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Session 1 Tally

PostPosted: Fri Jun 01, 2018 5:11 am
by Jace Malcom
Victory Points: 0/10

Power: 13

Trust: 1.0 - The Republic and the Resistance are working together, it is a marriage of convenience and there is little trust between the two; due to lack of coordination all players suffer 1 setback die to to their first roll in event/mission rolls.

Session 1: Duty Rolls: 1d6 6 for a roll of Duty Rolls: 1d100 10, Rev Devaroo's Duty is procced for the Session granting each player 1 additional wound for Session 1.

Re: Session 1 Tally

PostPosted: Fri Jun 01, 2018 5:12 am
by Jace Malcom
Operation Steel Serpent

Mission Briefing: The mission is simple aid the resistance in retaking the city of Uthan Mil and establishing a foothold on Bankor, this will become our primary base of operations before we move forward to seize key tactical points from the Mandalorian fighters.

Our forces will punch through the blockade and land outside the city to make contact with the Resistance and push out the Mandalorian forces. Intelligence suggests they are being lend by Tano Kryze, a close relative of Varo Kryze and a highly skilled soldier and commander.

Once on the ground and a command post is established there will be a mandatory Command Staff briefing at 1900 hours local time [Day 1 - Mid Evening Slot].

Re: Session 1 Tally

PostPosted: Fri Jun 01, 2018 5:13 am
by Tano Kryze
Tano Kryze: Grants her allies a boost die to all attack rolls, due to her combat regimen and leadership.

Re: Session 1 Tally

PostPosted: Fri Jun 01, 2018 6:19 am
by Dapper Dog
Although the Propaganda message fails to demoralize the Mandalorians it does give the locals hope that the Republic is here in force. [Trust increased by .1]

Re: Session 1 Tally

PostPosted: Sun Jun 03, 2018 9:34 pm
by Dapper Dog
Day 1 - Non-Event Changes: Trust Reduced by .5

Re: Session 1 Tally

PostPosted: Mon Jun 04, 2018 1:52 am
by Dapper Dog
Day 1 Event Changes

Power Increased by 8.
Trust Modified by 0.
Victory Points increased by 6.

Re: Session 1 Tally

PostPosted: Mon Jun 04, 2018 1:56 am
by Jace Malcom
Victory Points: 6/10

Power: 22

Trust: .6 - The Republic and Resistance are at odds with each other and there is little if any coordination between the two; due to lack of coordination all players suffer a setback die to all rolls in event/missions and Power is reduced by 1 per day at the start of the Day where Trust starts at this rank.

Session 1: Duty Rolls: 1d6 6 for a roll of Duty Rolls: 1d100 10, Rev Devaroo's Duty is procced for the Session granting each player 1 additional wound for Session 1.

End of Day 1.

Re: Session 1 Tally

PostPosted: Mon Jun 04, 2018 2:00 am
by Nekoinu
Day 1 Changes from Nekoinu

Power Increased by 1 (+1 from Crusader's Schism)
Trust Increased by 0.1 (+0.2 from Rescue Mission, -0.1 from Coercion)

Re: Session 1 Tally

PostPosted: Mon Jun 04, 2018 4:30 am
by Jace Malcom
Victory Points: 6/10

Power: 19

Trust: .6 - The Republic and Resistance are at odds with each other and there is little if any coordination between the two; due to lack of coordination all players suffer a setback die to all rolls in event/missions and Power is reduced by 1 per day at the start of the Day where Trust starts at this rank.

Session 1: Duty Rolls: 1d6 6 for a roll of Duty Rolls: 1d100 10, Rev Devaroo's Duty is procced for the Session granting each player 1 additional wound for Session 1.

Start of Day 2

Jo's Select Stock - Session 1

Old Guard (Laminate Armor): Defense 0, Soak 2, Price 13,000 or 7 Duty, Encum 5, Hard Points 1, Rarity 6, Special: Cortosis Weave, Only the Strong [Only the Strong: Must have Brawn 4, if lower than Brawn 4 then character suffers 1 upgrade to the Difficulty of all Combat checks, Athletics checks, and Coordination checks per each point of Brawn they lack below 4.]

Blood's Cloak (Thermal Cloak): Price 3,000 or 2 Duty, Encum 1, Rarity 4, Special: Use of Blood's Cloak removes up to three setback dice on any checks made to handle extreme heat or cold, also removes two setback dice from any Stealth check. While the cloak is worn reduce Strain Threshold by 1.

Spindral's Walking Stick (Ancient Sword): Lightsaber, Dam +3, Crit 1, Range Engaged, Encum 3, Hard Points 0, Price 6500 or 4 Duty, Rarity 8, Special: Superior, Cortosis, Defensive 1, Madness Beckons [Madness Beckons: Adds a setback die to all Discipline Rolls, if a Force User uses this weapon it generates 1 extra Force pip when used as the primary weapon.]

Last Word (Blaster Pistol): Ranged Light, Dam 7, Crit 3, Range Medium, Encum 1, Hard Points 2, Price 5000 or 3 Duty, Rarity 6, Special: Superior, Stun Setting, The Last Word [The Last Word: This blaster pistol has Auto-Fire, you cannot use the Aim maneuver with this weapon, Last Word.]

Re: Session 1 Tally

PostPosted: Mon Jun 04, 2018 4:42 am
by Dapper Dog
Increase Trust by .5 for not siding with the Empire, resolved at end of Session 1.

Re: Session 1 Tally

PostPosted: Mon Jun 04, 2018 5:18 pm
by Dapper Dog
Day 2 Changes

Mission taken for 2 Power.
Due to trust Power reduced by 1.

Re: Session 1 Tally

PostPosted: Tue Jun 05, 2018 2:32 pm
by Dapper Dog
Day 2 - Non-Event Changes: .3 Trust increased by Role Play actions.

Re: Session 1 Tally

PostPosted: Tue Jun 05, 2018 3:07 pm
by Dapper Dog
Day 2 - Event Gains

Power increased by 4.
Trust increased by .5
Victory Points increased by 4.

Does not include Fishing with Friends.

Re: Session 1 Tally

PostPosted: Wed Jun 06, 2018 10:02 pm
by Nekoinu
Whoops, a bit belated. 1 Power gain from D1 Event.

Re: Session 1 Tally

PostPosted: Thu Jun 07, 2018 4:56 am
by Dapper Dog
Day 2 - Event Gains

Power increased by 8.
Trust increased by 1.4
Victory Points increased by 4.

Re: Session 1 Tally

PostPosted: Thu Jun 07, 2018 5:02 am
by Jace Malcom
Victory Points: 10/10

Power: 27

Trust: 2.0 - The Republic and Resistance are working together and have strong integration of ideals and coordination. No adjustment to event/mission rolls for the players.

Session 1: Duty Rolls: 1d6 6 for a roll of Duty Rolls: 1d100 10, Rev Devaroo's Duty is procced for the Session granting each player 1 additional wound for Session 1.

OOC: Jo is now gone.

Next Operation Power Cost: 5

Operation Stipend: Each member will receive 250 credits as of Day 3.

Start of Session 2: Increase Trust by .5 due to Poll results.

Re: Session 1 Tally

PostPosted: Sat Jun 09, 2018 10:08 pm
by Nekoinu
Loss of 0.2 Trust due to helping the Mandalorians escape.

Re: Session 1 Tally

PostPosted: Sun Jun 10, 2018 5:34 pm
by Dapper Dog
Non-Event Changes

Power Reduced by 2. See here: viewtopic.php?f=15&t=539#p7849

Re: Session 1 Tally

PostPosted: Sun Jun 10, 2018 5:42 pm
by Dapper Dog
Day 3 Event Changes

Trust increased by .4.
Power reduced by 8.

Re: Session 1 Tally

PostPosted: Sun Jun 10, 2018 5:44 pm
by Jace Malcom
Victory Points: 10/10

Power: 17

Trust: 2.7 - The Republic and Resistance are working together and have strong integration of ideals and coordination. No adjustment to event/mission rolls for the players.

Session 1: Duty Rolls: 1d6 6 for a roll of Duty Rolls: 1d100 10, Rev Devaroo's Duty is procced for the Session granting each player 1 additional wound for Session 1.

End of Session 1