[X] [EXP] Upgrade the Trait Charismatic.
[X] [Kira] She decides to contact Bastila and get her mother/master's guidance.
"First, I am going to call my master," you reply as you think over what you should do, "I might be a Jedi, but I am still only a Padawan and a fresh Padawan at that. Mum will know what to do better than I."
"Mum?" inquires Kira.
"We're from the Revanchist branch on Telos," you explain, "They believe, we believe that some emotions are good and it is a matter of keeping them in moderation than rejecting them in their entirety."
"How does that work?" asks Kira.
"Let's see...take fear as example," you say as you try to explain the differences between the Revanchist Jedi and the Council Jedi, "Both agree fear is bad because it leads to the Dark Side, but they, well, we disagree on how to deal with fear. The High Council thinks that Jedi should be fearless because they should feel nothing. Grandmaster Revan thinks that it is natural to feel fear and that we should keep it in check without letting it dictate our actions. Which is basically being courageous."
"So the Jedi are divided then?" replies Kira with a frown, "Which side is the Dark Jedi then?"
"Neither," you answer promptly, "The Dark Side would have us embrace the fear and be terrified. Both the Revanchist Jedi and the Council Jedi stand against the Sith and other Dark Jedi because at the end of the day, we both follow the Light Side while they are slaves to the Dark Side. We disagree on how to serve the Light Side of the Force, but we ultimately both serve the Light Side."
"If you say so," replies Kira, "So calling your mother?"
"Ah yes," you say, pulling out your personal communicator.
It takes a minute, but eventually Mum picks up.
"Luka dear?" says Mum, "Is this urgent? I'm a little busy."
"Possibly Master Shan," you reply, "I've found trouble and while it is a matter of life or death, I'm not sure how urgent it is so I'm going to say it is urgent given the stakes."
"I understand," replies Mum, "I won't be able to right away, but if you can tell what the issue is."
"Well, I ran into a Togruta smuggler who wants my help rescuing some slaves because she can't do it on her own and I'm a Jedi," you explain, "I know she is being honest because I used Force Persuasion to get that information out of her. She doesn't know if the slave ship belongs to the Hutts or the Exchange and neither does she know when the ship will be leaving."
"We should check that out," says Mum, "But I am busy right now getting this holocron safely transported to Telos so I will be occupied for the next few hours at the very least. Can you discreetly check things out in the meantime?"
"Of course M-Master Shan," you answer.
"Good," replies Mum before ending the call.
"I'm not sure how much of that you overheard," you say to Kira as you turn to face the Torguta, "But my master is currently busy at the moment so she wants us to go and do some reconnaissance whilst she finishes her current business. Do you know where the ship is and how we can get there?"
"Sure, it is on one of the docks in the lower city," answers Kira before frowning, "Ah, we will need to rent a swoop bike or airspeeder to get there in a timely manner. Otherwise it will take some time."
"How much would it cost to rent one of those?" you inquire.
"About twenty credits for a day if we bring it back," replies Kira, "But we would need to give them some way of extracting further payment from us in case we don't bring it back and if we didn't bring it back, we would be looking at maybe one or two thousand credits being charged to us. And if we didn't pay that, we would get a bounty placed on our heads."
"I can afford to rent one and if I do need to pay for losing it, Mum or Dad can over the costs," you reply.
"Then I can take you to a rental place," says Kira, "You'll be on the hook for paying."
***
The rental place in question turns out to be in a marketplace amongst several other shops. Given your experiences since becoming a Padawan and Dad's insistent advice of replying upon good gear to improve your capabilities beyond your natural abilities, you decide to do some brief shopping around see if you could find something worth buying.
While it is on the character sheet, you currently have 673 Credits to spend as you have 200 in cash and 493 is in your bank account while you need to reserve 20 Credits for renting a swoop bike or airspeeder.
Armour
[] Combat Suit. The most basic armour out there though it is substantially better than no protection. (50 Credits/+4 Defence)
[] Heavy Combat Suit. This version of the combat suit offers more protection than the basic model. It is heavier overall and not quite as flexible, but many consider the trade-offs worthwhile. (100 Credits/+5 Defence)
[] Military Combat Suit. This standard issue suit for most professional militaries provides good protection but can be heavier and more restrictive than some of its counterparts. Even so, many mercenaries swear the trade-offs re worth it. (150 Credits/+6 Defence)
[] Light Battle Armour. Providing solid protection for a minimal cost, this armour is excellent for entrenched troops or guards and those wearing are generally considered heavy infantry even if the armour itself isn't heavy armour. (250 Credits/+7 Defence)
[] Battle Armour. This isn't the heaviest of armour, but it comes close. Designed for heavy infantry, it has the protection needed to keep a soldier alive during ranged combat with heavy firepower. (400 Credits/+8 Defence)
Utility
[] Stabiliser Gauntlets. These gauntlets are quite stiff, minimizing actions that might interfere with the manipulation of volatile materials. They would help the user when it comes to handling explosives and other unstable items. (Hands/300 Credits/+2 Bonus to Demolitions rolls)
[] Energy Shield. When equipped and activated, these items project an energy shield around the wearer that provides limited protection against blasters or lightsabers for three or four minutes. The small power source can burn out when repeatedly stressed, requiring replacement of the entire unit. (Single Arm/140 Credits) (5/5 Uses Remaining)
[] Cardio-Regulator. This belt monitors heartbeat and breathing and releases chemicals into the body should either of these become irregular. This gives the wearer a higher fortitude than most. (Belt/100 Credits/+2 Fortitude)
[] Adrenaline Amplifier. This device improves the wearer's reflexes by triggering prolonged bursts of adrenaline. It is thought to be perfectly safe, with only a few instances of uncontrolled muscle spasms. (Belt/100 Credits/+2 Reflex)
[] Verpine Cardio-Regulator. This device regulates the body in distress with emergency fortitude support for the wearer. It functions so well that some wonder how many "bodies in distress" the Verpine tested. (Belt/200 Credits/+3 Fortitude)
[] Advanced Adrenaline Amplifier. This device is an improved version of the basic model, increasing effectiveness with fewer occurrences of side effects. It improves reflexes by triggering prolonged bursts of adrenaline. (Belt/200 Credits/+3 Reflex)
[] Neural Band. Developed after the Exar Kun war, this item bolsters the willpower of the user by electrically reinforcing established mental patterns. Republic troops called it "Little Shocky". (Head/100 Credits/+2 Will)
[] Aural Amplifier. With this item, Durkish Corporation abandoned visual detection in favor of aural, citing that most creatures breathe, and even camouflage fields can't blend the sound of that away. (Head/50 Credits/+2 Bonus to spotting hidden things)
[] Light-Scan Visor. These are invaluable tools that increase visual acuity by analyzing light on several frequencies above those of normal sight. (Head/75 Credits/+4 Bonus to spotting hidden things)
[] Sonic Nullifiers. Replacing bulky ear protection, these items make use of newly developed counterwave-nullifiers, an innovation pioneered by shipyard workers, not the military. (Head/100 Credits/Reduces Sonic Damage by 10)
[] Motion Detection Goggles. A built-in micro tracking processor means a user wearing these goggles can detect almost any movement. (Head/100 Credits/+2 Bonus to spotting hidden things, +1 Bonus to Demolitions rolls, +1 Bonus to physical security rolls)
[] Bothan Sensory Visor. Bothans place great importance on the tools of the information trade. They would consider these items to be of average quality, though their standards are exceptionally high. (Head/150 Credits/+4 Bonus to spotting hidden things, +3 Bonus to Demolitions rolls, +3 Bonus to physical security rolls)
[] Breath Mask. This is standard issue gear for Republic forces and most professional soldiers, protecting against a variety of gas-based attacks. (Head/100 Credits/Immunity to Breathable Poison and Suffocation)
[] Stealth Field Generator. This device allows the wearer to generate to a stealth cloak by surrounding themselves in a camouflage field. (Belt/100 Credits/Allows the user to stealth cloak themselves)
[] Sound Dampening Stealth Unit. This Republic unit improves on the basic stealth cloak camouflage field by dampening all sound that the user might make. (Belt/200 Credits/Allows the user to stealth cloak themselves with +2 bonus to avoid detection)
Consumables
[] Antidote Kit. This kit contains wide-spectrum antidote hypospray injectors designed to neutralize all known poisons. (49 Credits/Cures most poisons)
[] Medpac. A medpac contains essential equipment for the treatment of wounds. (40 Credits/Restores 10 Vitality or can heal a minor injury)
[] Advanced Medpac. An advanced medpac contains an improved array of equipment for the treatment of wounds. (80 Credits/Restores 20 Vitality or can heal a minor/major injury)
[] Life Support Medpac. A life support medpac contains dermal regenerators and other equipment for the treatment of wounds. (150 Credits/Restores 30 Vitality or can heal a minor/major injury)
[] Computer Spike. These items allow a user to slice computer programs, assaulting systems with garbage data to overwhelm security measures. They are one-use items. (25 Credits/+10 Bonus to Hacking rolls)
[] Spare parts. This is a disposable package of universally adaptable parts, designed for repairing droids and other machines. Spare parts can only be used once. (20 Credits/Allows for additional repair options)
[] Security Spike. This one-use item employs anti-encryption software and electronic interference to improve the user's ability to bypass locking mechanisms on doors and containers. (10 Credits/+10 Bonus to Security rolls)
Grenades
[] Frag Grenade. Fragmentation grenades are very basic. They explode when thrown, showering the enemy in shrapnel. It's not elegant, but it's definitely effective. (80 Credits)
[] Concussion Grenade. This type of grenade explodes in a concussive wave of force that disrupts the senses of both organic and inorganic targets in the area of effect. (80 Credits)
[] Poison Grenade. This grenade unleashes a blast of poison gas that affects the nervous system, lingering in the air to ensure that the effect is not escaped easily. (130 Credits)
[] Adhesive Grenade. These grenades cover the target area in a gooey bio-adhesive that traps anyone caught within the effect. It quickly degrades, allowing allies to soon pass unhindered. (130 Credits)
[] CyroBan Grenade. A CryoBan grenade releases a supercooled liquid that freezes on contact, causing intense pain and damage to victims caught in the effect. (130 Credits)
[] Ion Grenade. These grenades emit an extremely strong burst of energy devastating to any droids or electronics caught in the effect. (130 Credits)
[] Sonic Grenade. These grenades explode loudly, but the majority of their effect is delivered in disorienting frequencies the ear can barely perceive, even as it is damaged. (130 Credits)
Social
[] Luxury Foods. You have your favourite foods and it is nice to treat yourself every now and again. (20 Credits)
[] Formal Dress. A high-quality dress both makes you look great and fits in with a formal event. (200 Credits)
[] Datapad. A hardy, reliable datapad with HoloNet access and plenty of data storage. (100 Credits)
[] Music. A collection of songs that you enjoy and find pleasing to listen to. (20 Credits)
Current Stats
Vitality: 30/30
Force: 29/30
***
So Bastila is still busy and she is going to make you do some scouting in the meantime. Since you are heading into a potential fight and would be going to somewhere with shops anyway, I figured I would give you the chance to buy some new gear for Luka using her limited funds.
Regardless of what you buy, you and Kira will be renting a swoop bike or airspeeder to go down to the lower city and investigate the slave ship.
Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.