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 2Jo's Select Stock - Session 1Old 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.]