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Session 2 Tally

PostPosted: Sun Jun 10, 2018 6:23 pm
by Jace Malcom
Victory Points: 0/20

Total Victory Points: 10

Power: 16

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: 1d8 6 for Duty Rolls - Squad 6: 1d100 73 - Tethys Carrack

Re: Session 2 Tally

PostPosted: Sun Jun 10, 2018 6:37 pm
by Jace Malcom
Operation Sand Demon

Mission Briefing: The city is controlled by Yunda Kryze, we need to remove him from power and reestablish the Resistance or aid the remnants if we can make contact with them. We have established ourselves outside a small oasis about forty kilometers from the city.

Expect heavy resistance and prepare for extreme heat during the daytime hours and freezing temperatures at night. Water consumption should be constant, stay hydrated and limit heavy operations during peak heat periods.

Mandatory Command Staff Briefing at 1900 hours local time [Day 4 – Mid Evening Slot]. Jedi send no more than two representatives, it was a little crowded last time.

Re: Session 2 Tally

PostPosted: Sun Jun 10, 2018 6:42 pm
by Dapper Dog
Contribution

Power increased by 2 - Naitiri Cadera.
Power increased by 2 - Niall Organa.

Re: Session 2 Tally

PostPosted: Sun Jun 10, 2018 7:36 pm
by Yunda Kryze
Yunda Kryze: His forces are well trained in melee combat, enemies facing his forces gain a setback die when attacking at Engaged with his forces.

Re: Session 2 Tally

PostPosted: Sun Jun 10, 2018 7:36 pm
by Tano Kryze
Tano Kryze: Grants her allies a boost die to all attack rolls, due to her combat regimen and leadership.

Re: Session 2 Tally

PostPosted: Sun Jun 10, 2018 7:41 pm
by Dapper Dog
Downtime

Two weeks pass, the first week is spent on securing the region and aiding the local resistance in shoring up their defenses. By the end of the first week the camp is broken down and the Strike Force moves on to the black sands of the great desert in the north.

Camp is setup by an oasis in the desert about 40 kilometers from the city, currently there is no contact with the local resistance in the region but the core resistance leadership and their best fighters have elected to come with the Republic and make contact.

Hopefully there is someone left fighting.

Re: Session 2 Tally

PostPosted: Mon Jun 11, 2018 7:09 am
by Dapper Dog
Illyria Acaran wrote:Bad Press, session 2: 3eP+1eA+3eD 3 successes, 2 advantage
ImageImageImageImageImageImageImage

Illyria broadcasts a piece showing heroic Republic soldiers saving civilians, with an interview from a mother who was forced to wear a suicide vest by the Mandalorians under threat that the Mandalorians would murder her children, and footage showing Republic doctors and medical personnel treating wounded on all sides of the conflict.


-1 wound threshold to the invading Mandalorians during session 2

Re: Session 2 Tally

PostPosted: Wed Jun 13, 2018 6:20 am
by Jace Malcom
Victory Points: 7/20

Total Victory Points: 17

Power: 22

Trust: 3.1 - The Republic and Resistance are working together and have a close working relationship and high integration of intelligence and personnel. Players gain a boost die to their first roll in an event/mission.

Session 1: Duty Rolls: 1d8 6 for Duty Rolls - Squad 6: 1d100 73 - Tethys Carrack

Notes: The Welcome Gift has not been calculated yet, as I am leaving that for Nekoinu to sort out.

Re: Session 2 Tally

PostPosted: Wed Jun 13, 2018 8:40 am
by Nekoinu
Welcome Gift gave the Republic +0.5 Trust and 5 Power.

Re: Session 2 Tally

PostPosted: Wed Jun 13, 2018 8:43 am
by Dapper Dog
Nekoinu wrote:Welcome Gift gave the Republic +0.5 Trust and 5 Power.

Add these for Day 6.

Re: Session 2 Tally

PostPosted: Wed Jun 13, 2018 7:19 pm
by Dapper Dog
Additional Changes

Contribution: .6 Trust increased.

Will add on Day 6.

Re: Session 2 Tally

PostPosted: Fri Jun 15, 2018 6:18 am
by Dapper Dog
Victory Points: 22/20 (Theater is now Controlled)

Total Victory Points: 32

Power: 23

Trust: 4.5 - The Republic and Resistance are closely aligned and well coordinated; they are a well oiled fighting unit. Players gain a boost die to all of their rolls in an event/mission and Power is increased by 1 per day at the start of the Day where Trust starts at this rank.

Perk: Trust Perk: 1d10 1 - Advance Recon: Due to the Intelligence of the Resistance, the team has advanced knowledge that is crucial to the Mission. In Non-combat Missions gain 1 free success on a single skill check; in a Combat encounter one player may upgrade a single Combat check once.

Session 1: Duty Rolls: 1d8 6 for Duty Rolls - Squad 6: 1d100 73 - Tethys Carrack

Re: Session 2 Tally

PostPosted: Tue Jun 19, 2018 10:45 pm
by Nekoinu
We got some trustworthy folks. +0.4 Trust from event.