dark side user who has been keeping in practice with his saber fighting... Zep is going to have to stay on the defensive. Stay alive, protect the others, and give them an opening to take a shot at the dark sider.

Zep could really go for a drink right about now.


Here's the stat block for the NPC pilot Zep is taking under his wing- a young Twi'lek lady eager to put the hurt on the Empire.



Also here's Zep's ship. I just need to get the laser cannons swapped out for some linked light ion cannons so I can work on disabling ships alongside the Sunrise. Maybe boost the speed a bit too since it doesn't seem like I can boost the armor or shields. I'm looking forward to a chance to actually use it.



FuriousAngle fucked around with this message at Dec 3, 2017 around 19:19

Azhais
Feb 5, 2007


Cybernetic Crumb

code:
Session 1 XP               [+10]
Perception 1               [ -5]
Grit (Heavy)               [ -5]
Session 2 XP               [+10]
Session 3 XP               [+10]
Session 4 XP               [+15]
Trailblazer Spec           [-20]
Toughened (TB)             [ -5]
Outdoorsman (TB)           [ -5]
Stealth 1                  [ -5]
Session 5 XP               [+15]
Stalker Talent (TB)        [ -5]
Disorient Talent (TB)      [-10]
Session 6 XP               [+15]
Grit (TB)                  [-15]
Session 7 XP               [+15]
Session 8 XP               [+15]
Dodge Talent (TB)          [-20]
Session 9 XP               [+15]
Dedication (Cunning)       [-25]
Session 10 XP              [+20]
Prime Positions (Talent)   [-10]
Survival 1                 [ -5]
Resilience 1               [ -5]
Session 11 XP              [+15]
Dodge Talent (Rank 2)      [-15]
Session 12 XP              [+15]
Session 13 XP              [+15]
Blind Spot Talent (Rank 1) [-15]
Skulduggery 1              [-10]
Session 14 XP              [+20]
Survival 2                 [-10]
Perception 2               [-10]
Brawl 1                    [ -5]
Session 15 XP              [+15]
Gunnery 2                  [-10]
Session 16 XP              [+15]
Ranged (Heavy) 3           [-15]
Session 17 XP              [+15]
Session 18 XP              [+30]
Stealth 2                  [-10]
Session 19 XP              [+15]
Ambush 1 (Trailblazer)     [-25]
Barrage 1 (Heavy)          [ -5]
Brace 1 (Heavy)            [-10]
Spare Clip (Heavy)         [-10]
Current XP                 [000]

Brief back in time on this one. Rolled back my decision to grab the outlaw tech spec at this time and just focused on some talents in the trees I already have

tokenbrownguy
Apr 1, 2010



code:
Session 1 XP Gain                     [+10]
Coercion 2 (Skill)                   [-10]
Session 2 XP Gain                     [+10]
Session 3 XP Gain                     [+10]
Session 4 XP Gain                     [+15]
Session 5 XP Gain                     [+15]
Agitator Specialization               [-30]
Deception 1 (Skill)                    [-5]
Cool 1 (Skill)                        [-10]
Streetwise 1 (Skill)                  [-5]
Session 6 XP Gain                     [+15]
Streetwise 2 (Skill)                   [-10]
Knowledge (Underground)(Skill)        [-5]
Session 7 XP Gain                     [+15]
Melee 3 (Skill)                          [-15]
Frenzied Attack (Talent)              [-5]
Session 7 XP Gain                     [+15]
Session 8 XP Gain                     [+15]
Intimidating (Talent) Rank 1            [-5]
Intimidating (Talent) Rank 2            [-10]
Session 9 XP Gain                     [+15]
Toughened (Talent) Rank 1                  [-10]
Session 10 XP Gain                     [+20]
Lethal Blows Rank 1                  [-15]
Negotiation 1 (Skill)                   [-5]
Session 11 XP Gain                  [+15]
Charm 1 (Skill)                         [-10]
Session 12 XP Gain                [+15]
Resilience (Talent)                  [-15]
Session 13 XP Gain                [+15]
Feral Strength (Talent) Rank 1      [-20]
Session 14 XP Gain                [+20]
Natural Brawler                     [-20]
Session 15 XP Gain                [+15]
Session 16 XP Gain                [+15]
Defensive Stance                    [-25]
Session 17 XP Gain                [+15]
Session 18 XP Gain                [+30]
Dedication: Brawn (Talent)      [-25]
Session 19 XP Gain                [+15]
Last One Standing Sig. Ability  [-30]
10 XP Remaining:
Duty (Sabotage) 0
Duty (Base) 5
Obligation (O'Teti) 0
Credits 1000

Azhais
Feb 5, 2007


Cybernetic Crumb

code:
Session 1 XP               [+10]
Perception 1               [ -5]
Grit (Heavy)               [ -5]
Session 2 XP               [+10]
Session 3 XP               [+10]
Session 4 XP               [+15]
Trailblazer Spec           [-20]
Toughened (TB)             [ -5]
Outdoorsman (TB)           [ -5]
Stealth 1                  [ -5]
Session 5 XP               [+15]
Stalker Talent (TB)        [ -5]
Disorient Talent (TB)      [-10]
Session 6 XP               [+15]
Grit (TB)                  [-15]
Session 7 XP               [+15]
Session 8 XP               [+15]
Dodge Talent (TB)          [-20]
Session 9 XP               [+15]
Dedication (Cunning)       [-25]
Session 10 XP              [+20]
Prime Positions (Talent)   [-10]
Survival 1                 [ -5]
Resilience 1               [ -5]
Session 11 XP              [+15]
Dodge Talent (Rank 2)      [-15]
Session 12 XP              [+15]
Session 13 XP              [+15]
Blind Spot Talent (Rank 1) [-15]
Skulduggery 1              [-10]
Session 14 XP              [+20]
Survival 2                 [-10]
Perception 2               [-10]
Brawl 1                    [ -5]
Session 15 XP              [+15]
Gunnery 2                  [-10]
Session 16 XP              [+15]
Ranged (Heavy) 3           [-15]
Session 17 XP              [+15]
Session 18 XP              [+30]
Stealth 2                  [-10]
Session 19 XP              [+15]
Ambush 1 (Trailblazer)     [-25]
Barrage 1 (Heavy)          [ -5]
Brace 1 (Heavy)            [-10]
Spare Clip (Heavy)         [-10]
Session 20 XP              [+15]
Stealth 3                  [-15]
Current XP                 [000]

FuriousAngle
May 14, 2006

See your face upon the clean water. How dirty! Come! Wash your face!



Zep Rowsdower, 400xp Pilot/Consular Basic

Zep Rowsdower, 400xp Pilot/Consular Full

code:
Total XP: 430xp (310 earned)
Previous Banked XP:			[0]
Session 20 Gain:			[+15xp]

Force Power: Sense- Upgrade Difficulty	[-10xp]
Banked XP:				[5xp]

Current Contribution Rank:		[4]
Boon Backlog:				Rarity 6, Rarity 7

Current Morality:			[85]

Total Credits:				75 Imperial Credits
					855 Republic Credits
Zep is so proud of Hrakk for not killing the Imperial officer they captured. He thinks that shows real restraint. Plus he wasn't TOO antagonistic against the mad Jedi they met.

He's also VERY concerned about the mad Jedi they met. He has a feeling the Jedi is watching them and is at least aware that Alis and Zep are somehow connected to the Force. He'd have to be really over-confident to have missed it.

Killbot
Jun 19, 2003

You know, you kids really ought to stop getting involved with this stuff.

Alis Varuna
Master Sergeant

Contribution Rank: 4
Duty (Counter Intelligence): 0
Morality: 66
Current Conflict: 1


Alis knows that the survival of the Alliance depends upon its ability to hide from the Empire and avoid complete destruction at the hands of its overwhelming military superiority. To this end, she wants to hunt down and eliminate enemy agents and threats, feed false information to Imperial intelligence networks, and cover the movements of all Alliance assets from observation and reporting.

XP expenditure:

code:
Session 1 XP Gain                         [+10]
Skulduggery 1 (Skill)                     [ -5]
Codebreaker (Slicer)                      [ -5]
Session 2 XP Gain                         [+10]
Toughened (Emergent)                      [-10]
Session 3 XP Gain                         [+10]
Indistinguishable (Emergent)              [ -5]
Session 4 XP Gain                         [+15]
Defensive Slicing (Slicer)                [-10]
Sleight of Mind (Emergent)                [-10]
Session 5 XP Gain                         [+15]
Grit (Emergent)                           [-15]
Session 6 XP Gain                         [+15]
Computers 3 (Skill)                       [-15]
Session 7 XP Gain                         [+15]
Session 8 XP Gain                         [+15]
Touch of Fate (Emergent)                  [-20]
Session 9 XP Gain                         [+15]
Force Rating (Emergent)                   [-25]
Session 10 XP Gain                        [+20]
Insight (Emergent)                        [ -5]
Discipline 1 (Skill)                      [ -5]
Cool 1 (Skill)                            [ -5]
Sense (Basic Power, mentor discount)      [ -5]
Session 11 XP Gain                        [+15]
Influence (Basic Power. mentor discount)  [ -5]
Influence (Control: Emotion/Belief)       [-10]
Session 12 XP Gain                        [+15]
Foresee (Basic Power, mentor discount)    [ -5]
Foresee (Strength upgrade)                [ -5]
Session 13 XP Gain                        [+15]
Balance (Emergent)                        [-20]
Session 14 XP Gain			  [+20]
Move (Basic Power)			  [-10]
Session 15 XP Gain			  [+15]
Dedication (Agility 3, Emergent)          [-25]
Session 16 XP Gain                        [+15]
Session 17 XP Gain                        [+15]
Shien Expert                              [-30]
Session 18 XP Gain                        [+30]
Lightsaber 1 (Skill)                      [ -5]
Grit (Slicer)                             [ -5]
Conditioned (Shien Expert)                [ -5]
Reflect (Shien Expert)                    [ -5]
Parry (Shien Expert)                      [-10]
Session 19 XP Gain                        [+15]
Lightsaber 2 (Skill)                      [-10]
Lore 1 (Skill)                            [ -5]
Session 20 XP Gain                        [+15]
Sense (Control: Upgrade Difficulty)       [-10]
Grit (Emergent)                           [ -5]

Killbot fucked around with this message at Dec 3, 2017 around 19:26

Darius099
Dec 18, 2005

Ogion went on a halfmile or so, and said at last, 'To hear, one must be silent'.



Contribution Rank: 4
Duty (Resource Acquisition): 0
Duty (Space Superiority): 0
Duty (Rebel Base): 0

Gunnis believes that the Rebellion will never succeed without capital ships, fleet technologies, and the equipment and personnel necessary to make them work. He thinks that he can identify and arrange for the theft of assets that the Rebellion can claim for use. He also believes with more experience he can design and arrange for construction of ships that will aid the cause.

Total XP: 425
Available XP: 0

XP Log

code:
Session 1 XP Gain                          [+10]
Perception 1 (Skill)                       [-5]
Rapid Reaction Talent (Commodore)          [-5]
Session 2 XP Gain                          [+10]
Command Talent (Commodore)                 [-5]
Session 3 XP Gain                          [+10]
Discipline 1 (Skill)                       [-5]
Leadership 2 (Skill)                       [-10]
Session 4 XP Gain                          [+15]
Known Schematic Talent (Commodore)         [-10]
Session 5 XP Gain                          [+15]
Session 6 XP Gain		           [+15]
Commander - Tactician Specialization       [-30]
Commanding Presence Talent (Tactician)     [-5]
Confidence Talent (Tactician)              [-10]
Ranged [Heavy] 1 (Skill)                   [-5]
Session 7 XP Gain                          [+15]
Toughened Talent (Tactician)               [-15]
Session 8 XP Gain                          [+15]
Session 9 XP Gain                          [+15]
Commanding Presence Talent (Tactician)     [-20]
Session 10 XP Gain                         [+15]
Mission 2 XP Bonus                         [+5]
Field Commander Talent (Tactician)         [-20]
Session 11 XP Gain                         [+15]
Improved Field Commander Talent (Tactician)[-25]
Session 12 XP Gain                         [+15]
Body Guard Talent (Tactician)              [-15]
Session 13 XP Gain                         [+15]
Body Guard Talent (Tactician)              [-15]
Session 14 XP Gain                         [+15]
Mission 3 XP Bonus                         [+5]
Negotiation 1 (Skill)                      [-10]
Session 15 XP Gain                         [+15]
Side Step Talent (Tactician)               [-20]
Session 16 XP Gain                         [+15]
Session 17 XP Gain                         [+15]
Dedicated Talent (Tactician)               [-25]
Session 18 XP Gain                         [+15]
Mission 4 XP Bonus                         [+10]
Mission 4 XP Bonus (SQ)                    [+5]
Leadership 3 (Skill)                       [-15]
Session 19 XP Gain                         [+15]
Mechanics 3 (Skill)                        [-15]
Warfare 2 (Skill)                          [-10]
Session 20 XP Gain                         [+15]
Education 2 (Skill)                        [-10]
Toughened Talent (Mechanic)                [-5]
Character Sheet

Gunnis' Droids

Commodore Talent Tree / Mechanic Talent Tree / Tactician Talent Tree

Character Dossier

Character Background

Group Ships

---

This was looking worse by the moment. What were the boogeymen of the Empire doing on a base this remote? Why a base this large and heavily defended? There was no way this was just a listening post, and there were no reinforcements a whistle away. Worse, now they had a prisoner to try to stash or execute.

Darius099 fucked around with this message at Dec 3, 2017 around 19:21

Darius099
Dec 18, 2005

Ogion went on a halfmile or so, and said at last, 'To hear, one must be silent'.



Contribution Rank: 5
Duty (Resource Acquisition): 0
Duty (Space Superiority): 0
Duty (Rebel Base): 0

Gunnis believes that the Rebellion will never succeed without capital ships, fleet technologies, and the equipment and personnel necessary to make them work. He thinks that he can identify and arrange for the theft of assets that the Rebellion can claim for use. He also believes with more experience he can design and arrange for construction of ships that will aid the cause.

Total XP: 465
Available XP: 0

XP Log

code:
Session 1 XP Gain                          [+10]
Perception 1 (Skill)                       [-5]
Rapid Reaction Talent (Commodore)          [-5]
Session 2 XP Gain                          [+10]
Command Talent (Commodore)                 [-5]
Session 3 XP Gain                          [+10]
Discipline 1 (Skill)                       [-5]
Leadership 2 (Skill)                       [-10]
Session 4 XP Gain                          [+15]
Known Schematic Talent (Commodore)         [-10]
Session 5 XP Gain                          [+15]
Session 6 XP Gain		           [+15]
Commander - Tactician Specialization       [-30]
Commanding Presence Talent (Tactician)     [-5]
Confidence Talent (Tactician)              [-10]
Ranged [Heavy] 1 (Skill)                   [-5]
Session 7 XP Gain                          [+15]
Toughened Talent (Tactician)               [-15]
Session 8 XP Gain                          [+15]
Session 9 XP Gain                          [+15]
Commanding Presence Talent (Tactician)     [-20]
Session 10 XP Gain                         [+15]
Mission 2 XP Bonus                         [+5]
Field Commander Talent (Tactician)         [-20]
Session 11 XP Gain                         [+15]
Improved Field Commander Talent (Tactician)[-25]
Session 12 XP Gain                         [+15]
Body Guard Talent (Tactician)              [-15]
Session 13 XP Gain                         [+15]
Body Guard Talent (Tactician)              [-15]
Session 14 XP Gain                         [+15]
Mission 3 XP Bonus                         [+5]
Negotiation 1 (Skill)                      [-10]
Session 15 XP Gain                         [+15]
Side Step Talent (Tactician)               [-20]
Session 16 XP Gain                         [+15]
Session 17 XP Gain                         [+15]
Dedicated Talent (Tactician)               [-25]
Session 18 XP Gain                         [+15]
Mission 4 XP Bonus                         [+10]
Mission 4 XP Bonus (SQ)                    [+5]
Leadership 3 (Skill)                       [-15]
Session 19 XP Gain                         [+15]
Mechanics 3 (Skill)                        [-15]
Warfare 2 (Skill)                          [-10]
Session 20 XP Gain                         [+15]
Education 2 (Skill)                        [-10]
Toughened Talent (Mechanic)                [-5]
Session 21 XP Gain                         [+15]
Mission 5 XP Bonus                         [+15]
Mission 5 XP Bonus (SQ)                    [+10]
Gearhead Talent (Mechanic)                 [-5]
Toughened Talent (Tactician)               [-5]
Fine Tuning Talent (Mechanic)              [-5]
Gearhead Talent (Mechanic)                 [-10]
Bad Motivator Talent (Mechanic)            [-15]
Character Sheet

Gunnis' Droids

Commodore Talent Tree / Mechanic Talent Tree / Tactician Talent Tree

Character Dossier

Character Background

Group Ships

---
Further updates later when I am less busy.

Darius099 fucked around with this message at Dec 11, 2017 around 06:50

Killbot
Jun 19, 2003

You know, you kids really ought to stop getting involved with this stuff.

Another mission completed by the skin of my teeth. Hopefully this buys the Alliance the edge it needs to win the war, and hopefully this will make the Imperials think twice about operating near the Tion cluster.

And, while I'm hoping for things, I hope that guy with the red lightsaber vaporized when the rest of the listening post did.

Then again, what was that old saying about hope?



Alis Varuna
Lieutenant

Contribution Rank: 5
Duty (Counter Intelligence): 0
Morality: 69
Current Conflict: 3


Alis knows that the survival of the Alliance depends upon its ability to hide from the Empire and avoid complete destruction at the hands of its overwhelming military superiority. To this end, she wants to hunt down and eliminate enemy agents and threats, feed false information to Imperial intelligence networks, and cover the movements of all Alliance assets from observation and reporting.

XP expenditure:

code:
Session 1 XP Gain                         [+10]
Skulduggery 1 (Skill)                     [ -5]
Codebreaker (Slicer)                      [ -5]
Session 2 XP Gain                         [+10]
Toughened (Emergent)                      [-10]
Session 3 XP Gain                         [+10]
Indistinguishable (Emergent)              [ -5]
Session 4 XP Gain                         [+15]
Defensive Slicing (Slicer)                [-10]
Sleight of Mind (Emergent)                [-10]
Session 5 XP Gain                         [+15]
Grit (Emergent)                           [-15]
Session 6 XP Gain                         [+15]
Computers 3 (Skill)                       [-15]
Session 7 XP Gain                         [+15]
Session 8 XP Gain                         [+15]
Touch of Fate (Emergent)                  [-20]
Session 9 XP Gain                         [+15]
Force Rating (Emergent)                   [-25]
Session 10 XP Gain                        [+20]
Insight (Emergent)                        [ -5]
Discipline 1 (Skill)                      [ -5]
Cool 1 (Skill)                            [ -5]
Sense (Basic Power, mentor discount)      [ -5]
Session 11 XP Gain                        [+15]
Influence (Basic Power. mentor discount)  [ -5]
Influence (Control: Emotion/Belief)       [-10]
Session 12 XP Gain                        [+15]
Foresee (Basic Power, mentor discount)    [ -5]
Foresee (Strength upgrade)                [ -5]
Session 13 XP Gain                        [+15]
Balance (Emergent)                        [-20]
Session 14 XP Gain			  [+20]
Move (Basic Power)			  [-10]
Session 15 XP Gain			  [+15]
Dedication (Agility 3, Emergent)          [-25]
Session 16 XP Gain                        [+15]
Session 17 XP Gain                        [+15]
Shien Expert                              [-30]
Session 18 XP Gain                        [+30]
Lightsaber 1 (Skill)                      [ -5]
Grit (Slicer)                             [ -5]
Conditioned (Shien Expert)                [ -5]
Reflect (Shien Expert)                    [ -5]
Parry (Shien Expert)                      [-10]
Session 19 XP Gain                        [+15]
Lightsaber 2 (Skill)                      [-10]
Lore 1 (Skill)                            [ -5]
Session 20 XP Gain                        [+15]
Sense (Control: Upgrade Difficulty)       [-10]
Grit (Emergent)                           [ -5]
Session 21 XP Gain                        [+40]
Lightsaber 3 (Skill)                      [-15]
Street Smarts (Shien Expert)              [ -5]
Shien Technique (Shien Expert)            [-10]
Reflect (Shien Expert)                    [-10]
CR reward: (non-operating, needs to be repaired) Kav-Dann power armor
Gear purchases: Cybernetic Cavity

Character sheet

Killbot fucked around with this message at Jan 5, 2018 around 04:10

Azhais
Feb 5, 2007


Cybernetic Crumb

code:
Session 1 XP               [+10]
Perception 1               [ -5]
Grit (Heavy)               [ -5]
Session 2 XP               [+10]
Session 3 XP               [+10]
Session 4 XP               [+15]
Trailblazer Spec           [-20]
Toughened (TB)             [ -5]
Outdoorsman (TB)           [ -5]
Stealth 1                  [ -5]
Session 5 XP               [+15]
Stalker Talent (TB)        [ -5]
Disorient Talent (TB)      [-10]
Session 6 XP               [+15]
Grit (TB)                  [-15]
Session 7 XP               [+15]
Session 8 XP               [+15]
Dodge Talent (TB)          [-20]
Session 9 XP               [+15]
Dedication (Cunning)       [-25]
Session 10 XP              [+20]
Prime Positions (Talent)   [-10]
Survival 1                 [ -5]
Resilience 1               [ -5]
Session 11 XP              [+15]
Dodge Talent (Rank 2)      [-15]
Session 12 XP              [+15]
Session 13 XP              [+15]
Blind Spot Talent (Rank 1) [-15]
Skulduggery 1              [-10]
Session 14 XP              [+20]
Survival 2                 [-10]
Perception 2               [-10]
Brawl 1                    [ -5]
Session 15 XP              [+15]
Gunnery 2                  [-10]
Session 16 XP              [+15]
Ranged (Heavy) 3           [-15]
Session 17 XP              [+15]
Session 18 XP              [+30]
Stealth 2                  [-10]
Session 19 XP              [+15]
Ambush 1 (Trailblazer)     [-25]
Barrage 1 (Heavy)          [ -5]
Brace 1 (Heavy)            [-10]
Spare Clip (Heavy)         [-10]
Session 20 XP              [+15]
Stealth 3                  [-15]
Session 21 XP              [+40]
Disorient 2 (Trailblazer)  [-25]
Burly 2 (Heavy)            [-15]
Current XP                 [000]
Sergeant First Class Gank

CR5 reward pending. Need to think about it.

Purchases with credits:
Shock Boots (1250)
Heavy Blaster Pistol (700)

Remaining: 341

Azhais fucked around with this message at Dec 12, 2017 around 18:38

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FuriousAngle
May 14, 2006

See your face upon the clean water. How dirty! Come! Wash your face!



Zep Rowsdower, 400xp Pilot/Consular Basic

Zep Rowsdower, 400xp Pilot/Consular Full

code:
Total XP: 430xp (310 earned)
Previous Banked XP:			[5]
Session 21 Gain:			[+40xp]
Parry Trait:     			[-15xp]
Sum Djem Trait: 			[-20xp]
Banked XP:				[10xp]


Current Contribution Rank:		[4]
Contribution Rank:			[+1]
New Contribution Rank:			[5]
Boon Backlog:				Rarity 6, Rarity 7, Rarity 8

Morality Roll:				1 - 1
Morality Gain:				[0]
Current Morality:			[85]

Credits Gain- 1 Month Pay:		[+2000]
Total Credits:				75 Imperial Credits
					2855 Republic Credits

Everything seemed to be moving in slow motion for Zep as he'd pulled his lightsaber and ignited it with a flourish. Even though he'd gone on the offensive he'd stayed calm and focused. The fear and anger had started creeping in to the back of his mind, but he'd managed to push those back as he dueled with the quarren. There'd be time enough to experience the terror of just how close he'd come to death.

His opponent had been trained, that much he could tell from the charred flesh on his saber-arm. And without a doubt he worked for the Emperor. Could this be one of those boogeymen the Emperor used to hunt down Force-sensitives? Did he actually survive an encounter with an
Inquisitor? If he had, it was only thanks to Gank's assistance that he was still alive.

On the ship ride home he muttered to himself
"If that one had caught me on Raxus back then... There's no way I would have survived."

Cradling his damaged arm as best he could, he couldn't wait to find out if those bacta tanks were as good as he'd heard.

FuriousAngle fucked around with this message at Dec 11, 2017 around 13:46

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